
An idle dungeon management game, where high tier units can create low tier units.
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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Languages: English, Russian
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Idle игра про управление подземельем, где юниты более высокого порядка могут создавать юнитов низкого порядка.
im officially addicted
Вообще не затянуло
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
This game is strongly pay2win and, eventually, you cannot reasonably progress without paying. So for that reason I cannot recommend it. Mandatory payment is not necessarily so bad, but the game just slows you down more and more until you pay instead of being up front about it. So it just wastes your time. I also don't like that you can trivialize the whole game by paying - the boosts that you can buy are VERY strong. You do get some premium currency every 24 hours, so theoretically, if you log in every day for a few years, maybe you really can get through the game without paying. That's ridiculous as an intended game mechanic, though.
Fun little idler. Not great. Not terrible.
lame
Rating: 6/10.
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its only idle at the start later on it becomes just spamming prestige to slowly progress which is just clicking buttons on repeat it would do much better with a autoprestiger or buyer but most of this is locked behind 10s of hrs of actively clicking buttons and I didnt rly want a clicker and a monotenous click for progression when I got this at the start it was idling because progression was slow and you had to wait for crystals but now its too active and not rly fit to be an idler
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.