
An action-adventure roguelike with a bit of RPG tossed in. Adventure deep into the UnderMine and discover powerful relics, deadly enemies, hidden secrets, and a few friends to help along the way.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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






Sums Steam only; PlayStation, GOG, 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 | $19.99 | 9.9Kreviews | 90% | — | $3.9M |
| $19.99 | 512ratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]UnderMine: A Roguelite That Never Stops Rewarding Curiosity[/h1] [i]The first few hours of UnderMine were easily my favorite. Every run unlocked something new, every trip into the mine revealed another mechanic, and I constantly found myself thinking, "I wonder what this does." Even after unlocking more of the game, that sense of discovery is what I remember the most.[/i] [h2]⛏️ Your Pickaxe Is Your Best Friend[/h2] Unlike many roguelites that focus almost entirely on combat, UnderMine constantly encourages you to interact with the environment. Your pickaxe isn't just a weapon—it's your main tool. Breaking rocks, uncovering hidden treasures, discovering secret rooms, and finding shortcuts became just as satisfying as defeating enemies. Every floor tempted me to explore just a little bit more before moving on. (well.. most of it are Bombs doing the dirty work tho) [h2]✨ Every Run Feels Different[/h2] The huge variety of relics, blessings, and upgrades makes every run feel unique. Some runs turn you into an unstoppable powerhouse, while others force you to completely rethink how you approach each room. I always enjoyed seeing what strange combinations the game would hand me next. That's one of the reasons I kept coming back. [h2]👑 Bosses Worth Looking Forward To[/h2] I genuinely like most of the bosses in UnderMine. They all have their own mechanics and feel memorable instead of simply being bigger enemies with more health. ...except that crystal dragon snake thing. I'm still not a fan of that fight. [h2]⚠️ Drawbacks[/h2] Ironically, my favorite part of UnderMine is also something you can only experience once. Those first hours—when almost everything is still locked, every upgrade feels exciting, and you're constantly discovering something new—are incredibly special. The endgame is still enjoyable, but for me, nothing quite matched that initial feeling of exploration and curiosity. [h2]🏆 Conclusion[/h2] UnderMine is one of those roguelites that surprised me with how much personality it has. The satisfying exploration, creative relic combinations, memorable bosses, and constant sense of progression kept me playing far longer than I expected. It's difficult to compare it directly to other roguelites because it has its own identity. If you enjoy discovering secrets, experimenting with builds, and slowly becoming stronger with every run, UnderMine is absolutely worth digging into. [h3]Rating: 9/10[/h3]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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, German, Portuguese - Brazil, French, Japanese, Korean, Simplified Chinese, Spanish - Latin America, Russian, Italian
| $19.99 |
| 9ratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
just a copycat
Fun game to waste your time. For me it was way to listen podcasts, video essays, documentaries and lectures. Now wayting for second one to be finished.
好玩
It's a dungeon crawler, and it keeps you coming back. There are a lot of relics, blessings, curses, and so forth. A lot of them work together, either for or against you, and that means your situation changes constantly. Perhaps you can't have potions now, or you can suddenly walk on anything except flames. You've been building your direct attack, but suddenly you've got a relic which improves the strength of your bombs every time you kill something and also causes slain enemies to drop bombs, but reduces swing attack power per bomb; suddenly you're a bomber, which is fun but eventually you'll always bomb yourself into oblivion. You have to stay flexible, and it keeps it more interesting than I'd have thought. Once you have all upgrades, there's another dungeon to keep you from plateauing. All in all, well thought out and designed. I'm giving 3.9 out of 5.
Minha Analise sincera jogando um jogo nesse estilo pela primeira vez: A PARTE BOA: *Um jogo bem polido sem bugs ou erros na interface. **Jogabilidade muito satisfatória, mesmo morrendo é divertido. ***Após a Morte não se perde tudo, (partes do ouro coletado, e upgrades do personagem se mantem.) \0/ EI PRA QUEM TA RECLAMANDO DO GOLD PERDIDO (É SÓ DA UPGRADE NA BAG DE DINHEIRO EU DEI ALGUMAS VEZES E MANTENHO 75% DO GOLD E DA PRA CONTINUAR DANDO UPGRADE) ****Muitas surpresas afinal é um jogo procedural, fazendo assim cada run ser unica. *****Personagens Carismáticos e muitas referencias a filmes e series rs :) ******Bem simples o combate, taca picareta, bate a picareta, pular e só sem ter que apertar trilhões de skills. AGORA A PARTE RUIM :) * GRIND....GRIND...SIM muitooo... vai pra caverna, morre, sai da caverna, up no personagem, e tudo se repete...se você não gosta de GRIND esse jogo não é pra você. ** AGORA O QUE EU ACHEI REALMENTE RUIM.....Você demora horrores pra conseguir as pedras roxas....pra criar RELÍQUIAS no Ferreiro e quando vai ver as relíquias não são permanentes, não fica equipada ao seu personagem, após a morte você a perde, o que te obrigada a encontra-la na Run, caso contrario você não as possui de fato.....qual o sentido de você demorar uma vida pra conseguir criar uma relíquia no ferreiro só pra perde-la após a morte? rs.....OK OK OK eu sei que o jogo é assim...mais perder a relíquia que encontramos na Run OK.... agora perder as relíquias criadas fora da run no ferreiro.....isso me desanimou real........ Resumindo o Jogo me conquistou, gostei muito de jogar, é divertido, um passa tempo bom pra quem gosta do estilo de Grind eterno. Recomendo muito :)
8/10 五王+丁[spoiler]未打掠奪王,也未見皇后[/spoiler],主線打完剩下的就是WHIP/異界礦井(和齊格飛神盾)/開巫術(增加難度),但由於主線難度與篇幅問題,剩下的部分就不打算玩了。 主線一言難盡,隨著聖物、祝福等等隨遊戲進度逐個開出,升級升個一定程度,突然就變成了割草遊戲了,打完一輪會進輪迴,一直輪迴,想說好吧既然這樣打完了那來打丁吧,結果這王的攻擊手段還不如前面的五個王,不只招放得慢,Bathcat會幫回血/攻擊/召喚其他人進來給一堆東西,打完後完全感覺不出來在打尾王,劇情也很謎,[spoiler]Bathcat的搭檔就這樣被一顆球打死[/spoiler],打完真的挺空虛的,剩下那些挑戰性質的內容自然就沒什麼興趣打了,畢竟再怎麼打,除了難度,內容基本不會變。 把主線打完還有很多聖物、藥水、祝福等沒有解鎖,甚至蛋只孵了三顆,未解鎖的不少,而主線只做這麼長,如果要解鎖剩下的只能重複輪迴把這些都刷出來,個人覺得沒有必要,畢竟就算真的都刷出來,遊戲內容還是差不多。 不過雖然說寫了一長串非正面評價,但這款遊戲玩起來是真的挺好玩的,每天都打開來玩一點,把主線劇情破了。前中期的每一把都很有探索的感覺,能體驗足夠的隨機性,各種房間與敵人,從頭玩到打尾王,和體驗幾次異界礦井(甚至拿齊格飛神盾),都還是挺不錯的,打折絕對可以買來玩[spoiler]這款已經打到骨折了[/spoiler]。
不好玩,内容少。跳跃手感极差(同样是为了避坑,传说法师选择更加舒畅的突刺),攻击手感也很一般。被传说法师一代完爆了(注:两者游戏框架基本一样)。沉浸感几乎无。角色常态移速极慢刷微信步数,延长游戏时间,局外成长挺恶心的,又没模拟经营,关卡内死亡还会百分比掉金,延长肝度,不反复刷取金币升级局外成长一个关底boss打好几遍,内容少挫败感强就算了,恶心的是角色走的也慢,同样框架的传说法师和相似框架的霓虹深渊一代都有传送或者常态冲刺。本来内容就少还来回跑图哥们真绷不住了,噢说错了应该是来回走图。买来打完第一关矿井boss沙虫,发现已经超过两个小时不能退款了,不好玩。
オススメにしてはいますが、不評よりの好評です 他の方も書かれていますが、基本的にアクションゲームのため苦手な人はやめておいた方がいいです それとやっていてイライラするのが金を回収していくお邪魔スライム 金を採掘した瞬間に沸いてくるため、敵と交戦中にツルハシが金鉱に当たって金が出た場合でも容赦なく回収してきます せめて金が出てから〇秒後に沸くとかもう少しやり方があったんじゃないのかと思います それとアクションゲーという分類ですが、敵の攻撃は敵が赤く光ったら攻撃してきますが 攻撃のモーションはほぼないため赤く光る→回避としないと被弾します 防具もHPを増やすものだけのため、ボス戦含めて被弾しない立ち回りを心掛けない事と 被弾した直後に無敵時間のような物もないためハメ技のような形になり3桁被弾という事もありえるのが非常にストレスです 悪い点ばかり上げましたが、お金を貯めて装備を少しずつ強くして、徐々に深層に潜れるようになって ボスが倒せるようになった時の達成感はあります セールで安くなっていたら買うぐらいが良いかと思います
Juego simpático, de bonito pixel art y mucho contenido, que no se hace para nada aburrido en los múltiples reintentos, con un buen y profundo postgame. De primeras parece sencillo (y de estructura y mecánicas sin duda lo es) pero cuesta un poquito hacerse con el control del personaje al principio. Luego que entras en él todo es un disfrute, y aunque parezca mentira en un juego pantalla a pantalla, cada nueva partida se hace variada y entretenida. Cada reintento te deja con ganas de más. Como tiene que ser en un buen roguelike. Hasta el punto de que cuando lo terminas se puede comenzar por el nivel que quieras, pero aún así te sigue apeteciendo empezar por el primero. En definitiva, un JUEGARDO. De lo mejor en este género que he jugado en los últimos años, a pesar de que no diría que sea especialmente original ni largo de completar en una partida normal. Pero bueno, para eso están el postgame (con sus locos desafíos) y los niveles ocultos. Para los que se queden con ganas de más.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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| $329.4K | 681 | 78% | $24.99 | |
| $428.6K | 868 | 75% | $19.99 | |
| — | 9 | 92% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.9M | 7.9K | 95% | $19.99 | |
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| $3.9M | 4.2K | 78% | $24.99 | |
| $3.9M | 7.9K | 92% | $24.99 | |
| $3.9M | 6.9K | 87% | $29.99 | |
| $3.9M | 9.8K | 91% | $29.99 |