
The world-famous meme becomes a metroidvania of mental mayhem. Play as Question Hound and explore a collapsing theme park shaped by your everyday worries. Jump, fight, and caffeinate your way through surreal worlds. Everything is fine... probably.
Modeled estimate, not a reported figure. How we estimate →
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

Except it isn’t. Welcome to Question Hound’s collapsing inner world. Step into a strange park built from pure anxiety, where your regrets, deadlines, and awkward memories have grown claws. There’s only one way out, and it involves a lot of coffee.
We’ve all felt them. But have you ever been trapped inside their prison, teeming with minions? Taunted by ghostly memories of your high school blunder years, hunted by dizzying work deadlines, or haunted by all the things you probably should never have done? Sounds fun, right?
It’s time to face those demons head-on.

As you platform your way through each world, you’ll encounter enemies that each represent a very specific everyday anxiety. From biting toilet monsters to flying textbooks, every threat is a familiar feeling in a funny disguise. Explore five emotional worlds, take down the unique boss in each area, and unlock new abilities that let you dive deeper into the chaos, revisiting earlier places and pushing into new ones.

Be sure to stop at every burning Rest Point to save, sip coffee, and pretend everything is fine for a brief moment. Collect Coffee Beans as you explore; your currency used to purchase perks and refill your healing coffee cup. Keep your eyes peeled everywhere you go if your heart is set on finding every quirky collectible!

This Is Fine: Maximum Cope transforms KC Green’s famous comic into a lovingly animated labyrinth of absurd anxiety. Angst and helplessness have never looked so good.
Each world is a dreamy, surreal experience. Every enemy oozes with personality, and every boss looms larger than life. It’s weird, it’s fun, and just the right amount of unhinged.

This is fine. Everything is fine. Whether you’re a genre fan or just here for the dog, this is an adventure built to surprise — and occasionally roast you.
5 surreal worlds of Humiliation, Fear, Failure, Loss, and Regret.
6 bosses to conquer, 6 abilities to master
28 quirky collectibles to find
27 perks to unlock and equip
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 | $15.19−20% | 84reviews | 71% | — | $18.7K |
| $18.99 | 15ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fun and wild adventure, just make sure to top up on coffee
通常来说,“类银”标签的游戏,不会是什么“善茬”,从这个类别的天尊《恶魔城》,再到近些年热度最高的《空洞骑士》,一部优秀的“类银”游戏总是被玩家们所热爱——但真正脍炙人口的类银,往往只有寥寥几部。 其最大的原因就在于这些游戏没特色,对于玩家来说没有记忆点,我个人觉得,一个游戏最大的原罪就是平庸,要么好的出圈要么差的出圈,不好也不坏是最完蛋的,真正意义上的“一点热度都不会有”。 不过,最近有这么一款类银游戏,以非常扭曲的方式进入了我的视野—— 在此之前我从未听说过“火灾狗”的故事,但“原作”中,主角莫名的松弛感的确非常.......额,非常松弛。 因此,哪怕是在游戏中,火灾狗都是无比“摆烂”,常常带给我一副“没辙了,就这样吧”的感觉。 除此之外,游戏的美术风格也很独特,我甚至无法用词语来形容这种“怪诞+漫画风+黑色幽默”的艺术形式,但它的特点却深深地印刻在了我脑海深处。 说了这么多,来谈谈游戏性吧。 最令我惊喜的一点是,本作并没有丢掉自己的“灵魂”,没有像大部分同类作品一样非常无聊。相反的是,不仅仅是美术资产独特,战斗的打击手感也尤为出色,这显然是经过了细致的打磨,打起来是真的爽、真的解压(如果我打得过)。 作为一款“类银”,游戏玩起来远比我想象中的简单......好吧我指的是适应游戏节奏后,整体难度并不算难,属于中等偏中——当然,我不是类银专业户,据我认识的一些大佬反应,本作的难度实际上低到令人发指。 (轻松,嗯,大概吧) 游戏另一大亮点,就在于很多创新的关卡设计。 除去优秀的地图设计,本作在部分关卡融入了许多趣(红)味(温)小游戏作为调味剂,的确让我获得了非常新颖的游玩体验——前提是我看得懂这个谜题的含义。 此外,我个人感觉,游戏的剧情稍显沉重,虽然不难看出,制作组旨在鼓励玩家用乐观去面对一切,但这过程的挣扎却又是实打实的艰难,外加上极具风格化的美术设计,如果你曾经有过非常严重的相关心理创伤的话(比如关于羞辱、恐惧、失败、失去、后悔等元素),为了避免可能的PTSD,我并不是很推荐你游玩本作。 整体看下来,本作整体的风格更偏向“调侃向”的黑色幽默,同时把这些元素融入了类银,外加上并不是很高的难度,的确适合作为一部“轻量级”游戏,结合游戏实际表现与硬性素质,我还是非常推荐本作的! [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 31 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Turkish
| $18.99 |
| 4ratings |
| 64% |
| — |
| not modelled |
| $18.99 | — | — | — | 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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Maravilloso juego, super divertido y con detalles que son muy geniales. Lo recomiendo sin duda!
-- Gameplay This Is Fine: Maximum Cope is mainly a metroidvania, but I would describe it as a very light one. While the game does give you new powers and lets you return to previous areas to collect extra items, those collectibles never really affect the main progression. The classic metroidvania feeling of unlocking a new ability, revisiting an old area, and discovering an entirely new path forward is mostly absent here. The structure is very straightforward. Each new ability obtained after defeating a boss simply unlocks access to the next door in the central hub area, leading to the following stage. Because of this, there is very little reason to revisit older locations unless you want collectibles or completion percentage. Combat is simple but functional. You attack using the hat in all directions, while dodging mostly comes down to jumping or creating distance from enemies. It never becomes especially deep, but it works well enough for the type of experience the game is aiming for. Healing is handled through coffee cups that can only be refilled at coffee machines using coffee beans collected during exploration. Unlike many games in the genre, resting at checkpoints restores only your base health and not your healing items, so managing coffee becomes an important part of exploration. -- Art Style and Presentation The art style and animations are solid overall, with several genuinely funny visual moments throughout the game. The developers clearly leaned heavily into early 2000s cartoon aesthetics, and in many ways they succeed. That said, one animation style in particular became very uncomfortable for me, the walking animation that uses heavy smear frame effects. I understand why it was implemented and how it helps reinforce the chaotic and anxious tone of the narrative, but visually it can become exhausting to look at for long periods of time. Personally, I often found myself looking around the character rather than directly at them while moving because the effect strained my eyes. Some players may not have any issue with it, but for those sensitive to that type of animation it can noticeably hurt the experience. An accessibility option to reduce or disable the smear frame effect would have been greatly appreciated. -- Story and Atmosphere The narrative does its job without doing anything particularly exceptional. The game slowly explains the background of each area while your shoulder angel and shoulder demon constantly try to influence your decisions and perspective. It is entertaining enough to keep the adventure moving, but it never reaches the level of becoming emotionally impactful or especially memorable. The music and sound design were a bit inconsistent for me. There were multiple moments where the soundtrack felt too quiet or almost nonexistent, and several sound effects lacked impact compared to the actions happening on screen. -- Exploration and Level Design The puzzles are fairly simple overall and never become too demanding. Exploration is encouraged through hidden secrets and collectibles scattered around the map, though again, most of them are optional extras rather than meaningful progression tools. The map itself is well designed. It gradually fills out as you explore, marks rest points, and becomes even more useful after purchasing pins from vendors that reveal important locations such as shops, puzzle pieces, and coffee machines. Fast travel between checkpoints helps reduce backtracking time, although if you choose not to teleport you can revisit areas to farm coffee beans from enemies in order to purchase more healing items or vendor upgrades. Each zone has a distinct visual identity that reflects different stages of the protagonist’s life, which gives the environments more personality and keeps the adventure visually fresh. Enemy variety is surprisingly good. Even if the attacks themselves are relatively basic, the designs help prevent encounters from feeling repetitive. Bosses follow a similar pattern, visually interesting, but mechanically simple. -- Performance and Difficulty One area that noticeably disappointed me was the loading times. Whether entering a level, teleporting, or simply transitioning between rooms, loading screens often lasted between 4 and 9 seconds. Considering the game’s visual style, scope, and relatively small environments, I expected significantly faster transitions. In my opinion, room changes should have stayed closer to 2–4 seconds maximum, with only major world transitions taking longer. Difficulty is fairly casual overall. The game is clearly designed as a more relaxed experience rather than a highly demanding metroidvania challenge. -- Length The main story can be completed in roughly 2.5 hours, while going for 100% completion takes around 3.5 hours depending on exploration. -- Final Thoughts This Is Fine: Maximum Cope is a decent metroidvania-style adventure that works well as a short casual experience, though it never truly stands out in any major way. The humor, visual style, and overall presentation are enjoyable, but several aspects like the shallow progression structure, inconsistent audio, uncomfortable smear frame animation, and loading times hold it back. Personally, I would recommend picking it up during a 30–40% discount rather than at full price, especially considering the short length. Also, it is important to go in with the right expectations, this is not a deep or highly interconnected metroidvania. It feels much closer to a lighthearted meme-inspired platforming adventure with metroidvania elements.
A bit on the short/easy side, but competent. (Disclaimer: KS backer)
This is fine.
[h1]《一切都好:极限硬撑》简评[/h1] 《一切都好:极限硬撑》是一款幽默有趣又好玩的一款2D平台类银游戏,在游戏中玩家将扮演“火灾狗”这一有趣的漫画角色,在狗狗脑内的世界开展一段奇妙而又幽默的探索之旅。 说实话,一开始看到这只可爱的狗狗还觉得十分的搞怪,后来一了解才知道这个角色是美国漫画家KC‑Green在2013年创作的漫画《Gunshow》里的经典角色,“火灾狗”是那种面对无论发生什么事情都是一种坦然的心态来应对。而在时至今日,人们用它来代表即使事情变得一团糟也要装作一个平静坦然的心态。怎么说呢?,这有点自欺欺人的感觉。 游戏的玩法非常有趣,玩家扮演火灾狗,进入了狗狗的脑内世界,游戏共有5个不同的关卡,分别代表着五种不同的负面情绪化身,在进入关卡后,“火灾狗”有着五格血量,每次受伤都会掉一格血量,当玩家所控制的角色没有血量时就会回到初始地点,如果你在休息处进行了休息,则会从休息处进行重生。 原本在玩的时候以为这个地图不会很大,但只有当自己实际探索时才会知道地图需要慢慢解锁,每一个关卡的地图都非常的庞大。在关卡内击败怪物后或者击碎物品可以获得咖啡豆,咖啡豆可以在特权商店里面购买玩家所需要的天赋,例如玩家角色在地图上的坐标,休息点的位置以及非常重要的制作咖啡机的咖啡机位置,玩家初始游戏时手里有着两杯咖啡。每杯咖啡可以回复两格血量,喝完了就没有了。后续就需要花50个咖啡豆在咖啡机旁边重新制作。游戏中的怪物都有着攻击特性和接触伤害,关卡地图上的一些地形机关也会对玩家角色造成伤害,每击败一个关卡的boss都会获得一个新的技能。不管是小怪,精英怪还是boss,都有着可以拉扯的办法来规避伤害,整体的体验难度还是可以的。 综上所述,《一切都好:极限硬撑》是一款2D平台冒险游戏,游戏中玩家扮演经典漫画角色“火灾狗”,需要在狗狗脑内的五个负面情绪所化身的世界中进行探索与战斗,在关卡中,地图,坐标,固定地点的显示。天赋与能力的慢慢提升,击败boss所获得的特殊技能都是这一款游戏中比较有趣的地方,可能在玩的时候有时候会有一些红温,不过在细细品味下还是一款不错的类银作品。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
Хоть игра и сложная но всё таки проходима я дошёл до второго босса советую если вы любите платформеры
Un poco decepcionante. ¡Pero hablemos primero de lo bueno que sino esta reseña empieza depresiva! This is Fine: Maximum Cope tiene un arte precioso, directo de la mano del creador original del cómic, y con una animación también encantadora. La música acompaña muy bien y hago sentir al juego como una serie animada de comienzos de los 2000. En general este juego me dio mucha vibra nostálgica. Narrativamente no es para tirar cohetes pero va poniéndose más creativo con el paso de las zonas y me recordó un poco a Psychonauts 2, me gusta cuando en un juego estamos dentro de la mente de alguien trastornado y eso se refleja no sólo en el escenario, sino en los enemigos también, todo te cuenta una historia. En general, le he cogido bastante cariño al perrillo, sin contar por mis razones personales. Me gusta que el juego expanda en el cómic original sin intentar tampoco hacerte sentir que es muchísimo más profundo y extenso de lo que es. Además la premisa "el perrito del this is fine decide enfrentar las llamas en lugar de intentar ignorarlas" va bastante duro, en mi humilde opinión. Ahora bien, o más bien, Ahora mal: This is Fine: Maximum Cope me enfadó un poquillo al principio. Empieza haciéndote sentir que te has saltado una cinemática y el primer nivel/zona es un tanto aburrido sin nada que te enganche realmente. Por alguna razón este juego es un metroidvania, y creo que le perjudica más que otra cosa, pues no sientes que estés haciéndote más poderoso, sino que POR FIN estás dejando de ser inútil, pues ni el movimiento ni el combate es divertido ni se siente bien al principio. Empiezas el juego pudiendo hacer prácticamente nada, con un movimiento ridículamente limitado y muy insatisfactorio, y enemigos a veces frustrantes, no por difíciles sino porque te cuesta moverte de la forma que desearías para combatir con ellos Bien, es muy tosco. Que por cierto, el backtracking clásico de los Metroidvania casi que no existe aquí, es muuuuuy limitado, no te sientes realmente recompensado por volver a las zonas anteriores con tus nuevas habilidades. Además, el juego está plagado de bugs. Desde que a veces se pone a vibrar el mando y nunca para, hasta directamente que a veces el crashee por completo. Aunque diría que el bug más molesto es que los logros estén un poco rotos y que con mala suerte no tengas formas de conseguirlos. Espero de verdad que lo arreglen. Quizá es porque soy demasiado buena pero, y con todo, le pongo un 6/10, aunque tirando más para abajo que para arriba. Es muy corto y medio roto y no intenta nada nuevo pero es... entrañable, simpático, me cae bien el perrito, y las similitudes a Psychonauts para mí suman bastantes puntos, así que ale, un 6, no está mal, por la segunda mitad se vuelve divertido de verdad. Por cierto el nivel de la oficina está bastante guay y el boss es Tumblr sexyman material.
very NICE!!
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