

CloverPit
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About CloverPit
In a rusty cell, a slot machine and ATM set the terms: pay your debt after each round or face ruin. Manipulate the reels for coins, then combine prizes and charms into powerful chains. Meta-progression and unlockable run modifiers add options between attempts, while Endless Mode gives you a score to chase. Steam players rate CloverPit 90% positive across 25,095 reviews. The Steam PC version supports these interface languages: Simplified Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Portuguese-Brazil, and Russian. Released September 26, 2025.
Credits
Lowest recorded in 36 months
$5.002026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Controls and language
The Steam PC version has full controller support. English is fully voiced; other supported languages provide subtitles.
Play modes
A single-player roguelite with Endless Mode, meta-progression, and unlockable run modifiers.
03Frequently asked questions
What is the goal?
Pay off your debt at the end of each round by manipulating the slot machine and using coins and items to build combos.
Is CloverPit a gambling simulator?
No. The machine is part of the roguelite horror game, and the description says it never asks for real money.
Is there an endless mode?
Yes. Endless Mode lets you keep pushing your score higher.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
may any and all gods bless the dinosaurs that died to make the fossil fuel that was treated to become gasoline in the car that took a mother to the hospital that gave birth to these beautiful developersShow moreShow less
EDIT 3 (The 1.3 Update): To be clear upfront, the 1.3 update is a fantastic step in the right direction. Hard Mode is now more sensible and less of a highroll crapshoot, the changes to how memory cards work is fantastic, and the option to tone down flashing lights is very appreciated. However. I still cannot recommend this game. While the changes are great, they're missing one critical fix. Earning Rainbow Holographic (and therefore Lord of the Pit) still requires Hard Mode, rather than making it an option. This demonstrates that the devs still don't see the issue with the change they made and how it's disrespectful towards players. I just can't get behind a dev team that's willing to throw out the progress they asked of the player, especially considering there's nothing to say they won't move goalposts again, whether for LotP or something else. I've seen some argument that the change was made because the original 'win three times' condition wasn't engaging/was too repetitive, but even if that's the reason they changed it, that doesn't even fix the issue seeing as hard mode only requires one less win, and the increased difficulty means you're going to be making just as many if not more attempts to earn it. I've said it before and I'll say it again: if they wanted to make LotP connected to Hard Mode, they should've made it an alternative, not a replacement. EDIT 2: The devs have made a post about how they're listening to feedback and such, so there's hope yet, but until we see the actual changes, it's hard to say whether it's 'safe' to buy the game, so to speak. It'll depend on what we actually see. Especially since they announced a DLC only a few days later, which just reads badly even when giving the complete benefit of the doubt and saying this was something already planned and they made the decision not to delay the announcement despite what's been going on surrounding the 1.2 update. The fact that there's a DLC being announced before the game has even been out for two months doesn't bode well to begin with, too, so a lot of players are assuming the worst. To be COMPLETELY fair, it's not clear whether the DLC is paid or not as of yet, as far as I've seen. If it is free, though, it probably would've been wisest to say that upfront, or better yet, not make it a 'dlc' at all and instead a free update. It does seem like a lot of players have forgotten that devs (as a whole, not just in the case of CloverPit) aren't really obligated to provide ANY new content for free. It's become common practice, it seems, but when it comes to a game that's released complete, there's no good reason to demand devs add more things. If a game wants to sell DLC, that's perfectly fine. But there's definitely a consideration to be made for timing, as well as the general attitude towards DLC these days. It's just another thing that's not really helping the playerbase's agitation, unfortunately. In any case, my hope is that the devs truly have learned something in all of this and are able to sift through the vitriol and such to understand what's gone wrong, here. For all the game's flaws, it's a fun time, and I'll be happy to recommend it if things improve, but until I actually see it, I just can't recommend the game. Unfortunately, the gaming sphere has seen far, far too many broken promises to really take any dev at their word. [ Prev Reviews ] (Going to cut down and summarize my previous posts bc with the edits, it's gotten too long to be practical) CloverPit is probably still worth the money, especially on sale, but the 1.2 update was an utter fiasco that has left a large portion of the playerbase varying levels of upset and angry with the devs. The changes made in the 1.2 update are generally hostile towards players, including item changes that are near universally nerfs with only a few very minor buffs and one item rework that I’ve found makes the item unusable rather than better. The update also changed the parameters of an achievement by making hard mode required for it, which, due to the game’s very low skill ceiling and lacking opportunities for skill expression, makes getting said achievement an exercise in patience at best, and at worst, an utterly miserable grind that’s far more luck-based than before, as well as functionally tossing out significant chunks of progress myself and others made towards said achievement prior to 1.2. The 1.2 update has only been received more poorly as word has spread about why some of the changes were implemented, as well as one particular Instagram post that comes across very, very poorly, found here: https://www.instagram.com/reel/DRAPaLakwpW (In case it gets deleted in the future or is inaccessible for some other reason, it’s a short video with the captions of “how it feels knowing i just made my game twice as hard for y’all [smiling face with hearts emoji, ribbon emoji, twinkle emoji]” and “double deadline amounts good luck teehee [smiling face with hearts emoji x4]” with pictures of smiling/smug cats flipping over gameplay footage. Even when giving as much benefit of the doubt as I can, that this is a dev seeing the backlash and believing it’s simply people who are upset the game isn’t “””easy””” anymore or thinking it’s just a very few noisy people and the majority are content with the update, this is an extremely immature thing to put up. It’s no surprise, however, that most of those who saw it took it for what it most clearly appears to be, antagonism towards the players who are upset with an update that makes the game less fun to play. And even giving said benefit of the doubt, this is still functionally telling players to just ‘git gud’ at a game that, as I said before, has an extremely low skill ceiling and simply doesn’t have much to actually improve upon in terms of player skill.Show moreShow less
the wheel of fortune in Balatro says 1/4 but is actually %1.5 , the 666 in CloverPit says %1,5 but is actually 1/4.Show moreShow less
Unfortunately even though the game definitely wants me to come back and play it for more sessions, I felt like I had enough with it after seeing the credits. Normally that'd be fine, but each repeated playthrough leading up to the credits felt really dry when I discovered a single strategy and was rarely given much challenge in executing it (go for one symbol, make sure that symbol has a higher base chance of showing up and have token + golden modifiers on it). This worked even when using different "memory cards" - in fact it was really the *only* strategy you can do to actually win a run. A lot of the game boils down to building that up with whatever items you come across, and any attempt the game throws at to raise the challenge rarely pushed me to try something different. I think a lot of this stems from the actual slot machine being a pretty flat design - one that has a specific set of rules for scoring, and the only thing items do is react to certain outcomes or increase the likelihood of certain ones, but not how you actually interface with the machine, or how the machine even scores. There's no ways to make symbols match each other, no overarching goal when playing the machine (believe it or not, some slot machines actually have "mechanics" in them that happen based on chance rolls), and no way to change the patterns it can choose to track. For this reason, a lot of the items end up doing very similar things, and once you see multiple variants of the "same" item show up, it's hard not to feel like the game already has run out of new ideas on how to keep things fresh before it even technically "ends", which is not great! You can breeze through this in like, two sittings, and never find much compelling reasons to play again. In some ways, I appreciate that as someone with not a lot of time. But I can imagine that being very disappointing for people who expect something more substantial in this genre, which is why I can't give this a recommendation. While I found the concept very cute, it takes a lot of the wrong lessons from both of its touted inspirations, and basing a roguelike around a *slot machine* of all things has some considered design challenges that they readily don't solve at all.Show moreShow less
99% of people stop right before they hit it big. Don't let that be you.Show moreShow less
This game is great - don't get me wrong, and I would definitely leave a 'mixed' review if steam had the option. It feels like you get punished for progressing, however, which feels really antithetical to the genre. After a certain point you'll have unlocked quite a lot of items, but most of them are either super niche or just straight up bad. This means that it's going to be very difficult for you to get items you actually want, and it makes the first 2 deadlines usually a failure since you can't afford to re-roll the shop early on and are playing a pure roulette on just being able to have a chance at a decent run. I'm hoping the developers will take a look at all the items and do some re-balancing because having ~160 items with most of them being bad or niche is generally not a favourable thing for such an RNG based game.Show moreShow less
This is a genuine review, nothing funny Cloverpit is a great base for a game but it leaves a lot to be desired. It's enjoyable and a good game, but it falls short of the replayability of other roguelites. Issues: We need an option to increase the speed of the slot machine. If you're repeating patterns this will take an annoyingly long time. Difficulty. I found the game too easy to "beat", but to me this looks like a teased continuation. I want there to be more to defeat with increased spikes in difficulty and more dangers than "666". A bit more build variety would be nice. I don't know how it could be done with the games format, but adding symbol multiplier with pattern multipliers just seems to be the goal for every symbol type. Maybe different buffs depending on the type of symbol matched? I think the game has a lot to offer if they add more, I just feel like we're missing an end goal. It feels like the game ended just as I was getting into itShow moreShow less
It was fun for a bit but the game runs out of gas fairly quickly as your item pool grows to a size that aiming for any particular build gets way too messy and frustrating. I think the Balatro comparisons would be fair if the game actually felt like it had more player agency but it doesn't and it cannot. It's a slot machine after all, whereas Balatro is a card game with a deck you can stack in your favor. Cloverpit feels like the game wants you to make a build, make a plan, and execute but it simply lacks the foundation to do such a thing because of the inherent nature of slot machines. It's fun to pog out over a jackpot, but afterwards you look at your situation and it often times didn't amount to anything. Flashy but with little substance. Overall it feels like I am wasting my time the more time I put into this game, but maybe this is all some grand analogy for a real slot machine. Still, I would just say don't believe the hype.Show moreShow less
I have a severe gambling addiction that affects the people around me and need to seek immediate professional help, this game allows me to worsen that addictionShow moreShow less
I enjoyed my time with the game for a while, got every ending, but it gets pretty stale. The memory cards are potentially a great incentive to keep you playing, as they offer various modifiers that can completely alter how you play. However, the only way to unlock memory cards is to go into a new deadline with enough money to already complete it. Which is extremely RNG dependent of you having an amazing run early. There's also no way to unlock specific cards, it's yet-again more RNG. So if there's one you really want, you're stuck grinding and crossing your fingers over and over again. But the worst part? The cards are single use. You can select a memory card, lose on the first deadline through no fault of your own because the slot machine refused to give you enough money, and now that memory card is unusable. Gone forever, until you get lucky enough to find it again. Outside of that, the RNG is just very annoying at times. As stated before, losing on the very first deadline is more common than you'd expect. Unlike Balatro, where you can choose what hand you play and can plan around which cards still remain in your deck, the odds of discarding and drawing what you need for a certain play, understanding what hands will give you enough chips to clear the blind and move on. CloverPit is literally just pushing a button. No interaction, not much planning. You can tweak the odds, give yourself more rolls, synergize trinkets so they alter the odds even more. But outside of the active-item trinkets, you do nothing other than "pull the lever and hope for the best." In Balatro, you can add 3 more of a card to your deck and reliably slap down five of a kinds every single blind. In CloverPit, I can have 60% chance to manifest cherries, and over the course of 11 spins I see exclusively 3-pattern cherries at best and a single jackpot for diamonds. And since I'm building for cherries, that jackpot is actually worthless beyond the third deadline. Not saying it happens frequently, but the fact that it can just... Happen. Feels immensely unsatisfying. It feels like some junk food auto-battler "number go up" perversion on Balatro. You have just barely enough control to feel like you're doing something, but no amount of preplanning can save you from simply not getting any hits despite having a great build. You just get lucky, mindlessly hammer the lever and have your eyes glaze over as the machine clicks, chirps and rings at you. An eerie simulation of being elderly at a penny slot. I know I covered a lot of negatives, but for only ten bucks, I only feel let down. Not scammed. After only 7-8 hours of gameplay (I left the game idle for quite a bit.) I feel like I've done almost everything, and unlocked almost everything. Consider this a buyer's beware. If I could give this a "maybe" I would, but as it stands I really don't want to boot this up anymore. At least not until they rework memory cards, maybe.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.