SPSTEAMPULSELIVE ANALYTICS
The Battle for Vega

The Battle for Vega Steam metadata

GoldenOrbs Gaming | Q2 2026 | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPG

  • Steam app typegame
  • Steam App ID2409010
  • PriceNo longer available on Steam Store
  • Release dateQ2 2026
  • DeveloperGoldenOrbs Gaming

The Battle for Vega metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Steam app typegame
  • Steam App ID2409010
  • PriceNo longer available on Steam Store
  • Release dateQ2 2026
  • DeveloperGoldenOrbs Gaming
  • PublisherGoldenOrbs Gaming
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG

Company pages: Developer: GoldenOrbs GamingPublisher: GoldenOrbs Gaming

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

The Battle for Vega Steam metadata

The Battle for Vega 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/2409010/metadata
Steam Communityhttps://steamcommunity.com/app/2409010
PCGamingWiki search
IGDB searchSearch IGDB for The Battle for Vega

Reviews, pricing, and metadata

Review summary

Review data unavailable

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows

Categories

Single-player, Full controller support, Color Alternatives, Custom Volume Controls, Keyboard Only Option, Playable without Timed Input

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • BfV Devlog: Final Boss Development – Week 4 - 21 September 2026

    YouTube Short: The work on the final boss continues!Starting the "Learn Godot 4 by Coding Classic Pong!" series slowed down development a bit, but on the other hand it gave me a way to entertain and distract myself from the overwhelming work on the final boss.As of right now, I've gotten used to making the tutorial shorts and have resumed progress on the boss. Ultimately, I barely used the boss designs I had been preparing for the last half a year – they were too small for the vision I had.Initially (in the first weeks of work) I partially used the original work and just added more bulk on top, but this was a waste of time. For the last couple of weeks I just redrew the full sprite, then cut it into the parts I need to create the phases, and started drawing the highlight layers and weapon hardpoints.Fortunately, I managed to reuse most of the highlight parts and some of the weapon sprit…

  • BfV Devlog: Final Boss Development – Week 3 - 7 September 2026

    The work on the Final boss continues (mostly) as planned, slowly but steadily! Originally I thought that I would have a working version of the boss by the end of August, but I vastly underestimated how much work there would be.So now I don't plan for a specific end date – just trying to make the boss as interesting and challenging as possible.What was done:The highlight layer for most of the boss's parts is finally drawn properly.New design of the railgun weapons, specific to the final boss, was added.An entirely new class 3 weapon sprite was created for the final boss – it shoots the purple type‑3 enemy shots.A new class 3 plasma sprite was added for the boss.Started the work on the phase change method that will activate/deactivate weapons and such.It took quite some time to draw the highlights because I wanted to make the layer more detailed than the other bosses, and of course becaus…

  • BfV Devlog: Final Boss Development – Week 2 - 31 August 2026

    This will be a very short devlog post! Last week I was quite busy with family and home tasks (and also working on the how‑to guide for Pong), so I don't have that much progress on the final boss.And yet – I've finished and polished the design, separated the sprite into appropriate pieces, and managed to implement it properly into the game.This is only the phase one sprite – still missing the highlight layer and most of the weapons – but the design work is done, and I have the base ready. So it was good progress for sure!And as I mentioned last week, I'm working on a few retro prototypes that will be used for a series of "Learn Godot 4" build guides, starting with Pong.Last week I published the teaser, and today the game plan for the guide will be live as well. Learn Godot 4 by Coding Classic PongTeaser TrailerThe Game Plan

  • BfV Devlog: Started working on the final boss - 24 August 2026

    It has been a long time since I started working on The Battle for Vega back in November 2021, so it's hard to even imagine a point where I can say the work is finished. But... this point is coming sooner than later!This week I've started working on the final boss fight, and the final level of the game! Of course this will be a massive chunk of work, but it marks that the end of the project is coming!I had previously started working on the sprite, even made different variants for the different phases of the fight, but when compared to the previous bosses it looked too similar, and not that much of a threat.So I used the sprite as a start and expanded on it, trying to make the last boss fight as epic and as intimidating as possible!The design of the boss is about 90% done, and I've already started to plan the weapons and the enemy waves for the different phases.I'm very happy with the pro…

  • BfV Devlog 0.8.7: Most of the clean up is done - 17 August 2026

    So, fortunately almost everything that I had listed as bugs, or things I need to change, were already fixed! I expected some of those tasks to be old ones, but indeed almost everything was already done.Last week was mostly about going through the bugs and feature lists, and trying to reproduce one issue at a time. It was a time‑consuming process, but it needed to be done sooner rather than later.Of course, some small things still needed to be fixed, and not all tasks were completed.What was done:Bug Lists: Went through all my bug/feature lists and checked all of them to be sure they are fixed.Intro: Some of the old assets were replaced with newer ones to make it look and feel better.Main Menu: The idle animations are adjusted, with a few of the assets replaced as well.Act Progress: This is a brand new visualization of the progress in the current act, showing where you are in the act's l…

  • BfV Devlog 0.8.6: Compiling the list of bugs and minor changes - 10 August 2026

    After the last few weeks' hard push on new content and finishing the 4th boss, and Acts 9 & 10, it was time to scale back the changes and go through the game, do some cleanup, and start preparing for the last round of balancing.This week was mostly about going through all of the documented bugs and small tasks – including my handwritten notes that I write while working on the game.It's quite a long list, with some of that stuff already addressed, but it's a good idea to go through all of them just in case.So nothing too exciting yet, except one thing – I've written the script for the Ending, and already talked to the artist that helped me with the game's cover art. We had a couple of meetings and more or less finalized what the scenes of the ending will look like.Nothing is done so far, but all the plans are clicking into place!

  • BfV Devlog 0.8.4: Act 9 & 10 levels added, started working on the Boss 4 - 27 July 2026

    This was a HUGE week for the game! I had already started on the basic level design of Act 9 and Boss 4, but now the levels are mostly done! With this, all level structure is in the game and it's mostly balanced to the rest of the game as well.What was done:Levels > Act 9: All level data is created and balanced, including the enemies and mini‑bosses.Levels > Act 10: Same as Act 9 – the levels for the act are completed.Levels > Astronauts: All 25 astronauts (the collectibles in the game) are added to the appropriate levels.Enemies > Boss 4: The basic functionality of the boss, with all of his weapons, is added to level 9‑10.With all level data done, it's time to add (and test) all of the level directives for Act 9 and 10, and to finish all 100 (plus 20 bonus) levels!The Boss 4 is in the game, but there are no phases, weapon rotation, or behaviour changes yet, so th

  • BfV Devlog 0.8.3: All level dialogs are added, and much more - 20 July 2026

    I'm back from my annual summer physiotherapy session, got a few days of rest, and pushed the game as far as I could. At this point I'm only working on the game, so I have good progress as well.So what's the first progress this summer:Story > Dialogs: All level dialogs are now implemented in the game. Last week I added the missing ones for Act 10.Intro: Using some of the new assets from the game's cover, I've improved the intro and made final adjustments to the timing of the texts.Settings: Added a "Performance" section with 2 options to disable the particle systems for the ships and for the weapons.Drops: The Powershot Cooldown and Powershot Damage drops now restore your powershot charge on pickup. The Shield Cooldown drop now has an improved effect and immediately restores 1 shield as well.The new performance settings were added because I noticed that on extremely old (1st gen i5) or v…

  • Devlog build 0.8.2: All the small things - 8 June 2026

    It has been a while since I've had that much time off the game, but I went through overstress and overwork, and I'm still recovering from the lasting effects.But slowly and steadily, I'm still doing some work – starting with the official website (www.battleforvega.com). It was time to adjust some of the design (especially on mobile), to finish up and update the roadmap now that the demo is out, to add some of the new videos to the media page, and so on.Shockingly, I found the will to take a look at my company's site (which was last updated in 2007) and started preparing a new version!But getting back to the game:Player ships:Created a new particle-based engine and booster effects.Final adjustments of the hardpoints of MK3, MK4, MK5-X, MK6-X (added more of them).Balance:Ships: Base prices adjusted for all ships for a new balance based on the changes from Demo 2.0.Weapons: Class 2 weapons…

  • Demo 2.0.1 Patch Notes - 14 May 2026

    It has been a week since the demo launched, so it's time for the first patch release with several fixes and balance adjustments:Weapons > Spreadshot: Fixed an issue with the new warm-up screen affecting this weaponArcade Leaderboards: Fixed a bug where dying during the final boss fight was incorrectly counted as a completed run and uploaded to the leaderboardsMini-bosses: Reduced the HP pool of Type 2 and Type 3 mini-bossesBoss: Reduced HP from 2000 to 1500, and from 5000 to 3000 on HARD difficultyWeapons > Plasma & Laser: Slightly increased the full upgrade price for both weapons; Laser upgrade cost increased from 1500 to 2000Ships > MK1 & MK2: Base prices remain unchanged, but upgrade costs have been slightly increasedBoot splash added: Replaced the gray screen shown briefly during startupNothing too major, but these changes should make Story Mode more balanced and Arcade Mode a bit e…

  • Demo 2.0 is out now! - 13 May 2026

    As per usual, nothing goes according to the plans I make about this game – and last week showed me that in full force!First, the good news – the Demo 2.0 is out, and I even managed to release it one day earlier, on May 7th, 2026!Everyone can log in to Steam and play it. It's the closest I can make a demo to the upcoming full release of the game, and I'm pretty proud of it!But the road to the release was a rough one. It started Monday (as they usually do) when I began testing on my PC with Windows, just one last time before creating the Steam build.I work on Mac and I test the game directly inside the Godot editor all the time. I've played through the game probably thousands of times, tried every setting, every ship, every weapon – but the moment I tried that on Windows, I was shocked!The game works (uncapped 800-900 fps), but with stutters every second or so! I tried changing the framer…

  • Demo 2.0 Officially Released on 2026, May 8th - 7 May 2026

    Hello everybody, the new updated demo is finally here! This one is based on the most recent version of the main game and includes everything that have been added for the last 2+ years of work.The demo will contain the first 3 Acts of the game in full – including:All 30 levels6 bonus levels (2 per act)3 of the mini-bossesThe first major boss of the game (and hard mode boss)Also you will have access to:4 player ships (1 of them unlockable)6 class 1 weapons5 class 2 weapons (1 of them unlockable) (including the new elemental plasma weapons and the unlockable boss weapon)Main features:Full story dialogsUnlockable Arcade modeOnline Leaderboards for the Arcade modeVisual Filters:3 different CRT filters3 visual modes (2 of them unlockable) (the CRT filters and the visual modes can be combined together)

  • Demo 2.0: Last minute game optimizations - 4 May 2026

    To be honest, for this last week and a half the plan was to just update my PC devices, create a final build, and try to test it properly for one last time before uploading it to Steam.But in a strange twist of events, I randomly found a way to optimize the way I'm using particle systems – especially on low‑power devices with built‑in graphics, there is a noticeable difference!So instead of doing the final testing, I've started re‑doing all of the particle nodes in the whole demo. There are still a few more left, but judging by the current result, I will be able to optimize all of them and still create the build in time.So no delay on the demo's release – I'm still targeting this Friday (8th of May).

  • Demo 2.0: Release date and trailer - 27 April 2026

    It took some time, and many iterations, but the trailer for Demo 2.0 is finally here! And with that, I've decided on the new demo's release date as well:The Demo 2.0 will release on 8th May 2026There will be a full changelog around the time of release, so I'll be short – this new version of the demo matches the latest state of the game, and is as close as possible to what one day will be the full game.This includes:All balance changesAll bug fixesPlenty of visual improvements (tone mapping for each act, object highlights on everything, new weapon sprites, and much more)Most importantly – the mini-boss enemies!The demo will contain the first 3 Acts of the game in full – including:All 30 levels6 bonus levels (10+2 per act)3 of the mini-bossesThe first major boss of the gameAlso you will have access to:4 player ships6 class 1 weapons5 class 2 weapons (including the new elemental plasma wea…

  • Getting back to the game after the Easter 2026 holidays - 20 April 2026

    As per usual, mid‑April was dominated by Easter celebrations and a couple of personal occasions (including my birthday) as well. So except for the Easter‑inspired video that I produced for the game, I barely worked on it.I went back and backported all changes made specifically on the demo branch to the full game before I forgot what they were, and now the full game contains all of the small and big changes and bugfixes.But from this week, that's about to change! I have a clear goal for the demo's trailer and have already picked out some of the clips that will be included. So this week will be all about the new trailer and figuring out the right release date for the demo.

  • Demo v2: Week 10 – The demo v2 is completed - 6 April 2026

    Great news – the work on the new updated demo version of The Battle for Vega is done! It took almost three times the work I was planning for, but I found a huge amount of bugs that were present in the full game as well, and almost all of the changes made to the demo have been transferred to the full game too.So no time was wasted. It's all for the better experience and a more complete game at the end!I'm still not ready to give a release date – there are too many official and not‑so‑official holidays (I have two personal holidays this month, including my birthday).But I'm starting work on a small marketing push, and most importantly on the demo release trailer!

  • Demo v2: Week 9 – Unexpected bugs and more testing - 30 March 2026

    The plan for this week was to do the last few runs of the story and arcade modes, decide on the release date for Demo v2.0.0 (The Battle for Vega), and start working on the trailer.And indeed the first few testing runs went pretty good – until it started to go... well, not that good!I saw a major issue while pausing the game on boss fights: one of the methods I use to generate a volley of shots is not respecting the pause at all.Unfortunately, this method is used through the game in 100+ places, and I can't risk leaving it like that. Testing a fix on the boss fight worked, so I've started going through the code and fixing all of it.I'm almost there with the fix, but meanwhile I started testing the game with gamepad (and arcade stick) and there are a few issues with that as well.So next week will be to finish the pause fix, then move into final testing and fixing controller support. But…

  • Demo v2: Week 8 – Achievements, Bonus Levels and Boss Hard Mode - 23 March 2026

    The previous week was all about finding and fixing bugs, and some of those persisted into this week, but nothing major. So I continue to test and polish the build in order to be ready for the release.What's new this week:Story > Bonus Levels: All bonus levels are tested, readjusted and re‑tested again.Story > Boss 1 HARD mode: I've fixed most of the issues with the fight last week, so now was the time to test the fight properly, to adjust the difficulty and add the necessary unlocks when you beat it.Game Complete: This demo won't have any fancy ending, but I reused the old Game Complete screen with some new additions and the proper texts and links (and new music!).Achievements: This is where most of the work this week went into – I found a few small bugs here and there, a few achievements with almost impossible requirements for the demo, but most importantly I've redesigned (fixed fonts…

  • Demo v2: Week 7 – Story and Arcade modes are both balanced - 16 March 2026

    Finally, I'm happy with the balance of both the Story and Arcade mode in The Battle for Vega's upcoming new demo! So I've started the last push – testing everything from start to finish, and even invited a friend of mine to do full runs as well.And not that surprisingly, we encountered quite the list of minor (and not so minor) bugs along the way.So this is what was done:Auto-Upgrade > Ships: There was a bug allowing auto-upgrade to the biggest ship in the demo even if you hadn't unlocked it yet.Credits: It was about time to rearrange the credits screen.Player Weapons: Final cut for the weapons that can't be used in this demo, and another small rebalance of weapon prices and even DPS.Upgrades > Weapon Shop: Fixed a few small bugs around the items in the weapon shop.Story & World > In-game Menu: If you are using both a visual filter and scanlines, some parts of the in-game menu were invi…

  • Demo v2: Week 6 – Arcade Mode balance nearly there - 9 March 2026

    I thought that I'd balanced all the weapons, ships, and enemies, but trying to make the Arcade Mode experience as seamless as possible proved me otherwise!In the end, I'm replaying each act and then changing weapon stats, ship HP, and shields, and then trying again... and again!Of course, I'm trying NOT to make too many major changes, as this will break Story Mode's balance for sure. So it's well... a balancing act!As is right now, I'm pretty happy with Arcade Mode's difficulty and playability. I will still make another few runs just to be sure, and then I will get back and test the Story Mode once again to see if the recent changes broke something or not.And talking about breaking things: while I was trying to balance the final boss fight at 3-10 (and failing), I noticed that the main reason was one pretty old bug — when hitting an enemy bullet with yours, the "bigger" one should absor…

Patch notes and updates

S.noRelease datePatch nameGID number
114 May 2026Demo 2.0.1 Patch Notes1832700592788345
210 October 2023The Next Fest started, and we are part of it!5220292521198271739

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID2409010
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release dateQ2 2026
DeveloperGoldenOrbs Gaming
PublisherGoldenOrbs Gaming
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNot available
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLNot available on Steam Store

Short description

Inspired by the classic Space Invaders, The Battle for Vega takes the old-school gameplay you know and love and adds new features that make it a fresh and exciting experience.

About this game

What is The Battle for Vega? Inspired by the classics like Space Invaders, Galaga and Galaxian The Battle for Vega takes the old-school gameplay you know and love and adds new features that make it a fresh and exciting take on the old games. In The Battle for Vega , you'll face off against waves of enemies and bosses across more than 100 levels . Each enemy type has a unique weapon, so you'll need to strategize and adapt to their attacks if you want to survive. But don't worry – you'll have plenty of weapons and ships of your own to choose from. Ship Types Play through the game, collect credits, and you can upgrade your ship. The bigger the ship, the bigger the potential firepower and endurance. The higher end ships can equip exotic weapon types, and even have an energy shield by default. Weapons and Hardpoint types Every player ship has specific hardpoints which you can equip with different weapons. Each hardpoint it’s in a few energy classes, which determine how big of a weapon you can equip there. Choose from a wide range of options, including projectiles, lasers, plasma, missiles, and much, much more. As you progress through the game, you'll be able to upgrade your ships and weapons for better stats and performance. Will you focus on firepower or fire speed? The choice is yours. Enemies But be careful – the enemies in The Battle for Vega are relentless, and they won't give up without a fight! You'll need to be quick on your feet and even quicker with your trigger finger if you want to make it through to the end. The game will face you with many types of both the basic enemies, and their mini-boss variants, and at the end of each major story Act you will engage one of the major bosses. Every enemy type have different attack type, some slower, some faster, and maybe even attacks with a status element! With its classic gameplay, modern upgrades, and challenging levels, The Battle for Vega is a must-play for fans of retro shooters. Get ready to blast your way through the galaxy and emerge victorious in the ultimate battle for Vega! Steam Deck Support The game it’s fully playable via the Proton layer at full resolution and 60FPS . The Steam Deck ver…

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
28Full controller support
66Color Alternatives
68Custom Volume Controls
75Keyboard Only Option
74Playable without Timed Input
55DualShock Controller Support
56DualShock Controller Support
57DualSense Controller Support
58DualSense Controller Support
79Save Anytime
69Stereo Sound
23Steam Cloud
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus6Violência fantasiosa
steam germany6Fantasy-Gewalt
igrs13Kekerasan

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 24, 2026 to Sep 24, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

The Battle for Vega's USD price history spans from Sep 24, 2026 to Sep 24, 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 $0.00, the highest is $0.00, and the first visible tracked price is $0.00. 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

The Battle for Vega'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 $0.00, from Sep 24, 2026 through Sep 24, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $0.00. The latest run records $0.00 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: $0.00
  • Current list price: $0.00
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records The Battle for Vega at $0.00 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$0.00$0.000%
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 $0.00.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$0.00$0.00No 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 $0.00.

DateCurrent priceOriginal priceDiscountSource
2026-09-24$0.00$0.00No discountSteam Store

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.