
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 →
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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
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Dopamina extraña de merchant.
bit of a letdown compared to the first game. It just has too many systems in play for only 40 levels and at least 2 of those systems are brain dead simple (upgrading guns and cleaning jewels). They add nothing to the game. Also, those last few levels just suck. Still got through most of it without having to look anything up and only got tired of it after about level 30. Took about 4 hours to beat this one and now thinking the 2-hour runtime of the first game was a good thing.
This game takes the classic Tetris formula and gives it a fantasy twist, you're cramming jewels and weapons into a grid like bag to progress through stages. It’s a clever concept, and the core puzzle mechanics are satisfyingly simple, until the powders and upgrades show up to stir the cauldron of frustration. Upgrades? Just max them out. Seriously. Trying to fine tune your weapon enhancements, like choosing between firepower or something else, is more trouble than it’s worth. As for powders, they’re a recipe for chaos. Mix the wrong ammo, overstock your inventory, or accidentally use the right powder for the wrong purpose, and boom, you’re restarting the level. Again. Most puzzles are breezy, but the self-destruct sequence on level 40? That one nearly had me tossing my controller into the void. It’s a quick, quirky experience overall, but not without its hiccups. Verdict A fun concept with fussy mechanics. Worth a whirl, but don’t expect a masterpiece.
Please add ammo recipes and descriptions on the guns that say what ammo they take
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.
Having to go in and out of the shop UI slows the pace of the game down but the puzzles are still in theme
Longer than Saveroom but a little less "fluid" in my opinion
good follow-up to the original with some interesting new mechanics and a few QoL improvements.
Menus could be a bit faster and there is no exit game button in the main menu, nor are there option settings. The mechanic with cleaning jewelery is nice but same as the crafting weapon from stuff its a bit annoying and overstaying its welcome in bigger levels
Unlike the original entry, this expansion is a big miss and just feels very tacked on. The mechanics now require filling inventory to get the merchant option, then selling off items for money to buy the remaining required items to finish each level. Very tired and uninspired gameplay.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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