SPSTEAMPULSELIVE ANALYTICS
Siphonogore

Siphonogore Steam metadata

SurfaceToAsh | To be announced | game

Coming Soon

GameSteam Store content

AdventureStrategy

  • Steam app typegame
  • Steam App ID2815560
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperSurfaceToAsh

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

  • Steam app typegame
  • Steam App ID2815560
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperSurfaceToAsh
  • PublisherSurfaceToAsh
  • Parent gameNot available

Genres: Adventure, Strategy

Company pages: Developer: SurfaceToAshPublisher: SurfaceToAsh

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

Siphonogore Steam metadata

Siphonogore 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/2815560/metadata
Steam Communityhttps://steamcommunity.com/app/2815560
PCGamingWiki search
IGDB searchSearch IGDB for Siphonogore

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, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • Playtest Version 4.160 Notes - 4 July 2026

    Overview:New gameplay stage - Pre-combat encounterAdded text speed controlSmall balance tweaksPre-Combat Encounters:Before starting a combat, players will be presented with some mood setting art featuring the creature's main mechanic, as well as a short introduction to the enemy - each pre-combat has 2 sets of choices that lead to 4 overall variants of the combat encounter. These can vary from changed behavior/moves, different stat allocations, buffs, debuffs, and even modifications to biomass.Initially these were a feature reserved for the Act bosses, however I realized that this addition to the gameplay loop allowed for more variety, strategy, and choice to the combat section in general, so I added it for the existing combats and all others moving forward. The largest amount of work for this was new scaffolding for the encounter type - hopefully this helps with optimization as more en…

  • Still Alive - 25 May 2026

    Hey folks,Thanks for the patience this year - I recently became a father so between adjusting to that and general career happenings, development has been slow. Here's what'll be coming down the pipe hopefully soon:Combat Intros:A concept from Act bosses that I wanted to implement across the board, these are short story-intros to the combat sections that properly introduce a glimpse of the enemy, which allow you to modify the fight in one of 4 ways. For instance, your choices may make an enemy act quicker but deal less damage, handicap a move but change how it targets characters, or change an enemy's attack patterns. Each of the 4 outcomes creates a slightly unique twist on the core encounter, allowing for an additional layer of planning to come about during runs. The goal with these is to try and keep runs interesting by giving variations that players might be better or worse equipped f…

  • Playtest Version 0.4.122 Notes - 4 December 2025

    Hey folks, another bug fix:Fixed an issue where leveling up without Hypertensive Crisis selected as a starting move causes a softlockHave a good one!

  • Playtest Version 0.4.121 Notes - 25 November 2025

    Hey folks, just a bug fix:Fixed an issue where an enemy changing "phases" causes the game to soft lockalright have fun!

  • Playtest Version 0.4.120 Notes - 13 November 2025

    Overview:Added a new game setting/mode: Pain ToleranceBug fixesVisual UpdatesPain Tolerance:Paint tolerance is Siphonogore’s version of a difficulty setting - you can find the new control on the right side of the character setup before any run starts.While there are very clear differences between the levels that make surviving the game easier or harder, it’s not something that I wanted to be designed on a linear scale. There are three Pain Tolerance levels for now:Mild:Enemy strength scaling rates reduced by 50%Damage from non-combat encounters reduced by 50%Lethal damage from non-combat encounters resolves to 1 HP instead.Mild mode is designed for the player who just wants to relax and have a power fantasy, or one that wants to learn the ins and outs of a fight or non-combat encounter without the potential punishment and stress that comes with experimentation/recklessness.Moderate:No s…

  • Playtest Version 0.4.101 Notes - 6 October 2025

    Hey folk, sorry for the wait - here's what you can look forward to:Overview:Added new resource mechanic: BiomassRedesigned the leveling/upgrade system into 2 systems that interact with BiomassAdded build-facilitating upgrades for each partChanged move-selection capabilities during run startUpdated critical hit logic so any move can critUpdated bug report link to redirect to a steam threadAdded bug fixesBiomass"Biomass" is a resource that you obtain when an enemy dies during combat, the amount gained on kill is indicated in the enemy UI:Enemies killed through direct damage on a player character's turn will give that part the full amount of the biomass, while enemies killed indirectly, through bleed or actions during their turn, will instead provide 60% of their biomass split across all living parts.biomass replaces the "experience/level" bar that existed in the player UI:The bottom value…

  • Playtest Version 0.3.122 Release Notes - 26 May 2025

    Hey folks, got some big tweaks to gameplay and smaller quality of life features for ya. Overview Added alternative interactions that change mutated behavior Updated several Enemy behavior patterns Updated Palpitate, Heartburn, and Hypertrophy with new move identities Updated Enemy Move Preview window Updated UI Element behavior and clarity Replaced the Data-Reset debug feature with a "Reset Run" button Gameplay and Combat Changes Updated Mutation's role in combat Added a hidden conditional interaction in each combat encounter where you can interrupt the mutated behavior. Updated Mutation Helptext to indicate when this hidden interaction is possible Updated Mutation Helptext to list the exact % chance you have to break the Mutated state Breaking Mutation by damaging an enemy now adds a Debuff of 1/2 their base fatigue Someone's feedback included something along the lines of "I'm not sure…

  • Playtest Version 0.3.01 Release Notes - 17 April 2025

    Fixed a bug where Hive Mind would not progress in its phase Fixed a bug where leveling up could overheal a character Fixed a bug where HP Bars would not update properly at the start of combat Fixed a bug where an enemy Healing out of a 0 hp state after their action would appear stuck at 0 HP

  • Playtest Verison 0.3.0 Release Notes - 13 April 2025

    Hey folks, some big changes this time around. Overview: Combat system now allows moves to use ranges of values in damage and status effects Most moves have been updated with new values or designs Added a Critical Hit system Enemies have been nerfed in health and power to avoid fight stagnation The Hive Mind fight has been reworked UI updates/changes related to information communication Encounter titles Combat Updates: The system that damage and status effect number/turn values are calculated from has been upgraded with the ability to roll values from number ranges. Moves no longer are forced to deal a set amount of damage, and the hidden “scaling” of moves has been removed; instead now a move will either take its flat value, or a rolled value from the provided range, and add it to the base damage value of the acting character. For example, A move that deals 0-20 Trauma damage from a cha…

  • Playtest Version 0.2.8 Release Notes - 1 March 2025

    Hey folks, With the month coming to a close, I'm happy to share what I've been cooking for the last few weeks: Bug Fixes: Fixed an issue with Several loot items displaying a placeholder loot text instead of their actual data. Gameplay: Fatigue effects now display alongside other abnormality effects. A playtester requested this one, I hadn't thought much on it but I could see an entire avenue of moves or loot that capitalize on fatigue effects, which means it'd be good to keep track of that stat. The Hive Mind fight has been updated - functionally it is the same as how it was before, however the way the phase of the fight (transitioning from closed to opened) is facilitated has been updated to no longer rely on Mutation. I found mutation was both being used to do too many things and was not clear in how it could be interacted with - the very first fight teaches you to focus down a mutate…

  • Siphonogore V0.2.7 Update - 21 January 2025

    Hey Folks, tiny additional set of fixes: Fixed an issue where fixation was still not properly unlocking a character from a dead target Fixed an issue where Status effects were not properly using/applying the correct values during effects

  • Siphonogore V0.2.6 Update - 20 January 2025

    Hey folks, mid-month update for you all: Bugfixes: Fixed an issue where a Mawsquito was not spawning properly and would be treated as dead instantly Fixed an issue where HP would not update by whole numbers Fixed an issue where Fixation was not removing itself properly in cases of the target dying before the Fixation-Effected's turn Updated Heart Ichor Buff numbers: 25 flat > 30 flat 5 per combat > 6 per combat Added Juice to Settings page UI Added confirm request to Quit button during a run This is a quick update to cover a few disrupting bugs and rework a few things behind the scenes. The Act 1 Boss is coming along well, more to come, as always.

  • Siphonogore V0.2.5 Update - 20 January 2025

    Hey folks this is an update from December, but I learned Playtests and Main Projects get different updates, so I'll be working on keeping all that in line moving forward. That said: Take it away, Past Me! Sorry for the wait, I ran into an bug with the game engine and that prevented the usual monthly update November, but that's been resolved and December's work has been cleaned up so let's look at what has been completed: Specializations Rework Specializations didn't really feel very specialized to me, there's only so many stat changes that can be made and with 6 per part the problem became that each one was only changing a small factor of the character instead of pivoting the part to a completely different direction. Additionally, having the specialization appear as a random loot drop at level 3 removed the ability to use them in your first crawling segment, which isn't fun, and that al…

  • Revised Roadmap - 1 November 2024

    Hey folks, I hope your Halloween went well - here's some eyecandy of the Act 1 Boss, Terratumor. Normally this post would be a patch/update, but October was a particularly "eventful" month to say the least - I'm realizing at the moment I'm not sure if my time estimates are realistic, so I'm taking a moment to shift the priority to avoid rushing/burnout. That being said, I'm still working on Siphonogore, The current issue is the list of things I realize I want to/need to implement keeps growing, though what actually needs to be done for the Demo release isn't as large. Here's what's planned for now: Leveling up and specializations rework: someone mentioned that taking a specialization felt "bad", it was reducing stats, and was making you take a negative. While I usually think tradeoff upgrades as cool, I also think that specializations are in a bad spot right now. As it stands, leveling…

  • Playtest Version 0.2.3 Notes - 29 September 2024

    Hey folks, very short one this month. A common feedback I kept getting was that the pacing was slow, especially combat - I looked into it a bit and found a way to change the speed of the combat scenes. Updated combat speed to be slightly quicker Added Combat Speed option in the settings menus Combat Speed can now be changed to Slow, Normal, or Fast Another common feedback was that it felt like bone and sinew and their damages didn't really do much - that the enemy's defenses were too similar to make a difference depending on what type of attack you used. To fix this, I've boosted the dominant defense stat of The Warning Sign and Mangler Fish boss fights: Warning Sign Sinew increased to 60 Warning Sign Bone decreased to 15 Helping Hand Bone increased to 60 Helping Hand Sinew decreased to 15 Allure Sinew increased to 70 Allure Sign Bone decreased to 10 Tailbone Bone increased to 70 Tailbo…

  • Playtest Version 0.2.2 Notes - 30 August 2024

    Hey folks, big one this time around, with a bit of news at the end. Overview: Updated the Manglerfish Fight Updated Hypertensive Crisis, Palpitate and Heart Burn Updated Encounter art and writing Updates regarding Fests and the roadmap Updated the Manglerfish Fight: Manglerfish Cast Away: Updated to deal 8% damage to self Tailbone Added Move: Coil The Spine - Self targeting Effect that reduces Fatigue by 2 and Mutates the target Updated behavior to require being mutated to use Thrash Updated behavior to attack in a cycle instead of random choice Increased Trauma Damage from 40 to 50 Reduced Impale Scaling slightly The Manglerfish fight seemed to have a difficult route to follow - killing Allure was never actually useful and the boosted defense from Manglerfish's Submerge lead to a very hard-to-punish character, Tailbone also had the issue of just dealing a ton of damage outright without…

  • Playtest Version 0.2.1 Notes - 8 August 2024

    Hey folks, a few small changes and bug fixes this time around Bug Fixes Fixed a display issue for Vampiric Veins that improperly displayed its damage Fixed a bug where the end-of-combat stat Increases did not properly apply Fixed an issue where sometimes Fatigue counter animations broke Fixed an issue where resetting while leveling up breaks the level order Fixed an issue with Displayed moves and move levels on the main menu post reset/death Updates: started adding art to the Chambers encounter Move Update: Vampiric Veins Increased Vampiric Veins Damage by ~50% Reduced Vampiric Veins damage-healing conversion rate by 1 I'm testing to see if Vampiric Veins works better as a more direct damage move that can still heal, but heals from higher damage rather than a higher rate of damage conversion. Ideally it's more of a utility move rather than a sustain move, as that's not exactly Dopplegra…

  • Playtest Version 0.2.0 Notes - 2 August 2024

    Hey folks, sorry about being gone the past couple weeks - I've been working on writing and designing the second encounter, as well as figuring out a few balance fixes and combat features. Now that I have two encounters created, I no longer need to change how the game presents itself, so updates should come much quicker and easier. Bug Fixes: Fixed a bug where death did not reset movesets Fixed an issue with the Effects of Parasitic Assistant not applying to the right parts Combat Updates: Updated Palpitate's healing scaling to be stronger I definitely feel like I overstepped with Palpitate's initial nerf, I've updated the scaling on the move to be a bit stronger, it's still not the ultimate healing move, but it's definitely stronger. The Chambers: You've had to fight for your life, now it's time to think! The Chambers is a longer, tighter encounter, focused on logic puzzles, sacrifices,…

  • Playtest Version 0.15 Notes - 13 July 2024

    Hey folks, we have a large one this time around: Bug Fixes Fixed an issue where loot that applied to enemies at the start of combat wasn’t being reset between runs Fixed a visual bug with the EXP Bar appearing filled when it should be empty. Fixed a bug where stats would not properly reset on character death Fixed an issue where enemies killed by HP Debuff stopped updating their UI Fixed an issue where characters didn’t reset Fatigue on death Fixed an issue where the Loot Display on the Character Select screen wouldn’t generate if entering on an enemy’s turn Fixed an issue where Limbs and Heart End of combat loot wasn’t applying Gameplay Updates Updated Hemorrhage to deal % damage based on an enemy's Max HP HP boosting Abnormality effects no longer cap at 1 if the remaining HP is less than the boosted HP Enemies now get a small boost to HP, Max HP, Trauma, and Fluids - 5% per combat com…

  • Playtest Version 0.14 Notes - 9 July 2024

    Hey folks - quick bug fix this time Bug Fixes Fixed an issue where enemies would sometimes not clear their fixation effects, causing a softlock Fixed an issue where Fixation helptext wouldn't appear properly

Patch notes and updates

S.noRelease datePatch nameGID number
14 December 2025Playtest Version 0.4.122 Notes1818118366171670
225 November 2025Playtest Version 0.4.121 Notes1816849002022005
326 May 2025Playtest Version 0.3.122 Release Notes1800357164518312
417 April 2025Playtest Version 0.3.01 Release Notes1797185861638823
513 April 2025Playtest Verison 0.3.0 Release Notes1796631172329490
61 March 2025Playtest Version 0.2.8 Release Notes1792751526059905
721 January 2025Siphonogore V0.2.7 Update1789039014501706
820 January 2025Siphonogore V0.2.6 Update1789039014448885
920 January 2025Siphonogore V0.2.5 Update1789039014448457
108 August 2024Playtest Version 0.2.1 Notes5963414363391771765
119 July 2024Playtest Version 0.14 Notes5842939267353879379
129 July 2024Playtest Version 0.12 Notes5842939267353031502
137 July 2024Playtest Version 0.11 Notes5842939267346971643
147 July 2024Playtest Version 0.10 Notes5842939267344520021
156 July 2024Playtest Version 0.09 Notes5842939267342619601
166 July 2024Playtest Version 0.08 Notes5842939267340370279
174 July 2024Playtest Version 0.07 Notes5842939267335422735
184 July 2024Playtest Version 0.06 Notes5842939267333694031
192 July 2024Playtest Version 0.05 Notes5842939267329140230
201 July 2024Playtest Version 0.04 Notes5842939267325404493

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID2815560
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 dateTo be announced
DeveloperSurfaceToAsh
PublisherSurfaceToAsh
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

Siphonogore is a Hemothematic Turn-Based Roguelike Dungeon Crawler. The world is meat; calloused and rotten. Within the hollow husk of a sleeping god a war rages for the source of its power. Control a cobbled together creature of obscure origin, a self-made successor, here to take what is yours.

About this game

Click the Discord link in the sidebar to join the community and get early previews of Updates! About the Game Siphonogore is a roguelike turn-based rpg mixed with a choose your own adventure game, where your choices and strategies matter. Carefully Catered & Randomly Encountered Combat Challenges Robust Choose Your Own Adventure Sections Evolving Combat Strategies & Unlockable Adventuring Options A Customizable Body with new unlockable parts Siphonogore's Turn-Based combat challenges are designed to create fun, engaging, and unique encounters. Enemies are designed to act both together and independently, with a common specialized strategy you'll have to discover and play around. After every combat encounter, the remains are consumed and turned into biomass, granting access to mutations: specializations, new moves, move modifications, stat upgrades, or modifications to enemy behavior. You'll find yourself given a choice between points of interest to follow - your decision brings you to a Choose Your Own Adventure styled segment with branching paths and different outcomes. Though acting recklessly may increase the risk of getting hurt, well planned recklessness may provide rewards. Moves, mutations, and more add additional options and lines of action to these already broad pathways.

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus18Violência Extrema Medo
steam germany18Drastische Gewalt
igrs18Kekerasan Horor

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

Siphonogore'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

Siphonogore'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 Siphonogore 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

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