
In up to four player co-op, form a group of explorers searching for treasure. In this cursed jungle, danger is everywhere and monstrous creatures alter reality. Stay clear-headed and tame the jungle before it devours you…
Most likely between $2.3M and $6.4M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 69% | approximately $3.8M |
| PlayStation | $29.99 | 74% | — |
| Xbox | $29.99 | 64% | — |
| Epic | $29.99 | — | #21 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1549 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
Awesome atmosphere. Sadly it heavily punishes solo play. Having a group of friends to play it is highly advisable.
Overall, I have a very positive opinion of MOUND. I love the concept, the Mythos, and the overall playstyle. The game feels intuitive, creative, and most importantly, fun. Good PvE-focused games are becoming increasingly rare, so having something like MOUND to play genuinely feels like a gift. The foundation is already here. I just think the game needs more depth and long-term progression to keep players invested. 5 things I believe would push MOUND from a game I enjoy into one I would fully endorse:** 1. Let Players Keep Something From Each Run Allow players to keep 1–2 items after completing a Quest or Exploration. This could be tied to a special slot on the wheel, a storage space in the cart, or another limited carry-over system. You don't need to let players hoard everything. Even being able to preserve one treasured weapon, artifact, or useful item would give successful runs more meaning and make players feel like they are slowly building something. 2. Level-Ups Need to Matter Right now, leveling up feels almost meaningless. Levels should unlock new gear, equipment upgrades, additional HP or Stamina, weapon improvements, passive bonuses, or other small progression rewards. It does not need to become an enormous RPG skill tree. Keep it simple. The point is that gaining a level should make me excited because something has changed. That progression would create longevity and give players another reason to continue playing beyond simply starting another run. 3. Maps and Monsters Need More Personality Maps should become more distinct from one another, but I think the bigger issue is the monsters. Monsters need presence.They should feel memorable, unsettling, strange, or dangerous instead of simply: BLAH! I GET YOU! or GRR! I leap toward you! Give them behaviors, audio cues, environmental interactions, stalking patterns, unique animations, strange habits, and personality. One idea I would especially love involves **Corrupted Players**. Have them repeat distorted versions of voice lines that players previously said during the match. Imagine hearing your friend's voice somewhere in the darkness repeating something they said twenty minutes earlier. That is the kind of thing players remember. 4. Give Tokens More Purpose More items and equipment should be purchasable with tokens. Add new weapons, armor, tools, cosmetics, equipment upgrades, or alternative versions of existing gear. Currencies are much more satisfying when players are constantly thinking: "What am I saving for next?" Instead of simply accumulating tokens without many meaningful ways to spend them. 5. Variety Will Save This Game MOUND already has an identity. Do not abandon it. The core concept, atmosphere, Mythos, and PvE structure are what make the game interesting. But variety is what will give that concept longevity. More monsters. More map variations. More equipment. More encounters. More objectives. More strange events. More discoveries. More progression. Keep the ideology of the game intact, but continuously give players new reasons to return. Final Thoughts I genuinely love MOUND. That is also why I am critical of it. I have spent years playing games and creating games myself, and I have seen this pattern before: a fantastic concept launches with a strong foundation, players love the idea, but eventually the lack of progression and variety causes the player base to fall away. MOUND does not need to become something completely different. It just needs the developers to **push what is already good further**. Give exploration lasting rewards. Make progression meaningful. Make monsters unforgettable. Give players things worth earning. Keep expanding the variety. The bones are already there. Now give them some meat. That version keeps your original argument intact, but makes each criticism feel tied to player retention, progression, and replayability, which gives the devs something concrete to work with.
Nice
I like the game but there is a very annoying bug when you're picked up you fall through the world and just keep dying. PLEASE FIX THIS FFS
El final totalmente pesimo
Le jeux était bien, dommage que pour la fin il n'y a eu aucun succès ni aucune cinématique. SPOILER : Dommage que la fin soit seulement un sauvetage de +
Unfinished game, very pre alpha alike. Mediocre graphics need very much resources, be sure to have the very biggest GPU available for a 2010 like graphics. Gameplay repetitive, not well made and boring after a few hours. Weapons provided by chosen quest, sometimes only a little knife, what the f? is going on ?!?!?Not worth buying.
Great Game
Całkiem fajna gra ale przez słabą optymalizacje, absurdalną ilość bugów (spadanie w dół/wpadanie w ścianę przy wchodzeniu po drabinie, blokowanie się przy otwieraniu skrzynki wozu gdy ten jedzie, czy nawet gdy bije mnie zombi nagle nie mogę się ruszyć bo tak. crashowanie nakładki stea'ma, błędy związane z rozdzielczością i WIELE WIELE INNYCH ) oraz masywna ilość craashy (przy 30h rozgrywki gra mi się wywaliła co najmniej z 20-30 razy, czasem 3 razy pod rząd w ciągu 3 minut) nie mogę polecić w obecnym stanie technicznym.
If a game doesn't show a valid way to play, it dowsn't make any sense to keep playing it in my eyes. The enemys aren't hard for the most part, but sometimes they just jump at you and there is nothing you can do to prevent it. Maybe i the future the devs will manage to invent an enjoyable game loop, until then I won't touch this game again! The backstab-animation doesn't work half of the time, then there is a hovering enemy which deletes you in like 2 seconds which doesn't even seem to take damage if you engage it, the pickup animations of the idols are cluncy as hell and the ingame currency is completely unbalanced. Please look into it further, as it is now, it just isn't fun at all!