
The King is Watching is a roguelite kingdom builder. Rule by the power of your royal gaze! Decide between producing resources, training armies, or balancing both, while adapting to unique events every run
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.
About

Ah, my glorious kingdom! A land where peasants toil, miners dig, and knights train... but only when I look at them! My gaze is law—progress thrives where I watch, but the moment I turn away? Laziness! Chaos! I must choose wisely: should I focus on the fields for food, the mines for riches, or the barracks for defense? With resources, I can even expand my all-seeing gaze, ensuring my kingdom flourishes… and that no one slacks off under my rule!

Water, wheat, stone, coal, silver—every resource fuels my empire! Farms feed my people, mines fund my ambitions, and workshops forge mighty defenses. Shall I invest in archers, reinforce the walls, or harness magic? Even my castle needs repairs when the enemy strikes! Every decision shapes my reign, and only a well-managed kingdom will survive the storm.
Rulership is no easy task! Each land presents new trials, from cursed cemeteries to infernal depths, forcing me to adapt. Yet every defeat is a lesson! As a true roguelite, my efforts grant permanent upgrades, unlocking new abilities, stronger defenses, and powerful strategies for my next reign. A true king doesn’t just rule—he evolves, forging an unstoppable legacy with each attempt!
Each battlefield hides unpredictable threats—enemies are led by unexpected Generals, demanding unique tactics to defeat. Want to conquer them all? You’ll need multiple runs! But fear not! My royal council aids me with cavalry masters, arcane sages, and cunning strategists. With their wisdom—and my unwavering gaze—victory is inevitable!
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, 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 | $9.74−35% | 10.5Kreviews | 89% | — | $3.6M |
| $14.99 | 166ratings | 90% | — | 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 999 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作为一个肉鸽游戏,这游戏的局外成长简直是拍拍脑袋想出来的,所有局外能力都只能用少的可怜的绿币去买,想解能力就只能多玩,但一局一个小时又让人快不起来,而且玩的地图越多解锁的建筑越多兵种池子就越杂,池子越杂就越难抽到能起的兵,相当于是局外玩的越久局内战斗力就越低,而且这游戏想稳定拿高级资源起高级兵只能用工作台蓝图研究,不研究就会被卡上限,只能出杂兵,最后带着一群杂兵像条区一样被踢死,要解锁研究蓝图也需要绿币,想要ban掉不需要的图纸还要花绿币资源专门解锁,摆明了要玩家花大把时间去刷,肉鸽游戏是耐玩,但你按照玩家一定会投入大量时间玩来设计是否有点 这游戏难度设计更是重量级,我目前最高村庄难7通关,一开始我以为我运营思路不行,没办法快速起资源暴兵,出来一看成就气笑了,只有6.8%的玩家通关了村庄难6,合着就是这么设计的,但上难度的方法又很粗暴,就是卡人口,卡资源,脏池子,脏地块,给敌人加血量和伤害,没了,全凭劲大,难4逼得我去查攻略发现这游戏的底层逻辑索菲,但索菲在一条顾问线上的倒数第二个,我和它之间差了300多个绿币,难6逼我放弃鲍德温国王起小兵,改用李世民玩塔防,本来就脏的建筑池子,因为不需要兵营起小兵显得更脏了 平心而论,这游戏的玩法和美术都担得起“性感”二字,但制作组就像花大力气做完玩法和美术之后要赶死线一样其他内容全部敷衍了事,比如恶心的局外成长和粗暴的难度提升还有我脏得像恒河一样的建筑池子,当木桶效应里的那个桶只有一根长板其他的全是短板的时候它就不能被用桶来定义了,充其量只能算个勺 [hr][/hr] 已力竭,难9连建筑都不让拖了,前期80%负面地块是想让我拿西北风开局吗 [hr][/hr] 难10倒是允许我拖建筑了,但喜欢我敌人血量伤害双双翻倍,除了少的可怜的刺客不出精英兵什么剑士民兵骑兵都是一下死大鹅骑士大黄蜂两下死吗
A fun RTS TD game. I've glanced through a lot of negative reviews and most of the points they brought up have since been fixed. They added mid-run saving, (limited) rerolls for buildings and artifacts, options to banish certain rewards from being offered, they rebalanced some of the units & advisors etc.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 5.71/day in the week to Jul 30 → 8.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Russian, Simplified Chinese, French, Japanese, Korean, Polish, Portuguese - Brazil
| $14.99 |
| 47ratings |
| 94% |
| — |
| not modelled |
| $11.99−20% | — | — | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a defense roguelike game, where you build up an economy that also produces units to defend your town from waves of enemies. The gimmick is that despite having a 5x5 grid to build structures on, only the ones in your "gaze" actually function. Since most resource producing buildings are temporary, you'll be constantly changing the layout of your town, changing with what you need and unlock and use up. Individual runs can take up to an hour. The game does a great job of constantly having you change up your grid of buildings, and that is where most of the fun comes from. On low to mid levels of the game it is actually very easy to shuffle things around, so you get to experiment a lot. The actually combat is very simple, but you do get more and more control over your unit composition. Runs are unfortunately pretty long so can feel like quite a commitment, but on the positive end there is plenty of meta upgrades and variety to keep you playing. The maps all have their own unique mechanics to spice things up, and some of the advisors you pick completely change your playstyle. Overall there is plenty of reason to play again and again. The art is pretty unique and interesting... sometimes. The splash screens in the game and some of the character portraits are really stand out, hinting at a weird and whimsical world. However you don't really see or feel that during the game. You'll mostly be playing with generic pixel art peasants and wheat fields. The music is pretty good but there is not much in the way of sound effects or sound design. Overall the game is solid. I actually wish there was more reason to grind, maybe a campaign or story to push you forward, because as is, even if you are into the game you'll just keep escalating until you are kind of done. It takes a bit to fully understand the game, so onboarding may take some time, but that is more of a testament to its uniqueness than a criticism. Bottomline, if you enjoy economy, management style games you'll like this.
Игра классная! Честно говоря купил из-за обложки))) Но внутри игра оказалась очень даже прикольной. Очень радует, что разработчик выпускает обновления и продолжает развивать игру! Единственное чего не хватает это статистики в конце боя! Мне просто пишет сколько недель я продержался, но мне хочется понимать какие юниты нанесли больше всего урона, какие здания больше всего работали, а то строить билды без каких либо цифр тяжело, остается только по ощущениям понимать, что какие то юниты слабее других.
黑暗领域 敌人集大范围伤害、瞬移、禁用地块、直接攻击城墙于一体,并且以上每波可以大量出现。知道还没做完,但麻烦先稍微玩一下自己做的游戏,
Интересная по своей сути основная механика с развитием поселения и его обороной убита об невероятно долгую мета-прогрессию. Чтобы открыть последний слот советника нужно 634 городских динария. На 5-й сложности края безумия я получил около 50. Т.е мне нужно так ещё сыграть раз 12 и это не считая неудачные забеги, которые заканчиваются раньше и ты получаешь ещё меньше. А это только последний слот советника, чтобы полностью прокачать всё (например урон и здоровье юнитов) мне даже не хочется считать сколько нужно потратить времени и сил. В других рогаликах прокачка обычно куда легче и открывает какие-то новые способы прохождения или механики, здесь каждый раз геймплейный цикл примерно одинаковый и прокачка на него почти никак не влияет. Какой-то абсолютно неоправданный гринд для игры такого размера, можно было бы снизить требования раз в 10 и стало бы только лучше.
Excellent little game. It brings some genuinely creative ideas to the table and ends up feeling like a blend of autobattler, RTS, tower defense, roguelite, and even a touch of turn-based strategy. It's an unusual mix that works surprisingly well. Rather than trying to explain every mechanic, the easiest description I can give is this: imagine an RTS where only a limited number of buildings and workers can be "active" at once. Anything you've selected automatically produces its output over time, while almost everything unselected effectively does nothing. That's the economy side of the game. Combat, meanwhile, feels much less like an RTS and more like a tower-defense/autobattler hybrid. Battles largely play themselves, with the player contributing through occasional spells and strategic decisions rather than direct unit control. As a result, you're managing your economy in real time while combat unfolds, but you can pause whenever you like to issue orders or reorganize things. Although the game sometimes has an RTS flavour, it never carries the pressure of truly real time games like StarCraft, Warcraft, or Age of Empires because you can pause at any time. This ability to pause combined with largely automated combat removes most of the stress while retaining all the strategic decision-making. For my part at least (and perhaps I'm showing my age here) that's pretty much the best of both worlds, since I tend to find micro little more than a stressful affair these days where I'm always left feeling like I can be better at the game by essentially having less fun via locking in to an unnatural or at least unpleasant degree. What impressed me most about The King is Watching is just how cohesive it all feels. On paper, the combination of mechanics really does seem to me at least like it could have very easily become clunky, disjointed and overwhelming, or alternatively just as easily perhaps too simplistic and dull, all based on the knife edge balancing act to games like this between always keeping the player busy but not overwhelming them. I found that the developers struck an excellent balance here. The game is highly engaging without constantly forcing pause and micromanage, very much avoiding the passive feeling that some autobattlers can fall into while also dodging the generally overwhelming nature of RTS. So, if it wasn't obvious already: so far as I'm concerned The King is Watching takes a collection of mechanics that might have seemed risky in theory and combines them into something that works remarkably well in practice. Accordingly, I can very happily recommend it. Just to add a bit of extra icing on the cake to all this on the note of value for money I would note that the game has a rather good volume of content to play through. While the variety of content likely doesn't quite change up the core game play enough to warrant playing through all of it, there's definitely still enough meat on the bone to justify multiple runs from start to finish and the Devs have set the content up such that whether five runs or fifty feels like the right number you will be accommodated and have new content waiting at least on the side of enemies and challenges; how many of those challenges you make use of before getting bored of the core mechanics is really a decision that's up to each individual player, and in my view that's wonderful desgin. A random addendum rant: This is unrelated to the game itself, but I'd once again like to complain about Steam's user-defined tags for the benefit of anyone who cares whether a game's tags actually describe the game. For reasons completely beyond me, this game has been tagged as a "roguelike". I have no idea why, nor do I understand why so many games on Steam receive the same label despite having little or nothing to do with the genre. To be clear: The King is Watching is not a roguelike. It isn't even remotely close. There is no procedural dungeon generation. There is no permadeath. In fact, there isn't even a player-character exploring a dungeon in the first place. Calling this game a roguelike makes about as much sense as calling rugby a game of tennis on the basis there is a ball involved. My best guess is that many people have come to believe that "roguelike" simply means "a game with runs and metaprogression", but that's not what the term means. Those features are common to roguelites, not roguelikes, and are by no means definitional anyway. Anyways, if you're someone who actually cares whether a game is a roguelike before buying it, feel free to ignore Steam's user-defined tag. The King is Watching is an excellent game, but it is absolutely not a roguelike in any meaningful sense.
优秀的甜品级游戏,不过需要指出的问题的局外成长过于逆天,推荐直接修改数据文件获得局外货币,会大幅提高游戏体验
Игра проста в освоении и реально сложна на высоких сложностях (ну, для меня, во всяком случае). Чудесная графика, нераздражающая фоновая музыка, которую вскоре начинаешь мычать подпевая, умеренный юмор - в самый раз. Многие игры сейчас сильно пытаются быть смешными и это выходит плохо. Тут с этим порядок ) Очень аддиктивная, время пролетает незаметно, но после нее почему-то чувствуешь усталость )) Хороша как переходная игра между большими проектами. Очень рекомендую!
The King is Watching Игра интересным образом сочетающая в себе несколько жанров. Тут и тауэр дефенс, и градострой, и кликер и рогалик… и все это работает через титульную механику того что из всех построенных зданий работают лишь те на которые непосредственно смотрит король. Которая реально важна, интересно работает и стоит во главе происходящего. По сути ты строишь на клетках город и на него идут волны врагов заканчивающиеся боссами. Есть некоторая перманентная прогрессия включающая до 6 слотов советников дающих те или иные перки, которые можно переключать подстраиваясь под конкретную задачу и набор лидеров на выбор принципиально меняющих выбор тактики. Имеются 4 карты и у каждой из них 10 видов сложности и вариации того как они сгенерились. В управлении есть возможность строить, перемещать здания, перемещать взгляд и применять заклинания. И в приоритете приходится именно перемещать взгляд потому что тащить сами постройки под него реально и иногда даже выгодно, но долго. Оборона же строится на юнитах с непрямым управлением, по желанию статике (здесь она явно не основной способ) и заклинаниях. На картах же хватает хватает разнообразных значимых особенностей, в том числе меняющихся от текущего уровня сложности и босса существенно меняющих геймплей. И таким образом нужно очень плотно балансировать экономику и оборону, особенно на высоких сложностях. И при этом все это идёт вокруг перков которые ты получаешь после волн - можно примено понимать что тебе нужно и есть инструменты это в некоторой степени регулировать, но приходится играть тем что имеешь. И это интересно и опять же повышает реиграбельность. Потому что тот же чистый тауэр дефенс это откровенно унылейший жанр. Есть вполне заметная прогрессия происходящего. В плане прокачки ты открываешь новые способности. Новые карты и уровни сложности тоже по ходу дела подкидывают контента. Пробовать других лидеров интересно. При чем тут нет того что тебе нужно очень долго качать одного чтобы им полноценно играть - личная прокачка делается буквально за 1 забег на вменяемой сложности. И всё это очень залипательно и дает серьёзный челлендж вплоть до невменяемо требующего всё оптимизировать до совсем безумных билдов и таймингов. Лично меня хватило до 6-7 сложностей из 10. И зацепило часов на 35. Стилистика у игры приятная. Она при этом еще и написана отлично - тут случаются эвенты иногда в которых нужно делать выборы и их просто весело читать. Техническое состояние не вызывает вопросов. Она хорошо работает на стимдеке. Единственное что, читать там описания сложновато из-за мелких шрифтов, но в целом этого не так много нужно и со временем ты запоминаешь суть и смотришь на иконки. А вот с ними местами есть проблемы. Иногда игра слишком все сводит к какому-нибудь условному изображению юнита и поди пойми что там за нечто с мечом тебе дадут в награду или требуют пожертвовать и есть ли оно у тебя вообще. Но в любом случае игра отличная и не исключаю что вернусь когда-нибудь в нее, особенно если там сделают еще что-нибудь новенькое. Своих денег стоит. 8+/10
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 |
|---|---|---|---|---|
| — | 0 | — | — | |
| $37K | 101 | 61% | $12.99 | |
| $319 | 1 | 100% | $7.99 | |
| $1.8K | 8 | 62% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6M | 11.5K | 93% | $9.99 | |
| $3.6M | 14.9K | 97% | $6.99 | |
| $3.6M | 8K | 88% | $24.99 | |
| $3.6M | 14K | 78% | $17.99 | |
| $3.6M | 10.1K | 94% | $9.99 | |
| $3.6M | 4.6K | 71% | $29.99 |