SPSTEAMPULSELIVE ANALYTICS
Eternal Elements

Eternal Elements Steam metadata

NateT_Bird | Dec 13, 2019 | game

Released

0players observed · 22 September 2026 - 12:52:07 UTC

IndieStrategyEarly AccessDifficultTower DefenseSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)60
  • Revenue (VGI)$444
  • Review score100% positive

Eternal Elements 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)60
  • Revenue (VGI)$444
  • Review score100% positive
  • Total reviews2
  • Release dateDec 13, 2019
  • DeveloperNateT_Bird
  • PublisherNateT_Bird

Genres: Indie, Strategy, Early Access

Company pages: Developer: NateT_BirdPublisher: NateT_Bird

Top Steam chartsTop 100 gamesGame directorySteam Store page

Eternal Elements Steam metadata

Eternal Elements 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/1066930/metadata
Steam Storehttps://store.steampowered.com/app/1066930/
Steam Communityhttps://steamcommunity.com/app/1066930
PCGamingWiki search
IGDB searchSearch IGDB for Eternal Elements

Reviews, pricing, and metadata

Review summary

2 user reviews

100% positive, 2 positive, 0 negative

Price and discount

$9.99

Platforms

Windows

Categories

Single-player, Family Sharing

Achievements

Not available

Platform releases
  • Steam 13 December 2019

Latest Steam announcements

  • Alpha 20.06.27 update - 27 June 2020

    Developer Comments: I've decided that I do want to balance the game around being able to flawlessly beat each map, but it will require some strategy and planning on the players part. Right now, it's kind of easy to beat maps flawlessly, so I will need to test and improve that more. My goal isn't necessarily to make all skills equally powerful, but I do want to make them all powerful and interesting. I want the player to feel like its worth putting willpower into each of them. Some skills will require changes still. Your feedback would be greatly appreciated. What skills do you never put points into, because you feel like they are too weak/boring? Sorry for taking so long on this update. I had some personal issues come up. I will do my best to stay more regular with the updates. I still want to make this game the best it can be, I hope you will stick with me through that journey. Changel…

  • Alpha 20.05.16 weekly update - 17 May 2020

    Developer Comments: I wasn't happy with how confusing the game can be to new players and more casual players. So I tried to make the informational popups give a more general description of what the new thing does, with the hopes of giving the player a fundamental understanding rather than a technical understanding. It's easier to understand that the frost tower slows enemies down rather than understanding exactly how it slows them down and under what conditions. With this change average players can understand how to use the tower, while the hardcore players can read the exact descriptions to understand all the details and potential strategies. I'm thinking about balancing the game around being able to beat each map without losing any lives, but you need to use a really good strategy to do so. I would reward players who are able to complete a map flawlessly with a special border or some…

  • Alpha 20.05.09 weekly update - 9 May 2020

    Developer Comments: Sorry for the small update. It took me a lot longer than I wanted to fix the "not being able to unlock things" bug. The bug was a simple fix by itself, but adding the system that retroactively awards unlockables when updating versions was tough. Changelog: New features: * reworked the bonus exp gained for completing maps Polish: * improved the way the map select screen chooses the default map * renamed the "map default" enemy group and reorganized the enemies in it Balance: * changed the amount of essence gained from enemies spawning (reduced for early waves, increased for later waves) Bug fixes: * updating the game should now properly give awards that should have been given * game speed is saved even when the game is forcibly closed * you no longer start with 5% interest

  • Alpha 20.05.05 Hotfix - 5 May 2020

    Hotfix: * unlocking new maps and other things now works properly * updating the game awards unlocks that should have been given

  • Alpha 20.05.02 weekly update - 3 May 2020

    Developer Comments: This new gamemode allows players to see how far they can make it with their current power level. Based on how many waves are survived you are rewarded with permanent exp gain. I'm hoping this will encourage players to really try to optimize their strategies so they can push further waves. There are still a few features missing from the gamemode, such as being able to start at a certain wave within your highscore, and gaining rewards that help you push further waves but only in endless (essence per wave, increased damage, etc.) For now the gamemode is unlocked pretty early on. I will most likely move it to be unlocked somewhere during the Apprentice Vision Quest. Changelog: New features: * added a new gamemode "endless", survive as long as possible against infinite waves gaining permanent rewards the more you do * for now the endless is unlocked by beating vision 11 P…

  • Alpha 20.04.25 weekly update - 25 April 2020

    Developer Comments: I'm getting ready to make the changes to the gamemodes. So in the meantime, I hope you enjoy more early game balance/polish. I like the water tower much more now, it felt a bit underwhelming, but now with the extra slow it feels so much better. Changelog: General Changes: * if the list of custom enemies is blank, it will pick random enemies from the unlocked enemies * added "random", "random plastic", and "random non-plastic" to the list of possible custom enemies * the random enemies will only pick unlocked enemies Tower/Skill Changes: New Features: * new water tower functionality: if the target has armor deals bonus damage that ignores armor completely * changed the "hard water" skill to work with the new tower functionality Polish: * swapped the first skill unlocked for a different lightning skill * changed many tower effects and skill tooltips to explain values i…

  • Alpha 20.04.18 weekly update - 19 April 2020

    Developer Comments: I really like the new skills system, it adds a ton more strategic depth. There are still very obvious skills to use for certain scenarios, I'm hoping to fix that after more playtesting. As it stands now the first 30 scenarios are very close to what I want them to be like. So let me know what you think of the new skills system. Moving forward I want to balance and playtest the game one chunk at a time. So this update I focused solely on the first 30 maps (essentially the entire Novice challenge). In the next update I want to focus on the next challenge level. I feel like this method of balance will improve the quality of the game faster. The way I was doing it before, ment that I redid almost everything whenever I changed some aspect of balance. This way I shouldn't have to change as much, but even if I do, you will have a more complete experience in the early-game. S…

  • Alpha 20.04.03 weekly update - 3 April 2020

    Developer Comments: I think this new skills system will be much more interesting. There are now more skills to choose from and with the skills being linked, it means you will have to choose what skill you want. This will be a hard choice because many skills are extremely strong when used properly. I still need to work on the balance of the skills and the unlock curve. Hopefully I can make great progress on that next update. I want the maps to be interesting and challenging from start to finish. I also want the player to constantly be unlocking new and exciting things. So expect that soon. Changelog: New features: * complete redesign to the skills system * tower skills now have another skill they are linked with, points can only be applied to one or the other * unspent willpower now gives starting money instead of exp gain Balance: * removed lightning tower armor ignore * revealed now st…

  • Alpha 20.03.20 weekly update - 20 March 2020

    Developer Comments: This update comes with some changes to how the gamemodes work, they are now more distinct and separate. Vision quest is more focused on completing challenging scenarios, while Lucid Dream is focused on letting the player openly choose what kind of scenario they want to have. I plan to make "endless" an entirely separate gamemode where you face off against infinite waves and see how far you can get. You get a "highscore" based on the furthest wave you've reached. The highscore gives you bonus exp gain and you can choose to start from your highscore wave (so you don't have to beat waves you've already beaten again). I don't know when I will implement the new endless gamemode, but it will be sooner rather than later, since it will be part of how the player progresses through the game. The update to the skills system is coming. I've decided to make each skill linked with…

  • Weekly update delayed - 13 March 2020

    Developer Comments: In the last update I made a few changes to the skills and how they work. After testing I realized that those changes didn't fix the problem. I didn't even realize what the problem was, I just knew in my gut that something was wrong. I realize now that the skills weren't offering any strategic choice to the player. It was either apply skill points towards towers that you will use, or apply skill points towards just increasing all towers damage. Either way it led to the very boring choice of: "should I increase all tower damage by 10% or just this towers damage by 10%?" I have a few ideas for how I can make spending willpower a more strategic choice. The first idea is to tie certain skills together so you can only apply points into one or the other at any given time (example; you can only increase water armor tear or slow effect, not both at the same time). I like this…

  • Alpha 20.03.06 weekly update - 7 March 2020

    Developer Comments: Skills felt too 1 dimensional. Sometimes you wouldn't have enough useful skills to put all your willpower into, so you would put the rest into extra starting lives which didn't actively help you win the scenario. Now that the damage skill is unlocked from the start you will always be able to use your willpower to actively help you destroy enemies. If you can't put it towards buffing a tower in a unique way, you can always just get 10% extra damage. This change did make all the scenarios easier, so enjoy the reduced difficulty while it lasts. The reason why I added the skill caps was because without it some skills felt far superior to others. Now I can gate the power of skills and allow the player to unlock more potential in those skills as I see fit. I really want to get the scenarios to all be solid, from start to finish, including through all the challenge levels.…

  • Alpha 20.2.28 weekly update - 28 February 2020

    Developer Comments: I'm trying to find a good balance between challenge and progress. I think that rewarding bonus experience gain from intensity is a good start. It should encourage players to try harder scenarios, without punishing them if they play easier scenarios. I wasn't quite happy with how straight forward the challenge levels were, so I added more unique attributes to make them more difficulty and hopefully more rewarding. Expect a big scenario rebalance next week. I'm going to focus on how each individual scenario feels to play. And hopefully make them all feel very enjoyable. Changelog: New features: * the scenario endscreen now displays if you quit a scenario * the endscreen shows experienced gained during restarts (if any) * reworked swarm modifier (more enemies spawn, faster spawn rate, more move speed) * greatly enhanced the difference in overall difficulty between chall…

  • Alpha 20.2.21 weekly update - 22 February 2020

    Developer Comments: I was going to balance scenarios this week, but as I was testing the intensity calculation I found multiple towers that didn't feel like they were living up to their full potential, so I decided to add/rework a bunch of functionality there. I want towers to synergize well with each other and I want them all to have a potential use in the late game where raw power becomes more important. It seemed like the "water-lightning-frost" combo was by far the best combo, but I want other tower combos to be really strong too. So hopefully now there are lots more other combos to try and that work really well. Balancing the scenarios is still really important to me. But I think I might need one more week of testing the new towers before I feel comfortable balancing the scenarios. I don't want to spend time balancing the scenarios if I will just need to rebalance them again if I c…

  • Alpha 20.2.14 weekly update - 15 February 2020

    Developer Comment Now players will actually be able to challenge themselves as soon as Lucid Dream is unlocked. There is still a lot more testing and tweaking that needs to be done to the intensity calculation. I want players to be able to push their limits, the intensity calculation will help them know where those limits are. I want to focus on getting more of the Vision Quest scenarios balanced. It is a very long and tedious process, so I'm going to spread it out between the next few updates (hopefully balancing 5-9 scenarios each week). I've been considering adding an "enraged" system. The basic idea is that enemies will dynamically become stronger if the player is overpowered. I want to allow the player to feel overpowered, so this would most likely be an "opt in" system. Where the player can choose to enrage the enemies, increasing stats and experience gained. Let me know if you ha…

  • Alpha 20.2.7 weekly update - 7 February 2020

    Developer Comment I am preparing for some major changes with how the Lucid Dream gamemode works. I want it to be a sort of "create your own challenges" mode. Currently it is very basic. These are a few of the changes I had in mind: Changes to how the scenario "intensity" is calculated. I want it to be an accurate representation of how much willpower is needed to beat the scenario. More customization available early on in Lucid Dream mode. I want this gamemode to enable creativity and to let players try new things to help them learn how to better beat Vision Quest scenarios. More control over enemy stats (spawn delay, spawn count, move speed, etc.). But I think this might be too much control. I still want the Lucid Dream scenarios to be challenging. If I give too much control, the player could make the scenario too easy. Changelog New features: * reworked experience gained from victory a…

  • Alpha 20.1.31 weekly update - 1 February 2020

    New features: * added a new wind tower skill (increases base attack speed) * added a "can be frozen" target priority to the frost tower Polish: * dropdown menus will now consume mouse scroll wheel input * reworded some tooltips * reworded the wind hit count skill * changed "most essence" to "has essence" (picks enemies if they have essence) * optimized the tower attack code (should be a small performance improvement) * added another buildable location to vision 3 Balance: * reworked how much relative power each skill gives per point applied (mostly increased) * slight changes to almost all towers (not all listed here) * changed the default target priorities for most towers (absorber most noticable) * reduced water tower range to 2.5 (was 3) * max wet stacks is now 100 (was 40) * slow per stack of wet is 0.5% up to a max of 20% slow * water tower bonus damage per stack of wet is now 0.01…

  • Alpha 20.1.23 weekly update - 23 January 2020

    New features: * added the ability to set the default target priority (unlocked after vision 3) * added a "refocus" button for when you lose, it restarts the scenario but with slightly reduced stats (this replaces auto difficulty) * refocusing will reduce the enemy stats by 5% each time, winning the scenario will increase stats by 4% (min stats: 70%, max stats: 100%) Polish: * removed auto difficulty from the settings menu (it is now part of the "refocus" system) * target priority is now unlocked much earlier (vision 1) * reduced the duration of the "victory" and "defeat" pop-ups * added tooltips and changed the wording on a few buttons * rearranged some buttons on the scenario selection and in-scenario exit menus * removed the "map select" button from the skills menu * renamed "fall asleep" to "begin" (I just wasn't happy with how it felt. I will add better flavor text for all the butto…

  • Alpha 20.1.17 weekly update - 17 January 2020

    -Overview-The biggest change with this update is the tower target priority system. This system allows the player to customize how each target chooses what enemies to attack. The system is very robust, you can add as many priorities as you like, the tower will filter each enemy through all the priorities until it finds the best enemy to attack. For the most part you won't really need to change the targeting priorities of towers, but the option is there if you want to use advanced strategies or just have some fun. There is a lot that you can do with this system, so let your imagination go wild! The ability to change the default target priority for newly created towers is coming in the next update (I didn't quite have time to fully implement it). An example of how the target priority system works:The priority is: 1. least health 2. fastest 3. closest to tower There are 5 enemies in range,…

  • Alpha 20.1.10 - 11 January 2020

    The first update brings many changes. Here is a rundown of the key differences. New features: * added a tutorial to the first map * added a visual effect to indicate how soon the next wave will be * added visual effects to indicate how many enemies have already spawned in a wave * added a visual effect to indicate how soon the next enemy will spawn * added change log button on the main menu screen Polish: * auto difficulty adjustment only displays if a value change actually occurred * reworded auto difficulty tooltips to better explain what it does * new enemy/tower/functionality pop ups only appear once per play session, until you win the scenario * lowest difficulty in settings menu is now 80% (was 50%) * play/pause tooltip says "start first wave" if no waves have been started yet * removed "are you sure you want to quit" text in top right corner when leaving/reloading a map * skills…

Patch notes and updates

S.noRelease datePatch nameGID number
15 May 2020Alpha 20.05.05 Hotfix3110243214549868344

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID1066930
Live current players0
SteamPulse tracked peak1
Live count (today's peak floor)0
Price$9.99
Free to playNo
Discount0%
Original price USD$9.99
Current price USD$9.99
Release dateDec 13, 2019
DeveloperNateT_Bird
PublisherNateT_Bird
Owners estimatedNot available
SteamSpy owner estimate minimum0
SteamSpy owner estimate maximum20,000
Review type2 user reviews
Positive review percent100%
Positive reviews2
Negative reviews0
Total reviews2
Steam recommendationsNot available
AchievementsNot available
Average playtime forever225 minutes
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLhttps://store.steampowered.com/app/1066930/

Short description

Melt sand, shatter glass, and rust iron in this epic elemental tower defense game. Combine elemental effects to beat powerful materials. Use cunning strategy and wit to take on impossible challenges. Unlock new abilities and power as you embark on this difficult journey.

About this game

In this challenging strategic tower defense game: towers are elements and enemies are materials. The elements interact with each other and enemies in unique ways (erode stone, freeze water, melt sand, shatter glass, corrode iron, etc.). Learn the best elemental combinations to defeat the materials in each wave. Challenge yourself even further with unlockable difficulty modifiers. Constantly gain power to take on even more difficult challenges. Key features: 50+ challenging and fun maps 9 elemental towers to master 14 unique enemies to counter Hours of handcrafted challenging campaign gameplay Infinite replayability with customizable settings and challenge modifiers Constant power gain through unlockable and upgradable passive skills Discover new strategies to beat seemingly impossible challenges Unlockable maps, modes, and gameplay options Survive as long as you can in endless mode Change the gamespeed to play at your own pace Build and manage towers while paused Win or lose you always get experience points Reduce the base game difficulty with accessibility options This game has 3 core concepts that influence every aspect of the game. Challenge: Each tower has strengths and weaknesses, so do the enemies. It will take cunning strategy to figure out the best way to beat each map. The game offers multiple difficulty modifiers and custom challenges so you can challenge yourself as you see fit. The greater the challenge the better the reward. Discovery: Think about new strategies, discover new ways to play, and be surprised by what you unlock. With over 100 unlockables, multiple tower/enemy interactions, and a plethora of customizable gameplay options, there is no shortage of new things to try and strategies to discover. Let your imagination run wild thinking about unique challenges you could face and fun ways to beat them. Progression: The game works by a simple formula, time spent = progress made. You can increase the speed at which you gain progress through the strategies you employ. But every enemy you defeat grants experience points regardless of if you win or lose. You will constantly gain more power to eventually beat every challenge you face.

Supported languages

English

Steam categories

Category IDCategory
2Single-player
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: $9.99
  • Highest observed: $9.99

Eternal Elements'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 $9.99, the highest is $9.99, and the first visible tracked price is $9.99. 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

Eternal Elements'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 $9.99, 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 $9.99. The latest run records $9.99 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: $9.99
  • Current list price: $9.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Eternal Elements at $9.99 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$9.99$9.990%
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 $9.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$9.99$9.99No 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 $9.99.

DateCurrent priceOriginal priceDiscountSource
2026-09-22$9.99$9.99No discountSteam Store

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