
Don't even try it. You won't succeed. You will never get the last achievement. I really like buttons.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Jul 20 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
sadece mouse ile tıklayarak başarım kasabileceğiniz bu oyunun tek ama başarım kasmanızı sağlamak bu kadar
Whilst it is nothing special, it is quirky and if you do not mind a clicker style game it is fun enough to keep you engaged to find all the little hidden achievements. An easy game to 100%.
You start innocently enough, clicking away, thinking it's just a game. But soon, those buttons take on a life of their own in your dreams. You find yourself navigating button-filled landscapes in your sleep, strategizing your next move in a world where even sleep doesn't respect the allure of the click. Hours dissolve into the ether as you click your way through challenges, each press of the button a testament to your unwavering dedication. Real-world buttons start to pale in comparison where elevator rides become epic quests, and doorbells ring with the echo of triumph. And after getting the last achievement? Your poor, unsuspecting pen cap might get more clicks than it bargained for. But who needs dragons or space adventures when you've got the thrill of clicking your way to digital greatness? So, embrace those buttons, dear player. Let them guide you on a journey where every click isn't just a step towards achievement but a dream-inducing, button-pressing saga. Who knows, maybe one day you'll wake up trying to unlock an achievement in your sleep, like finding the perfect pillow position or hitting snooze at the exact right moment.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is false advertising, I got every single achievement, what a scam 0/10, don't even buy it
complete nonsense, literal shovelware where you click a button and get achievements, yes I got them all, no it wasn't worth it.
Yep
I did in fact get the achievements and it was easy to do I recommend you all try get it too
You Will Never Get This Achievement developed and published by Maximilian Ritters is a deliberately minimalist and self-referential experiment that turns the concept of achievement hunting into the entire game itself. Rather than building a traditional gameplay experience with narrative, progression systems, or varied mechanics, it reduces everything down to a single obsessive loop centered on interaction, numbers, and the pursuit of completion. From the moment it begins, the tone is clear—it is both inviting and mocking, encouraging players to chase goals that it simultaneously insists may not even be attainable. The core of the experience revolves around repeated interaction with a simple interface, most notably clicking, which serves as the primary means of progression. On the surface, this appears almost trivial, but the game gradually reveals a layered structure of hidden conditions and milestones tied to its extensive list of achievements. These achievements are not always straightforward; some require persistence, others demand experimentation, and a few rely on discovering obscure or unintuitive interactions within the interface. This creates a dynamic where players are not just grinding for progress but also probing the system itself, trying to uncover its hidden logic. What makes the game stand out is its underlying commentary. It doesn’t just include achievements as a feature—it builds its entire identity around them, exaggerating the mechanics of completionism to an almost absurd degree. The repeated suggestion that the ultimate achievement is impossible acts as both a challenge and a psychological hook, pushing players to continue despite the apparent futility. This tension between encouragement and denial becomes the driving force behind the experience, transforming what would otherwise be a monotonous loop into something oddly compelling. It taps into a very specific mindset, where the act of chasing completion becomes more important than the gameplay itself. Despite this conceptual strength, the limitations of the design are difficult to ignore. The gameplay, by intention, offers very little variety. Most of the time is spent performing the same actions repeatedly, with only occasional moments of discovery breaking up the monotony. While the hidden achievements add a layer of intrigue, they are not enough to fully offset the repetitive nature of the core loop. For players who are not inherently drawn to incremental progress or achievement hunting, the experience can quickly feel exhausting rather than engaging. The presentation reinforces the game’s stripped-down philosophy. The interface is clean but extremely basic, focusing entirely on functionality without any significant visual flair. Audio elements provide minor variation, but they do little to change the overall feel of the experience. This simplicity is clearly intentional, emphasizing the mechanical nature of the game, but it also contributes to a sense that there is little beyond the central idea to hold the player’s attention over time. Ultimately, You Will Never Get This Achievement is less a conventional game and more a conceptual piece that explores player behavior. It succeeds in highlighting the sometimes irrational drive for completion that many players experience, using humor and frustration in equal measure to keep that drive alive. However, its appeal is inherently narrow. Those who enjoy chasing achievements for their own sake may find it strangely addictive, while others will likely lose interest once the novelty of the concept fades. In the end, it stands as a clever but limited experiment—one that delivers on its idea with consistency but offers little beyond that idea once it has been fully understood. Rating: 6/10
Worst game I've ever played.
Mientras más tiempo desees desperdiciar, este juego más debes jugar
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.
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