
TumbleSeed is a deceptively deep roguelike about balancing a seed up a dangerous and ever-changing mountain.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 215reviews | 77% | — | $68K |
| $14.99 | 27ratings | 90% | — | 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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I didn't like it. Too slow of a build up and not that interesting of a game at the start to keep me invested.
I'm surprised more people don't know about this game? I came to the store page to see if the team had made anything else, since I've loved this game for years now and have spent an hour here or there on it when I have free time, to discover there's VERY few reviews? Let me be a small part of the changing of that: This game is PRECIOUS. This game is FUN! This game is BALANCED in difficulty and when you die you know why you died and you try something different. It's an INCREDIBLE Roguelike, and I DO mean Roguelike and not Roguelite because you do NOT gain any powers that stay between runs. Every run is starting completely fresh, and the challenge of that makes it incredible. There are daily, and weekly runs, which I've ALWAYS sucked at, and ALWAYS enjoy. This game is absolutely incredible if you love puzzle games that involve interesting movement mechanics and the use of thoughtful strategizing. I REALLY can't recommend this game enough. Please buy it. Please play it!
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.
Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩法新奇,画面设计优异
Le jeu n'est pas très plaisant. Les objets obtenu lors de certaines parties, ne sont pas très explicite quand on les prend et de plus certains devienne des obstacle et piège même pour vous. Parfois les commandes ne réponde pas très bien (J'ai fait un teste de manette avant et pendant, c'est le jeu qui montre des faiblesses) Sinon dans l'ensemble peut être un jeu à Challenge, mais il n'y a pas de mode histoire intéressant permettant de comprendre mieux le jeu, surtout que la difficulté et directement problématique dés le début.
An interesting concept and unique style of movement made null and void by conflicting mechanics and brutally punishing drawbacks. Tumbleseed's core design is somewhere in between a Shoot 'em Up and pinball, and it attempts to merge these two genres while also making an ambitious leap in its movement design. Unfortunately, its trying to bridge a gap with too little understanding of how those genres function. Which is with a focus on precision that this game lacks. The movement in Tumbleseed is as described: a balancing act, you need to hold both sticks upward to ascend towards the end of each stage. This adds a slowness and unsteady momentum to the game, making the types of maneuvers usually common to it's peers nearly impossible in many cases. Holes and pits are everywhere, making up about 50% of screen space at all times, and each time you fall into one, not only do you lose level progress, but health on top of it (multiple health if you haven't been making manual checkpoints, and you start with only three). Its a double punishment for a very easy thing to do as you try to carefully navigate through. Clawing back your resources is a zero sum game as the amount it takes to heal is absurd, and you'll never be in a better position resource-wise than you were before you fell the first time. Then the game adds chasing enemies on top of it, and that's where an already unforgiving experience crosses over into the annoying. Enemies in this game aren't heavily populated, but their individual mechanics make progressing feel like a nightmare that prioritizes one strategy above all others: speed run. Go as fast as you can, stop for nothing, and pray that you don't accidently hold one stick too long, or its game over for you. It's not fun. 80% of powers and abilities require a type of precision that directly contradicts the type of balancing movement you need to use, and are oftentimes laughably useless or temporary. A flail that only works if you spin fast, but speed is actively discouraged. A cannon that rotates and can only be fired 4 times per resource spot, and only on set intervals. An invincibility that takes five resource spots to use and doesn't protect from pits. The only power I ever found relevant and helpful was the one that removes a set number of pits entirely, and even then the enemies were nearly too difficult on an early stage to win. And that's Tumbleseed, I'm sorry to say. It has ambition, style, and heart behind it, but it just isn't enough to make up for design problems that fail to merge properly. It breaks my heart to say it; I was hoping to really enjoy it when I picked it back up. I hope the development team, wherever they are now, are still making the art they want to and having fun doing it; even if its something I personally don't enjoy, and can't recommend.
Genuinely fun and novel game, there's not many games that really try to push you out of your comfort zone like this. It riffs on a lot of arcade / roguelite concepts you see in other games but has a very unique loop. It's harder than the art makes it look, but I'm still shocked this didn't end up getting much more popular, it deserves to be a cult classic!
Didn't like the gameplay.
good game i like to roll
I "Saved the Mountain" Week One when this game came out. It was about 90 hours of the best roguelike game I've ever played.
I like the game a lot! Very creative idea for a game. It's a hard game that's for sure but easy to master with time. If you like a challenge i very much recommend it. I'm glad to be a part of the 3% of people to complete it. One last thing i should say is that this game was on my wishlist for 2.5 years waiting for a sale but the last sale was in 2020, so I bit the bullet and bought it. Don't regret it Its a new take on a old marble game i played as a young kid. While my parents drank
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 |
|---|---|---|---|---|
| — | 0 | — | — | |
| $48.4M | 88.8K | 95% | $19.99 | |
| $36.3M | 183.5K | 97% | $12.49 | |
| $25.7M | 89.9K | 95% | $14.99 | |
| $19.6M | 57.6K | 93% | $9.99 | |
| $8.7M | 10.4K | 88% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $68K | 344 | 80% | $19.99 | |
| $68.1K | 90 | 60% | $18.89 | |
| $68K | 272 | 79% | $11.99 | |
| $68K | 83 | 96% | $19.99 | |
| $68.1K | 148 | 96% | $14.99 | |
| $68K | 229 | 76% | $12.99 |