
A retro mini-roguelike inside a slot machine. Steady your blade - and spin!
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.
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): 4.17/day in the week to Jul 21 → 7.2/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.
About
Steady your blade - and spin!
After my last game SUMMERHOUSE, I wanted to make something radically different. Still small, but faster, with numbers, fights and goblins!
The result is SLOTS & DAGGERS, a strange little blend of slot machine and fantasy RPG.
To make this game I combined a lot of things I deeply love – weird fantasy worlds, crude drawings of strange little guys, old school crunchy hiphop drum machines and addictive arcade games that go “PLING PLING PLING” as they spit out little coins – with classic roguelike mechanics.
The features of this game are:
Fun slot machine
Weird fantasy world
4-8 hour campaign
Crude drawings of strange little guys
Retro visuals
Crunchy hip hop drum machines
‘Egg arena’ high score mode for the truly determined
Addictive arcade gameplay that goes “pling” a lot
Numbers! Fights! Goblins!
As with SUMMERHOUSE, please keep in mind this game is a solo project - small, focused, and made with care. It’s meant to be short and sweet and doesn’t have the amount of content as games built by bigger teams over years, but I think it’s a fair deal!
I hope you have a good time with SLOTS & DAGGERS <3
Cheers,
Friedemann
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 | $7.99 | 7.6Kreviews | 94% | — | $2.4M |
| $6.39−20% | 366ratings | 96% | — | 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 341 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
All right, so every other opinion is either written by bots or uses AI because they are so stupid. I'm going to be honest here so you can know if you want this game or not: it's a good game for dopamine, but there are four issues with it. And I'm going to talk only about issues. Firstly, it's genuinely so f^cking short. Maximum four hours if you have an average IQ. Mostly because even after end-game, you have nothing to do anyway since all of the items are unlocked. Secondly, half of the items are relatively useless, but once you have a good strategy - mine was inf coins with the gambling gem and money % amplifier - you can pretty much win the whole game, even with zero personal upgrades from the tokens. Thirdly, the game is unbalanced as hell, which is kind of bad for an rpg. So many items don't make sense because they're so bad[Which is pretty serious when the game has like, what, 30 items max?], and you'll pretty much be forced to do skill shots with physical weapons and amplifiers throughout the entire game. Essentially, every run is the same. Nothing differs at all. It goes like this: 1 - You pick a heavy sword, a coin and a shield as a starting kit, cuz everything else is trash, like I said before. 2 - You upgrade the heavy sword and make your own kit [like a large shield and a coin bag, for example]. 3 - You again just upgrade everything while buying and upgradeing random artefacts that you like. You will most likely get the Dracula artefact which has lifesteal, the cheese gouda that gives you more hp and the Undertale Heart of Determination that let's you re-roll if your crit, since everything is again, trash. Yeah, this is the thing in this game, once you notice the good items, everything else is indeed trash. 4 - You get the diamond, the saw and 2x items in the last lands, and you upgrade them fully since it's just free spins and everything else is trash. 5 - You defeat all the bosses and it's the end of the game since you pretty much one shoot nearly everyone if you're good. You don't buy more items, since they are simply trash. I for example one shooted final boss with a single turn, not knowing it was the final boss lmao It was so underwhelming. Fourthly, why does this game even have magical abilities? I understand that bosses have them [they bypass our shield and attack our HP directly which is scary... for the first four seconds], but it's useless FOR US when all the bosses have a maximum shield of 100-200, which is nothing, and the rest is pure health. What's the point of Shield bypassing weapons for me to use, if the bosses have zero shield in the first place? I think there is only one boss in the entire game that has a whole gimmick around having a massive amount of shield. One out of fifty. And he's still easy to beat, since he deals less damage than the first egg that we fight. Plus, the only magical items we get are a useless knife with lifesteal, a useless fireball and a coin-based magical gun that is objectively not worth it, even if you have inf coins. I have no idea why magic was added to this game for us. So, if you're willing to pay for a game that will last a maximum of four hours, then go for it. It's not bad; it's just an easy and fast way to get a dopamine hit. No wonder devs do not update it anymore, it genuinely has so many issues. 5.5/10 max. I can't believe I'm saying this, but even a game like Black Souls is more enjoyable than this. And that's saying something, since I ♥♥♥♥ on that game too.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese, Italian, Spanish - Spain, Korean, Portuguese - Brazil, Russian*languages with full audio support
| $7.99 |
| 158ratings |
| 94% |
| — |
| not modelled |
| $7.99 | — | — | — | 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 341 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Took me exactly 10 hours to beat the game. It was what... like $4? These people complaining about no further updates on a completed, awesome, challenging, and artistic game are ludicrous. If there WERE expansions I would happily purchase them full price. Thank you Friedemann for all your hard work! I enjoyed the game so, so much :_ ) Sad that it is over already, but looking forward to playing the "arena mode"!
Highly addictive and an absolute joy to play. There is something incredibly satisfying about getting a little further with every run. I also love the visual style, especially all the gadgets and machinery. The sound effects make it feel like you’re actually tinkering with the machine yourself. And it plays beautifully on the Steam Deck!
Perfect sized game to just kill some time without having to invest hours into a run, love it 10/10
The late game balancing needs a lot of work and its very disappointing seeing the complete lack of post launch updates but its a fun game for about4-5 hours
Really short game, not worth it. Dev promised more, never came back. Shame, could have been a great game.
Slots & Daggers is a relatively enjoyable slot machine incremental-roguelike, with a focus on the rather charming design quality of the UI. Face of against enemies turn-based style by applying different abilities to your potential slot rolls, and use currency won through runs to increase your potential abilities and do it again! There isn't much more to be said about it beyond that, as it has been stuck in a near-release state for just about a year now. The developer mentioned they where taking 'a few days to step away from the project' before beginning to work on updates. However, there has been nothing but silence, leading me to assume the project is in a finalized state. I'd recommend waiting for any confirmation of content updates before picking it up, as there is an argument to be made about the price compared to content.
Fun game until you find an OP combination :(
スロットの出目をビルドしていくローグライト。 素敵なビジュアルと演出でカジュアルに心地良さを得られる良作。手触りはとても良い。 バランスが悪くボリュームも少ないので、がっつりはまれるローグライトを遊びたい方にはおすすめしない。 ちょっと変わり種の新しい体験をカジュアルに得たい、くらいの方におすすめ。 このゲーム、戦闘しかないゲームなのに戦闘バランスがすごく悪い。 以降はプレイして感じたダメなポイントについてだらだら書くだけ。 感じた課題は3つ。 ●強すぎて必須かつプレイスキルを食っているアップグレード要素 ごく始めのうちは目押しでしっかりスロットを遊ばせるゲーム、という印象を感じる。 アイテム購入や使用に必要な金の管理も辛めの難易度でやりごたえがあるのだ。 しかし途中からはもうあからさまに勝てない敵の強さになってきて強制退場させられる。 プレイングやビルド次第で倒せそうといった感触もない。 ここはアウトゲームで購入できる強力なアップグレードが要求されているのがありありと見えてしまってやや興醒め。 一方、終盤はアップグレードを積むことで飛躍的に強くなり、全ての敵が硬いだけの雑魚になる。 スロットの目押しはほとんど必要なくなって、特定の最適解ビルドをなるはやで構築するだけのムーブに落ち着く。 そしてそれは早期から容易に実現できてしまうので、どうしても作業感が強い。 ●盾の存在を完全否定する仕様の数々 一見重要そうな盾だが、ゲームデザイン上ほとんど無意味な選択肢になっていて残念。 何度かプレイすると盾が死にアイテムであることに気づく。盾を貫通する魔法属性が登場するのだ。 盾ビルドを築いたところで、あとに控える魔法攻撃連打の敵たちと必ず遭遇することが分かっている。 そいつらには一方的にボコられて終わりだ。 魔法攻撃は防ぐ方法がないので、ダメージレースで相手に且つという盾ビルドと真逆の火力特化という方向性を要求される。 だから道中で盾とかいうクソ出目を採用する理由がない。 さらに、3つ絵柄を揃えることで発動するクリティカル仕様も盾の敵である。 このゲームでは「このターンの手札」といった概念がないので、限られた手札で状況に対応するということがない。 だから自由に、例えばスロット2つを攻撃に回して1つを防御に、という感じで出目をどうコントロールするか、という話になりそうなのだが、クリティカルがそうはさせてくれないのだ。 同じ種類の出目で3つのスロットを揃えるクリティカルを発動できれば、その出力は数倍に高まる。 そのため、出来ることなら毎ターンクリティカルを狙って最大効率で出力を出していくのがお得になってしまう。 つまり2ターンに渡って攻撃20&防御10を出すよりも、このターンでクリティカル防御30*3=90、次のターンでクリティカル攻撃30*3=90と出していった方がベターなのだ。 しかし、盾の出力は基本的に低く、また積めるキャップも低いため、そういった戦術が構造上取れない。 最悪なことに、最大HPの強化とライフスティールのような回復手段が多くあって、クソ弱い守り行動に活躍の場はない。 結局、ワンパンで沈まないHPと、被ダメを1ターンで帳消しにできる回復力を積んだ方が攻撃しながら身を守れて遥かに効率的で強い。そして、盾を一所懸命強化するよりもかなり楽に揃う。 ●人権のない殆どの装備 先述の通り、盾は冒険初心者に寄生するくらいしか存在できない可哀想なやつなのだが、そのレベルの産廃は他にもたくさんある。 ほとんどの武器が出力が伸び悩んで中盤以降全く役に立たない。毒も蓄積が低く減退が大きいという不遇っぷりで日の目を見ることはない。 限られた選択肢から理想的なビルドを組み立て戦い抜く楽しさ、ローグライトの醍醐味が得られないのは残念だ。 早々に盾を捨て、リロールで金と筋肉を育ててパチンコを飛ばしまくる、そんなムキムキ成り金パチンコライフスティールビルドがメインキャンペーンでの最適解に感じる。
Good game but finished it in just over 2 hours. Not worth the money :(
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.
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