SPSTEAMPULSELIVE ANALYTICS
TheFlagship

TheFlagship Steam metadata

NeveraiN Games | To be announced | game

Coming Soon

GameSteam Store content

  • Steam app typegame
  • Steam App ID997090
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperNeveraiN Games

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

  • Steam app typegame
  • Steam App ID997090
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperNeveraiN Games
  • PublisherNeveraiN Games
  • Parent gameNot available

Company pages: Developer: NeveraiN GamesPublisher: NeveraiN Games

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

TheFlagship Steam metadata

TheFlagship 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/997090/metadata
Steam Communityhttps://steamcommunity.com/app/997090
PCGamingWiki search
IGDB searchSearch IGDB for TheFlagship

Reviews, pricing, and metadata

Review summary

No user reviews

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows

Categories

Single-player, Partial Controller Support, Steam Cloud, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • Test Update V:0.0.41.8 Default language selection is FIXED!! - 9 September 2026

    Test Update V:0.0.41.8Improvements- Reduced thruster effect memory usage to improve stability on Steam Deck.- Improved the startup loading screen.Fixes- Fixed anti-aliasing and shadow quality settings not applying correctly.- Improved language setting migration and system language matching.

  • TheFlagShip Devlog #41 - 3 September 2026

    Hello everyone. Our recent focus has been on the new player experience and feedback responsiveness.We have fully reworked the new player experience flow, with a leaner, more direct path.The tutorial now opens with the Wayfarer as your starting vessel.She won’t remain available immediately after the tutorial — but once you meet certain conditions, she’ll be unlocked for use.Around this new tutorial thread, we have added guide for loadout configuration and equipment manufacturing.The tutorial UI itself has been refined too, with an improved information hierarchy for clearer presentation.In combat, the dashboard now features a main battery attitude indicator, showing the current orientation and stance of your turrets.The mission HUD received several upgrades: objective highlighting, diamond echo markers, off-screen target indicators, and support for transferring mission objectives.We’ve al…

  • TheFlagShip Devlog #40 - 15 August 2026

    Recently, we have focused on three areas: combat feedback, room transitions, and meta-progression.The Target Info display now shows range and obstruction more clearly.When a target is beyond a weapon’s range, its range warning turns red, while attempting to fire displays “Out of Range.” If the line of fire is blocked, the marker turns orange and displays “Target Occluded.”The aiming reticle now reacts to firing as well: sustained main-turret fire draws the frame inward until firing stops, while salvos and single shots trigger a brief contraction and rebound.Standard rooms now use a more direct departure flow. Once the departure conditions are met, players can hold the interact input for one second during normal flight.The hold displays progress, reduces the visual prominence of other interface elements, and restricts firing.Once confirmed, the star map opens for the next room selection…

  • Live! - 5 August 2026

    Live!

  • TheFlagShip Devlog #39 - 25 July 2026

    Hello, everyone. Recently, our development work has focused on enemy ships, crew members, and roguelite buildcrafting.We will begin with the enemy roster. The Rebel faction has received several new ships, along with further work on their weapon loadouts, combat behaviours, and firing logic. We have also refined their visuals, giving each enemy vessel a clearer tactical role and a more distinctive visual profile.Several new crew members and their perks have also entered development and testing. We are refining how they interact with Upgrade Modules, with the aim of making each crew member a meaningful foundation for different builds rather than a simple numerical bonus.On the roguelite side, we have added and expanded several Build Features and Exotic Artifacts, opening up more combinations during a run. Existing mechanics have also been refined, with clearer synergies between their asso…

  • TheFlagShip Devlog #38 - 6 July 2026

    Attention Captains! Starship Hub broadcasting.The fleet-wide iteration for The Flagship is now deployed, delivering comprehensive upgrades to starship loadouts, deep space events, combat interactions, and the exploration UI.This update significantly raises the strategic ceiling of deep space campaigns. We have expanded the core RogueLite system with new Build traits and AbilityDevice modules compatible with all vessel classes. This breaks rigid meta presets, allowing you to freely customize tactical doctrines. New relics and effect abilities are also online, covering resource harvesting, combat buffs, and tactical sustain to maximize your battlefield maneuverability.The deep space event system has been overhauled. New events and reward mechanics have been integrated to enrich crew progression. To eliminate exploration blind spots, a new interaction radar visually renders all interactive…

  • TheFlagShip Devlog #37 - 20 June 2026

    Hi everyone. Recently, we focused on improving combat feedback and controls.The target info panel now shows more key details, including main turret range, height difference, missile info, and Buff status. Off-screen enemies now have extra indicators on spawn, while hit screen effects and danger feedback have also been improved. This helps players read where threats are coming from, and decide whether their current ship state is safe enough to keep attacking.For controls, cruise mode camera behavior has been improved, so the ship’s movement now mostly follows your view direction. When a fixed turret target is outside the firing arc, the camera will guide the ship to turn more naturally iinstead of forcing the view back in.The roguelite build system is also moving forward. The relationships between crew, upgrade modules, and weapons are now clearer through affinity tags, and we’re continu…

  • TheFlagShip Devlog #36 - 7 June 2026

    Hi everyone! In this round of development, we focused on polishing the experience of a single roguelite run and making it feel more complete.Players can already enter rooms, fight, collect rewards, choose upgrades, and recruit crew members. Now the goal is to connect these parts more naturally: map exploration, event encounters, and build growth.On the map side, route choices are becoming more meaningful. Room information is clearer, and we’ve started improving the pacing along each path. Players can now think about whether to take a risk, and which route will help their build come together.Inside rooms, we’re adding more event encounters, such as scanable caches, cargo fleets, signal caches, and artifact rewards. These events support the build system. For example, players can swap crew members, unlock crew traits faster, or collect artifacts to gain an advantage.The build system is als…

  • TheFlagShip Devlog #35 - 22 May 2026

    Hello everyone. In this latest development pass, we have been restructuring the four core layers of the roguelite build system. Previously, our rogue build were built mainly around upgrade modules. Players could feel their ship getting stronger, but those upgrades could also become simple stat stacking, without making it clear what kind of playstyle the run was actually forming.So we are now separating the system into clearer layers.The first layer remains upgrade modules. They provide the basic ship enhancements, including weapons, shields, and other core improvements. This is the foundation of every build.The second layer is crew. Crew members act as build anchors, and the right crew combinations help define a clearer archetype. After recruiting crew during a run, players will not gain their full power immediately. Instead, they unlock specializations gradually by collecting enough up…

  • TheFlagShip Devlog #34 - 9 May 2026

    Hello everyone. Lately, my primary focus has been updating our boss encounters.I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinforcements. However, playtesting shows this fight is currently overtuned, with a few issues still requiring iteration.Regarding combat feedback, we have added better value change visuals on enemy health bars, making the feedback significantly more pronounced. Enemy HUDs now display exact damage values with a short delay before fade out.For your active target, the system now itemizes this damage into specific weapon groups; for other targets, all damages is aggregated into a single display.That's all for now. Thank you for your support of The Flagship, and please share this update with friends. See you next time!

  • TheFlagShip Devlog #33 - 27 April 2026

    Hello everyone. Lately, my primary focus has been updating our boss encounters.I have completely reworked the boss fight of first system with several new mechanics. The boss now features a dedicated top-screen health bar. The encounter is phase-gated, and it can now deploy reinforcements. However, playtesting shows this fight is currently overtuned, with a few issues still requiring iteration.Regarding combat feedback, we have added better value change visuals on enemy health bars, making the feedback significantly more pronounced. Enemy HUDs now display exact damage values with a short delay before fade out.For your active target, the system now itemizes this damage into specific weapon groups; for other targets, all damages is aggregated into a single display.That's all for now. Thank you for your support of The Flagship, and please share this update with friends. See you next time!

  • TheFlagShip Devlog #32 - 10 April 2026

    Hi everyone. Lately, my main focus has been pushing forward the upgrade module system.Over the last two weeks, I’ve added close to 50 new modules, bringing our total up to 163. With that baseline in place, a few distinct builds are finally coming together—which is really great to see.At the same time, the encounter system has been getting some backend reworks and expansions. I’ve brought in a new siege-defense encounter type, and I’ve given enemy a basic threat-recording capability. Moving forward, I want to introduce more gameplay variants to increase the RNG within the roguelike loop. The goal here is to break up that feeling of structural repetition you can get from run to run.On the controls and feel side of things, I fixed an issue where assisted steering would cut out while you were aiming with fixed turrets. Now, if you’re aiming at a target outside your turret’s traverse limits,…

  • TheFlagShip Devlog #31 - 29 March 2026

    Greetings, everyone. Recently, our primary focus has been directed toward refining the in-mission experience and overall combat balance.First, we have introduced a new in game menu. This menu displays your active loadout and acquired upgrade modules. The objective here is to provide a clearer overview of your current run status.Regarding combat, HUD alerts for threats originating from off-screen hostiles have been significantly enhanced. We also rebalanced primary weapon damage. This establishes a necessary performance differential relative to sub turrets, resolving the previous issue where sub turrets were disproportionately dominant.Furthermore, within the upgrade module system, we have implemented a “reroll” mechanic featuring an escalating cost structure. We have also expanded the module pool, affording players a broader spectrum of strategic choices.That's all for now. Thank you fo…

  • TheFlagShip Devlog #30 - 16 March 2026

    Greetings, everyone. My focus recently has been on breaking the monotony of combat and more upgrade modules for better build experience.First, regarding loadouts, we have removed the original “Device” equipment category. The previous Device lacked the differentiation necessary to meaningfully impact gameplay. In its place, we are introducing the “Active Device” category. While still in development, equipping these items will grant specific active abilities—such as short-range warp, active hull repair, or defensive countermeasures. Our goal is to move away from the current state of repetitive, static firefights.Simultaneously, we have overhauled the meta-progression system, transitioning to a Tech Tree format. Beyond core attribute enhancements, this new system integrates the unlocking of upgrade modules and new Ability Device.Finally, regarding upgrade modules, we are expanding options…

  • TheFlagShip Devlog #29 - 28 February 2026

    Greetings, everyone. Our recent development focus has been on MOD support. Flagship will adopt a limited support strategy by releasing a Unity project as a Mod development environment. Currently, the ability to create and integrate spacecraft into the game has been implemented, with additional extension support to follow gradually. To address potential save compatibility issues from Mod changes, we have also added a save backup feature to mitigate the risk of save corruption.Regarding combat experience, playtesting revealed that players often realized their warships were about to be destroyed with little warning, indicating insufficient damage feedback. We have since enhanced damage feedback mechanics, adjusted hull integrity display to better highlight damaged states, added a basic damage source indicator, and implemented a hull integrity-controlled burning effect. These changes aim to…

  • TheFlagShip Devlog #28 - 31 January 2026

    Hello everyone, here’s an update on our latest developments.First, we’ve revamped the early game experience, adding a simple narrative to help new players ease into the game. While storytelling isn’t our primary focus, we hope this addition enhances your initial journey.In combat, we’ve introduced a soft-lock feature for primary weapons, activating two seconds after targeting to make aiming more manageable. Additionally, we’ve added a small delay when switching targets to prevent rapid jumps between enemies close to each other. For beam weapon on fixed turrets, they’ll now stay locked on a target until it’s destroyed, avoiding accidental retargeting and maintaining efficiency.The equipment interface has been streamlined—weapon tooltips now display DPS instead of raw damage for clarity. Equipment stats are integrated into long-term progression, and inventory comparisons now show only the…

  • TheFlagShip Devlog #27 - 17 January 2026

    Hello everyone. Over the past few weeks, our main focus has been on optimizing the gameplay experience.First, regarding combat, we adjusted the fixed turret logic. When you aim outside a turret’s firing arc, it will now automatically pull back into range instead of simply blocking the aim. We also improved the charging visuals for side weapons and enhanced reticle clarity for more distinct feedback.In the loadout interface, we prioritized information clarity and efficiency. Now, hovering over equipment slots displays turret positions, allowing you to identify secondary weapon slots without clicking. We added launch status warnings to clearly show if you’re ready, and detailed descriptions for hull modules to help distinguish between them.Additionally, you can now mark target equipment in manufacturing to see highlights directly in the resource store. We plan to extend this feature to mo…

  • TheFlagShip Devlog #26 - 4 January 2026

    Hello everyone, and Happy new year! In this development update, we are focusing on the Roguelike upgrade modules.Since TheFlagShip allows players to accumulate modules easily, individual module performance is balanced accordingly. We’ve refined modules into over a dozen categories, such as weapons and maneuverability, and introduced four rarity tiers: Common, Fine, Rare, and Epic.We’ve expanded the total to 70 modules. Given this volume, creating unique icons for every single module was beyond my personal capacity. I’ve adopted a streamlined icon system using category bases with modifiers. My goal is a balanced distribution across categories and rarities, though high-tier designs remain a challenge.Finally, we have implemented a new Module Codex interface. Its visual style is now more consistent with the rest of the game, and it supports filtering by category.That’s all for this develop…

  • TheFlagShip Devlog #25 - 22 December 2025

    Hello everyone, and welcome to the final dev log of 2025. This is our 25th update this year, and I want to start by thanking you all for your incredible support. It’s been a year of growth for “Flagship” and for me as a developer, and I look forward to sharing more with you in the new year.Now, for this DevlogWe’ve added a basic tutorial for new players. On their first run, they’ll enter a dedicated area to learn the ship’s controls. This is just the beginning, and we plan to expand the tutorial to be more comprehensive in the future.We’ve also implemented full controller support. Ship controls and combat are now fully compatible with gamepads, with specific optimizations like increased aim assist for a smoother experience. We’ve also added numerous control customization options.We have adjusted the run ending sequence. Instead of jumping to a results screen, players now conclude missio…

  • TheFlagShip Devlog #24 - 8 December 2025

    Hello everyone. My focus this period has been on refining existing features.First, in combat, we’ve expanded the side turrets’ vertical aiming range for greater attack angles. Their charge indicator is now an arc-shaped progress bar beneath the crosshair.We’ve also added a new elite enemy to the roster: a “Proteus”-based destroyer that specializes in long-range missiles. I’ve optimized its AI for more effective combat. It’s often paired with a “Shield Booster” support unit, which reinforces a nearby ally. This combo challenges players to balance point-defense against missiles while quickly prioritizing targets.The UI has seen significant updates. The settings menu is redesigned for clarity and now includes basic graphics options. The shop has also been overhauled to clearly display equipped weapons, streamlining the process of buying and selling.Finally, for performance, I’ve reduced me…

Patch notes and updates

S.noRelease datePatch nameGID number
19 September 2026Test Update V:0.0.41.8 Default language selection is FIXED!!1843481262690145

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID997090
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release dateTo be announced
DeveloperNeveraiN Games
PublisherNeveraiN Games
Owners estimatedNot available
SteamSpy owner estimate minimum0
SteamSpy owner estimate maximum20,000
Review typeNo user reviews
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLNot available on Steam Store

Short description

"The Flagship" is a singleplayer third-person space warship roguelike game. From destroyers to battleships, choose your vessel and equip it to face node-based roguelike challenges, each adventure is a different experience. Your ship, equipment, skill level and roguelike ability build will be tested.

About this game

"The Flagship" is a single-player third-person space warship simulation roguelike game. From destroyers to battleships, freely choose your vessel and equip it to face node-based roguelike challenges, with each adventure offering a different experience. Your ship, equipment, skill level, and roguelike ability build will be constantly tested. Intense and Strategic Space Combat Your vessel's loadout, traits, and tactical reflexes will be tested across randomized challenges. Will you prioritize shield capacity or powerful weapons? Sacrifice engine power for more turrets? Roguelike Elements Every run is a fresh challenge where you'll unlock unique abilities, customize your warship with upgrades, and ultimately forge a mighty vessel capable of overcoming any threat. Plus, our progression system lets you permanently boost your stats - giving you an increasing edge with each new attempt. Space Warship Simulation This isn't dogfighting in some tin-can starfighter – you're commanding capital-class firepower. Unlock warship classes that redefine combat: refitted battleships enhanced with longrange railgun, or carriers that swarm enemy with drones Warship Customization As the game progresses, you'll unlock more weapons and dreadnought hulls– but true power lies in how you assemble them . Every section you choose, every device installed in engineering bay, defines your combat signature. Will your flagship be a glass cannon bristling with spinal-mounted railguns, or an armored leviathan radiating defensive countermeasures?

Supported languages

English, Simplified Chinese

Steam categories

Category IDCategory
2Single-player
18Partial Controller Support
23Steam Cloud
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus14Linguagem imprópria
steam germany6Derbe Sprache
igrs13Penggunaan bahasa

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: Free
  • Highest observed: Free

TheFlagship'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 Free, the highest is Free, and the first visible tracked price is Free. 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

TheFlagship'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 Free, 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 Free. The latest run records Free 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: Free
  • Current list price: Free
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records TheFlagship at Free 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 StatesUSDFreeFree0%
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 Free.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1FreeFreeNo 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 Free.

DateCurrent priceOriginal priceDiscountSource
2026-09-22FreeFreeNo discountSteam Store

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