
SteamWorld Dig is back! Dig deep, gain riches and unearth the terrors of the underworld in this platform mining adventure influenced by classic Metroidvania style games.
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): 1.14/day in the week to Sep 12 → 1/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; Xbox, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−85% | 9.1Kreviews | 95% | — | $518.3K |
| $19.99 | 1.5Kratings | 74% | — | 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 865 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's genuinely impressive that they were able to tack on an entirely new core mechanic to the tried and true metroidvania formula and actually make it work. I had been avoiding this game because it seemed excessively gimmick-y and almost child-like and infantile. And I do still think there's a little bit of all those things there. But it's truly exceptionally well designed for what it tries to be - an engaging and compellingly fun game that makes you want to continue playing until the end. This game really does hold your hand and guide you explicitly through it, with on screen arrows pointing to quest objectives, as well as quest objectives labelled on your map. This is aligned with how deliberately accessible the game is in general; there's very little real exploration to be had here. Metroidvania fans who want a world to explore won't really find that. The world holds almost no surprises - sure, you can decide where in a particular vertical shaft you dig down, but ultimately you're going to reach the same set location whethr you choose to descend the left, the middle, or the right of any given shaft. The core gameplay loop is explicitly designed to addict you to the reward of character progression and to continue running on that progression treadmill right until the end of the game. And in this way, and many others, the game is deliberately designed to be as accessible as possible. Especially if you're using the interface guidance arrows and labels, you can safely turn your brain off, and just follow the dopamine. The world is simple. There's no real lore that I was able to discern - perhaps it appears differently to people who are familiar with the rest of the series. But it's mostly just a small set of disparate biomes, each of which either has no real story at all or a very simple superficial one. The overall story itself is utterly simplistic, but it's enough - the underlying engine driving gameplay is the player character progression loop. But all of this is of course aligned with the game's high degree of accessibility One thing that bothered me about the world is that the developers make excessive use of doors that magically and uncontiguously join disparate areas, and in some cases, far-flung areas, breaking the world's continuity. They also make lavish use of "out-of-plane" areas, what they call, I think, "caves", some of which join together different areas of the main map, which can also confuse the contiguity of the world. The game's combat is just flat out atrocious. It has something of the feel of Super Metroid before you become overpowered - your options can be quite limited given spatial constraints and so your only bet is often to run into mobs and face tank them while spamming attack, as given tight confines, as well as a deliberately slippery-slide-y player controller (substantively low acceleration and deceleration values), precision is beyond you. I can only imagine though that the designer's intent is that you often deliberately avoid combat because of just how awful it is. Yet I do distinctly remember there being times where I felt as if, despite this, there are instances where the devs seem to expect precision, for example one particular boss fight that I won't spoil where it can be quite difficult to getg within melee range without taking contact damage. It was also offputting that almost all of the caves are exactly the same terrain as the area you zone into them from, which adds to the jarringness of the map's spatial discontiguity.
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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): 0.57/day in the week to Jul 23 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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, French, Italian, German, Spanish - Spain, Russian
| $19.99 |
| 1.4Kratings |
| 94% |
| — |
| not modelled |
| $19.99 | — | 88%* | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 868 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
esta entrete, completar los secretos no es dificil consiguiendo todas las mejoras completarlo al 100% es un agobio
相当复古的玩法,但又有飞行和钩爪,所以玩起来观赏性很高很有趣 所有的隐藏区域都有实质性的奖励,难度适宜(实在过不了就叠甲) 相当不错的银河恶魔城like,如果你童年玩过钻地小子的话可以用这个重温一下 比一代多了许多粪怪,部分敌人的碰撞箱很迷,但依旧推荐 没有中文多少有点折磨
Игра за 1.5$ Отличная игрушка
好玩,只可惜沒中文,地圖比一代大,通關可能要花超過10個小時
This first one was awesome, so well done but this one is just a huge improvement, it really needs more love
四星推荐+ Steam送的,全收集通关 最后骷髅岛那个隐藏关卡实在玩不动了,限制条件多,纯自虐,网上又找不到多少通关视频。 游戏是个好游戏,玩法主要是挖矿和打怪,讲实话和最近很火的潜水员戴夫类似,下矿挖宝,回来卖掉升级装备。 游戏有很多跑酷元素,难度把握的刚刚好,不会说很难直接劝退,最难的关卡也只需要练练操作,除了考验操作的关卡以外,还有一些关卡是考验智力的,很好玩。 游戏有收藏元素,我个人很喜欢,比较有成就感,并且还有隐藏关卡的设定,我玩这个游戏基本要把图全探完,就先着哪个角落会有个隐藏关卡,完玩到后期还有个可以给隐藏关卡标记的技能,为喜欢全成就结局的玩家提供了便利,也不会丧失前期游玩的惊喜感(因为是后期才能解锁的技能)。 比较有意思的就是,这个游戏的奔跑技能存在感有点低,只有个别关卡需要用的,我基本没用过奔跑键,后面发现有一关怪追人,一直被追到,查攻略才发现是因为没用奔跑,那时才突然想起来有这个键。
評分 9 / 10(已破關) 將較一代玩法濃縮且流程短不同,二代加入了更多探索與解謎元素,整體內容更加豐富,雖然步調稍慢,但畫面、音樂與場景設計都有明顯進步,非常值得一玩! 破完一代後,隔天立刻接著遊玩二代,卻發現兩代的玩法差異比想像中還大。相較於一代以挖礦為核心,二代增加了許多探索、解謎與支線內容,角色成長速度也放慢不少,因此整體遊戲時數明顯增加。裝備則改為模組化升級系統,可以依照自己的玩法自由搭配,這點我很喜歡。劇情也比一代更加完整,而畫面、音樂與場景細節更是全面升級,整體遊玩體驗更加成熟。 破關後同樣可以挑戰全成就,不過二代的成就難度明顯提高,需要花更多時間與準備才能完成。唯一可惜的是,目前這個系列沒有推出三代,讓人有種意猶未盡的感覺。
非常好玩 但是有点简单 boss战有点弱 没有跟能力挂钩
Основная сложность игры это невозможность наносить удары по диагонали, в падении или в привязке, на этом и основаны большинство головоломок. Остается долбиться вниз, немного в сторону и снова вниз. Сюжет показался слишком тривиальным, атмосфера присутствует но лично мне не зашла. По механикам действительно очень похоже на клон Terraria, где отобрали всё кроме кирки и кошки. В целом, ничего особенного, просто пробежал без удовольствия для галочки. Можно рекомендовать только любителям жанра и геймпада, и только по скидке.
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 |
|---|---|---|---|---|
| $389.8K | 11K | 94% | $1.49 | |
| $215 | 9 | 89% | $0.99 | |
| — | 351 | 90% | $19.99 | |
| $0 | 6 | 83% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
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|---|---|---|---|---|
| $518.3K | 2.2K | 83% | $9.99 | |
| $518.3K | 958 | 55% | $29.99 | |
| $518.5K | 4.4K | 93% | $4.99 | |
| $518.5K | 1.9K | 86% | $11.99 | |
| $517.8K | 1.2K | 86% | $14.99 | |
| $518.9K | 2.4K | 84% | $14.99 |