
SHAPIK: The Moon Quest is a touching and atmospheric quest, the story of which unfolds in a mysterious world after a nuclear war.
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/day in the week to Aug 18 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Beautiful and cute, but short and simple. Barely a recommendation.
Jogo maravilhoso, adorei jogar. Quem quiser comprar o jogo eu recomendo muito jogarem. Tenham calma e prestem atenção nas dicas escondida. :)
This is wonderful...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French*, Italian*, German*, Spanish - Spain*, Spanish - Latin America*, Traditional Chinese*, Simplified Chinese*, Korean*, Portuguese - Portugal*, Ukrainian*, Arabic* +91 more
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Отличный квест в стиле Machinarium/Samorost. Фирменное отсутствие текста (как в играх Amanita Design), красивые уровни, последовательный сюжет, не сложные головоломки.
Классный квест, аж жалко, что закончился хаха. Имба, постоянно было интересно Предметы, с которыми можно взаимодействовать, указаны значками (боже, гениально) - очень удобно, не надо по всему экрану кликать или смотреть на смену курсора типа сам догадайся и т.д.. Головоломки и действия не душные и не сложные. Хорошая механика подсказок через тетрадку, они доступны постоянно, но каждый раз просмотр ограничен по времени, надо запоминать что нарисовано + уходит в откат ненадолго, звучит мб не очень, но этого вполне хватает, если затупил. 20 уровней в истории, но они все коротенькие
Играл где-то году в 22ом. Спустя 4 года раскопал эту игрушку в библиотеке, долго пытался извлечь из памяти хоть какие-то воспоминания об этом событии. Ни фига не вспомнил - не помогли даже снапшоты и видео-нарезки. Или я склеротик, или? Решил перепройти. Ближе к концу игры какие-то смутные воспоминания зашевелились в мозгу (а может, это просто дежавю). По окончании прохождения понял, почему я её не помню - тут просто нечего помнить. Закончил играть вчера, сегодня пишу обзор - и уже половину не помню. Игра мало чем отличается от другого Шапика - разве что персонажи чуть более менее убогие. В остальном все проблемы те же - подсветка активных точек только при приближении в упор, примитивные загадки, минималистский "сюжет". Резюме - (если) брать (то) на распродаже с максимальной (100% ?) скидкой..
It's very slow
Shapik: The Moon Quest, developed by Paul Podberezko, Daniil Naletov, Alexander Ahura, and Haim Schnitzer and published by Rapid Snail, is a hand-crafted point-and-click adventure that places atmosphere and visual storytelling at the center of its design. Rather than relying on written dialogue or voice acting, the game communicates almost entirely through animation, environmental detail, and musical cues. This wordless approach immediately distinguishes it from many traditional adventure titles, encouraging players to interpret its world and characters through observation rather than exposition. The story follows Shapik, a small, silent protagonist navigating a world that appears to have been reshaped by catastrophe. The setting suggests a post-apocalyptic landscape, where remnants of technology, unusual machinery, and altered environments coexist with organic life. The narrative unfolds gradually through environmental interactions and expressive character gestures. Thought bubbles and symbolic imagery replace conventional dialogue, allowing players to infer motivations and emotional beats without explicit explanation. This minimalism gives the experience a poetic quality, inviting interpretation and personal reflection rather than dictating a fixed narrative path. Visually, the game is its strongest asset. Every background is hand-drawn with meticulous attention to detail, blending whimsical design with melancholic undertones. Forests, industrial ruins, and surreal landscapes are rendered in rich colors and layered textures that create depth and immersion. The art direction evokes the feel of an animated film, with carefully staged scenes that reward slow exploration. Subtle animations—flickering lights, drifting particles, mechanical movements—add life to each environment. The world feels cohesive and intentionally crafted, making exploration itself a central pleasure of the experience. Gameplay adheres to classic point-and-click conventions, with players interacting through simple mouse inputs. Puzzles are integrated naturally into the environment, requiring players to manipulate objects, combine items, and trigger sequences in the correct order. The challenge level is generally moderate, leaning toward accessibility rather than complexity. Most puzzles rely on logical observation rather than obscure solutions, ensuring steady progression. While seasoned adventure players may find some sequences straightforward, the design supports the game’s contemplative pacing, allowing the atmosphere to remain the primary focus. The soundtrack plays a vital role in reinforcing tone and emotion. Without spoken dialogue, music carries much of the narrative weight, shifting between whimsical melodies and more somber compositions depending on the scene. Sound effects complement this dynamic, emphasizing small actions and environmental interactions. Together, audio and visuals create a cohesive sensory experience that enhances immersion. The absence of text ensures that players remain visually and emotionally engaged, relying on sound and imagery to guide interpretation. Despite its strengths, the game’s minimalist approach may not appeal to everyone. The lack of explicit storytelling can leave certain plot elements ambiguous, and some players may wish for deeper character development or clearer narrative arcs. Additionally, the relatively short runtime and straightforward puzzles mean that the experience concludes before expanding into more complex territory. However, these limitations are closely tied to its artistic vision. The game prioritizes mood and accessibility over mechanical depth, delivering a focused and cohesive adventure rather than a sprawling epic. Overall, it stands as a visually captivating and emotionally resonant indie adventure. Its commitment to hand-drawn artistry, non-verbal storytelling, and atmospheric exploration gives it a distinct identity within the genre. While it may not challenge players with intricate puzzle design or dense narrative exposition, it succeeds in offering a memorable journey defined by aesthetic charm and quiet storytelling. For those who appreciate games that function as interactive art pieces—where imagery and music convey meaning more than words—it provides a thoughtful and beautifully crafted experience. Rating: 9/10
Прикольная, атмосферная игрушка на 1 вечер
Прикольная игра головоломка всем советую
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.
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