
We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 24.71/day in the week to Sep 7 → 43.29/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, 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 | $24.99 | 218.7Kreviews | 97% | — | $80.9M |
| $24.99 | 10.5Kratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2808 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
好玩
好他妈难啊啊啊啊啊啊啊啊啊
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 31.75/day in the week to Jul 25 → 43.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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, Simplified Chinese, French, German, Korean, Russian, Japanese, Polish, Ukrainian, Spanish - Spain, Italian, Dutch +5 more
| $24.99 |
| 499ratings |
| 92% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
?强强?
Relies too heavily on luck to strengthen your builds and secure your run. This is one of those "As you lose your character gets stronger" games which is a mechanic I strongly dislike if it's done as distasteful as this game does it (my opinion). Skill and strategy are irrelevant, has no meaning in this game. Sheer luck. Because HP goes too fast for the player but more often than not it goes too slow for the enemies. Too many times do you find yourself as a player with 80hp going against 2 or 3 enemies with 12hp each and they're dishing out more damage than your character can. They're shattering your shields with ease and out damaging you. And for some reason they will keep showing up with high buff values despite the fact the run just started less than 5 minutes ago. Healing is a joke for 2 reasons: 1. You need to heal at camp fires but they heal a laughably small fixed value of your health, and they have rng appearance with only 1 guaranteed spot of spawning right before the final boss of the area. - Many times you will see camp fires for healing on your map surrounded by enemies too risky to engage with. - To make them heal more you can find (RNG) items that increase a little % of the heal granted. 2. The merchant's appearance is RNG - You need Gold to buy from him - Your gold can be robbed by the thief enemies if you do not kill them fast enough - He may not be travelling with a heal when you see him (Notice how I implied 1 healing item not multiple.) You could play as smart as you want with what you find but the damage enemies do to the player vs how much damage the player can return will often times be ridiculously unbalanced because of how RNG this game is. I don't find it fun when my wins rely more on luck than strategy. I don't find it fun when the whole point of this game is to build and survive but you get punished for trying to prepare for a fight and you get punished for trying to just get on with it. There is no right way to do it just rng. It feels like the strategy and effort that goes into making use of what you can get your hands on goes out the window really soon, and I don't want to be forced to die as a character more than 20 times in these long chore runs before they are semi-strong enough to play to their full potential.
Che dire: Mega Crit ha creato il gioco da ufficio DEFINITIVO. E chi lavora più... 10/10
玩了那么久塔2回来重新体验塔1,真是如同捕鱼人初见桃花源一般,让人眼前一亮,以前没有感受到的数值精妙,机制平衡,在这次复体验中充分感受到了,见不到塔2恶心的粪怪,塔1的怪,留给你的只有战胜过后的成就感,而不是在塔2安东尼小巧思下的庆幸感。
goated
非常好玩使我爱不释手
好玩
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $12.2M | 21.3K | 92% | $19.99 | |
| $1.1M | 1.4K | 75% | $19.99 | |
| $246.1K | 727 | 81% | $14.99 | |
| $49.6K | 489 | 55% | $4.99 | |
| $2.7K | 5 | 80% | $17.99 | |
| $1.7K | 6 | 67% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $80.7M | 127.7K | 91% | $29.99 | |
| $80.5M | 162.6K | 96% | $19.99 | |
| $81.4M | 162.6K | 92% | $24.99 | |
| $82.3M | 42.9K | 59% | $69.99 | |
| $82.4M | 52.3K | 79% | $59.99 | |
| $79.2M | 112.2K | 92% | $39.99 |