SPSTEAMPULSELIVE ANALYTICS
Slot Theory

Slot Theory Steam metadata

Dextrome | Apr 20, 2026 | game

Released

0players observed · 22 September 2026 - 06:03:34 UTC

IndieStrategySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Slot Theory 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)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews11
  • Release dateApr 20, 2026
  • DeveloperDextrome
  • Publisher7ants Studios

Genres: Indie, Strategy

Company pages: Developer: DextromePublisher: 7ants Studios

Top Steam chartsTop 100 gamesGame directorySteam Store page

Slot Theory Steam metadata

Slot Theory 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/4523160/metadata
Steam Storehttps://store.steampowered.com/app/4523160/
Steam Communityhttps://steamcommunity.com/app/4523160
PCGamingWiki search
IGDB searchSearch IGDB for Slot Theory

Reviews, pricing, and metadata

Review summary

Positive

100% positive, 11 positive, 0 negative

Price and discount

$3.35 (50% off from $6.70)

Platforms

Windows

Categories

Single-player, Multi-player, Co-op, Online Co-op, Steam Achievements, Full controller support

Achievements

58

Platform releases
  • Steam 20 April 2026

Latest Steam announcements

  • Balance Pass - 6 September 2026

    Slot Theory 1.6.3 Endless wave length re-designed Deep endless waves grew without limit. Wave 100 on Normal was 881 enemies over 8 minutes, most of it waiting. Each wave now has a spawn budget (about 60 s at wave 21, +1% a wave) and the enemy count fits inside it. To hold difficulty level, every endless wave trades HP for speed: HP down 2% a wave, speed up 0.5% a wave, compounding. Bosses ride the same curve. Wave (Normal)BeforeAfter 60255 enemies, 140 s242 enemies, 89 s 100881 enemies, 485 s360 enemies, 133 s Waves 1 to 23 are unchanged. Every endless wave is shorter, and neutral to slightly easier in difficulty. Existing leaderboard scores stand. Fixed: Split Shot was invisible on the Accordion Engine Split Shot was wired into the Accordion in 1.6.0, but drew no damage numbers, no hit flash and played no sound, so it looked like it still did nothing. It was picking targets and dealing…

  • Hot Fix - 4 September 2026

    Slot Theory 1.6.2 Small patch, one fix. Fixed: enemy status rings disappearing mid-run Chill Shot, Marked, burn, Deadzone pin, shield, veil, near-death and corrosion rings could all vanish partway through a run and never come back. What was happening: once the board gets busy (80+ enemies) or the frame rate dips below 50 even once in a wave, we switch the rings to a cheaper shader version to keep things smooth. That shader version got glitched sometimes, not drawing anything. And because the frame-rate switch sticks for the rest of the run, one hitch in wave 8 meant no rings until the end screen. Next run they'd be back, which is why it felt random. Rings are back now, in both versions. Found a bug? Steam discussions or Discord. Discord is usually faster.

  • Hot Fixes - 1 September 2026

    Slot Theory 1.6.1 - Update Notes A small release with one real idea in it: you can now see where your partner is about to aim. Co-op shares a lane and a pool of lives, which makes failure joint but does nothing for success. A player put it better than we had: shared lives makes the failure joint but not the success, and dual spawn only removes the safe seat, neither actually makes you need the other player. the operator aimed into their lane is the only real line between you, and it only turns into coordination if they have to know it's coming. That was right, so this is the fix. Co-op: the partner aim telegraph Arm an operator active and every other player now sees a marker land on the spot you are aiming at, while you are still deciding. Cancel and it goes away. It shows where, not the whole gesture - enough to hold a placement or keep your own meter in your pocket for a wave someone…

  • Co-op for 2-4 commanders - 31 August 2026

    Slot Theory 1.6.0 - Update Notes Co-op is here. Two, three or four commanders, one shared lane, one pool of lives, and seven maps built for nothing else. Your partner's leak is your leak. There is no polite way to say "that was your end". Also: 68 badges (up from 51), 50 titles (up from 14), and we found a 16-damage tower doing 74% of a run's total damage. That one is further down. Co-op Everyone stands on the same road. You each own a stretch of it with your own hardpoints, your own draft stream and your own bans. What you do not get is your own lives. On a dual-spawn map both ends open at once and the waves walk toward each other, so there is no back row and nobody is on support. The map decides how many players a run is for; picking 2, 3 or 4 filters the roster to the maps built for it. MapPlayersSlots eachWhat you are in for Orbit Relay23One lane, two shifts. The front takes the out…

  • Version 1.5.4 - 21 August 2026

    Slot Theory 1.5.4 - Update Notes 1.5.3 raised the speed ladder to 10x and said a run plays out identically at 1x and at 10x. Two things made that not quite true. This is a hotfix for both. Enemies no longer stutter at high speed The game leans on the brakes for a beat when something big lands: a kill, an explosion, a tower surge. Enemies dilate for a fraction of a second while your towers keep firing, and it is what makes a hit land. Those beats were measured in real seconds, but the things that trigger them run on game time. At 10x that meant roughly ten times as many beats arriving every real second, each still holding for the same real duration, and they piled up on top of each other. Enemies spent up to a quarter of the time crawling at a fifth speed and then snapping back, over and over, which read as the whole field lurching rather than as any single hit landing. Every beat is now…

  • Version 1.5.3 - 21 August 2026

    Slot Theory 1.5.3 - Update Notes A new modifier that does not care how big the health bar is, a faster fast-forward, an Anomaly Feed that finally trusts you with tradeoffs, two more bans, a light touch on deep endless, a smarter auto-pick, and a batch of fixes for things that quietly did not work. New modifier: Corrosion Every damage card in the game so far multiplies flat damage, and endless waves grow faster than any multiplier. Corrosion is the first card that sidesteps that arms race: primary hits apply a Corrosion stack, and at 4 stacks the enemy loses 8% of its maximum health and the stacks clear. Fifty primary hits kill anything. Not anything at your wave, anything: the card removes the same fraction of a health bar at wave 100 as it does at wave 30, which makes it the first tool in the game whose value goes up the deeper you get. The price is the mirror image. Where flat damage…

  • Version 1.5.2 - 10 August 2026

    Endless mode gets bosses, so it ends at a fight instead of bleeding out, and deep endless scales a little more gently on the way there. There is also a balance pass on the wave-20 finale, where the Breach Aegis had quietly been deciding runs on three maps and your operator could not do anything about it, plus six campaign stages tuned back to the difficulty they were signed off at, and seven new achievements. On top of that: a follow-up pass on 1.5.1's two big surfaces, where the controller support stops assuming you are holding an Xbox pad and stops telling you to click things, the tutorial is finishable on a pad at all, and Android gets three rendering fixes including the one that made enemies invisible. Leaderboards also stop showing your best run dozens of times over. Endless mode has bosses now Endless used to end the same way every time: the numbers climbed until your board could…

  • Version 1.5.1 - 5 August 2026

    Full controller and Steam Deck support, and the wave-20 boss stops being the same fight on every map. On top of that: the player profile grows a run history and a most-used tab, the Daily Rift gains a mandate layer, and crash reports now find their way to us instead of dying on your machine. Controller and Steam Deck supportThe whole game is playable on a pad, front to back, aiming at Deck Verified. Xbox, PlayStation and Steam Deck controllers are auto-detected and the on-screen glyphs match the pad you are actually holding.Treat this as experimental. It is a large surface, every screen and every in-wave interaction, and it has been tested across far fewer pads and window sizes than there are in the world. Expect rough edges: focus landing somewhere odd, a screen that does not scroll to where you are, a glyph set that guesses your pad wrong. If you hit one, please tell us, with your con…

  • Version 1.5.0 - 1 August 2026

    A content release built around three things: a mandate menu for Skirmish Hard, a ground-up overhaul of the premium card pool, and a new common card tier that changes what a finished board drafts. On top of that: a player profile with 51 collectible badges, and a campaign that now runs breach events and the wave-20 finale. Late-game runs read very differently than they did in 1.4.7 Mandate ProtocolClearing any map on Hard unlocks the Mandate Protocol: twelve individually toggleable mandates on the Hard map-select screen. Your rating is the sum of the point costs you check (max 18) - no unlock order, no forced sequence. The mandates alternate pressure axes (HP, speed, draft size, reroll cost, ban charges, sealed hardpoints, starting lives, breach events, Colossus hull, modifier cap), so mixing them changes how a run feels, not just how big the numbers are. The full list, with point costs,…

  • Hot Fixes - 29 July 2026

    A performance and presentation release. Two long-standing frame hitches are gone - one of them a freeze you felt every run - the game now runs noticeably smoother at high enemy counts, and a set of interface problems are fixed, several of which only ever showed up on Android.PerformanceImpact sparks no longer cripple the frame rate at high speed. Every projectile hit throws a small burst of sparks, and those bursts are recycled from a pool so the game does not have to build new ones constantly. The pool held 400. On a busy board at 5x or 20x speed the game was asking for far more than that at once - measured at over 5,700 live at the same moment - and every burst past the 400th was built from scratch and thrown away again on the same frame. The pool was doing the exact opposite of its job, at the worst possible time. Bursts are now capped at a number the game can actually sustain, and t…

  • Version 1.4.6 - 28 July 2026

    A legibility, stability and deep-endless release. Enemies are easier to pick out at a glance, endless runs hold their shape hundreds of waves further in, a hard crash and a severe high-speed stutter are fixed, and a run of visual glitches with them.Enemy legibilityEvery enemy now has a crisp outline. Enemies are drawn in an ember-crimson family, which put them uncomfortably close in hue to the map's path glow on several chapters - the amber and magenta ones especially - so a walker crossing the lane could blend into the floor. At high enemy counts the problem compounded: overlapping bodies fused into a single mass with no readable edges. Each enemy type is now drawn with a thin two-tone rim - a near-neutral inner edge and a dark contact shadow - baked directly into its artwork. The result separates enemies from the path on every chapter palette and keeps individual bodies readable insid…

  • Hot Fix - 24 July 2026

    A focused performance patch on top of 1.4.4.The operator badge no longer redraws its portrait every frame. The animated portrait in the bottom-left corner was being drawn from scratch on every single frame - hundreds of procedural shapes each time - which made it, on its own, the most expensive thing in the entire heads-up display. It is now rendered once to an image and drawn as a single picture, refreshed only when the operator changes.At the internal stress benchmark (wave 90, 5x speed, 300 enemies on screen) this lifted the frame rate from roughly 64 to 108 fps in the full-detail Quality graphics mode - and in Performance mode the game now runs past the display's refresh ceiling (120+ fps). Normal play was already smooth; this is more headroom for the heaviest boards and deepest endless runs.

  • Performance Enhancements - 23 July 2026

    A performance release. Two large rendering and simulation reworks land together, roughlydoubling the frame rate under heavy load, plus a run of visual-polish fixes. PerformanceThe two biggest costs at high enemy counts - drawing the enemies and running the combatsimulation - were both reworked.Enemies now render in a single pass. Each enemy used to be five stacked layers (body, wear, cracks, glow, bloom), and the status rings (marked / slowed / burning) were drawn one at a time on the CPU. All of that now composites in one GPU pass per enemy type. At peak density the draw-call count roughly halves.The combat simulation runs on its own thread. On desktop the wave simulation now overlaps the rendering of the previous frame instead of running back-to-back with it. The win is largest exactly where it hurt most - the surge-storm frames that used to cause brief stutters no longer land inside…

  • Hot Fixes - 22 July 2026

    Wave-20 FinaleThe Breach Colossus bulwark now holds against splash damage. Blast Core splash and Overkill spill were hitting the boss's hull straight through a raised shell, letting those builds skip the break-the-shell phase entirely. Both now chip the shell first, like every other damage source - so the final duel runs longer on Blast Core and Overkill boards. FixesMap endpoint visuals no longer drift in stretched windows. The entrance and exit gates, the warp pads and their link line, and Blackout's fog banks drew offset from the real path whenever the window's aspect deviated from 16:9 (a manually resized window, or a non-16:9 fullscreen). A plain 16:9 maximize was never affected.Resuming a campaign stage no longer refills your lives. Stages with a reduced-life mandate (Double Back, Switchback, Ziggurat and Hourglass at 7; Trident and Fault Lines at 6) handed back a full life bar on…

  • Small Balance Pass - 16 July 2026

    Daily RiftThe Daily Rift now runs on Hard difficulty. The one shared challenge everyone faces each day should play like one.The daily leaderboard now also ranks on lives remaining: a win counts first, then the wave you reached, then lives left, then time. Holding the line with more lives climbs the board.Your lives-at-clear now show on the daily leaderboard, and the mode-select card tells you the daily's difficulty before you commit.Difficulty balanceTightened a handful of maps that were running easy - Crossfire, Crossroads, Pinch & Bleed, Ridgeback, and Perimeter Lock now bring a little more pressure on Normal and Hard.The Wave-20 Breach Colossus is tougher on Hard: its hull is beefier, so the final duel is a real test at the top difficulty. Normal and Easy are unchanged.

  • Version 1.4.0 - 15 July 2026

    New: Daily RiftOne shared seeded challenge every day. Everyone gets the identical run each day - same map, same seed, same draft offers for the same picks, same events - and competes on a leaderboard that resets daily.One attempt: win, loss, or resign, it's final for the day. An interrupted run can be resumed to finish, but there's no reroll and no restart.Most days add a twist: a three-tower embargo, sealed slots, an assigned operator, or a faster/tougher enemy tempo.Some days the map itself is altered - a backward teleporter loop, drifting fog banks, or overcharge pads - and most days one or two tower slots glow with a resonance buff (bonus range, damage, or fire rate). The card and leaderboard header spell out exactly what today holds.The full tower and modifier catalog is unlocked for the daily regardless of your progression, so everyone faces the same challenge.The Leaderboards scr…

  • Version 1.3.0 - 10 July 2026

    New: Breach EventsRoughly three times per run, on warned waves, the breach gate destabilizes mid-wave: a klaxon telegraph, then the Breach Anchor - a hulking new elite - tears through and tethers the portal open, trickling reinforcements while it lives.Kill the Anchor before it escapes to seal the breach: +1 life and a chunk of surge charge. Let it leak and it costs 3 lives.You'll see it coming: the draft screen flags breach waves, the gate simmers red from the wave's first second, and the Anchor arrives with a proper slam - screen thump, stinger, clear orders on screen - and carries a warning marker so you always know what to kill.Active in skirmish, custom, random-map, and endless runs (endless keeps them coming past wave 20). New: Breach Gates & Containment CoresEnemies now invade through a swirling breach portal at the start of the lane - watch it power up while you draft, flare ope…

  • 3 New Maps - 27 June 2026

    🌀 RIFT ZONES 🌀 Three New Maps That Refuse to Play FairMost maps just hand you a path and wish you luck. These three rewrite a rule of the game while you're standing on it.RIFT Zones drop into a new section of the skirmish list (and Custom Game) the moment you update. No unlocks, no gates, just three arenas that each take one thing you thought you understood about Slot Theory and twist it. Every one ships with a hand-picked combination of enemy types built to exploit the gimmick. Welcome to the deep end.WARP ⟲ "Run it back"There's an orange pad burning at the far end of the loop, and a cyan one waiting upstream. Cross the orange and the rift snaps you backward - straight through the kill corridor you just survived.It's the best second chance you've ever been handed, and the worst one you can give a tanky wave. Stack the central diagonal and every enemy pays the toll twice. Misjudge it,…

  • Hotfixes & Polish - 20 June 2026

    ⚡ Endless mode goes the distanceDeep Endless runs used to choke and could even crash the renderer once the screen filled with spectacle. We added a safety throttle on draw calls and an automatic "lite" effects mode that kicks in as waves pile up, with surge pacing tuned in real time. 👁️ Callouts you can actually readThe big mid-run banners were vanishing before you could read them. WAVE N, the ARMORED WAVE INCOMING threat warning, and the HALFWAY beat now hold on screen long enough to register before they fade. No more "wait, what did that say?"🗺️ Campaign briefings, unifiedStarting a campaign stage used to throw a stage intro that disappeared on its own, followed by a separate rules dialog. Now it's a single briefing: stage name, flavor, and the full rule set (tower/modifier pools, enemy modifiers, locked slots) in one panel. Nothing auto-disappears - you read it and click OK when yo…

  • Version 1.2.3 - 16 June 2026

    🎨 Meet the New OverchargerOur lead operator got a full portrait makeover. She's warmer, friendlier, and a whole lot more put-together:New face, new attitude. Traded the perma-grumpy sultry glare for lifted brows and a soft, closed-mouth smile. Still cool, just no longer mad at you.Designer eyewear. Slim near-black oval frames (the gold's gone), with her hair fringe draping naturally in front of the lenses and temple arms tucked behind a side-lock. Earrings repositioned to actually sit on the earlobe.Minor wardrobe fixes, and smoother shading.All scoped to Overcharger. The other six operators look exactly as they did.🕹️ Quality of Life🔍 Peek at the board mid-draft. A new "HIDE DRAFT PANEL" button (top-right) tucks the card overlay away so you can study the map and inspect your placed towers before committing. Your run stays paused (we'll remind you with a banner), and tower tooltips w…

Patch notes and updates

S.noRelease datePatch nameGID number
16 September 2026Balance Pass1842846814450426
24 September 2026Hot Fix1842846814446330
31 September 2026Hot Fixes1842212951313939
421 August 2026Version 1.5.41841579228669425
529 July 2026Hot Fixes1839676055882375
624 July 2026Hot Fix1839041357029273
722 July 2026Hot Fixes1839041357024428
816 July 2026Small Balance Pass1838407329256671
920 June 2026Hotfixes & Polish1835871199309543
1016 June 2026Version 1.2.31835236783574885
112 May 2026v1.0.4 Tooltip Pass & Endless Fixes1831432155573721
1226 April 2026Version 1.0.31830797770240662
1322 April 2026Version 1.0.21830797770231621
1420 April 2026Premium Card Balance Pass + Leaderboard/Workshop Fixes1830163047267041
1518 April 2026Version 0.5.51830163047262995
1617 April 2026Version 0.5.41830163047261464
1716 April 2026Version 0.5.31830163047258615
1815 April 2026Version 0.5.21830163047255845

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID4523160
Live current players0
SteamPulse tracked peak1
Live count (today's peak floor)0
Price$3.35 (50% off from $6.70)
Free to playNo
Discount50%
Original price USD$6.70
Current price USD$3.35
Release dateApr 20, 2026
DeveloperDextrome
Publisher7ants Studios
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typePositive
Positive review percent100%
Positive reviews11
Negative reviews0
Total reviews11
Steam recommendationsNot available
Achievements58
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLhttps://store.steampowered.com/app/4523160/

Short description

Pick 1 tower, modifier or upgrade every wave. Stack insane tower synergies and watch your build spiral out of control.

About this game

A roguelike tower defense where your build slowly becomes something you didn’t explicitly design. Each wave gives you one irreversible decision. That decision doesn’t just make your defense stronger, it changes how it behaves over time. You don’t build a loadout. You build something that emerges from your choices. Towers and modifiers interact, interfere, and reshape each other across the run. By the end of a run, your build has a distinct identity. Some builds become efficient. Some become chaotic. Some collapse into overwhelming synergies you didn’t plan for. Every run is a different machine formed from the same rules. Seven Operators give each run a distinct starting identity before your first pick. 20 waves. One evolving decision chain. Build it. Watch it take shape. Push it until it breaks.

Supported languages

English

Steam categories

Category IDCategory
2Single-player
1Multi-player
9Co-op
38Online Co-op
22Steam Achievements
28Full controller support
30Steam Workshop
67Camera Comfort
66Color Alternatives
82#category_contrast_controls
68Custom Volume Controls
78Adjustable Difficulty
76Mouse Only Option
74Playable without Timed Input
55DualShock Controller Support
56DualShock Controller Support
57DualSense Controller Support
58DualSense Controller Support
77Touch Only Option
23Steam Cloud
25Steam Leaderboards
17Includes level editor
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus6Violência fantasiosa
steam germany6Fantasy-Gewalt
igrs13Kekerasan

Steam marketplace comparison data

Price History Overview

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

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 22, 2026 to Sep 22, 2026
  • Lowest observed: $3.35
  • Highest observed: $3.35

Slot Theory'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 $3.35, the highest is $3.35, and the first visible tracked price is $3.35. 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: 1
  • Discounted days: 1 day
  • Deepest markdown: -50%
  • Latest sale window: Sep 22, 2026 to Sep 22, 2026

SteamPulse has grouped rows carrying discount metadata into 1 recorded discount window, covering 1 calendar day and 1 discounted snapshot. The deepest recorded markdown is -50%, with a lowest recorded final price of $3.35 during rows named Steam sale. The latest recorded window starts Sep 22, 2026 and ends Sep 22, 2026, spanning 1 day of uninterrupted daily tracking. Window boundaries follow the available snapshots, so gaps in coverage can make an actual sale shorter or longer than the recorded span.

Recorded sale names include Steam sale. The table reports the observed markdown, final price, snapshot dates, and any sale name supplied with the row. It can show whether similar discounts recur in the retained record, but it does not infer publisher intent, demand, or the reason a price changed.

Observed Price Changes And Stable Runs

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

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

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $3.35, from Sep 22, 2026 through Sep 22, 2026. The latest run records $3.35 for 1 day of uninterrupted daily tracking with a listed discount from $6.70. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $3.35
  • Current list price: $6.70
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Slot Theory at $3.35 in USD, with a listed base price of $6.70 and a -50% markdown. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

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

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$3.35$6.7050%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $3.35.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$3.35$3.35No change50% (Steam sale)
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $3.35.

DateCurrent priceOriginal priceDiscountSource
2026-09-22$3.35$6.7050% (Steam sale)Steam Store - Steam sale

Most visited Steam Store games

RankGameLatest observed playersTracked peak
1Counter-Strike 2479,92322 September 2026 - 07:10:10 UTC1,818,368
2Mechabellum2,13722 September 2026 - 02:49:46 UTC5,341
3Once Human15,24422 September 2026 - 07:06:46 UTC231,343
4Gems of War - Puzzle RPG63422 September 2026 - 01:32:17 UTC2,965
5Human Fall Flat1,09622 September 2026 - 03:39:41 UTC127,516
6Wallpaper Engine62,59622 September 2026 - 06:26:52 UTC150,271
7Battle Teams 28422 September 2026 - 01:46:14 UTC7,966
8The Lost Village3322 September 2026 - 07:11:59 UTC2,150
9Mad Toy House00

Related Steam games by tag and genre

Indie

GameLatest observed playersTracked peakReviewsDeveloper
Bongo Cat151,28922 September 2026 - 06:26:51 UTC193,859108,446Marcel Zurawka, Julius Krüger
WARDOGS143,50722 September 2026 - 06:26:51 UTC399,748Not availableBULKHEAD
Valheim76,53322 September 2026 - 06:26:51 UTC498,478533,888Iron Gate AB
TBH: Task Bar Hero75,31022 September 2026 - 06:26:51 UTC546,13043,714Nugem Studio, Tesseract Studio
Wallpaper Engine62,59622 September 2026 - 06:26:52 UTC150,2711,008,495Wallpaper Engine Team
Slay the Spire 248,19822 September 2026 - 06:26:52 UTC574,638199,438Mega Crit
Rust45,73922 September 2026 - 06:26:52 UTC259,6461,359,516Facepunch Studios
Palworld43,73922 September 2026 - 06:26:53 UTC2,101,535451,088Pocketpair
Stardew Valley34,53622 September 2026 - 06:26:52 UTC236,6141,016,067ConcernedApe
tModLoader31,75725 July 2026 - 06:44:20 UTC78,825365,372TML Team
Project Zomboid30,86022 September 2026 - 06:26:53 UTC122,811467,999The Indie Stone
Terraria22,14122 September 2026 - 06:26:54 UTC486,9181,521,492Re-Logic

Strategy

GameLatest observed playersTracked peakReviewsDeveloper
Dota 2401,46022 September 2026 - 07:10:35 UTC1,291,3282,758,031Valve
Slay the Spire 248,19822 September 2026 - 06:26:52 UTC574,638199,438Mega Crit
Baldur's Gate 327,36122 September 2026 - 06:26:52 UTC875,343836,282Larian Studios
Sid Meier’s Civilization® VI21,40222 September 2026 - 04:05:15 UTC162,314378,077Firaxis Games, Aspyr (Mac), Aspyr (Linux)
RimWorld21,06422 September 2026 - 06:26:58 UTC95,851239,107Ludeon Studios
Hearts of Iron IV20,80622 September 2026 - 05:40:05 UTC93,196366,107Paradox Development Studio
Don't Starve Together19,25922 September 2026 - 06:41:00 UTC122,662531,182Klei Entertainment
Arena Breakout: Infinite19,23222 September 2026 - 02:40:05 UTC65,94478,112Morefun Studios
BOMBANANA! Demo18,48030 June 2026 - 13:15:20 UTC40,119331Lefto Studio
7 Days to Die17,66322 September 2026 - 01:46:12 UTC124,449398,822The Fun Pimps
Black Desert17,60522 September 2026 - 07:07:19 UTC59,91792,632Pearl Abyss
Total War: WARHAMMER III17,48022 September 2026 - 01:22:42 UTC166,519142,349CREATIVE ASSEMBLY, Feral Interactive

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