SPSTEAMPULSELIVE ANALYTICS
Increlution

Increlution Steam metadata

Gniller | Oct 13, 2021 | game

Released

352players observed · 23 September 2026 - 12:17:38 UTC

IndieEarly AccessIdlerTime ManagementRogue-liteSteam Store

  • Latest observed players352 · 23 September 2026 - 12:17:38 UTC
  • SteamPulse tracked peak1,008
  • Units sold (VGI)37,680
  • Revenue (VGI)$102,000
  • Review score85% positive

Increlution metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed players352 · 23 September 2026 - 12:17:38 UTC
  • SteamPulse tracked peak1,008
  • Units sold (VGI)37,680
  • Revenue (VGI)$102,000
  • Review score85% positive
  • Total reviews1,242
  • Release dateOct 13, 2021
  • DeveloperGniller
  • PublisherGniller

Genres: Indie, Early Access

Company pages: Developer: GnillerPublisher: Gniller

Top Steam chartsTop 100 gamesGame directorySteam Store page

Increlution Steam metadata

Increlution metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/1593350/metadata
Steam Storehttps://store.steampowered.com/app/1593350/
Steam Communityhttps://steamcommunity.com/app/1593350
PCGamingWiki search
IGDB searchSearch IGDB for Increlution

Reviews, pricing, and metadata

Review summary

Very Positive

85% positive, 1,055 positive, 187 negative

Price and discount

$3.99

Platforms

Windows, Mac, Linux

Categories

Single-player, Steam Cloud, Family Sharing

Achievements

Not available

Platform releases
  • Steam 13 October 2021

Latest Steam announcements

  • Small maintenance update - 6 July 2023

    Added a new render-buffer flush mechanic to the window manager which aims to tackle the render-buffer getting out-of-sync after minimizing the game on some Windows hardware configurations. Due to none of my testing hardware being affected by the issue, this solution is somewhat of a theoretical approach and not fully confirmed as effective, but community testing results look promising Added additional data to the save for the restart generation feature (it takes one generation to properly populate this new data for your save) It now tracks whether you had encountered actions prior to the current generation and resets that data on generation-restart It now tracks your game completion and longest life data prior to the current generation and resets that data on generation-restart The new data above should tackle some edge-case issues where chapter completion records and automated backups…

  • Minor update following the June QoL update - 14 June 2023

    Various hotfixes to tackle launch day issues with the QoL patch Fixed an issue in the new restart generation feature that caused story completion times to not properly reset, which could lead to incorrect displayed times (those prior to the restart). This effect was purely visual/informational, and had no impact on progression. This fix takes one or two restarts or reincarnations to correct itself in your save Fixed the top-right close button of the restart generation modal not working Fixed an issue that stopped the reverseSkillColors launch parameter from working On another note, I'm aware that some Windows players are experiencing an issue where the video-buffer appears to get out of sync after minimizing the game. I am investigating this issue, but haven't been able to reproduce this on any of my testing devices. This leads me to believe it's either related to specific outdated GPU…

  • June's quality of life and player feedback update - 7 June 2023

    With this update I wanted to work through a significant amount of my feedback-backlog, primarily focusing on features that were too big to "pick up" during focused-developement cycles, such as content updates. It doesn't tackle the entirely of my list, but takes care of most things that don't have roadmap-benefits to hold off until more content is fleshed out. Let's get straight to todays changes: Added an option to restart your current generation, at the cost of resetting progress obtained throughout that generation. This feature is aimed for the min-maxers among you, to allow you to correct mistakes (ex: when you misconfigured an automation) at the cost of taking a bit more time Added a new automation behavior setting for experienced players: "Override exhausted", allowing you to automatically (temporarily) adjust automation priorities for cooking jobs when you lose access to the rela…

  • March's player feedback update - 15 March 2023

    Let me start off by thanking you for all the feedback that followed the release of chapters 10 & 11! With different people taking vastly different approaches to the same content, it was somewhat of a challenge to define the rough edges. But nothing is as helpful as in-depth thought-sharing of your experience to determine what to improve upon! So let’s get to the changes, I hope you’ll enjoy them! Player feedback balance adjustments Jobs that deal damage on completion (seals, magma, steel) now reduce your active food cooldowns by 10% of your maximum cooldown per completion as well. Providing an additional strategic element to tackle them through food variety. This aims to reduce a commonly reported frustration of "I get worse as I get faster" if properly utilized, without invalidating their place in the balance Chapter 8: Catch seal damage per completion was increased by 10%, to keep the…

  • Minor updates following the new content - 21 January 2023

    January 21 Jobs that deal damage on completion no longer halt to prevent lethal damage before they are actually close to completion The new game plus passive jobs perk no longer progresses two specific jobs in the middle path of chapter 10, to prevent wasting valuable resources Slightly expanded the rendering system to better detect when it missed something, and catch up next frame. This should tackle a rare chapter 11 visual bug where a number/bar wasn't visually updated after completing certain explorations if they finished at the exact same time as something else such as eating food Added a small number-precision safety check to a chapter 11 finale event January 20 Fixed the passive jobs NG+ perk cheating its way past two chapter 11 job requirements Fixed a chapter 10 person following you around after moving on without meeting that person (how rude) January 19 Fixed a cache bug that…

  • Chapters 10 & 11 are now available! - 19 January 2023

    Our journey continues with two new chapters! Featuring various new mechanics that will feel both familiar, and may just take you by surprise! All new content has been balanced and tuned for a "first playthrough" I'd advise playing it without New Game plus benefits for the intended first experience. If you have finished the game after the June 2022 QoL update, a save-backup of your completion should have been automatically created in: . But I realize that a fair amount of you completed the previous chapters earlier than that, so this solution doesn't fully work until after this update. Alternatively, you can find a save at the end of chapter 9 here: https://cdn.discordapp.com/attachments/841043627705892902/1065641149936705556/chapter-nine-finished.txt . Obviously this is not advised if you haven't completed the game yet. Although I'd personally advise playing through the new content as i…

  • June's player feedback and quality of life update - 3 June 2022

    More information about the next steps of development below today's changes. But let's start with what's changed! Today's changes Reduced the default automation unlock requirement by 20% (500 > 400 for jobs, 10 > 8 for constructions/explorations). Actions with specific requirements have been tuned accordingly. New game plus scaling remains the same percentage, but the result is 20% lower by effect (subject to rounding) Added two options that allow for accumulations of offline time when a menu is open, or the reincarnation screen is shown. Similar to when the game is closed, this causes the game to fast-forward to catch up on time that would have progressed if it was running normally, up until a paused state is reached. Aiming to support less attentive playstyles, if desired Local saves are now also stored in , as a third save-loss prevention layer. For the very rare edge cases where Stea…

  • May 3rd update - 3 May 2022

    Added checkmarks to the automation tab for constructions and explorations that were completed in the current generation, for a slightly easier overview of what your current automations managed to complete Replaced the 25% health check from the safety combat logic with a more accurate alternative, for a few edge-cases where it could cause combat to be lethal when it didn't need to be Resource-jobs are now only triggered to fill-up (last in line within a priority), but no longer specifically trigger when empty (like food jobs still do), unless required by another action When a fail-damage exploration that won't be completable is triggered with safeties off, it now automatically triggers stalling with jobs when it would normally proceed to the next exploration In the save-selection screen that's shown when the local and cloud save are out of sync, new game+ DNA points are now shown as well…

  • Polishing for automation and queue handling - 26 April 2022

    Added an "automation behavior" section to the ingame settings tab (Menu (ESC) > Game settings) with three new options related to automation Added an automation option that causes empty jobs to be automated with "run once", if triggered when empty. Causing stocking up to happen after other actions of the same priority have completed, rather than before Added an automation option to trigger low priority explorations with "stop before completion", if their time left is above 1 second Added an automation option that allows you to prevent automatic refilling of the inventory when no automated explorations of a lower priority are available. Low priority used to do this, but this behavior now adjust to this configuration instead Food-resource automations now trigger as "run once" if triggered by a cooking action that was initiated as "run once" as well When jobs are automated to stall during c…

  • Small update following the new game plus experimental release - 14 April 2022

    Fixed two bugs that could cause older or empty saves to prevent launching the game after the NG+ update Fixed a bug that could cause new game plus perks to change after cancelation, shortly after initiating a new game plus Fixed data shown on the end screen not properly resetting with new game plus, causing it to show outdated values upon completing new game plus Fixed a bug that could cause the automations modal to show as empty because it tried to open the last selected chapter after starting new game plus, when that chapter was no longer available

  • Introducing experimental feature: New game+ - 13 April 2022

    New game+ offers a way to replay the game after completing all currently available content, before more content is release-ready. It resets your game to the very beginning, with additional small perks that can be allocated with DNA points that are earned by completing the current content. This feature is designed for those of you that are looking for a reason to play the game again, and might not be for everyone. But that should be OK, as it will remain entirely optional. It is only available after completion of currently available content, and merely offers another alternative to simply putting the game down after completion, or overgrinding current content. New content will at no point require new game+ progress, and will be designed and balanced without new game+ progression. From a technical perspective it can be looked at a little like an optional prestige layer. But it's balanced…

  • Small follow-up to the player feedback & QoL update - 19 March 2022

    Fixed a missing percentage character in the percentual time-diff option, if the time was slower than the last Slightly changed the border-color on dark-mode blocks to be a slightly darker shade of white, to make it a little bit softer on the eyes Fixed the reverseSkillColors launch parameter not working with dark mode

  • March player feedback & QoL update - 18 March 2022

    Let me start off by thanking you for the incredible reception of the chapters 6, 7, 8 and 9 content update! Far more of you returned to the game than I ever dared to expect, and the game even peaked into the top 250 games with most concurrent players on Steam. As a result of that, I've been having a bit of trouble to keep up with all the feedback and suggestions coming in. I appreciate all the feedback immensely. Whether I use it for updates directly, or take it into the thought process to find other solutions to issues that you address. I truly believe that without all your feedback the potential of the game would be far smaller than Early Access allows it to be now! Normally I aim to respond to as much feedback as I can, but with how much feedback has been supplied by all of you, it's been a bit of a challenge to keep up. So my apologies if it's taken me a while to respond. But ultima…

  • Improved the accuracy of combat-safeties and other minor changes - 11 March 2022

    Improved the accuracy of combat-safeties. They now include food cooldowns into the computation when it's a close call. Tackling the frustration of being forced to stop when you were sure you could make it Combat safety no longer checks for 25% health, as it no longer has a benefit for the formula and could potentially lead to false-positives with low maximum health (Temporarily disabled with a hotfix as it introduced an unintended side-effect) Experience earned now shows decimals in the reincarnation screen tooltip and generation history, if relevant Slightly changed how the renderer picks up completions of the chapter eight meta-unlock, aiming to tackle displayed values occasionally being out-of-sync Fixed a bug that caused a late game exploration to remove food resources, when it should only remove construction resources Corrected some minor textual issues

  • Third minor update following the new content - 6 March 2022

    Slightly reworked the cap jobs to construction functionality. It now only caps after a completion, so it no longer entirely prevents manual completions in between. This also tackles an extremely rare fatal error The safety stops for fail-damage explorations now consider off-cooldown food. Making them more accurate if damage is close to your maximum health

  • Minor bug fixes following the new content - 5 March 2022

    Fixed a bug that could cause low-priority jobs to not always trigger when force-fight was enabled, requiring some manual intervention that it should prevent Fixed a bug in the warning notifications of damaging explorations, that caused them to assume that when the exploration couldn't run it had to be because of damage, when another requirement could be the reason

  • Minor update following the new content - 4 March 2022

    The food recovery indicator at the top-right of the inventory now states the total value of your food in the tooltip as well Fixed one tooltip telling you too late that you'd lose access to a chapter 6 job. It now tells you at the right exploration Added a --reverseSkillColors Steam launch parameter. Making generation levels blue (the top bar) and instinct levels yellow (the bottom bar). I don't think I need to explain why

  • Chapters 6, 7, 8 and 9 are now available! - 3 March 2022

    Over three months in the making and finally ready to be played! The new chapters are designed to expand the content in a way where run-based decisions have a bigger impact on progression, throughout these new chapters. Featuring one new skill, used exclusively for a new mechanic that introduces some new rewards that persist between runs. Thank you for your patience during the long wait, I hope the time it took makes sense when you see all the new content! The branching I wanted to introduce really benefited from releasing multiple chapters at once, as they come with a new form of pathing. I won't spoil too much, it'll make sense soon enough as it gradually unfolds by playing! Other changes: The combat-stop notification that tells you there's something less lethal you can do, now gives an example of something you can do. To prevent confusion with small oversights The maximum recovery val…

  • November 10th update - 10 November 2021

    The action container menus (left column) now have their own scrollbar when content doesn't fit your screen size, rather than requiring the entire window to scroll Added a health per second indication to the inventory food tooltips Chapter four constructions now hide when leaving chapter four, if they can't be completed anymore The game finished message now also triggers the window flash, if enabled Fixed a rare bug where automation for required resources would not trigger if a construction was started when said resources were already empty, but it could continue construction for a short time Fixed food cooldowns displaying an incorrect value until unpausing when launching the game in a paused state This will probably be the last minor update for a bit. It's time to fully focus on the next chapter!

  • Small bug fixes update - 31 October 2021

    "Cap jobs to construction requirement" now only applies if the next-queued action doesn't require another resource that the same job provides. Fixing a "looping queue" bug Fixed a bug in the "cap jobs to construction requirement" that could make it cap to a queued construction that was already completed Changed the taskbar flash behavior on MacOS to be more noticeable, because the single jump was too subtle compared to other platforms

Patch notes and updates

S.noRelease datePatch nameGID number
16 July 2023Small maintenance update5124582150156335623
214 June 2023Minor update following the June QoL update5126832680917703234
321 January 2023Minor updates following the new content5035621474419571346
43 May 2022May 3rd update4348798430293662196
514 April 2022Small update following the new game plus experimental release5493837466479571650
619 March 2022Small follow-up to the player feedback & QoL update4259848535835460692
711 March 2022Improved the accuracy of combat-safeties and other minor changes5631194088562117659
86 March 2022Third minor update following the new content4247462367441649341
95 March 2022Minor bug fixes following the new content4247462367438004042
104 March 2022Minor update following the new content4247462367434372856
1110 November 2021November 10th update4186653626162561528
1231 October 2021Small bug fixes update4186652357036087766
1327 October 2021Added an option to cap jobs to construction requirements, and taskbar flashing4186652357021434437
1422 October 2021Small Early Access feedback and suggestions based update4103335143110293586

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID1593350
Live current players352
SteamPulse tracked peak1,008
Live count (today's peak floor)352
Price$3.99
Free to playNo
Discount0%
Original price USD$3.99
Current price USD$3.99
Release dateOct 13, 2021
DeveloperGniller
PublisherGniller
Owners estimatedNot available
SteamSpy owner estimate minimum100,000
SteamSpy owner estimate maximum200,000
Review typeVery Positive
Positive review percent85%
Positive reviews1,055
Negative reviews187
Total reviews1,242
Steam recommendations1,237
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportYes
Linux supportYes
Parent gameNot available
Store URLhttps://store.steampowered.com/app/1593350/

Short description

Survive the ever increasing pressure of time for as long as you can! A minimalistic incremental game about time management that takes inspiration from roguelite games, with a focus on meta-progression. Every generation has a better chance at survival, because previous lives influence its instincts

About this game

Survive the ever increasing pressure of time for as long as you can! Increlution is a minimalistic incremental game about time management that takes inspiration from roguelite games. It's up to you to survive as long as you can with the tools that you unlock throughout life, such as food or constructions. As time goes on, your health will decline increasingly faster until you'll eventually die. However, death merely marks a new beginning. With every generation, your chances at survival will increase, because progress in previous lives increases your instincts. Managing time Throughout life, you'll have access to various jobs, constructions and explorations. Using the step-by-step queue system, you can plan exactly what you want to happen and the game will automatically follow your orders. When your queue is empty, the game pauses automatically, so you don't lose any of your precious time! This is a game about planning and strategizing, not a game about micro-management or clicking. However, if you prefer to play more real-time, you can prioritize anything over your queue at any time. Skills Every action uses one of many skills, such as Farming of Woodcutting. Every skill has two leveling types, Generation levels and Instinct levels. Generation levels increase more rapidly and provide a bigger benefit throughout life. Instinct levels increase at a slower pace, but persist through death, creating a permanent improvement for every following life. The combined effect of these levels directly affects how quickly you can perform actions that use these skills, allowing you to spend more of your time on other actions to increase your chances to survive! Story based progression You progress through the game with a story. Exploring the world allows you to discover new tools to improve your chances at survival. Unlike most incremental games, having a story also means the game includes no procedural content, and you're actually able to complete the game. That story features approximately 220 hours of unpaused content in the 11 chapters that are currently available in Early Access. During Early Access, that story will be expanded significantly, until the game contains betwe…

Supported languages

English

Steam categories

Category IDCategory
2Single-player
23Steam Cloud
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejuslNot available
steam germany0Not available
igrs3Not available

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 23, 2026 to Sep 23, 2026
  • Lowest observed: $3.99
  • Highest observed: $3.99

Increlution's USD price history spans from Sep 23, 2026 to Sep 23, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $3.99, the highest is $3.99, and the first visible tracked price is $3.99. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

Increlution's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $3.99, from Sep 23, 2026 through Sep 23, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $3.99. The latest run records $3.99 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $3.99
  • Current list price: $3.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Increlution at $3.99 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$3.99$3.990%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $3.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$3.99$3.99No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $3.99.

DateCurrent priceOriginal priceDiscountSource
2026-09-23$3.99$3.99No discountSteam Store

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