
Immerse yourself in the Save Room, a place of safety and respite. Master inventory management while interacting with the enigmatic merchant. Buy, sell, and acquire crucial items to conquer every challenge. Not only will you need cash, but you'll need GUTS to finish this game!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 31 → 0/day in the week after.
About

Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99 | 229reviews | 69% | — | $11.3K |
| $4.99 | 44ratings | 58% | — | not modelled | |
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not the worst puzzle game but definitely not as good as the previous. While they went and added little cutscenes parodying RE4, they're not super funny or clever. The added mechanics to the puzzles over the previous game, while making the game more loyal to the Attaché case from RE4, also don't really serve to make them any more challenging, just more tedious. The menus are also quite buggy and can break the quick select for the duration of that level, making the game more annoying to play as well.
Sadly not as fun as the original Save Room. The new mechanics seem fun at first, but quickly become tedious and don't actually add anything to the puzzles. There's also a few bugs and QOL issues that prevent me from enjoying this.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $4.99 |
| 24ratings |
| 48% |
| — |
| not modelled |
| $2.49−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I loved the first Save Room, but this sequel's new merchant system fundamentally misunderstands the original's appeal. Instead of enhancing the core puzzle of inventory management, it buries it under a layer of tedious busywork—and I mean TEDIOUS. The merchant essentially solves the puzzles for you. The shop's inventory is so perfectly curated to your immediate needs—from treasure parts to weapon upgrades—that it removes any need for planning or decision-making. The only challenge is a frustrating, repetitive loop: sell items, buy the obvious missing pieces, combine it, sell it again, buy the obvious upgrade, run out of room, sort, and repeat. This constant back-and-forth between screens feels less like a puzzle and more like a chore. The original was a pure, satisfying brain-teaser; this sequel constantly interrupts that satisfying flow with unnecessary errands. The game’s challenge should be the puzzle of your inventory, not navigating menus.
To start, I absolutely loved the first game that I just finished. In this sequel, however, within less than 10 mins of gameplay I immediately understand the sentiments of the other reviews. I loved the puzzles and mechanics of the first game and was excited to be greeted as "stranger" and to be asked what am I buyin', what am I sellin'. Instead, it seems more hand-holdy and unnecessarily click-heavy than it needs to be. The buying functionality seems to just be a shopping list for what you need where the first game required you to figure these things out on your own. The selling seems to just be a nuisance pre-requisite to the next step, especially for those familiar with RE games. I wish I could give a neutral thumb position, but I am leaning towards thumbs down because you are probably just better off playing and ending with the first game, which is fantastic in my opinion.
Неиграбельно. По сравнению с предыдущей частью, эта - шаг назад. 1. Бредовый сюжет. Похитили собаку Президента? Разработчики ничего лучше что ли не смогли придумать? 2. Очень много багов. Часто игра вылетает, у торговца не отображаются иконки предметов, неправильно отображается количество предметов, иногда багуют цены, UI магазина и игры в целом как будто не знает, что игрок будет очень быстро кликать по кнопкам, из-за чего надписи и плашки постоянно ломаются и глючат. 3. Перегруженный геймплей
Kinda garbage cash grab after the first Save Room game. They didn't even bother to optimize or spellcheck their text before pushing this out. Buying and selling is ok but it fails when it doesn't even mimic the controls of RE4 menuing. I shouldn't be switching between keyboard and mouse controls constantly.
The first game is better
[h1] More Ideas, Same Good Problem-Solving [/h1] Save Room – The Merchant builds on the first game with buying/selling and a light story layer, and it mostly works—until the bugs and hand-holding get in the way. [h2] GOOD [/h2] [list] [*][b] Buying and Selling Adds Real Options [/b] The best upgrade is having more tools to solve the puzzle. Being able to buy items or sell things off to make space adds flexibility, and it makes each board feel less like “find the one correct layout” and more like problem-solving with choices. [*][b] Small Story, Nice Touch [/b] The story is simple, but it’s a fun little thread to follow and it gives the levels more personality. It helps the game feel like more than just a puzzle pack. [*][b] The Merchant Never Gets Old [/b] The Merchant vibe is just fun. Even when the puzzle is stressing you out, having that theme running through it makes it more enjoyable than it would be with a generic presentation. [/list] [h2] BAD [/h2] [list] [*][b] Still Can Be Frustrating [/b] Just like the first one, some layouts are tight enough that you’ll be rotating items for way too long before it clicks. If you don’t enjoy trial-and-error puzzle solving, this can wear you down fast. [*][b] Short Runtime [/b] It’s a quick play. That’s not automatically a problem, but don’t go in expecting a long game. [*][b] Bugs and Glitches Hurt the Fun [/b] This is the big one. When a puzzle game gets glitchy, it stops feeling like you failed and starts feeling like the game failed you, and that kills the satisfaction. [/list] [h2] Final Thought [/h2] This definitely enhances the idea, but it misses the mark in a small way. It’s still really great to play, and I like the extra systems a lot, but the bugs and some of the hand holdy stuff hold it back. Get it cheap or in a bundle. something I’d pay full price for.
I actually like the Merchant system, it adds some depth and makes it way harder and interesting. But it bugs way too often making item pictures disappear, that really sucked.
the first Save Room game was fun because it was just inventory management, but The Merchant is incredibly tedious, and i typically like tedious stuff. having to solve every puzzle twice just to go in and out of menus several times for all 40 levels is clunky. usually i'd just commit to finishing the game for the achievements but idk if i can bring myself to do that for this one
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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