
Steve's Warehouse is a melting pot of Suika game, rogue-like and deckbuiling. Purchase objects, combine them but don't make any falls!
Modeled estimate, not a reported figure. How we estimate →
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About
Steve is a busy alien and they must collect and sort out human fruits, animals, storage or even planets. To do so, Steve will combine the same objects to create better objects, make more points, and make more money!

Steve's Warehouse is inspired by the Watermelon game (Suika game) and rogue-like deckbuilding games (such as great games like Peglin, Luck be a Landlord or Balatro). Physics will do its thing, creating both the most satisfying and the most funnily frustrating situations
Strange effects include animals that eat fruits, strange letters that rotate, and sports balls that create objects when they touch a wall. Each of the 8 families works singularly around physics or other objects!
With more than 40 unique passives, discover various combinations to have a crazier effect:
Transform every object into a car, make every object rotate, win points when using a bomb or TNT...
Each arena has a boss with a special effect to give you one last challenge before finishing the game. Additionally, discover 7 unique challenges changing the game rules entirely!
8 object families, including Fruits, Animals, Celestials, Transportations, Storages or even Sports balls
70+ objects, each with a dedicated physics, effect, and points!
40+ passive objects that will let you create unexpected combos
7 different arenas changing the difficulty
8 bosses to survive
7 challenges to play the game in unexpected ways
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Simplified Chinese, Russian, Italian, Spanish - Spain, Japanese, Portuguese - Brazil
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Spent 4 hours in this with barely any progress, because for some moronic reason you can unlock only one thing per game, no matter if it's a single support item or an entire family of props. I have zero incentive to come back to the game to get the same content which requires specific strategies to work, making every run identical with the only variable being when will the physics suddenly go bonkers and throw out every modifier I have. tl;dr extremely slow progression, most likely to hide the lacking amount of content and get you past the 2 hour refund window.
If you think any suika is good, you’re probably onto something. It’s essentially still a physics-based game, and it can lead to some fun chaos. However, I tend to believe the roguelite aspect of the game also strips down the simplicity of what makes the original "Suika" so good. But its derivatives can be fun too! I would rather give a cautious thumbs up than a soft thumbs down because it’s still suika. You really need to play a few games to get used to its physics. There are several arenas, and each works differently. Take Canyon as an example, you’ll need to block the gap in-between two sides and maintain it. Overcrowding the pot is still usually unwanted, though there are some objects that truly let you brute-force the game, such as disco balls (you can combine any disco ball with another, and they get smaller while handing you more points) and storages that cannot combine but upgrade into a better one once the required amount is reached. You can then combine these builds with passives to create strong synergies, for instance, each storage could reward you with one VHS tape, or storages might require one less object to upgrade, and so forth. Storages are essentially great because they don't need to TOUCH, they just need to be present. You may not hit the required number of points for that stage, and that’s alright. You won’t lose the game; however, you’ll be punished with a malus (usually an immovable wheel, for starters) that will occupy your pot. It’s still manageable, as you can use a passive that lets you reduce their size or get a Ferris wheel, which will eat the regular wheels. Passives will also be stored in your pot, and you can lose them if they somehow fall out. There are quite wacky moments where multiple objects spawn and go out in arenas like Boat, Canyon, or the last one where you must use bricks to create your own boundaries. It’s frustrating but also part of the fun and learning curve. Each arena has a boss level, and you’ll face challenges such as continuously dropping things and such. There are certain quests that will earn you a medal, and medals will unlock new objects; however, you can only unlock one medal each game, which is unnecessary in my humble opinion. Overall, though, it’s mostly a neat game though you’ll probably stick to the same strategies once you figure them out, so each playthrough won’t be that different. I think games like Ballionaire handle that aspect better, but they end up being much more frustrating at the same time. ★ ★ ★ ☆ ☆ [url=https://steamcommunity.com/groups/theDeusExFox/curation] Please take a moment to check out my curator for more in-depth reviews [/url]
It gets better as you play. At first additional systems seem kinda unnecessary and they do break the flow a lot (which is a real problem and it doesn't go away). But synergies do work and it attempts are short andfor the most part feel fair. It's not a masterpiece, but it's more than decent. PS: please, let us skip the scoring. There is nothing to see there. It's just wasting time.
It's not an awful game by any stretch but I just didn't really enjoy it for very long at all. It just doesn't feel like all the parts come together as one whole properly.
スイカゲームとデッキ構築ローグライトを合わせたゲーム。 基本は同じアイテム同士がマージされるスイカゲームだが、 特定のフルーツを食べてスコアにする動物、壁に当たるとアイテムを出すボールなどの複数のカテゴリーがある。 マージだけではなく各カテゴリー間のシナジーやパッシブを合わせてスコアを会得していく。 デッキ内のアイテムをすべて落とすと1ラウンドが終わり、ラウンドごとに要求スコアが上がっていく。 ラウンドが終わると、デッキにアイテムを追加したり削除したりできるショップが出現し、それを繰り返していく。 要求スコアを満たせなくてもゲームは終わらず、マージ出来ないお邪魔アイテムが投入されてラウンドが続く。 枠外にアイテムが飛び出すとハートが1減り、ハートが無くなるとゲームオーバー。 パッシブが非常に強力だがアイテムとして枠に投入されるので、うっかり外に飛び出して効果を失ってしまったり、 回復アイテムのハートが回復後も枠に残って邪魔になったりとスイカゲームのフォーマットに上手く噛み合ったハチャメチャ感が楽しい。 リリース直後は日本語が無かったが、アップデートで対応してくれたのも嬉しい。 スイカゲームとローグライトが上手く合わさっており、お手軽ながら中毒性もありおすすめです。
It's just like those fruit mobile games except: * NO ADS * there's more families than fruit * those families are combined in the same level * you have a set of rounds and goal to survive * unlocks * NO ADS It really is a lot of mind candy fun and some fun balances in the game that make a nice risk-reward temptation. There are also some really hard shapes to get going (tetris....)
Quite fun to play when you just want to chill out, even if sometimes it does feel infuriating when things JUST fail to merge.
Perfected it without really knowing what's happening. Maybe the best game ever made.
肉鸽+合成消除=传奇耐玩王🥳
Oh, this is a fuuuun little game. It's everything enjoyable about those fruit merging games but made ten times more complex and addictive. More families of items to merge and clear, each with their own mechanics, various arenas, and a gameplay loop that keeps me coming back. I'm having an excellent time with it.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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