

Rabbit and Steel
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 Rabbit and Steel
Rabbit and Steel turns MMO-style boss raiding into a co-op action roguelike. Choose a class, gather loot and upgrades, then coordinate skills and movement through challenging boss patterns on the way to the Moonlit Pinnacle. Runs support up to four rabbits locally or online, while solo play swaps cooperation-based mechanics for bullet-hell attacks. A single-player story campaign adds conversations with enemies and a mystery to uncover. Steam player rating: 96% from 10,229 reviews. Interface languages include English, German, French, Italian, Japanese, Polish, Brazilian Portuguese, Simplified Chinese, and Traditional Chinese.
Credits
Lowest recorded in 36 months
$7.492025-12-18 · SteamBase 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 | — |
| Japanese | Yes | Yes | — |
Show 3 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Korean | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| French | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play modes
Steam PC supports solo play and co-op for up to four players, locally, online, or in a mix. Solo play replaces mechanics that normally require cooperation with bullet-hell attacks.
Controls
Steam PC has full controller support; keyboard and mouse are also supported.
Interface languages
Interface languages include English, German, French, Italian, Japanese, Polish, Brazilian Portuguese, Simplified Chinese, and Traditional Chinese.
03Frequently asked questions
What is combat like?
Combat takes cues from tab-target MMORPG raids, emphasizing skills, global cooldowns, gear effects, and teamwork around boss mechanics.
Is there a story campaign?
Yes. The single-player story campaign includes conversations with enemies that uncover the mystery of the Moonlit Kingdom.
How does character building work?
Loot and upgrades shape your character during a run; the description notes over 100 random loot items.
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.
FYI: If an autistic girl asks you to play this game with her, she's flirting with you.Show moreShow less
Editing this review as I gifted the game to a friend and came back for a bit. Original review cut to only contain pertinent info. I came back as I gifted it to a friend and we played a bit of the base game + dlc. Two plusses, the DLC is free, and I got an extra 13 hours for only $7.50 (gifting it to a friend.) To preface, I love both roguelikes and raiding. I have hard core raided in FFXIV, WoW, and played Fellowship. My original issues with the game are still there. Some lessened, but the others worsened. Firstly, items. I have distinct memories of certain items doubling damage received, reducing your max hp, etc. Those seem to all have been reworked, so that's a plus. Unfortunately, I said it in the original below, and I'll say it again. Wanting it to be a roguelike and a raid sim just doesn't work. One has to suffer for the other. And in this game, the roguelike element is some of the weakest in the genre. Every single time I get to a chest or a shop, I leave more disappointed than going in. Most of the items are just extreme milquetoast nothing burgers. I consistently open the chest and just think "Which one of these items is the least bad." The combos aren't organic, they are shoehorned. Which sucks because certain items are almost always "Well if you got these two or three other combo items, it's good." But if you don't have those combo items, it just sucks. Add on you only get 4-5? items per chest, 5 chests, giving you only 23 or something total choices an entire run. With now 280! items, only seeing 23 of them, and only getting to choose 5 of them per run is crazy work for a roguelike. It's a feeling I've had since before the release. The dev made a soup and can't stop putting their fingers in it as they try to serve it to you. On release, the dev removed a style I enjoyed. They then told me on discord that my way of playing is boring, and they can't imagine anyone having fun playing that way. And that sentiment echoes through the entire game. Your fun, if it doesn't align, just doesn't exist. You still can't practice with items you haven't ever picked up before. And with the sheer quantity of items, and number of items that are bad outside of scenarios that you built entirely for them (and you are weaker until you get the final piece.) This means, after countless runs, there are still over half the items I have never picked up, and a third or so I've never even seen drop. The dev reworked how spells are queued with the dlc. They have since un-reworked it. But their reasoning, again, was "I want people to play my way, not their way." At the end of the day, whatever, I'm playing their game. But maybe it's just cope, I think indie games should embrace the unintended. On release an "unintended" strategy and combo got nerfed into the ground. And it just screams "Play the game how I want you to play it. Not how you want to play it." Added all together, for me, the combos aren't satisfying at all. I'm constantly being directed to play inorganically. Items are made to work in hyper specific ways, with hyper specific combos, and be boring outside of it. And not organic combos. But the combos that the dev wants you to play. Roguelikes for me have always been about crafting things your way, finding things you want to play, finding cool and broken combos. Instead, I am a sheep, blinded by the shepherd, so that I can be led more easily to exactly where they want me to. And that's why I feel it fails as a roguelike. Original review below: I'm struggling to see what the dev wants this game to be. If they want it to be a raiding game, there needs to be WAY less of the random roguelike elements. Out of 200 items and 160?+ augments, a large amount quite literally make you worse than not taking an item/augment. When you only have 5 items for 4 people, if you get two of those items that are so useless they are a detriment, it's just a reset. If the game is intended to be a roguelike, the dev should allow for more emergent gameplay patterns. Certain combos that make sense to work don't work at all. All because the dev doesn't want these fun, emergent combos "breaking the game." But there are so few fun, interesting, crazy combos. Most "combos" are just taking anything that buffs your highest damaging move, and changing nothing about your rotation to actually play around it. Instead, the combo is "Now you just deal 30% more damage by doing what you already were." And the few combos that do change the way you play just don't feel impactful enough. Or feel forced. It makes me sad because, for me, roguelikes are all about finding cool combos, changing the way I play, and each run feeling different from the last. Instead, I end up feeling more depressed getting to item shops, or getting item chests, and seeing stuff that actively makes my dps, survivability, or fun go down without any meaningful tradeoff. If you lost survivability for meaningful damage, that could actually help you, I'd see the point. Instead, increasing your damage by 20% but being way easier to kill is just not a meaningful tradeoff for the type of game it is. In this way, I feel the item system and augment system has failed for the game they are trying to make. It feels like a roguelike bogged down by more items that actively hurt you, or do nothing for you, than a roguelike where you are excited to craft a new, amazing combo and see how you can break the game.Show moreShow less
bullet hell fans get their asses kicked by mechanics and raid fans get their asses kicked by bullet patterns it's a perfect equilibriumShow moreShow less
Okayish raiding game. Great Bullet Hell game. Very meh roguelike game. Devs are too afraid of broken combos. A lot of skill and Items has too many conditionals that are not worth taking and the few good ones are very boring in nature, only increasing damage rather than change gameplay. Make sense I guess, because they want player skill to matter at higher level difficulties, but if that the aim of the game, then they devs should have just remove the roguelike elements and instead implemented a set of gear/equipment that the player can equip before a run kind of mechanic instead rather than what they currently have. Overall I enjoyed my time with it, but I don't see myself playing it for too long. It kinda scratches my itch for MMO raiding but at the end of the day it's more of a bullet hell game with everything going on at the screen at once than a game with proper raiding mechanics.Show moreShow less
this game is how we found out my friend is colorblindShow moreShow less
Rabbit and Steel The game is overall pretty cool, but not enough for me to actually like it. It's hard to say exactly why, but the dopamine just didn’t hit in the right amounts, and I quickly stopped enjoying what was happening. Conceptually, it's a pretty cool game, and with fully functional co-op, we jumped in as a group of four (since it supports up to four players), and at first, it was quite fun. However, after a while, some issues became apparent - there aren’t many classes, the game design isn’t the best (during boss fights, which are essentially a boss rush, it’s often hard to tell what’s happening on screen), and difficulty affects not just enemy damage/health but also their moveset, which is actually a plus. That said, despite the game offering a challenge, I didn’t really feel any satisfaction after winning, unlike how it usually works in similar grind-heavy games. In the end, I don’t consider it a bad game, but for certain reasons, I just couldn’t get into it.Show moreShow less
🐀 🐀 🐀 🐀 "TO ME, MY ALLIES!" 🎷🐁 🐀 🐀 🐀Show moreShow less
I don't want to leave a negative review. I absolutely love this game. But it has one absolutely crippling feature of being full committal game with no mid run saves in SP and MP. That means you need to dedicate a full 40m+ to a run. And 4 peoples schedules can very easily get interrupted. Had to give up on a so many fun runs due to a lack of this feature. It's a rougelike. Pretty much very single rougelike much has a mid run save, there is no good reason for this game not to since post boss / treasures / Shop you can wait forever in. I get its not a big deal for most. But genuinely would be the biggest QOL update the devs could add to this game.Show moreShow less
It's like if Final Fantasy XIV, Touhou and Hades all had a baby and that baby was The Epic of Alexander (Ultimate)Show moreShow less
I tried the demo when it was out, thought it wasn't fun, forgot why it wasn't fun, picked it up again since all my friends were playing it, and remembered very quickly why I didn't like it. This game has really REALLY bad visual clarity. The colors are not distinct enough, I was having trouble discerning between boss's attacks and allies attacks sometimes. Some of the fights layer a bunch of attacks on top of each other and it was way too much of a mess to easily follow and figure out where I needed to be. This is made worse by the fact that multiple attacks use text to explain what to do, which I often either couldn't see, didn't have time to read, or couldn't understand even after reading. Add onto this that the movement in this game is not fluid. This game has a million zones everywhere and is expecting you to be in the right place always, and move around your allies, but the movement feels clunky (the ranged characters self slow on primary attack). Some of the boss abilities mess with your movement in ways that felt more frustrating than interesting, one of them seemed to repeatedly push you around randomly which felt MISERABLE to play against. I also don't feel like the roguelike mechanics really added anything to the experience. The ability gem things feel less like upgrades or powerups and more like an ability loadout you should be setting before a run, and the currency is so limited that you don't really have a lot of options in deciding how you choose to shop. It felt like every time I see a shop, I buy one ability jewel and some level ups, with no real interesting choices. Overall, I just don't feel like this game has the level of polish it needs for what it's trying to do. I think the core concept of playing a bullet hell where the patterns require coordination with your party is actually really good, but this game did not handle the execution well enough to pull it off.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.