
It is time for true heroes to stop an evil invasion that is spreading across our land. Face enemies from the deepest caves and dungeons in an engaging brick-breaker style of fight. Bring peace and justice to your homeland yet again.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 25 → 0/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.
About

Choose your hero.
Break the barricades on the battlefield.

Collect all goodies.

Beat your enemies!

Liberate your land in challenging campaign.
Go and get them Hero!
Controls:Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 69reviews | 81% | — | $6.1K |
| $0.99−75% | 17ratings | 82% | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I hope you don't get baited by the positive reviews like I did but hear me out, this game becomes extremily repetitive after only ~10 minutes. Each level is literally identical to one another, only changing in visual appearance. There aren't any special bricks or area specific features like you would think if you look at the screenshots, there aren't any different orbs like in peglin which would alter your playstile and the three classes and their respective skill-trees are only pretending game depth but are mostly slight stat boost and generally irrelevant to the game (except for the talent where your ball does one extra damage, which is a talent each class will unlock). The only positive thing I can mention about the game is the cute artstyle but sadly, thats about it.
While it may look kinda neat on the surface; a cute pixel art version of Breakout set in a fantasy world with spells, treasure, etc. the game has some serious issues and ultimately led to a frustrating experience. 1. The paddles controls are just OK, nothing amazing; hard to change direction... 2. The levels are all kind of the same, similar layouts; nothing really noteworthy builds as you 'progress' 3. Enemy projectiles can be blocked but then you go on a timer that prevents you from blocking more (you take damage); this leads to a 'trickle' effect where you're constantly needing health just to offset the projectile damage. 4. Most spells feel fairly inconsequential; the fireworks is random...not very useful for later in the round when the blocks are mostly broken. 5. Everything from character upgrades to the level design to the enemies to the spells...it all feels a bit underdeveloped. Lastly, I just ended a session where I had these two priest enemies constantly healing the enemy healthbar back to the top. One would resurrect the other before I had time to kill them off. That combined with my ball ending up in a side to side bounce with such a small gradient that I was waiting minutes for it to come down back to the paddle. Meanwhile, they healed to full health, spawned more enemies. All the bricks were long gone, just me left in some psychotic pong game trying to hit the other side of the level while it gets healed back to full health....I dunno; left me pretty annoyed. So yeah...! Neat idea, cool pixel art. Execution is not quite there. Save your dollars for something else.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Polish, German
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Loved the other game by dev. A lot. This one, not so much. Breaks all the wrong breakout conventions. (Been playing this type of game since DX Ball.) The ball bounces in the wrong direction. There's essentially no control as a result, just ricochet physics. Way way too many unbreakable blocks. Playing tennis with a wall. All the power ups are weak sauce compared to just getting lucky with ball movement. Love the low price plus demo. But this one doesn't feel winnable or comfy. It feels hectic and like I'm being trolled. Not refunding though, nebula makes up for it and this model of low prices plus demos needs to be rewarded though being honest I'd prefer to see something closer to an open source and donate model like free base game with donate zero content DLC, but hey I live in the worst timeline. Kinda shady that all the demo video in the store page is lucky ball placement on the far side of the wall and level ups. Most of game play is not like that, mostly it's just watching your earnings slow fall into the abyss while you're playing tennis with the wall some more off in the corner.
It's a very fun adventure Breakout game! It has elements common in roguelite genres with unlockables as you progress throughout the game that expand on the core gameplay loop and make the levels go from essentially standard breakout levels to eventually hectic explosions, minions, balls, and falling gems to collect all over the place. In that sense, it's weird similar in a way to Popcap's Insaniquarium, where what is introduced as a simple gameplay concept is made crazier as it's naturally expanded upon. The pixel art is very endearing. This sort of extremely low-res style reminds me of Pico-8 games or even games from the GB Color/GBA, which play into the casual nature of the game. I love the tiny character sprites with their dopey names along the lines of "Toro" and "Bamps", which is right up my alley. I love games with little guys like that. The overall presentation has points of sloppiness, such as weird spelling mistakes in extremely obvious places (Ex: tool tips on the campsite), and I believe I can't replay the tutorial through the options menu(?), but other than details like that, the game itself is fun and has no gameplay glitches that I noticed or issues outside of the game balancing itself. It's definitely a concept that can— and in my opinion, should— be further expanded upon what's already here, as well as cleaned up and presented with more polish. It's honestly a little too easy for my liking, and I feel like there could be some further distinction of the classes. It would also be really interesting if enemies could be dynamic in how they react to you, depending on how you're playing or where you're ball is, or the state of the stage. Or at the very least the enemies just having more variation between each other. You'll know if you have a great concept if ideas of what you could do next start snowballing. Great ideas make more ideas which might even be great themselves, so it might be worth looking into. I recommend!
Very addictive but you have to know that the last missions are nearly impossible. Blocks respawn every few seconds and hundreds of enemies spawn and shoot at you. I have never been able to deal any damage to the last boss, or what I think is the last boss, a grim reaper of sorts.
I had fun, but I'm surprised this isn't an Early Access game. It feels unfinished and needs some balancing. I don't mind that there are only 3 classes, but the Knight class is so OP that there's no point in using the other classes. He kinda bulldozes through the game, and I was able to upgrade all 3 classes completely just by beating the game with him once. Also, the game was challenging in the beginning, but got extremely easy halfway through. The difficulty doesn't scale when you upgrade your character. Eventually I didn't need any of the in-game upgrades, I just went for currency each time so that I could get more permanent upgrades. Still, I was hooked for a minute there
Nice and entertaining little game. There is some strategy involved beyond the basics of Arkanoid. For example, in one occasion I found myself trying to understand why the enemy's blocks were regenerating, and then saw that there was a magician on their side doing that, so I started targeting the magician, because it was making it impossible to win the match. And some other minions send fireballs or projectiles that you can block, or you can spawn your own minions to do the same. When you hit certain blocks you gems or coins, and every time you level up you can spend gems to get health, special attacks, minions, traps, etc. Between campaign's maps you can upgrade your knight, wizard or rogue (you can play only one at a time), that requires coins and gems, that you gather playing the campaign. Overall, it was not hard (though I can see my 12 year old self struggling with this game a lot more), and it was entertaining.
to be honest,it becomes super boring super quick.
На один раз норм и стоит недорого. Но вот рекомендовать все же не могу. Просто арканойд пиксельный, немного интереснее чем классика. Местами оч душный, но все же не плохой.
7/10,弹弹弹很有意思,但是游玩内容并没有深度和广度,弹球一直是那个弹球;特殊攻击只有几次使用次数;每次获得技能大多是只有几秒持续时间的临时效果,生成一个短暂的额外弹球的技能甚至容易伤到自己;护盾的恢复较慢,面对接连而来的多发箭矢,大多数情况下只能咬牙硬吃伤害,缺乏处理手段,对游戏乐趣打击很大
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.4K | 38 | 92% | $4.99 | |
| — | 0 | — | — | |
| $27.2K | 81 | 69% | $11.99 | |
| $13.4K | 67 | 91% | $9.99 | |
| $12.1K | 59 | 93% | $7.99 | |
| $9.3K | 29 | 93% | $12.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.1K | 417 | 76% | $0.77 | |
| $6.1K | 66 | 92% | $4.99 | |
| $6.1K | 84 | 90% | $2.99 | |
| $6.1K | 101 | 52% | $2.99 | |
| $6.1K | 83 | 98% | $4.99 | |
| $6.1K | 269 | 72% | $1.59 |