SPSTEAMPULSELIVE ANALYTICS
Monsters and Monocles

Monsters and Monocles Steam metadata

Retro Dreamer | Aug 16, 2016 | game

Released

0players observed · 7 October 2026 - 16:55:34 UTC

ActionIndieEarly AccessAction RoguelikeBullet HellSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)5,817
  • Revenue (VGI)$66,486
  • Review score74% positive

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

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)5,817
  • Revenue (VGI)$66,486
  • Review score74% positive
  • Total reviews98
  • Release dateAug 16, 2016
  • DeveloperRetro Dreamer
  • PublisherRetro Dreamer

Genres: Action, Indie, Early Access

Company pages: Developer: Retro DreamerPublisher: Retro Dreamer

Top Steam chartsTop 100 gamesGame directorySteam Store page

Monsters and Monocles Steam metadata

Monsters and Monocles 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/328510/metadata
Steam Storehttps://store.steampowered.com/app/328510/
Steam Communityhttps://steamcommunity.com/app/328510
PCGamingWiki search
IGDB searchSearch IGDB for Monsters and Monocles

Reviews, pricing, and metadata

Review summary

Mostly Positive

74% positive, 73 positive, 25 negative

Price and discount

$14.99

Platforms

Windows, Mac, Linux

Categories

Single-player, Multi-player, Co-op, Online Co-op, Shared/Split Screen Co-op, Shared/Split Screen

Achievements

Not available

Platform releases
  • Steam 16 August 2016

Latest Steam announcements

  • MONSTERS 'TIL MIDNIGHT IS OUT NOW! - 31 May 2023

    Hi everyone! Launch day for our Monsters & Monocles horde survival spin-off game is here! Monsters 'til Midnight is now available to buy! It's $4.99 |€4,99 |£4.29 with a 20% discount Running for the launch week! We're really proud of the game we made, and getting something smaller in scope over the finish line is exactly what we both needed to move forward. A sincere thank you to everyone for your continual patience and support. It means a lot to us. We really hope you enjoy the game! The Retro Dreamer team

  • Progress Update: May - October 2022 - 17 November 2022

    Hi everyone, It’s been a while since the last update, so let’s jump right in. Taking a Break and Quick Prototypes During the summer, it became increasingly clear that we were both feeling pretty burned out creatively from working on the game full time for around 8 years now. We kept pushing on with it the best we could, but soon realized that we needed to step away for a little while to recharge. Around this time, a few developer friends suggested that the outlandish world of Monsters & Monocles would be a perfect fit for a timed horde survival game. We really liked the idea, and decided to spend a couple of weeks making a quick prototype using many of the same assets. Pretty early on we could see that it had promise, so we decided to spend a little more time during the summer expanding the concept to see if we could turn it into an actual game. Monsters ‘til Midnight By the end of summ…

  • Progress Update: February - April 2022 - 9 May 2022

    Hi everyone, Although the first quarter of each new year always feels like a blur of both personal and business tax return preparation work, we’ve still managed to push on and complete another major pillar of the game-NPCs! A host of colorful characters waiting for you to lend an ear Although there've been a few of them in the game in some capacity for quite some time, they were never really presented properly or polished up to an appropriate standard. Professor Crowley busy deciphering ancient manuscripts in his study With this in mind, we’ve spent the past couple of months working on adding animations, creating and implementing a proper dialogue/conversation system, fleshing out and improving character dialog, fixing and improving interaction mechanics, and generally just trying to make them feel more like they’re part of the game and it’s world. James Gearsford hard at work maintaini…

  • Progress Update - January 2022 - 5 February 2022

    Hi everyone, It’s been quite a while since the last update as both of us try to navigate the challenges that come with having young kids currently learning from home via independent study, but things are still ticking along with good progress being made across various parts of the game. Dropping Off and Picking Up We spent some time fleshing out the full sequence from finishing a zone > returning to the airship > unlocking one of the five zone fragments > choosing the next zone. All of these sequences have a lot of moving parts to manage and took some time to get to a point where we were happy with them, but we think they really help tie things together from a game-flow perspective, and add a bit of character also. Alongside all of the above, I finally started work on “dun, dun duuun” the final boss and the final zone that contains its hideous form. I don’t want to spill too many beans…

  • Progress Update: September - October 2021 - 2 November 2021

    Hi everyone, Since the last update, we’ve been focused on finishing up all of those new items, relics, and weapons that were previously shown. Since quite a few of them use brand-new mechanics and systems that didn’t exist in the game, it was quite a task working through everything. We’re now getting very close to drawing a line through the “loot” aspect of the game, which feels like a great milestone to reach :) Here’s a sneak peak at some of the new content we’ve been working on. Certain things still need final art, VFX, and general tuning in some cases, but it’s still nice to have even more permanent abilities and upgrades to work with as you find a play-style that best suits you. Weapons Hunter's Dream The Hunter’s Dream is a new holy-class weapon that fires a barrage of deadly stakes. It's fairly slow fire rate and large spread make it tough to use at range, but it can be especiall…

  • Progress Update: July - August 2021 - 15 September 2021

    Hi everyone! As I discussed in the previous update, the massive, and much needed UI/UX overhaul we've been working on is just about wrapped up outside of the odd bit of final polish. This puts us in a really nice position to start adding more of the really fun stuff like new weapons, items, and relics! I don't want to give away too many specifics right now, but here's a quick look at some of the new loot I've been working on: Items I tried to have fun with the Victorian theme and time-period for these. The "Dubious Handkerchief" and "Shrapnel-filled Corset" are two of my favs :P Weapons My main goal with the new weapons was to pad out some of the underserved classes such as beam and fire. My personal fav goes to "The Fragpipes", which is the most shrill-sounding homing missile launcher ever devised! Relics For the new relics, I continued to lean into the same mythological themes and fig…

  • Progress Update: April - June 2021 - 5 July 2021

    Hi everyone, As mentioned in the previous couple of updates, these past few months have been all about working through and finishing every aspect of the game's UI. We're happy to report that we managed to hit our goal this past month, and have now started working on wrapping up all of the game's supporting UX work and general connective tissue. This should really help round out the overall game-flow and make the game feel like a more complete experience. Here's a rundown of some of the new UI work: Game Title Screen It being the first screen a player sees, I wanted to add a bit more detail and general polish to the game's title, as well as adding a few subtle animations to breath a bit of life into it. Codex Screen Since the airship's codex computer is so detached from the rest of the game UI, I wanted to try something more unique and thematic, so I decided to make it a more detailed re…

  • Progress Update - March 2021 - 13 April 2021

    Hi everyone, As mentioned in the previous update, we’ve been working on improving and finishing all aspects of the game’s UI and UX. Player HUD Working at a higher resolution for all of the game’s UI elements allows us to strike a much better balance between readability and aesthetics, and creates a much better separation between game elements, and UI elements. We’ve also added much needed visual indicators to the HUD such as HUD frame shake and flash overlay when taking damage, damage value preview indicators to the HP bar, and a weapon overheat animation. The new "Deceased" reaper overlay also adds a not so subtle (and pretty metal 🤘😎) indicator to teammates who have died. Equipped weapons also now have an icon to show their class. Core game UI For the game’s core UI, we’ve gone with a fairly clean, simple approach that still incorporates aspects of the game’s Victorian theme. WIP s…

  • Winter Update 2020/2021 - Personal Challenges - 1 March 2021

    Hi everyone, I realize that we've been quiet on here for the past few months, so I wanted to take some time to let you all know what's been going on. Towards the end of last year (and beginning of this year), we were faced with some deeply personal challenges and family tragedy. Without going into specific details, the past few months have been incredible difficult for us on all fronts. We thank you all again for your patience and understanding as we do our very best to move forward, we really do appreciate it. In terms of Monsters & Monocles, this past month we started working on a complete overhaul of the game's UI and supporting UX. This will help the game feel much further along (and more polished), while also allowing us to better add new content. We'll have further updates on this front as me make progress and have more to share. Thank you all for your continual patience with us a…

  • Progress Update: August - September 2020 - 6 October 2020

    Hi everyone. With the kids starting full distance learning over the summer, this past couple of months have been quite challenging (and a bit of a blur to be honest!) but we’re trying our best to make progress as we settle into a new routine. Here's a rundown of what we’ve been working on: The Airship Since the airship HUB is essentially the core connective tissue of the entire game, it’s something I’ve been wanting to improve and finish for a LONG time. My main goals over the past month or so have been to nail down exactly what it needs to contain in terms of game functionality, and also to flesh out how each room will look and feel. I’m still in the process of cleaning up and implementing the new rooms, but so far we have: The control/zone select map room Mostly polish, and a proper representation of the central eye platform that will eventually unlock the final boss level once you co…

  • Progress Update - July 2020 - 3 August 2020

    Hi everyone. For the past few weeks I’ve been chipping away at quite a few different elements across the entire game. Here's a rundown of what I've been working on: Progress on complete UI Overhaul One of the largest improvements that we’re working on, is a complete overhaul of the UI and UX across the entire game. Our main goal is to make everything look better aesthetically, to be more functional and generally just more cohesive and polished overall. We’re also trying to inject some of the game’s charm and character wherever possible. I started reworking and improving the existing character select portraits, and I’m also working on win/loss variations to REALLY let you know how your run went :P (Very rough WIP art shown below) Lots of other UI improvements are more behind-the-scenes type changes right now, but I’ll be sharing more progress in the coming weeks. Here Comes a New Challen…

  • Progress Update - March - June 2020 - 4 June 2020

    Hi everyone. Apologies for falling behind a bit with these updates the past few months, but rest-assured that I've still been making progress on the various elements of the factory zone during that time. Here's what I've been working on: Factory Boss - Initial Ideas and Sprite Design I spent some time brainstorming ideas for a fun and interesting boss to round out the factory zone. I settled on the “Scrap Golem,” a decommissioned mining bot that finds itself cobbled back together and reanimated by a mischievous gremlin pilot. It has a nasty retractable chain-claw and a scorching flamethrower up it's sleeve...literally!! I’m looking forward to fleshing out potential attacks and behaviors as it comes to life. Factory Zone - Final Touches and Animated Tiles As the factory started coming together, I felt fairly happy with the core tileset, but felt that it was just all a bit too static give…

  • Progress Update - February 2020 - 28 February 2020

    Hi everyone! After weeks of hard work, we're finally getting close to wrapping up the Mansion's Lord Skullington boss! We're super happy with how it's all shaping up, so I wanted to share a quick sneak peek at some WIP gameplay: *Capturing in-editor video on my Mac isn't as great as I would like, but rest assured that it all runs at the usual buttery smooth 60fps We still need to polish up a few things and keep tuning the different attacks and phases, but it feels great to finally inject him with some of the extra character and personality that's been floating around in my head for so long :) Aside from the mansion boss, I've also been chipping away at reworking the airship HUB. My main goal right now is to get a feel for it's layout, size, and range of NPCS we need to really flesh it out and best serve the game structure-wise. We don't have anything too interesting to share just yet, b…

  • Progress Update - January 2020 - 21 January 2020

    Hi everyone! As we all kick-off a brand new year, it’s time for our very first progress update of 2020. Let’s jump right in! The lion’s share of our time this past month has been spent further developing the mansion’s boss. The main elements we’re working on are new art/animations to better illustrate his various attack tells and wind-ups. Experimenting with and Implementing the actual attacks themselves, and also exploring ways to better utilize the arena in interesting ways. The above example shows the newly added “hat toot” animation for when the boss fires off a volley of seeker orbs to chase the player. Since the bosses are the largest sprites in the game by far, they’re quite time consuming and challenging to work on, but I’ve been making good progress towards my goal of a complete art pass. We’ve also been working on the addition of fun and unique little intro scenes for each bos…

  • Progress Update - December 2019 - 20 December 2019

    Hi everyone! As the year draws to a close, here’s a rundown of what we’ve been up to this past month. Factory Zone Enemies To complement the industrial nature of the factory itself, I wanted to really lean into the steampunk element of the game. Furnace Face (far-right) is a heavy hitter with potential for nasty fire-based attacks. The Gear heads (center) could be a fast moving, projectile spraying spinning top of death. Lastly, the Gremlin (far left) are literal gremlins in the machine that may throw the odd spanner in the works...or at unsuspecting players :P We still have a ton of zone work left to do before we implement this gallery of rogues, but I look forward to seeing each of them offer new challenges in the factory zone. Zone Traps The game’s existing traps are an aspect of the game that we’ve been wanting to improve and flesh out for a long time. The spike traps in particular…

  • Progress Update - November 2019 - 19 November 2019

    Hi everyone. In an effort to keep you all up to speed with what we’re currently working on, I’m aiming to put together an update post each month. Let’s jump right in! Combat Arenas We felt that the transition into/out of the locked combat rooms was one of the weakest interactions in the game. Snapping players into rooms was jarring, lacked any kind of clear transition, and was something we wanted to address. The first step was to add animations to the barriers themselves as they appear/disappear. With the game’s local and online multiplayer modes allowing players to split up and potentially be in different rooms when an arena is triggered, the barrier teleportation pads allow other players to join the battle when ready (or not if you have those type of friends :P). The game currently lacks a visual representation of this, so we integrated a “player turns into floating ectoplasm” telepor…

  • Making Progress - 16 October 2019

    Hi everyone, It's been a while since our last update, so I wanted to offer a quick rundown of what we've been up to since then. We're still in the process of working through a pretty massive team member transition, as Gavin, the game's new programmer gets up to speed with 5+ years worth of someone else's codebase. With this in mind, we felt that it was wise to initially focus on a broad range of general QOL improvements, polish and fixes across the entire game as he finds his feet, rather than dive into more complex aspects right off the bat. Rest assured that we're actively working towards another fully-fledged update, which will be set live as soon as it's ready. We thank you once again for all of your continual patience, it really means a lot :) Craig

  • We’re Still Alive! - 12 April 2019

    Firstly, I wanted to offer a massive thank you to everyone for your continued patience and understanding over the past few months. We didn’t intend to have such an extended period of radio silence, but rest assured that the game is still very much in development, and will only leave early access once we feel like it’s a game that you’re happy with, and that we’re proud of. Towards the end of last year, we had to part ways with Ryan, the game’s programmer to date. This role will be passed on to Gavin, my business partner, and Retro Dreamer co-founder. There will obviously be a period of adjustment, but Ryan will still be on hand when needed to help ease the transition. We will be sure to keep you all up-to-date when we have things mapped out in more detail going forward. Thanks again, The Monsters & Monocles Team

  • Content Update 13: In the Zone! - 9 August 2018

    Hi everyone! Lots of cool new stuff this update, so let’s dive right in! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F11891660%2Fc878a06ed3e1648b25f2c6b2c7fb9c3af56f677e.jpg This update is all about moving forward with our goal of adapting all of the existing zones to use the new room-based generation system. It’s taken a lot of work to get there, but we’re super happy to finally have both the city and forest zones be a step closer to where we want them to be. The forest zone still maintains its more organic shape and scattered tree cover, and be on the lookout for hidden pathways and shortcuts that cut through the treeline. For the city zone, we’ve built upon its mix of narrow side streets, branching paths, and open town squares. When things get dicey, look out for the various alleyways that can provide a quick escape route when you’re in a pickle! https://steamcdn-…

  • Content Update 12: Time to Get Active! - 11 May 2018

    Hi everyone! This update ended up being one of our largest to date, as we added new things, polished some old things, and generally made some big core changes. https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F11891660%2F235d3639f01f6cd8d3ffb778c5b6cadef8ebfd65.gif The primary focus on this update was to improve all of the elements relating to items & relics, as well as finally adding active items! Players now have a single active item slot that can be triggered during key moments using ‘F’ on the keyboard, or the ‘X’ button on XBox controllers. We felt that providing players with powerful one-off, or limited use abilities was a good way to compliment their weapon and passive item selections. Right now, there currently 2 active items for testing - The holy hand grenade (applies set damage to all enemies on screen with 3 minute cooldown), and the coolant flush (resets cool…

Patch notes and updates

S.noRelease datePatch nameGID number
122 February 2018Content Update 11: Charting a Course4249665521681231860
22 January 2018Content Update 10: More Player/Enemy Movement Work, Props, & More4249665521681231964
317 November 2017More Mansion and Monster Improvements (Content Update 9)4249665521681232056
43 October 2017Welcome Monsieur LeClawe! (Content Update 8)4249665521681232152
51 September 2017Update 7: Monster Arenas and Tech News4249665521681232260
626 June 2017Content Update 6 - Now Live on Testing Branch4249665521681232370
72 May 2017S.C.O.N.E. INTERNAL MEMO # 100054249665521681232459
830 March 2017S.C.O.N.E. INTERNAL MEMO # 100044249665521681232553
91 February 2017S.C.O.N.E. INTERNAL MEMO # 100034249665521681232660
1021 December 2016S.C.O.N.E. INTERNAL MEMO # 100024249665521681232766
1118 November 2016Technical Update 2 (Version 1.3.6165)4249665521681232866
1227 October 2016S.C.O.N.E. INTERNAL MEMO # 100014249665521681232975
1323 September 2016Technical Update 1 Now Live4249665521681233083
1425 August 2016Hotfix 1.0.6080 available4249665521681233318
1525 August 2016Hotfix 1.0.6080 available250335145778329517
1619 August 2016Hotfix 2 Now Live4249665521681233430
1719 August 2016Hotfix 2 Now Live252586225977755251
1818 August 2016Hotfix 1 Now Available4249665521681233549
1918 August 2016Hotfix 1 Now Available252586225974158544

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID328510
Live current players0
SteamPulse tracked peak2
Live count (today's peak floor)0
Price$14.99
Free to playNo
Discount0%
Original price USD$14.99
Current price USD$14.99
Release dateAug 16, 2016
DeveloperRetro Dreamer
PublisherRetro Dreamer
Owners estimatedNot available
SteamSpy owner estimate minimum0
SteamSpy owner estimate maximum20,000
Review typeMostly Positive
Positive review percent74%
Positive reviews73
Negative reviews25
Total reviews98
Steam recommendationsNot available
AchievementsNot available
Average playtime forever522 minutes
Windows supportYes
macOS supportYes
Linux supportYes
Parent gameNot available
Store URLhttps://store.steampowered.com/app/328510/

Short description

Monsters and Monocles is a frantic top-down shooter for 1-4 players. Use teamwork and your arsenal of weapons to defeat the overwhelming hordes of evil, either locally or online. All the levels are procedurally generated with new layouts, objectives, and secrets each time you play.

About this game

Monsters and Monocles is a frantic, Victorian steampunk themed twin-stick shooter all about using teamwork and heavy weaponry to battle the hordes of evil. A naive occult collector has unknowingly unleashed a great evil that is spreading across the globe, and it’s up to you and a team of quirky paranormal investigators to find the source of this dark energy and blast it back to where it came from. Online and Local Multiplayer Take on the challenge solo, or play with up to 4 players online or locally. Your team shares a single pool of lives so you need to stick together, revive fallen comrades, and watch each other’s backs. Customize Your Play Style Search out and use powerful weapons to aid you in battle like the blunderbuss, stake launcher and the crumpet cannon - a steampunk toaster that fires weaponized crumpets. Find and equip relics to customize your weapons and add new abilities to match your play style, and upgrade them by looting chests and destroying enemies. Procedurally Generated World Each level is procedural so you and your comrades will be faced with unique enemy placement, traps, secrets and objectives each time you play. Your trusty airship the HMS Scone acts as your hub and lets you gear up before taking on challenging levels like the haunted mansion, snowy Victorian streets and a cursed Pharaoh’s tomb. Each area ends with a fearsome boss encounter, such as a demonic chimney sweep or a giant cyclops skull. Features 4 player co-op - both locally and online Co-op centric gameplay - Revive teammates and shared pool of lives across all players Challenging single player Every game is different - Procedural levels, enemies, relics, objectives, and secrets Customizable abilities - Collect relics that can be upgraded across play sessions to match your play style Full Controller support Huge bosses Sound design & Music by Hyperduck Soundworks Dogs wearing smoking jackets

Supported languages

English

Steam categories

Category IDCategory
2Single-player
1Multi-player
9Co-op
38Online Co-op
39Shared/Split Screen Co-op
24Shared/Split Screen
27Cross-Platform Multiplayer
28Full controller support
23Steam Cloud
15Stats
44Remote Play Together
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus10Violência
steam germany12Gewalt Alkohol / Tabak
igrs15Rokok dan/atau rokok elektronik, minuman beralkohol, narkotika, psikotropika, dan/atau zat adiktif lainnya Kekerasan Interaksi Daring

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: Oct 7, 2026 to Oct 7, 2026
  • Lowest observed: $14.99
  • Highest observed: $14.99

Monsters and Monocles's USD price history spans from Oct 7, 2026 to Oct 7, 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 $14.99, the highest is $14.99, and the first visible tracked price is $14.99. 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

Monsters and Monocles'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 $14.99, from Oct 7, 2026 through Oct 7, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $14.99. The latest run records $14.99 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: $14.99
  • Current list price: $14.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Monsters and Monocles at $14.99 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$14.99$14.990%
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 $14.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$14.99$14.99No 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 $14.99.

DateCurrent priceOriginal priceDiscountSource
2026-10-07$14.99$14.99No discountSteam Store

Most visited Steam Store games

RankGameLatest observed playersTracked peak
1Counter-Strike 21,155,5917 October 2026 - 17:41:10 UTC1,818,368
2Once Human17,6827 October 2026 - 16:04:01 UTC231,343
3Dota 2857,8737 October 2026 - 17:42:02 UTC1,291,328
4Astral Party 6,1047 October 2026 - 13:31:54 UTC18,951
5Wallpaper Engine63,0477 October 2026 - 17:41:33 UTC150,271
6Undercover - 4K Videos00
7Battle Teams 22137 October 2026 - 16:36:32 UTC7,966
8Gems of War - Puzzle RPG5707 October 2026 - 03:31:32 UTC2,965
9Sword and Fairy Inn 297 October 2026 - 17:24:18 UTC7,299

Related Steam games by tag and genre

Indie

GameLatest observed playersTracked peakReviewsDeveloper
Bongo Cat168,3677 October 2026 - 17:34:38 UTC193,859110,826Marcel Zurawka, Julius Krüger
WARDOGS151,1187 October 2026 - 17:33:33 UTC399,748Not availableBULKHEAD
Valheim131,7687 October 2026 - 17:39:18 UTC498,478533,888Iron Gate AB
Rust108,9507 October 2026 - 16:36:57 UTC259,6461,403,838Facepunch Studios
Wallpaper Engine63,0477 October 2026 - 17:41:33 UTC150,2711,008,495Wallpaper Engine Team
TBH: Task Bar Hero62,1447 October 2026 - 16:53:12 UTC546,13043,714Nugem Studio, Tesseract Studio
Project Zomboid57,9757 October 2026 - 17:41:09 UTC122,811486,203The Indie Stone
Slay the Spire 251,8397 October 2026 - 17:13:35 UTC574,638199,438Mega Crit
Geometry Dash46,9137 October 2026 - 14:20:13 UTC108,707646,789RobTop Games
Euro Truck Simulator 245,7607 October 2026 - 17:22:33 UTC73,289940,058SCS Software
Stardew Valley44,1087 October 2026 - 17:35:34 UTC236,6141,016,067ConcernedApe
The Outlast Trials44,0637 October 2026 - 16:56:37 UTC119,139101,323Red Barrels

Action

GameLatest observed playersTracked peakReviewsDeveloper
Counter-Strike 21,155,5917 October 2026 - 17:41:10 UTC1,818,3689,896,033Valve
Dota 2857,8737 October 2026 - 17:42:02 UTC1,291,3282,758,031Valve
AION 2370,3887 October 2026 - 17:25:21 UTC370,3886,962NC
PUBG: BATTLEGROUNDS274,4377 October 2026 - 17:42:02 UTC3,236,0272,744,193PUBG Corporation
WARDOGS151,1187 October 2026 - 17:33:33 UTC399,748Not availableBULKHEAD
Valheim131,7687 October 2026 - 17:39:18 UTC498,478533,888Iron Gate AB
Rust108,9507 October 2026 - 16:36:57 UTC259,6461,403,838Facepunch Studios
Apex Legends™84,2927 October 2026 - 17:33:34 UTC624,4731,047,228Respawn
Overwatch®81,8017 October 2026 - 17:35:53 UTC164,636420,984Blizzard Entertainment, Inc.
Team Fortress 272,2917 October 2026 - 16:32:39 UTC253,2251,230,475Valve
Aniimo68,2247 October 2026 - 13:48:07 UTC140,219Not availablePawprint Studio
War Thunder66,7997 October 2026 - 16:14:51 UTC125,317781,076Gaijin Entertainment

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