
Tomb Rumble is a pixel art MMO platformer, where adventurers compete to retreive ancient treasures in lost temples, cursed ruins and more. Push other players into deadly traps to be the first to escape !... or be the one to fall in a lava pit.
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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English, French, Spanish - Spain, Arabic, Polish, Portuguese - Brazil, Russian, Bulgarian, Czech, Dutch, Hungarian, Norwegian +3 more
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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0 players online, and even if there were people playing, Transformice's gameplay is more engaging
[h1]Не понравилось:[/h1] [b]- [u]Нет кооператива[/u][/b] На странице игры в магазине указан кооператив, но его тут нету. Гробницы проходятся без помощи, все только друг другу мешают; [b]- [u]Плохой неткод[/u][/b] Вот вы видите, как кого-то оттолкнули, а тот оказывается за вами, и сталкивает вас. А ведь нельзя создать комнату с паролем, и лагающий засранец может вас преследовать, хоть и в момент написания обзора у этой игры совсем нет онлайна; [b]- [u]Непонятный смысл игры[/u][/b] У игроков нет коллизий, и все бегут толпой, так что толчок только ускорит других, а ловушки срабатывают не сразу, и не достанут первого бегущего. Даже если на карте надо возвращаться в место старта, избавление от собравшего алмаз игрока не вернёт алмаз; [b]- [u]Долгие паузы[/u][/b] Заход состоит из 9 уровней разделённых на 3 локации, вот только между локациями зачем-то сделаны долгие паузы, которые дольше чем прохождение уровня; [b]- [u]Ачивки не работают?[/u][/b] Собрал персонаж красный алмаз, стал мстительным духом, а ачивки нет. [i]Конечно, со своими может получиться немного похихикать, но я качал ради некого кооператива[/i]
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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
oynayan adam kalmamıs. ah be atelier..
Быстро наскучила.
Cool concept but dead game
Tomb Rumble, cesur maceracıların pikselli kayıp tapınaklardan, lanetli kalıntılardan ve daha fazlasından antik kalıntıları kurtarmak için savaştığı bir MMO Platformer'dır. Başkalarını ölüm tuzağına it ve ilk kaçan sen ol !... Ya da sonu lavda biten...
Tomb Rumble presents itself as a fast-paced arcade about traps, treasure, and frantic races to the finish line. In practice, though, the game falls apart on the most basic levels — from its menus to the moment-to-moment feel of movement. Let’s start with the settings menu. It looks as if it was thrown together at the last minute: there are barely any options, the interface explains nothing, and many control parameters are locked to their default values. In 2025, such a bare-bones settings panel isn’t just a minor inconvenience — it’s a clear sign of unfinished design. Then there’s the language issue. Technically, the game supports multiple languages, but the option to change them is either buried so deeply or implemented so unintuitively that it genuinely feels like the developer expected the regional auto-detect to handle everything. If a player has to guess where the language toggle is, that’s a design flaw, not user error. The levels are another weak point of Tomb Rumble. They come across as repetitive, uniform, and — most importantly — unclear in their purpose. The game barely explains why you're there or what exactly you're supposed to accomplish in a given run. As a result, the stages blend into a sequence of similar corridors and traps that create neither tension, nor interest, nor any sense of progression. But the biggest blow comes from the movement. Traversal in Tomb Rumble feels unpleasant and unnatural. Jumps have a rubbery weightlessness, inertia behaves inconsistently, and the character controls often feel slightly delayed. Because of this, even basic navigation becomes a frustrating task. And if a game built around movement makes moving itself uncomfortable, everything else stops mattering. [b]In the end, Tomb Rumble is an example of a game whose ideas sound better than their execution.[/b]
Тым дыдым
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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.