
Sumo is a multiplayer physics-based party game for up to 4 players, featuring silly spherical characters with unique powerful abilities. Use a combination of mobility and tactics to survive the longest on Arenas which are just as much of a threat as your human or AI-controlled opponents.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Czech, Danish, Dutch, Finnish, Greek, Japanese +13 more
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⠀
リモプもできるし操作性も悪くないし、無料だし、ステージギミックもあるしフレンドと遊ぼうね。 操作は、ぶつかる、ジャンプ、必殺くらいだがクールタイムが若干あり、絶妙な駆け引きが発生したりもする 必殺技は落ちてるアイテムを取得すると使用できるぞ!
10/10 el juego, no entiendo como no tiene mas jugadores, es buenisimo para jugar con amigos y pasar un buen rato 11/10
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
miglior gioco oat
It's a fun game, but it's also very buggy. For example in the Hazard game mode you can spawn facing the wrong way and the whole world is upside down. Also sometimes it doesn't even load in, and the game freezes a lot.
☀️
[quote][b]Note: Dead PvP game[/b] This game contains no meaningful single player content. There's no viably populated servers/active player population. This game cannot be played as intended.[/quote] This was an attempt at making a multiplayer physics-based party game where you control silly spherical characters with "unique abilities", but basically they didn't make much of a difference. Gameplay takes place over various "unusual" arenas like train tracks or floating platforms, but the objective is the same, push your opponents out of the ring. This was made as a demo/proof of concept project for an emerging (and failed) game development team, more than a serious game intended to succeed on Steam. This is a dead PvP game. Why did "Sumo" fail? Time for a video game autopsy. [i]The vast majority of PvP focused games on Steam are failures.[/i] Most fail because developers assume just because the game project code completes a successful build, the game will instantly and magically "go viral" just for existing. There's nothing in this to appeal to gamers that hundreds of other PvP games are already doing better. The market for PvP games is crowded and the player base is limited. This game never reached "critical mass", didn't "go viral", and didn't offer anything to differentiate itself enough. Even with no upfront cost, it failed to appeal to gamers for several reasons. There is no real single player content here. The developer thought other players could replace actual storytelling and level design. That was a bad bet to make, and yeah, the developer lost. Hard. Without a player base or meaningful solo content (storytelling, narrative, you know, what makes games like GTA famous), the game has nothing to offer. Other players are not a substitute for doing the job of a developer and creating meaningful game content. This comes across as something unambitious and "simple" in terms of implementation and technical quality and depth, more like a game dev tutorial or an experiment. It’s a classic case of a developer prioritizing the low effort needed to get a game listed on Steam over the actual delivery of a technically sound or compelling product. Whatever is needed to hammer out something "good" enough for Steam Direct self-publishing. Despite not being in Early Access, it's obvious this is an incomplete product. Developers have an obligation to deliver complete, not partially done products to gamers, that shouldn't be controversial. Whatever the excuses may be, it does no service to gamers for incomplete products polluting Steam like this. It makes it harder for gamers to find complete games, and it makes it harder for ethical developers who do the right thing to find their audience. Visually, the game looks pretty bad (and decent visuals are a must, gaming is a visual medium), we can be sure this is not an asset flip. This is because the game assets look so bad, no self respecting asset creator would publish them. That's a fail. There's also the old adage that those who lack the budget and talent to make their own game assets of any level of quality usually lack the budget and talent to do the rest of the job of game development properly, too. Let's talk about price and the value this represents for us gamers.There's no initial download price, but the developer was charging $10 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. You can always judge a game by how popular it is with the general public. Steam has over 130 million unique gamers, and over 40 million unique logons every day from dedicated PC gamers. But this only ever had a peak player count of a dozen or so people... that's very poor public reception. Gamers rejected this, most likely due to the reasons I supply in this review. All other issues aside (any of which would disqualify this from being worth your time), this is a game that relies on other players for it to be viable, and because there's not enough players, it's not viable. I can't recommend anyone downloads this, it's basically dead.
best game i have ever played!!!!!❤️🔥❤️🔥❤️🔥
не оптимизированное баговное
sucks
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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