
Shoot down waves of targets, collect their loot, and grow stronger through upgrades and skills in this expanding incremental game.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best CN #69, worst JP #92 · 7 markets collected
About
An incremental archery game filled with tons of content. Unlock new mechanics while clearing waves of target-like monsters.
Massive Skill Tree: No wasted points, just real upgrades that feel good to unlock.
Jobs System: Unlock 5 Archer jobs and become the most powerful archer in Zad.
Loot: Each target enemy drops unique rare loot that significantly improves your character.
Skills: Acquire and upgrade a variety of skills to eliminate your foes.
Crafting: A deep crafting system that allows you to create powerful bows and armor.
Mining: Master mining to vastly empower your archer skills and completely transform them.
And TONS of content: Shaping, Masteries, Guardian Perks and MORE.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 425 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
가격을 생각하면 생각보다 플레이 타임이 많이 짧은 편입니다. 이런 게임류는 보너스를 주고 다시 처음부터 환생을 시키는 방식으로 좀 더 게임의 재미를 무한하게 즐길 수 있도록 해놓는게 어찌보면 편할텐데 무한 스테이지 + 반지(스토리 상 최종보스 잡고나면 나오는 컨텐츠) 강화 가 결국 최종 컨텐츠라 어쩔 수 없이 캐릭이 죽는 다 싶을 때 잠깐 강화해주고 다시 방치.. 무한 반복.. 앞으로 컨텐츠가 어떻게 나올지 아니면 여기서 업데이트를 그만할지 모르지만 3~4천원 정도가 가장 적절한 가격대라 봅니다. 플탐이 너무 짧음 7시간 중 3~4시간을 다른 겜 한다고 방치해서 진행이 아예 막혔던 걸 생각하면 진짜 짧음 내용 추가. 무한 컨텐츠 한 번 해보려고 방치 해봤는데 그 투사체 표현? 표시? 수량 같은 걸 조절할 수 있다면 좋겠습니다. 사양이 그렇게 좋은 편은 아니지만 마지막 컨텐츠 진행할 때 스킬 연달아 터지면 40프레임 방어가 힘든 수준까지 렉이 걸리네요
업데이트가 빨리나오면 좋곘네요
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
Hours played at review time, across 430 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Прикольная игрушка, но к сожалению супер короткая, даже с фул достижениями максимум на 3-5 часов.
挺好玩的打发时间植物大战僵尸玩腻了可以来试试。一边刷红果一边玩这个时间过的很快适合多动症。
O título apresenta qualidades inegáveis: a sensação de progressão é bem construída, a direção de arte demonstra refinamento estético e as animações exibem um nível de polimento acima da média. Contudo, esses méritos acabam ofuscados por problemas estruturais que comprometem a experiência como um todo. A ausência de desafio significativo reduz o engajamento ao longo da campanha, tornando o percurso previsível e pouco estimulante. Além disso, a escassez de conteúdo é evidente. Trata-se de um jogo que, apesar de visualmente atraente, oferece um escopo limitado: concluí a totalidade da experiência em aproximadamente 30 horas, o que é insuficiente diante do valor cobrado. Em síntese, o produto demonstra potencial artístico e técnico, mas carece de profundidade mecânica e volume de conteúdo. A sensação final é a de um jogo que não justifica plenamente seu preço, sobretudo quando comparado a obras de escopo semelhante no mercado contemporâneo.
耐玩
流程太短感觉上当了
top 7heure level 53
タグに放置とあるが、そんなことも無く、だいたい4時間ほどでサクッとクリアできる。 プレステージ要素無し、ストーリー無し。 マップはずっと同じ平原。ボスのバリエーションも無しに等しい。 矢で敵を倒すという内容と裏腹に環境音のようなBGM(これもステージが進んでも、ボスでも同じ)と、色々と微妙な部分もあるけど、まあインクリメンタルが好きなら普通に楽しめると思う。
小品堆量游戏,但是全程也都算是有事可做也不会太无聊,最后到药瓶守卫(记不太清名字了)那里难度感觉不是特别合理,得刷一会防具属性和技能点,如果不是非常喜欢这类游戏的话原价买不是特别推荐,等个六折可以买,真心喜欢请自便
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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