SPSTEAMPULSELIVE ANALYTICS
Colossal Kaiju Combat™: Kaijuland Battles

Colossal Kaiju Combat™: Kaijuland Battles Steam metadata

Sunstone Games, LLC. | Aug 11, 2014 | game

Released

0players observed · 22 September 2026 - 13:01:48 UTC

Early AccessFightingMultiplayerSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)3,561
  • Revenue (VGI)$13,150
  • Review score35% positive

Colossal Kaiju Combat™: Kaijuland Battles metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)3,561
  • Revenue (VGI)$13,150
  • Review score35% positive
  • Total reviews110
  • Release dateAug 11, 2014
  • DeveloperSunstone Games, LLC.
  • PublisherSunstone Games, LLC.

Genres: Early Access

Company pages: Developer: Sunstone Games, LLC.Publisher: Sunstone Games, LLC.

Top Steam chartsTop 100 gamesGame directorySteam Store page

Colossal Kaiju Combat™: Kaijuland Battles Steam metadata

Colossal Kaiju Combat™: Kaijuland Battles 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/290810/metadata
Steam Storehttps://store.steampowered.com/app/290810/
Steam Communityhttps://steamcommunity.com/app/290810
PCGamingWiki search
IGDB searchSearch IGDB for Colossal Kaiju Combat™: Kaijuland Battles

Reviews, pricing, and metadata

Review summary

Mostly Negative

35% positive, 38 positive, 72 negative

Price and discount

$4.99

Platforms

Windows

Categories

Single-player, Multi-player, Full controller support, Family Sharing

Achievements

1

Platform releases
  • Steam 11 August 2014

Latest Steam announcements

  • Build #467 Notes (09/24/2015) - 24 September 2015

    Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one another in a powerful way! Two members of our design team pointed out that, since our last patch, Chain attacks have become easy to "counter" - making them less desirable. This second piece of combo-building was the missing bit to address that concern. Play games, and tell us what you think in our bug tracker! Gameplay Changes Komododon Chain_Away - weight & timing improved. Komododon Chain_Toward - added more forward motion & slowed recovery. Hits 3 times. Komododon Chain_Up - Removed the hop and added more step-through. Komododon Fierce_Down - Extended wind-up by 3 frames, increased travel distance, fixed recovery. Kom…

  • Build #467 Notes (09/24/2015) - 24 September 2015

    Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one another in a powerful way! Two members of our design team pointed out that, since our last patch, Chain attacks have become easy to "counter" - making them less desirable. This second piece of combo-building was the missing bit to address that concern. Play games, and tell us what you think in our bug tracker! Gameplay Changes Komododon Chain_Away - weight & timing improved. Komododon Chain_Toward - added more forward motion & slowed recovery. Hits 3 times. Komododon Chain_Up - Removed the hop and added more step-through. Komododon Fierce_Down - Extended wind-up by 3 frames, increased travel distance, fixed recovery. Kom…

  • 09/02/2015 - Patch notes on KLB Build #451 - 2 September 2015

    Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch totally revamps our combat priority system. We need a LOT of combat testing to make certain that it's working as intended - please read the notes below, and get playing! Your first game each day is worth 10 Kaiju Coins. Engineering Fixes: Attack Params now include combat type - associated with the button used. Updated characters to include combat type states. ATTACK PRIORITY CHANGES Quick Attacks are no longer interrupted by Chain Attacks Quick Attacks will not interrupt Fierce Attacks Reaction Priority for Getup Attacks & Charges updated for more consistent behavior. Charging now reduces all damage by half. Duck…

  • 09/02/2015 - Patch notes on KLB Build #451 - 2 September 2015

    Attack Priority Update Patch! Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch totally revamps our combat priority system. We need a LOT of combat testing to make certain that it's working as intended - please read the notes below, and get playing! Your first game each day is worth 10 Kaiju Coins. Engineering Fixes: Attack Params now include combat type - associated with the button used. Updated characters to include combat type states. ATTACK PRIORITY CHANGES Quick Attacks are no longer interrupted by Chain Attacks Quick Attacks will not interrupt Fierce Attacks Reaction Priority for Getup Attacks & Charges updated for more consistent behavior. Charging now reduces all damage by half. Duck…

  • Build #373 Notes (04/29/2015) - 29 April 2015

    Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon are getting more animation smoothing, tails are operating more smoothly - lots of small & medium changes! We're also in the process of increasing knockdown distances - to create more interesting interactions between knockdown, Charge, Build_Up, and ground attacks. Please note - many of the animation changes have NOT have the associated sound work finished just yet. Audio will tend to trail by one patch. Engineering Fixes: Robokomododon's Fall & Prone anims are now properly oriented. Removed extra Defense Cell from Komododon. Fixed bug which caused Getup Attacks to break defense cells! Fixed bug which caused weapon…

  • Build #373 Notes (04/29/2015) - 29 April 2015

    Combat Update Patch! We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon are getting more animation smoothing, tails are operating more smoothly - lots of small & medium changes! We're also in the process of increasing knockdown distances - to create more interesting interactions between knockdown, Charge, Build_Up, and ground attacks. Please note - many of the animation changes have NOT have the associated sound work finished just yet. Audio will tend to trail by one patch. Engineering Fixes: Robokomododon's Fall & Prone anims are now properly oriented. Removed extra Defense Cell from Komododon. Fixed bug which caused Getup Attacks to break defense cells! Fixed bug which caused weapon…

  • Build #361 Notes (04/14/2015) - 14 April 2015

    Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving! Engineering Fixes: Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following: Hit them with a full-power weapon attack. Hit them with a Charge. Hit them while they are prone. Fixed front knockdowns, prones, and rolls. All characters now roll in a way that is strategically useful, and properly oriented. This is a critical interaction with Charges, Ground Attacks, Getup Attacks, and Defense Cells. KO reaction…

  • Build #361 Notes (04/14/2015) - 14 April 2015

    Defense Cell Patch! At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving! Engineering Fixes: Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following: Hit them with a full-power weapon attack. Hit them with a Charge. Hit them while they are prone. Fixed front knockdowns, prones, and rolls. All characters now roll in a way that is strategically useful, and properly oriented. This is a critical interaction with Charges, Ground Attacks, Getup Attacks, and Defense Cells. KO reaction…

  • Build #311 Notes (02/04/2015) - 4 February 2015

    Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data, we've unified jump timings for all our characters. See the notes below for details: Engineering Fixes: Fixed a NASTY bug, where non-consecutive player IDs could generate potentially infinite damage. This should fix most of the bugs that were filed for local matches only. Gameplay Fixes: Knockdown times & blend times have been normalized for all characters - in anticipation of a major pass on knockdown distances next week! This means that reaction times when you are being knocked down have changed slightly. Reaction times to overhead knockdowns have been reduced 18%, to help reduce the abusability of moves like…

  • Build #311 Notes (02/04/2015) - 4 February 2015

    Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data, we've unified jump timings for all our characters. See the notes below for details: Engineering Fixes: Fixed a NASTY bug, where non-consecutive player IDs could generate potentially infinite damage. This should fix most of the bugs that were filed for local matches only. Gameplay Fixes: Knockdown times & blend times have been normalized for all characters - in anticipation of a major pass on knockdown distances next week! This means that reaction times when you are being knocked down have changed slightly. Reaction times to overhead knockdowns have been reduced 18%, to help reduce the abusability of moves like…

  • Build #303 Notes (1/25/2015) - 26 January 2015

    Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockbacks increased in many cases. Weapons now affect prone monsters. Balance Fixes Robokomododon's Power + Away increased in damage. Weapon damage reduced by 50% while monsters are Charging or Ducking. Komododon's Quick + Toward (sweep) now functional. Komododon's Fierce + Up (overhead) improved. Robokomododon's extreme resistance to Explosive attacks has been removed.

  • Build #303 Notes (1/25/2015) - 26 January 2015

    Gameplay Fixes Tail Issues Fixed! Tails now animate when they should, and stop when they should not. This impacts MANY issues - prone states, getup attacks, and tail-using attacks most of all. Charge and Weapons set to different reaction classes. Weapon knockbacks increased in many cases. Weapons now affect prone monsters. Balance Fixes Robokomododon's Power + Away increased in damage. Weapon damage reduced by 50% while monsters are Charging or Ducking. Komododon's Quick + Toward (sweep) now functional. Komododon's Fierce + Up (overhead) improved. Robokomododon's extreme resistance to Explosive attacks has been removed.

  • Build #302 Notes (1/16/2015) - 16 January 2015

    Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhead attacks. Balance fixes: Komododon - Quick + Toward no longer freezes. Magnarok - light weapon damage increased. Robokomododon - Fierce + Down slowed by 16%. Robokomododon - Hops have more follow-through. Robokomododon - Fierce + Up slowed by 25%. We're pleased to announce that games played has spiked sharply since our first update of 2015 - online matches reached their highest one-day levels ever of over 350! We've also had 30 new bug reports in the past 2-3 days, which is wonderful! Please keep playing, commenting, and helping us get KLB into fighting trim! Note - in several animations (get up attacks especially) character tail…

  • Build #302 Notes (1/16/2015) - 16 January 2015

    Big balance pass today! Gameplay fixes: Ducking now reduces weapon damage by 50%. Victory & Knockdown animations should ALWAYS play when you are KO'd. Getup attacks now cancel charges. Increased L/R head firing arc. Prone monsters can now only be hit by overhead attacks. Balance fixes: Komododon - Quick + Toward no longer freezes. Magnarok - light weapon damage increased. Robokomododon - Fierce + Down slowed by 16%. Robokomododon - Hops have more follow-through. Robokomododon - Fierce + Up slowed by 25%. We're pleased to announce that games played has spiked sharply since our first update of 2015 - online matches reached their highest one-day levels ever of over 350! We've also had 30 new bug reports in the past 2-3 days, which is wonderful! Please keep playing, commenting, and helping us get KLB into fighting trim! Note - in several animations (get up attacks especially) character tail…

  • Build #296 Notes (01/09/2015) - 9 January 2015

    Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January! Gameplay fixes: Magnarok's weapon node position fixed. (Was firing out of his feet!) All weapon ranges increased dramatically. New Weapon VFX! Weapon impact VFX! Weapons now persist (as appropriate) in the world. Komododon Bite changed for balance. Komododon Quick_Toward changed for balance. Magnarok Overhead_Knockdown anim improved. Charge turn speed reduced. (It's now hard to miss with a charge, and come back immediately) Energy use of Weapons overhauled. (See details below) New Energy System Details: When you press the POWER button, 1 cell of energy is spent. Hold POWER as long as you like - no more limits based on energy! When y…

  • Build #296 Notes (01/09/2015) - 9 January 2015

    Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January! Gameplay fixes: Magnarok's weapon node position fixed. (Was firing out of his feet!) All weapon ranges increased dramatically. New Weapon VFX! Weapon impact VFX! Weapons now persist (as appropriate) in the world. Komododon Bite changed for balance. Komododon Quick_Toward changed for balance. Magnarok Overhead_Knockdown anim improved. Charge turn speed reduced. (It's now hard to miss with a charge, and come back immediately) Energy use of Weapons overhauled. (See details below) New Energy System Details: When you press the POWER button, 1 cell of energy is spent. Hold POWER as long as you like - no more limits based on energy! When y…

  • Build #270 Notes (11/17/2014) - 17 November 2014

    Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still functions normally - you can tap Roar, then tap it again at the proper moment to Charge. But now you can simply press & hold the button to begin Charging - much simpler to describe! There can be tactical reasons to delay your Charge, but we'll leave that as an exercise for advanced players. Gameplay Fixes: Many animations cleaned up (Magnarok knockdowns, Robokomododon's Idle) Robokomododon's Hop Back improved Robokomododon's basic Chain attacks reduced in damage. Robokomododon's fist collision spheres increased in size. Robokomododon's two-fisted attacks updated with better collision timing. Charge input adjusted - now simpl…

  • Build #270 Notes (11/17/2014) - 17 November 2014

    Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still functions normally - you can tap Roar, then tap it again at the proper moment to Charge. But now you can simply press & hold the button to begin Charging - much simpler to describe! There can be tactical reasons to delay your Charge, but we'll leave that as an exercise for advanced players. Gameplay Fixes: Many animations cleaned up (Magnarok knockdowns, Robokomododon's Idle) Robokomododon's Hop Back improved Robokomododon's basic Chain attacks reduced in damage. Robokomododon's fist collision spheres increased in size. Robokomododon's two-fisted attacks updated with better collision timing. Charge input adjusted - now simpl…

  • Build #261 Notes (11/4/2014) - 4 November 2014

    Big update for combat! Gameplay Fixes: Bracing has been REMOVED from the game! L-Trigger now causes characters to DUCK. R-bumper (R2) now initiates a GRAB animation! (No effect - you can't actually grapple yet.) Many attacks now flagged as HIGH - meaning characters who DUCK are unaffected. Charging characters are now less invulnerable than they used to be... After a side hop, weapons may now be used much earlier. Multi-hit attacks implemented. (Try Magnarok's Chain + Toward!) Several overhead attacks not hitting prone opponents have been fixed. Many attack animations improved / made effective. (Magnarok especially) Robokomododon's Slide attack changed to a Stagger (was a Knockdown)

  • Build #261 Notes (11/4/2014) - 4 November 2014

    Big update for combat! Gameplay Fixes: Bracing has been REMOVED from the game! L-Trigger now causes characters to DUCK. R-bumper (R2) now initiates a GRAB animation! (No effect - you can't actually grapple yet.) Many attacks now flagged as HIGH - meaning characters who DUCK are unaffected. Charging characters are now less invulnerable than they used to be... After a side hop, weapons may now be used much earlier. Multi-hit attacks implemented. (Try Magnarok's Chain + Toward!) Several overhead attacks not hitting prone opponents have been fixed. Many attack animations improved / made effective. (Magnarok especially) Robokomododon's Slide attack changed to a Stagger (was a Knockdown)

Patch notes and updates

S.noRelease datePatch nameGID number
12 September 201509/02/2015 - Patch notes on KLB Build #451409054598160730251
22 September 201509/02/2015 - Patch notes on KLB Build #4513819571572131216456
329 April 2015Build #373 Notes (04/29/2015)3819571572131216562
414 April 2015Build #361 Notes (04/14/2015)3819571572131216668
54 February 2015Build #311 Notes (02/04/2015)3819571572131216776
626 January 2015Build #303 Notes (1/25/2015)3819571572131216887
716 January 2015Build #302 Notes (1/16/2015)3819571572131216993
89 January 2015Build #296 Notes (01/09/2015)3819571572131217098
917 November 2014Build #270 Notes (11/17/2014)3819571572131217212
104 November 2014Build #261 Notes (11/4/2014)3819571572131217315
1112 October 2014Build #243 Notes (10/12/2014)3819571572131217421
1228 September 2014Build #232 Notes (9/27/2014)3819571572131217517
1319 September 2014Build #226 Notes (9/19/2014)3819571572131217629
1415 September 2014Build #221 Notes (9/15/2014)3819571572131217837
156 September 2014Build #214 Patch Notes (9/5/2014)521611873224532412
166 September 2014Build #214 Patch Notes (9/5/2014)3819571572131217947
173 September 2014Build #210 Patch Notes (9/3/2014)521611611413915823
183 September 2014Build #210 Patch Notes (9/3/2014)3819571572131218055
1929 August 2014Build #206 Patch Notes544128976611071425
2029 August 2014Build #206 Patch Notes3819571572131218166

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID290810
Live current players0
SteamPulse tracked peak1
Live count (today's peak floor)0
Price$4.99
Free to playNo
Discount0%
Original price USD$4.99
Current price USD$4.99
Release dateAug 11, 2014
DeveloperSunstone Games, LLC.
PublisherSunstone Games, LLC.
Owners estimatedNot available
SteamSpy owner estimate minimum0
SteamSpy owner estimate maximum20,000
Review typeMostly Negative
Positive review percent35%
Positive reviews38
Negative reviews72
Total reviews110
Steam recommendationsNot available
Achievements1
Average playtime forever794 minutes
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLhttps://store.steampowered.com/app/290810/

Short description

From the folk who brought you classic Kaiju titles like "Godzilla: Save the Earth" comes the next generation of monster-on-monster fighting action! In this first release, play as any of four Kaijuland characters. 1-4 players, online or off! Future releases will feature original characters designed by our fans.

About this game

From the folk who brought you classic Kaiju titles like "Godzilla: Save the Earth", "Rampage: Total Destruction", and "Deadliest Warrior" comes the next generation of monster-on-monster fighting action: Colossal Kaiju Combat! Funded by the CKC community, our plan is to release 2-3 new games each year, showcasing features & characters selected by our fans! Our first release: "Kaijuland Battles" features 4 cartoony kaiju from the (now sadly defunct) Kaijuland game. This is our "bare bones" release - we'll iterate to really tune our core combat mechanics & controls during Early Access. Our next CKC game (The Fall of Nemesis) launches next year with 9 original characters designed & voted on by our fans, and 2 special boss characters designed by guest contributors Jeremy Robinson & Monster Attack Team. CKC features 1-4 players, online or off. Gamepad control only - YOU MUST HAVE A GAMEPAD TO PLAY! To submit your own character for a future title, or just to join in our lively kaiju discussion, visit our forums!

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
1Multi-player
28Full controller support
62Family Sharing

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: $4.99
  • Highest observed: $4.99

Colossal Kaiju Combat™: Kaijuland Battles'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 $4.99, the highest is $4.99, and the first visible tracked price is $4.99. 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

Colossal Kaiju Combat™: Kaijuland Battles'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 $4.99, 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 $4.99. The latest run records $4.99 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: $4.99
  • Current list price: $4.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Colossal Kaiju Combat™: Kaijuland Battles at $4.99 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$4.99$4.990%
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 $4.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$4.99$4.99No 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 $4.99.

DateCurrent priceOriginal priceDiscountSource
2026-09-23$4.99$4.99No discountSteam Store

Most visited Steam Store games

RankGameLatest observed playersTracked peak
1Counter-Strike 2556,60723 September 2026 - 07:15:11 UTC1,818,368
2Dota 2397,36923 September 2026 - 07:13:56 UTC1,291,328
3Once Human17,37423 September 2026 - 04:05:29 UTC231,343
4Hero's Land39122 September 2026 - 21:36:44 UTC28,133
5Mechabellum1,92223 September 2026 - 06:47:20 UTC5,341
6Conqueror's Blade1,20623 September 2026 - 05:49:46 UTC18,921
7Gems of War - Puzzle RPG82022 September 2026 - 20:54:36 UTC2,965
8Party Animals2,16423 September 2026 - 00:13:41 UTC57,806
9Astral Party 2,51723 September 2026 - 06:41:42 UTC18,951

Related Steam games by tag and genre

Early Access

GameLatest observed playersTracked peakReviewsDeveloper
WARDOGS229,66522 September 2026 - 23:33:30 UTC399,748Not availableBULKHEAD
Valheim131,53423 September 2026 - 02:56:05 UTC498,478533,888Iron Gate AB
Slay the Spire 254,77323 September 2026 - 01:57:03 UTC574,638199,438Mega Crit
Palworld48,73823 September 2026 - 03:43:43 UTC2,101,535451,088Pocketpair
VRChat48,27522 September 2026 - 17:27:51 UTC74,217261,953VRChat Inc.
Project Zomboid36,92123 September 2026 - 04:38:20 UTC122,811467,999The Indie Stone
Path of Exile 225,42323 September 2026 - 04:48:54 UTC578,562209,717Grinding Gear Games
ARK: Survival Ascended14,35323 September 2026 - 03:45:31 UTC98,047115,415Studio Wildcard, Grove Street Games, Instinct Games
RuneScape: Dragonwilds13,52823 September 2026 - 06:09:11 UTC39,10324,686Jagex Ltd
The Isle13,15023 September 2026 - 05:54:22 UTC27,916111,695Afterthought LLC
BeamNG.drive8,64423 September 2026 - 05:29:56 UTC44,232392,944BeamNG
Phasmophobia7,99723 September 2026 - 03:06:25 UTC112,241837,096Kinetic Games

Multiplayer

GameLatest observed playersTracked peakReviewsDeveloper
PUBG: BATTLEGROUNDS290,68023 September 2026 - 07:16:58 UTC3,236,0272,744,193PUBG Corporation
WARDOGS229,66522 September 2026 - 23:33:30 UTC399,748Not availableBULKHEAD
Bongo Cat149,83523 September 2026 - 06:06:43 UTC193,859108,446Marcel Zurawka, Julius Krüger
Delta Force49,03223 September 2026 - 06:22:39 UTC246,418192,933Team Jade
VRChat48,27522 September 2026 - 17:27:51 UTC74,217261,953VRChat Inc.
Rust43,36523 September 2026 - 04:38:56 UTC259,6461,359,516Facepunch Studios
War Thunder30,28123 September 2026 - 03:14:30 UTC125,317781,076Gaijin Entertainment
Arena Breakout: Infinite27,28322 September 2026 - 22:35:17 UTC65,94478,112Morefun Studios
Diablo® IV25,79723 September 2026 - 07:14:57 UTC64,51869,242Blizzard Entertainment, Inc.
Path of Exile 225,42323 September 2026 - 04:48:54 UTC578,562209,717Grinding Gear Games
FINAL FANTASY XIV Online21,65922 September 2026 - 21:49:25 UTC95,10284,685Square Enix
Black Desert17,73823 September 2026 - 01:35:52 UTC59,91792,632Pearl Abyss

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