

Undertale
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 Undertale
In Undertale, a human falls into the underground world of monsters and must find a way out. This RPG makes killing unnecessary: its distinctive battles combine timed attacks with dodging, and danger can be handled through negotiation. Steam players rate it 96%% positive across 311,006 reviews. Release date: September 15, 2015.
Credits
Lowest recorded in 36 months
$0.992025-03-13 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | — |
| Japanese | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
How it plays
On Steam PC, Undertale is a single-player RPG. Battles can be resolved through negotiation rather than required killing, with timed attacks and dodging in its distinctive combat system.
Imagery notice
The description warns that imagery may be harmful to players with photosensitive epilepsy or a similar condition.
03Frequently asked questions
What is Undertale about?
A human falls underground into a world of monsters and must find a way out.
Do you have to kill enemies?
No. The description says danger can be negotiated away, making killing unnecessary.
What are the story and music like?
The description highlights an original soundtrack and a humorous, character-rich story.
Is there an imagery warning?
The Steam description warns that some imagery may be harmful to people with photosensitive epilepsy or similar conditions.
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.
Have you ever noticed how, in a typical RPG (and, now that I think about it, most games in general) battles don’t really mean anything? How many times have you defeated a miniboss, only to have it stand back up and laugh at you, saying “I have underestimated you! You are a worthy opponent! This is not the end! We shall meet again!” and make a getaway? Think about it. How many times do you beat up Balrog in Cave Story only to have him fly away without a scratch? How is Black Knight able to keep running away after Shovel Knight stabs the hell out of him? How come you black out if you lose a Pokémon battle, but none of the other trainers do? And how does the big bad villain always seem to get away, even if their HP hits zero, so they can reappear in the sequel? Undertale asks the question, “What if defeating an enemy in battle always means that they die?” This might seem quite inconsequential in random encounters, but Undertale will also pit you against several main characters. If you defeat a main character in battle, they’re dead for good, and the whole story changes to reflect it. Heavy stuff. But thankfully, as the game advertises, you don’t actually have to kill anyone! The game offers a second option to get out of battles: talking the enemy out of fighting. This involves solving a simple puzzle, almost always involving the “Act” menu in battle. The puzzle changes depending on what kind of enemy you’re fighting; sometimes you’ll just need to give them a compliment, other times you’ll need to survive several of their attacks, and so on. Once they’re not emotionally invested in the battle anymore, you can “spare” them, and the battle ends. You won’t get any EXP for it, but you’ll still get gold. It’s a very unique fighting mechanic! I admit, after my first playthrough of the game, I was disappointed in the story’s presentation. I thought that both the very beginning and the final area of the game were fantastic, dripping with shocking emotional dilemmas, but the middle 80% of the game’s content seemed like it relied too much on oddball humor and not much else. The game hilariously plays with expectations and has no shortage of genuinely witty satire of its genre, and I found myself amused by nearly all of it, but after the first two hours as I was walking across long linear worlds and listening to dozens of characters try to tell me jokes, I started to wonder where the emotional gravity had gone. “Why is this game making me laugh, when I thought it was supposed to make me cry?” I asked myself. “Where are the feelings? After such an excellent and powerful prologue, why is the game taking so long to show me more?” Later that night, as I was lying awake in bed, the answer hit me: the game was quirky and lighthearted because I was sparing everyone’s life. I wasn’t playing as a murderer. If you want this game to have drama, you have to cause it. And I think that’s where all the hype is coming from, all the talk about player choice. This is a game about being a tree-hugging pacifist, or a murderous psychopath who kills anyone who gets in the way, or anything in between. You only need to live with whomever you decide to be, because the game won’t let you ignore what you have done. Though it isn’t the most visually impressive game, and the stage design isn’t always the best, Undertale has left me feeling that I have just witnessed a work of art. It tried some new and ambitious things and isn’t ashamed of what it wanted to be. It's about 6 hours long; I’d recommend anyone to play it at least twice, just to be able to say that they've made their own choices and seen what the game has to offer. It’s hard to imagine that anyone would regret the experience.Show moreShow less
If you enjoy this review please consider following my Curator page here . So after the overwhelming hype I decided to give Undertale a try, and I have to say I didn't really enjoy it. I see the appeal of it and understand why some people like it but it's just not for me. If I'm being brutally honest, this games feels like its being aimed at highschool-aged kids who think it's so funny to be "random" and love memes. I'm not trying to be highbrow but the humor absolutely did not click with me. Aside from a chuckle or two, I found most of the humor pretty grating and swinging at low-hanging fruit. Because I didn't really like the writing, I found the characters to be much less endearing than many others. As far as the gameplay goes, it does turn the genre on its ear by introducing the bullet hell-styled fights. Unfortunately, I'm not a fan of bullet hell games. I can appreciate the novelty and attempt at doing something different but like the writing, it just wasn't for me. Story-wise and emotionally, the game didn't really move the needle for me. I never got invested in the characters and overall the game simply did not click with me. I really am disappointed that I did not enjoy it because To the Moon and LISA are some of my favorite games, with the latter (in my mind) superior in every way the Undertale. If there's one thing I really did like it would be the music. I don't normally write negative reviews, but I wanted to for this game just in case there is someone who has the same tastes as I do and doesn't get swept up in the hype storm that is Undertale. **EDIT: Because people have asked, yes I beat the game on a true pacifist run.**Show moreShow less
this game made me love the two most hated fonts in historyShow moreShow less
Edit: I've at this point done the two most "polarized" playthroughs and watched some runs of middle-ground ones, I haven't really found anything in either that I feel changes things significantly enough to change the review content much past making this disclaimer. What kills me about Undertale is that it's hard to review. It's hard to review here, it's hard to review anywhere a numerical rating system is employed, to say nothing of a binary one. First and foremost, if there was an option to place this in a more gray area in terms of ratings, I'd absolutely do so. Undertale has a lot of heart and effort put into it, but as of writing this there's at least three hundred people who here who could've told you that. I've followed this game since the demo and have all the love and respect in the world for devs like Toby and what they do. If anything, they're role models who I dream of emulating one day and making my own work that can be so impactful. Hopefully, with that all said, I've made my intent clear enough to lower the pitchforks and torches long enough to plea my case here. I've decided against trying to categorize anything here as good or bad, because the thing is that many features could be virtues or flaws depending on the individual. The Basics The ratio of dollars to hours is a little shaky, if that's a big selling point for you. I just narrowly broke even after doing a completionist run of (assumedly) the best ending. I experienced no crashes nor bugs, at worst I saw exactly one spelling error, which I'm sure could be taken care of hastily, so in those terms, very professional quality standard overall. If you can help it, absolutely do NOT use a guide. Undertale is an experience, your first playthrough at least should be as fresh and genuine as you can make it. Figuring out what choices do and don't have this or that impact will greatly take away from a game designed to pick your brain and make you feel. If you played the demo and loved it, stop reading here, you're gonna love the full game unless you're an anhedonic husk like me. Aesthetic Music averages out with a "pretty damn good" by my poor tastes. Some overworld themes were forgettable but overall I'd say there's enough tracks to listen to over and over again to justify buying the soundtrack, there's more than enough standout songs here to keep it from a one-hit-wonder, though maybe given the team credentials this is no surprise. Sound choice is cute, charming, for the most part nothing overstays its welcome. Visuals are clean, even in a world of oddities as these you won't have much trouble working out what you see at any time. Though a few overworld maps get a bit dull and repetitive where this game absolutely shines is character sprites. Few other places will you find such a fine middle ground between simplicity and expressiveness. Story and Gameplay The main hook, a large feature of the game is that while you're free to savescum with your single file the game has a second, persistent ambiguous data cluster it saves and keeps track of behind your back. While the original demo touted this feature heavily it becomes a little played out now, especially since it's used commonly to little effect, making the times it does matter far less surprising. Sometimes this means skipping cutscenes in cleverly written ways, though, so you could say it balances as a bunch of neutrals and a few positives. It has an un-game feature of sorts where it loves to bait you into following old instincts based on patterns and tropes in other games then pulling the rug out from under you. It's clever. At first. If there comes to be a point when you just get burnt out on opening snake-filled peanut cans then even when the bait-and-switch is unexpected you'll be too far gone to care. You absolutely positively need to be invested in most to all of the recurring cast. You're gonna see a lot of these guys, and if you find some or another element of their personality annoying you're gonna have a bat time, mate. This might be a clever metaphor for something since I had to pretend to care about a handful of monsters who had me gritting my teeth at their every appearance if I wanted to get the good ending. For me, this was a rather large hangup as the game will depend largely at your attachment to the characters. Unless you're coming in almost 100% blind you'll be doing the most pacifist run you can. Unfortunately, this means just slightly less repetition than the violent route. Common enemies are almost always "check actions menu, do the nice one, mercy next turn" while bosses go "do one or two simple actions and then just stall out for a dozen or so turns until the boss is done talking". This can be a little problem when the best parts of a boss battle are the music and imagining my Gandhi-Madotsuki-Jaundice-Baby ducking and weaving through flurries of blows. Offsetting the "attacking" (or lack thereof) being bland it certainly makes up for it in the "defending" portions. A sprinkle of Dragon Quest flavor and some bullet hell mixed with really unique and appealing patterns made for some interesting conflicts, though the thrill was dampened by common enemies being a nusciance to clear out as fast as possible or boss battles dragging on and having you weave minute variations of the same attack. For a game that should know how deadset you are on not killing, it really doesn't do you any favors. Too many things result in items and equipment you won't much need. In total I bought one anti-weapon, found better armor and slowly came to realize I had no more item management to do other than the rare event of spending my not-fighting-money on healing items. Overview A lot of people are gonna tell you Undertale is perfect, charming, touching, and I just wanted to say that I love what these devs do, but this game is some of those things, none of the other things and subjectively other things. I don't think my hu-man shell has the capacity for cynicism to say that the kickstarter cash investment and time taken didn't shell out nicely and fairly reflect Toby putting it to good use, but I also can't say that it's without flaws, flaws that might ruin an experience for you even if you came in wanting to play it and love it. What I can say is that it's the best kind of game for success. If you're already sold on it, you buy it. If you're unsure though, I can't say what kind of person would or wouldn't like it. I can only say you need to experience it yourself and I'll be damned if that isn't something special. Maybe as a whole I didn't like the full version, but I hope, pray, I'll be the narrowest of minorities on that. Undertale will give you a warm smile. Undertale will give you flowers. and you will cry. [1/4/16: Updated to try and improve spelling, grammar, syntax, etc. From here on I won't note such changes unless the content of the review is changed.]Show moreShow less
(The positive reviews... fill you with determination) Do you wish to buy the game? ♥ Yes Yes p.s. 10/10, nice sound track, good gameplay, can't bring my self to do a genocide run.Show moreShow less
Undertale is an RPG game that takes many cliché elements in RPG games and creates it into this new type of game in which, just as the description mentions, you do not have to harm a single soul. PROS: + Unique type of gameplay + Battles are unlike anything seen before + Surprising elements (planned crashes, (non-harmful) game file issues, etc.) + Many different characteristic entities, all with a very unique behavior + Intriguing artwork + Multiple "routes" and endings + Great amount of soundtracks + Trading cards with valuable crafting rewards CONS: - It's not really clear in some battles what you're supposed to do - The protagonist character is rather bland and randomly constructed. It doesn't feel satisfying to be the "normal guy" in what is best described as a world filled with a colorful mismash of vivid characters - A lot of the game and its areas and transitions make little to no sense - Not exactly story-driven, despite the title being UnderTALE. Rather a loose collection of character dialogues, jokes and interactions that eventually bring you to the end - The further you come in the game, the more it devolves into endless dialogues that really make you want to skip them (for example: the part where Alphys just keeps texting you over and over annoyed me greatly) - You don't do much else than walking around, interacting with characters and having battles Undertale is a pretty pioneering game when it comes to what we have seen in RPG games already. However, it's not exactly a game for everyone. If the humor didn't catch you, like it didn't with me, chances are you didn't enjoy the game altogether. Despite my generous rating for this game, because I feel that this game is certainly different than your average RPG, I did not enjoy this game a lot because the charm of it simply failed to capture me. Obviously it did click with other people. Even then, I still fail to understand how this game was dominating the gaming market for several months, and seemingly still raging on as I edit this review I typed months ago when the game's afterglow should've ended already. My rating: 8/10 (read on for more information about this rating. Any more comments about this will get removed) Edit: I usually don't break character in my reviews, but I want to share a bit of the bad experiences I had with both the game and the mentality of the fanbase. I copied and pasted my review back after a mass fanboy downvoting parade flew over it rendering the score below 33%. It's not really fair to sketch my review off as "not helpful," because I give both pros and cons and explain why I don't recommend it. I'm not saying the game is bad or shouldn't be played, but it's not my cup of tea either. I could also just write an awful joke or reference from the game here, like a lot of people do because the crowd deems it "hilarious," but that isn't helping anyone, but instead deprives people from helpful reviews that do help them getting an insight of what the game is like. And yet, those are the ones gathering all of the attention and upvotes. This game enforces some kind of idea that if you don't like the game, you will be found and treated like a heretic and your choice on videogames is suddenly bad. I mean look at the helpful/not helpful ratio of the negative reviews. While most "singular-line reviews" in the positive section have a 90+ percentage of being "helpful" (read: completely useless), constructively crafted negative reviews kind of get looked down upon. I've seen some well-constructed "not recommended" reviews way better than mine being downvoted beyond belief. This kind of inability to witness people disliking something you love arose in some of my (former) friends and makes me feel like this game is mainly played by teenagers or people who find the hype of randomness and memes hilarious and can't at all take any negativity over it. Of course, if you don't see yourself in this, you shouldn't feel guilty. I'm not implying that you shouldn't downvote reviews that aren't going further than a few sentences, nor that you shouldn't voice your opinion over it, but instead encourage you to rate and argumentate fairly and considerate. Feel free to downvote mine too if it didn't give you insight or a different perspective. This is all besides the point of this review, but I'd like to have this addressed nevertheless. This seems to play a role in many reviews ever since Steam was invented, and it's a shame.Show moreShow less
Ten dollars. Only a few hours of gameplay. 16-bit graphics compared to the flashy 1080p stuff in standard games. But... wow. Undertale blew me away. It doesn't need flashy graphics or even fanservice to falsify its enjoyment. It just does things right, and boy that was one immensely enjoyable experience. I think most of the magic of this game comes from knowing absolutely nothing about it. I got this game from a friend and just decided to play it since it looked very interesting and it was getting good responses. So I went in completely blind, knowing nothing but the game's name. And I'm glad I did, because everything the game presented to me was unexpected, notably dark in places, and very emotional, which would have been lost entirely if i watched someone else play it. So, if you happened to have been flooded by everything Undertale on tumblr (god help us) and the entire story's already laid out for you, the magic has been lost and the game won't be as incredible of an experience. I'm sorry. Of course, I call Undertale an "experience", not a game, only because it does such a fantastic job at it. Following the motto on the store page, "the game where you don't have to destroy anyone", the game always tries to nudge you in that direction, taking a back seat in your mind and reminding you to "Spare them!". And of course, you answer with "Why? Why should I do that when it offers me the option to kill anyone I want right in front of me? What's in it for me?" And that's where the game literally turns into a personal experience, as everyone has a different response for the game's selling point. And boy, does it turn to black or white pretty fast from here. Undertale's ability to completely turn the tables of its story depending on your actions is massive. Upon your game's startup, every little thing you do will be set in stone in the game's story pathing. If you're the type who immerses yourself into the game's charming music, laughs at the childish but hiliarious anctics, and is willing to hork down healing items just to prevent yourself from killing a monster just because a fight is difficult, the game rewards you. It opens up a very character-developing and world-unfolding story, along with some of the most emotionally invested boss battles I have ever experienced. You know a game is good when it breaks the fourth wall so well that you're shaking in your seat in true fear and can't stop the shivers, all while having to fight a hopelessly overpowered god of a boss. The amazing writing only starts once you beat the final few bosses, and the story doesn't stop being good from there onwards. On the other hand, what makes this game different is that it keeps its dark side from you, and its entirely your choice to experience it. If you scoff at the game's sparing choice since you're too cool or grown up to possibly be nice to people, you can go around and intentionally sink your weapon into a monster who just wants to be a friend. And unlike many other games, this isn't just a simple moment of "Oops, I killed another unnamed enemy, let's reset the game and nothing changes"... the weight of a dark choice is huge. Nothing can be taken back, and it forever changes your playthrough. Reset the game, and the characters know. Events change. And with each curious kill, you, in turn, turn from the only human in a land of monsters into the biggest monster in a land of innocents. In the end, ignoring what Undertale sets out to do, which is to let you experience childlike innocence and fun, only makes it delibrately change the game into a quieter, more grim story. Very little character development, and the world isn't explained to you, nothing. There's very little reward for going through this route. Yet it is a choice you can do. Granted, you get two of the hardest boss battles by becoming the murderer and will be forced into Game Overs repeatedly from them, but even that is a message from the game... It's trying to stop you from getting to the end of this route. Before its too late. It's as if you're doing deeds in an actual living, breathing world. And that's what makes it even more terrifying when you decide to become a murderer instead of a savior, because only you know that you're willingly going forward to obliterate every weakling in front of you. It's a test of your willpower, and it's your choice. The worst thing? The damage cannot be repaired. Go clean, or go home tainted. The game even gives you the choice to completely delete everyone's happiness after the most satisfying happy ending. The happiness you worked so hard to earn. And you can even become the murderer after saving the world, which will only permanently taint your game and never let you have a satisfying ending again. That's absolutely brutal, and yet that's still a choice. Amazing. Yes, this game might not be for everyone. The humour may become dry after a while for some people, and tons of gamers nowadays like to bash at popular games instead of trying it out, just because they feel accomplished by doing it. But, if like me, you are willing to experience why everyone's been talking about this game, give it a shot. Hell, even if you hate the game to bits and want to kill everyone, buy the game, do so, and at least have your own personal experience before refunding it. This game does the morality concept so well that other games can only dream of doing the same, and it is one not to be forgotten. It is a sin to call Undertale a game. Doing that would categorize Undertale into the bland and consequence-free "kill-em-all" genres that a lot of games are falling into now. Undertale is a story-driven, emotional experience.Show moreShow less
Update after 8 years of this review being up Congratulations Undertale fandom! You are the worst fandom I have ever had the displeasure of interacting with! After 8 years of allowing comments on this review because I thought people could reasonably discuss why they disagree with a reviewer, I am turning off comments because I am just so tired of getting a new death threat from some child who likes Undertale, but apparently missed the entire message of the game! One of my critiques of the game was that it was too on-the-nose and hit the player in the face with its message. But I guess it was apparently too subtle for some of you! Some of you guys' media illiteracy is off the charts! For all the Undertale fans who read my review, disagreed with it, but were respectful... thank you! You guys are still amazing! To the rest of you... wtf is wrong with you? Sometimes people won't like the same media you like. Deal with it like an adult! Don't send them death threats! Critiques on media you like is not an attack on you! This is just a review... explaining to others with similar tastes as me... why I didn't like it so that THOSE people can choose to buy it or not. If you have and like Undertale... THIS REVIEW ISN'T FOR YOU! Got it? Actual Review I am going to get downvoted into oblivion for this but... screw it! I don't like Undertale. I already hear the super fans clicking the downvote button and booing me, but hear me out. Undertale is definitely not the worst game I have ever played, it's not bad even. In fact, I often was impressed by it. Then why don't I like it? Well for one, the humor of the game didn't resonate with me. It feels like internet culture humor. In 5-10 years the humor will most likely be pretty unenjoyable because it relies too much on current-day meme humor/culture to be funny instead of... actually being funny. (From 8 years in the future, I can confirm) So many people praised it for its comedy, but I generally found myself getting annoyed at all the "jokes" which kinda shows that it is ALREADY aging poorly. Now I can look past the bad jokes if the characters were great. However, the characters also felt very gimmicky and annoying. This made it hard for me to care about them. Characterization in this game relied a lot on quirkiness. Like characters out of an M. Night Shymalan flick (and not the early ones). While quirks can be funny, they felt a little obnoxious here. I'll admit, some scenes with Payprus were genuinely funny, but the annoying and piercing sound that kept playing every time he talked dragged it down a bit for me. Every time a character talks in this game, some of the most annoying sounds I have ever heard play on repeat. That made it REALLY hard to get invested in these characters. There was also a bit where a character interrupts gameplay to show you that they made a social media post... 5 times... in one minute. I counted. It was annoying. Overall, key characters were a bit one-dimensional sometimes and annoying a lot of times. I also took issue with Undertale's portrayal of morality. People would often talk about how unique this was to Undertale and how no game has done it before. First off, it has been done before. For instance, Oddworld: Abe's Odysee. Second, morality all kind of boils down to two different paths: Kill=Bad and Not Kill=Good. Fine, but let's set the scene to explore why this is flawed logic even as it is applied in Undertale. You are walking along a path when a floating horse thing jumps out of the bushes and begins strangling you. You get out of his attack, but now he starts to sweat bullets at you. You get hit. This creature sees that you are hurt. He shows no signs of stopping so you attempt to protect yourself, killing him in the process. Are you evil? The game says "yes". The game's narrative tries to act like this was a defenseless peaceful creature. You had the option to run away or the (hidden) option to flex with him and just kinda hope that he goes away. Kill even just once and the narrative paints the creature that attacked you as "innocent/peaceful" even though that doesn't match the gameplay. From the gameplay perspective... you were being mauled! The gameplay doesn't match the narrative. This is called "ludonarrative dissonance". As for the decisions in this game. once you play for a half hour, you realize that the game is really trying to railroad a specific path. There is one "right" way to play the game which I really hate in an RPG specifically. There are no interesting moral dilemmas, every choice has a "right" answer. That's fine, not every game needs to be Fallout: New Vegas, but when one of the tags on the steam page is "choices matter", I kinda expected the choices to be a little more nuanced. It is apparent that the dev wanted the players to take a very specific path and I was disappointed by that. Combat in the game is fairly interesting at first, but it did get old fairly quickly. At least for me. The fighting minigame is passable, but I think it might have been a little overused which meant it got boring (for me!) quickly. The gameplay is just move your heart around a little bit every so often and avoid the falling or moving stuff. That's really all there is to it. I feel like I've played a thousand versions of it on flash sites on school computers in the early 2000s. Finally, my last problem with the game: the graphics/art! I know... "don't judge a book by its cover!" I agree. I've been using that same argument for years to get friends to try some of my favorite games. But all those other games made up for their graphical limitations with a distinctive art style. Hotline Miami mixed a great neon look with excessive amounts of blood and gore. Rogue Legacy had great backgrounds and monster design. Hyper light Drifter created a brightly colored alien world that was a delight to explore! Undertale has... a dog with a very long neck? I would like this game a lot more if the art style didn't feel so bland or the environment art/design felt a little more inspired. But everything just kinda feels... the same. The scenery is a little boring and the world itself feels pretty empty. "But when you get in combat the enemies have a distinct artstyle!" True, but they all look like they belong in memes. Which maybe you like that and that's fine, but again it just kinda annoyed me. Overall, I didn't like the game (obviously). But I understand why some people would like it. To them it's funny and emotional with great characters and lore. It's not for me or others like me, but I am not going to sit here and tell you that you should like everything I like or dislike everything I dislike. If you watch that trailer and think you might enjoy the game... you're probably right! Ignore me and play it! To me, it is not worth 10 bucks, but to you 10 bucks might be a steal. If you're an Undertale fan, but have read this far, thank you for keeping an open mind. And please don't downvote me because I don't like the game. If you believe my review is misguided and does not bring up any good points, then sure downvote me. Thanks for reading! Edit: Some people were asking about the stuff I did like. Well... the music is pretty kickass! Also, I thought the concept of having certain characters recognize when you jump between save points was interesting. Considering this was all designed by one guy, I was fairly impressed by how loading savepoints from every point in the game was taken into consideration for these specific encounters. And like I said earlier, there were some moments that were legitimately funny, such as some papyrus scenes, but some of the sound design in those segments really detracted from the experience for me. The lore seemed like it could be very interesting, but I do believe it needed to be fleshed out a bit more than it was. Like building more interesting environments that help provide "WOW" moments and tell the story.Show moreShow less
for the first time in my life, i felt like i had friendsShow moreShow less
Reasons you may love / hate this game: Bullet hell gameplay Bone puns and fart jokes 16-bit art style and chiptune soundtrack 6 hours of gameplay This game wasn't for me, and I'm okay with thatShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.