SPSTEAMPULSELIVE ANALYTICS
Frame of Suffering

Frame of Suffering Steam metadata

Heavy Shield Games | Q4 2027 | game

Coming Soon

GameSteam Store content

ActionAdventureIndieRPG

  • Steam app typegame
  • Steam App ID3844300
  • PriceNo longer available on Steam Store
  • Release dateQ4 2027
  • DeveloperHeavy Shield Games

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

  • Steam app typegame
  • Steam App ID3844300
  • PriceNo longer available on Steam Store
  • Release dateQ4 2027
  • DeveloperHeavy Shield Games
  • PublisherHeavy Shield Games
  • Parent gameNot available

Genres: Action, Adventure, Indie, RPG

Company pages: Developer: Heavy Shield GamesPublisher: Heavy Shield Games

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

Frame of Suffering Steam metadata

Frame of Suffering 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/3844300/metadata
Steam Communityhttps://steamcommunity.com/app/3844300
PCGamingWiki search
IGDB searchSearch IGDB for Frame of Suffering

Reviews, pricing, and metadata

Review summary

No user reviews

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows, Linux

Categories

Single-player, Steam Achievements, Full controller support, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • Development Update 41 - New Ranged Weapon Aimed Stance and Locomotion system - 21 September 2026

    Hi, this time huge locomotion updates - now player character moves using root motion so locomotion animations feel more heavy and have more contact with the ground, way less "sliding" of the feet on the ground. Aside from that I've added ranged weapon "Aimed Stance" - now ranged weapons have bullet spread and you can use the Aimed Stance to focus that spread to a minimum value and increase ranged weapon damage but at a cost of Focus (Mana), and with a reduced movement speed. Updated aim offset logic for big enemies for smooth rotation during skills. Added look at hero rotation spawn for bosses. Updating enviro light shaft visuals.Updated lightshafts visuals.Added base logic to change ranged weapon targeting cone angle while in Aimed State. Updated Laser pointer visuals.Updated Bullet spread logic for hero ranged weapon attacks. Updated Mech suit walk animation speeds.Changed locomotion…

  • Development Update 40 - New Guard Stability and Riposte power stats - 14 September 2026

    Hi more melee combat improvements! Added new Block and Riposte logic - each block increases riposte damage meter that increases the riposte attack damage multiplier, each weapon type has its own riposte multiplier limit. I've also added the new riposte meter to the UI combat screen with additional sfx and visuals. Block also requires stamina (Energy) now + each weapon has a Guard stability that absorbs some of the stamina cost of the block. Aside from that, more fixes and adjustments in other areas. Added logic to load block and quick animations from weapon BP. Fixed clear turn in place animation logic. Adjusted logic for keeping hero rotation while shooting ranged weapon. Prepared base for adding quick attack power multiplier after block.Added new Max Riposte Power multiplier stat to melee weapons. Added stat to tooltip and item stat calculations.Added new Block and Riposte stats and a…

  • Development Update 39 - New Block, Quick Attack and Power Up Attacks - 7 September 2026

    Hi, melee combat once again improved! I have added Block logic in to the game with hit reactions and stagger effect when stamina is depleted, as well as quick attacks after the block and added a power up attack logic that charges the strength of an attack over time. Aside from that some more fixes and improvements in other areas. Added new Fire Barrier weapon effect. Updated master structure begin play logic. Changed asset names.Fixed FoW damage to player when in shadows loop. Fixed multiple damage enemy sounds and focus gain when using hero melee attacks.Updated 2h animations. Fixed issue with double attacks doing more than double attacks damage. Fixed deal damage timer for Spider Drones skill. Changed some skill stats.Added base logic and animations for Block. Changing Special weapon attack to have a power up feature and prepare and activate state. Changed input keys names. Added base…

  • Development Update 38 - More Weapon Skills and Performance Updates - 31 August 2026

    Hi everyone! I've done some more work on weapon effects. I added a new weapon 'skill' type - grenades, with various effects and elemental damage, as well as a barrier skill that blocks specific elemental attacks. Aside from that, some usual bug fixes and improved performance. There's still room for improvements, but the game runs way smoother now! Added new base Master BP for applying additional weapon effect stats.Updated Additional Weapon Skill Energy wave visuals, added new sounds and updated stats. Changed asset names.Added base for a new Additional weapon skill. Added logic for special weapon skills to also trigger additional weapon skill.Added new grenade additional weapon skill. Added new sounds, grenade model. Added new variables for master ground explosion BP.Added new additional weapon skills. Created master BP for grenade type skills. Added new sounds. Adjusted ground explosi…

  • Development Update 37 - Additional Weapon Skills and Fixes - 24 August 2026

    Hi, a lot of bug fixes this time around as it's good to not leave everything to pile up. Mainly cleaning up log warnings that might clog up memory space and increase the log file size. On top of that I have come back to Additional weapon effects (new weapon skills that might trigger while attacking) - adds another layer for build crafting and loot has more meaning rather than just "higher number is better" - still at the base stage of adding this logic. Fixed emergency shield regeneration issue. Fixed dash material overlay issue when switching from mech. Fixed booster sound loop after Mech de equip. WIP fix for mech skill attachments disappearing while switching to pilot.WIP fixing mech attachments refresh after mech to pilot switch.WIP changing how mech attachments are placed and refreshed on paperdoll and mech suit.Finished fixing and updating Skill Implant and Attachment logic - now…

  • Development Update 36 - Crafting system pt.2 - 17 August 2026

    Hi, this time more UI and Forge (Crafting) work. Now in the Crafting menu you can select either weapon type or armor part to craft, all with assigned cost scaled by item power and potential item rarity. Also added logic to increase potential item rarity craft based on additional resources spent on that item. Now there is also visual progression in the game - items look in accordance to their rarity as well as item names are selected based on item rarity. Additionally some bug fixes here and there.Added new UI sounds. Added new sound ques for crafting menu. Added new logic for showing Names with Icons in Combo Box (Drop down menu).Added logic to assign selected weapon or armor parts to craft in the crafting panel. Added armor type craft base to item generation logic.Added logic to select between armor or weapon craft in Forge. Added Armor sub type list logic. Set sub type armor type to a…

  • Development Update 35 - Crafting system and refreshed item scoring logic - 10 August 2026

    Hi, this time more UI and Item crafting logic work. Now it is possible to craft new weapons with different item power range and option to increase potential crafted item rarity at a higher craft resource amount. Also I have changed item level calculations and item scoring logic to be more predictable and easy to influence in certain situations or future in game events.Changed structures save and load logic. Added new logic for setting up structure references. Removed unused BP interfacesAdded base logic for crafting items (Weapons). Replaced Mech eject animation with root motion one.Changing item generation logic. Added Forge crafted item power increase with forge level logic.Changed Item scoring logic. Updated item tooltip logic. Changed DT Structures.Prepared base for showing needed resources for item crafting. Updated how the item level is calculated.Added refresh and resource check…

  • Development Update 34 - Structure upgrades, resource check, soft enemy lock - 3 August 2026

    Hi, this time I've been buried in UI logic. Added systems to calculate resources need to upgrade a structure in base hub and later decrease gathered resources, show upgrade panel and upgrade cost on hovering the upgrade button. Added logic to increase item slots when it's needed. On top of that I've managed to add Soft Enemy Lock wile using melee combta witch makes the combat feel way better, and fixed destructible objects spawning from opacity. Added logic for creating resource requirements for upgrades. Added resource check for upgrades. Updated a bit Inventiry ui visuals.Added base for upgrading Retrieve machine with logic to increase retrieve slots amount and to save and load the values. Added upgrade description text to machine with data taken from Data Table.Added logic for showing upgrade cost on Inventory screen. Added logic to decrease resources when buying upgrades. Changed re…

  • Development Update 33 - After Death Summary Screen and Animations - 27 July 2026

    Hi, last week I have focused on the end run screen (summary of gathered materials and equipment), and some flavor after death camera movement and animations as well as moving some UI panels to other places for easier implementation later on. Added animation for moving combat UI assets outside of screen. Added event call for removing interact widget after player death. Added resource slot repositioning after number of resources is smaller than to have 2 lines of resource slots on the screen. Removed some old End Run UI screen assets from the UI.WIP adding after death camera zoom logic for hero.Added new Retrieve Hero Hook model and animations. Added base for retrieving hero after death.Added new death animation and updated. Hero Harpoon after death animations. Added base FX for Hero retrieve.Added new Hero Retrieve Harpoon SFX. Added new sequences (fade and hero extract) to the after her…

  • Development Update 32 - New gatherable materials - 20 July 2026

    Hi, this time I have mainly focused on adding new resources to the game. Enemies, destructible objects and other events can now drop certain resources (Materials) for crafting and to exchange for upgrades etc. Aside from that I've fixed some minor bugs, and started working on UI screens for showing new resources in inventory and at the end of the dungeon run. Added new resource models. Added new textures. Updated metal material with new roughness logic. Updated material parameters.Added new triplanar material function. Global Metal adjustments. Updated PurificationVial model.Updated Metal material. Moved Resource SM meshes. Changed PurificationVial model.Updated resource model. Added new logic for selecting resources to spawn including rarity type. Implemented new spawn logic to almost all spawners. Updated resource particle fx.Changed hero projectile logic to the same trace as for dest…

  • Development Update 31 - Destructible Enviro Objects - 13 July 2026

    Hi, this time I've focused on destructible enviro objects and started working on new gatherable resources for item crafting, upgrading etc. Now every hero skill and attack in the game can destroy some objects that can drop some materials or items. Added new Destructible assets. Updating asset collisions.Added new destructible asset. Changed destruction settings and adjusted dissolve materials.Added Destroyed Wood sounds. Changed destructible objects logic to work from code, rather then collisions based.Created helper functions for new trace for destructible objects logic. Added new traced logic for All special weapon skills and some character skills.Added trace destructible objects logic to all skills and other damage type attacks. Adjusted logic for showing laser pointer with various ranged weapons.Added new Destructible objects. Changed logic for spawning destructible objects in dunge…

  • Development Update 30 - Melee combat revamp pt.3 - 6 July 2026

    Hi, with this week I have finished changing all existing melee weapons to the new combat root motion based system. I've remade all attack animations for Hand Combat and Dual Daggers/Shortswords. Added new enemy stagger logic depending of how much damage in a quick succession they take and other bug fixes and adjustments.Added new Dual Dagger root motion animations. Added new Melee weapon enemy hit audio.Updated Dagger Special attack with new Root motion based animation. Changed character melee Dash animation. Enabled logic to destroy incoming projectiles with melee weapons.Added Enemy Stagger Logic. Updated enemy special skill interrupt and activation logic.Added new throwback/stagger animation for enemies. Add more checks to prevent enemy attacks if one is staggered.Added new Stagger animations. Updated Watcher enemy attack check logic.Updated Small Enviro objects light settings. Added…

  • Development Update 29 - Melee combat revamp pt.2 - 29 June 2026

    Hi, more work on the melee combat, I've added new 2h sword animations, changed 2h Sword special attack to be a AoE attack. Updated Enemy Hit reactions while taking damage from ranged and melee attacks. Changed Dash logic to fix an issue that sometimes the hero could dash underground and updated melee weapons swing trails visuals. A lot has changed, but I'm still updating it more to get the feel right! Added new 2h sword root motion attack animations.Updated 2h sword animations. Added logic for checking if Gamepad or MaK are connected. Added switch for attack logic depending on the input device. Updating melee weapon trail particle.Added new sword trail texture. Updated Trail visuals.Added new 2h sword animations and sound effects. Added logic for multiple damage windows with a single animation. Added new OnHit Enemy Animations. Updated Weapon Trail Effects.Added logic to check from what…

  • Development Update 28 - Melee combat system revamp and more impactful combat! - 22 June 2026

    Hi, another pretty big week for updates, this time I'm revamping the melee combat system and movement. While ranged combat feels great, I feel that the melee system was a bit left behind, right now it's still a work in progress, but melee combat will be more impactful and animation based, with an addition of a simple combo system. Aside from this I have added a base for a more impactful hit reaction for enemies and hide cursor logic for when using melee weapons. Implementing new Mech handling and overheat stats.Added new Mech stats to item tooltip.Added new Mech stat to Stat Card update. Added New mech stats to all UI screens with stats.Added new on hit animations. Updating enemy on hit logic.Updated 2h sword root motion animation. Added logic to set if Enemy hit animations should use root motion or be applied only to the upper part of the body.Updating basic attack, turn in place logic…

  • Development Update 27 - Big gameplay adjustments. New item and skill logic. - 15 June 2026

    Hi, this week I've made some pretty big gameplay adjustments. The game is easier at the beginning of a dungeon run, but because of limited Health resources it gets more punishing depending of how you play. I've also added procedurally generated item names and added logic that saves current skill cooldowns, earlier this did not exist and technically you could reset skills cooldowns by reequipping the same skill again. Overall pretty productive week. Turned off passive health regen stat from character screen UI. Added name switch (In UI) for when in Mech suit - Health -> Shields.Changed Some stat names. Updated Mech and Human Specific names. Changed procedural stat range for movement speed in all item types. Added logic for Emergency Mech Shields Regen when reaching 0 Shields, and only regenerating up until a certain Shield percent.Added logic for procedural Item name generation. Added ne…

  • Development Update 26 - New visuals for Minigun Frame Skill + other updates. - 8 June 2026

    Hi! This week was focused mostly on preparing new Steam Store assets (a new teaser trailer, GIFs, and screenshots) ahead of the Steam Bullet Fest. However, I still managed to squeeze in a few game updates.Now that the store page is updated, I'm turning all of my focus back to game development so I can hopefully have a demo build ready by the end of the year.Updated Mobility Thruster MeshAdded new Minigun Mech attachment mesh. Added new attack animation. Added support for looping attachment attack animations. Created new Gun Smoke particle. Changed projectile spawn points in Mech Attachments.Added new plasma cannon and minigun icons. Added new minigun sounds. Fixed issue with throw weapons in Mech decorator projectile spawn. Updated skill cooldowns.Turned off debug spheres in some Blueprints. Updated item stats.Turned off passive health regen for human. Removed card skill updates from sk…

  • Development Update 25 - New Frame Attachments - 1 June 2026

    Hi, new week and another round of updates! I've been modelling and animating new Mech attachments (mech suit skills) and a new Enviro Prop light and implementing them. Also, I have updated some post process and graphic settings to make everything look a bit more sharper. Prepared base for new Mech Mobility Thruster skill.Added new Mobility Thruster mesh and updated Attachment Logic. Added new Attachment animations.Updated Mobility Thruster mesh, added new VFX, updated animations. Changed Attachment weapons socket locations.Added new light stand asset. Updated light placement on dungeon segments and light settings. Updated post process settings. Assigned animation for Mech Head dropped item.Added new Mech Arms dropped item animation. Prepared base for new Mech minigun skill. Updated Light Stand asset.Updated Minigun Skill logic. Updated Skill projectile logic for continuous damage. Remov…

  • New name for the game! - 25 May 2026

    Huge News!I've changed the name of my Sci-Fi ARPG Roguelite game to: Frame of SufferingOver the past few months, I've been thinking about the identity of the project and finally landed on a name that perfectly encapsulates the game I'm making - both story and gameplay wise.While Temple of Eternal Suffering was a great name, I eventually realized it introduced too much confusion. It set expectations for a fantasy universe, creating a disconnect for players who check the teaser trailer and art assets just seconds after reading the title.Aside from the name, nothing else is changing gameplay wise. All available media still accurately represent how the game looks and plays! :)Thank you for reading this Dev Update, and I will see you in the next one :)Wojtek Michael Wisniewski

  • Development Update 24 - New Frame armor parts and visual updates - 18 May 2026

    Hi, this time I have worked on the visuals for the new Mech skill attachment (model, animations), created new skill VFX and added new Mech parts (Arms and Head). Aside from that, some bug fixes and adjustments. Fixed multiple skill level and stat updates. Updated Plasma Explosion FX. Added base for ground damage lifetime.Added new damage over time stat for skills. Added new stat to all UI panels. Updated skill UI visuals. Added skill visibility check after skill upgrade to not show wrong skills on wrong character.Updated Burning ground particle FX. Fixed issue when canceling attachment skill (previously it changed state to deploy on all attachments instead of only one). Added Plasma Cannon launch particle and new sound. Added breaking movement friction value when in different states (Mech or Human Character). Updated Plasma Weapon model.Added new Plasma Cannon mesh. Updated Plasma Skill…

  • Development Update 23 - New Mech attachments and ground damage updates. - 11 May 2026

    Hi, this time I have added a new Mech Suit attachment skill that visually attaches to the Mech, something like weapons in Armored Core - has it's own deploy and fire animations. I have also updated how ground damage works, and added logic to have damage over time in area skills. Added base for new Mech Attachment skill.Added new sockets for Mech Attachments. WIP preparing Plasma Cannon Mech SkillAdded new Temp Plasma Cannon skill mesh. Added aim offset logic for new skill mesh asset.Added Delayed (Based on Mech Handling) skill targeting circle logic when in Mech Suit and using targeting skill.Updated test Plasma Cannon mesh. Added new plasma cannon animations. Added logic for switching between targeting attack location and weapon idle for Plasma Cannon.Updated Plasma Cannon animations. Added base for switching skill visibility between Mech and Body Skills.Updated logic to Switch skill v…

Patch notes and updates

S.noRelease datePatch nameGID number
15 January 2026Development Update 07 - Dungeon Map and "Soulbound" items1819386365123106
229 December 2025Development Update 06 - Animation transitions and Dungeon Map1819386365112694
322 December 2025Development Update 05 - Procedural Dungeon Generation and performance updates1819386365101646
415 December 2025Development Update 04 - New Environment, Bug Fixes1818752592132643
58 December 2025Development Update 03 - Environment, Visuals and dungeon generation rules1818118366182193
61 December 2025Development Update 021817483467044768
718 November 2025Development Update 011816307528973203

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID3844300
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 dateQ4 2027
DeveloperHeavy Shield Games
PublisherHeavy Shield Games
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNo user reviews
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportYes
Parent gameNot available
Store URLNot available on Steam Store

Short description

Scifi ARPG Roguelite with your own modifiable Mech Suit and deep character customization! Defeat hordes of enemies and floor guardians. Gather loot, discover the Temple's secrets and carve a way out from ever shifting dungeons in which you are imprisoned!

About this game

You don't know who you are, or why you are here. You just know you were abandoned… you need to escape. Frame of Suffering is a dark Sci-Fi ARPG Roguelite where the path to freedom leads directly into the heart of an Ancient Temple’s shifting depths. To survive the secrets buried within, you must master both Man and Machine . Seamlessly switch between your customizable Hero and a modifiable Combat Frame, utilizing fast-paced Action Combat and a deep loot system that evolves the stats and visual appearance of both you and your Frame. Key Features: Dual Progression - Customize your Hero and Combat Frame Build Crafting - large amount of character implants and Frame attachments (skills) to obtain during gameplay, and items that further can enhance your chosen build/playstyle. Mix of procedurally generated and hand crafted dungeons and loot. Roguelite elements - during your dungeon run you will acquire temporary character and skill upgrades, that can further empower your specific build. Combat Frame - during your dungeon runs, you can equip your Frame that works almost like a second character, adding new attack capabilities and further increasing build crafting potential. You will also be able to craft or find new parts for your Frame with different stats that also visually change the Frames appearance (arms, legs, torso, and head). Multiple levels and Unique Boss fights - on each dungeon level you will find a gatekeeper preventing you from going deeper into the Temple. Each Boss encounter is unique and may require specialised builds to beat them, or you can always use the true and trusted brute force approach. Visual progression - Each piece of armor and weapon visually changes the look of your character and your Frame, the deeper into the Temple you go, the more unique and exotic armor and weapons you will find. Full inventory, extraction and stash system - during each dungeon run, you will be able to extract some items that you have found. Items can be later given to the character, stashed away, or simply dismantled for resources. Rich story - discover the truth about the Temple, and unveil your own lost memories while exploring the dungeon. No microt…

Supported languages

English * , Polish, French, German, Spanish - Spain, Ukrainian, Simplified Chinese, Italian, Japanese, Korean, Portuguese - Portugal, Spanish - Latin America, Portuguese - Brazil * languages with full audio support

Steam categories

Category IDCategory
2Single-player
22Steam Achievements
28Full controller support
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus14Linguagem imprópria Violência Conteúdo sexual
steam germany16Drastische Gewalt Sexuelle Andeutungen Derbe Sprache
igrs18Penampilan Tokoh Kekerasan 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 22, 2026 to Sep 22, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

Frame of Suffering's USD price history spans from Sep 22, 2026 to Sep 22, 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

Frame of Suffering'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 22, 2026 through Sep 22, 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 Frame of Suffering 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
2026-09-22$0.00$0.00No discountSteam Store

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