

Wall World
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 Wall World
Mine into a towering wall, then race back to your mobile base when monsters attack. Wall World blends procedurally generated mining runs with tower defense: gather resources and technology, improve your exosuit and robospider, and uncover unfamiliar biomes as you push deeper. Between attacks, build turrets, repair stations, and harvesters to support each expedition. Steam players rate it 90% positive across 11,474 reviews. The Steam PC version supports single-player. The Steam PC interface includes Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Portuguese-Brazil, Korean, Polish, Russian, and Japanese.
Credits
Lowest recorded in 36 months
$0.532026-07-30 · 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 | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Japanese | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
A solo expedition
The Steam PC version is listed for single-player. Mining trips are interrupted by monster attacks, so you need to return to the robospider in time.
Mining and defense upgrades
Resources and technologies can improve the exosuit and robospider. Blueprints found in the Wall unlock turrets, repair stations, and resource harvesters.
03Frequently asked questions
What happens during a mining run?
You dig into procedurally generated mines to collect resources and technologies, while discovering biomes and mysterious locations.
How does combat work?
Fight creatures with weapons ranging from machine guns to homing missiles, and use the mobile base to reposition while under attack.
What can you build?
Blueprints found in the Wall let you build automatic turrets, repair stations, and resource harvesters, then upgrade those buildings.
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.
My initial reaction to this game was: HOW DARE THEY RIP OFF DOME KEEPER!! But after playing and beating this game I could (in my honest opinion) say that this game is way more fun to play than dome keeper for 2 simple reasons: 1. Meaningful progression. I can't stress this enough - each run unlocks new upgrades/ new tools/ new possibilities.. The first day I tried this game I was only planning to play it for 1 hour but the unlocks and upgrades kept me playing with sheer excitement and curiosity for 8 hours. 2. No tediousness. When I play video games, I don't want to feel like I'm doing chores.. Yeah I get it roguelikes are repetitive and grindy, but don't make it more annoying for the player for no reason. The biggest examples in this game being: no over-encumbrance (slow down while carrying resources) and plenty of time between enemy waves. My only gripes in this game are some minor bugs and lack of content/proper ending, but for $5 this game is a gem.Show moreShow less
I was throughly enjoying this up until I encountered phase 3 of the boss. pros: lots of upgrades, Fun exploring the environments fun weapons that feel good handful of diverse enemies Permanent upgrades each run Cons: This is the only reason why im not recommending this: The 3rd phase of the boss is hard coded to not be able to be beaten it is hard coded to insta kill you and there is nothing you can do to stop it unless you get 5 crypograph keys which spawn at random and have maybe a 5% chance of one spawning each run. That is enormous cheese and if i had know about the 3rd phase of the bosss before i hit the 2 hour mark i would have instantly refunded this. Forcing your players to arbitrarily restart because you decided they should is NOT good game design in any rougelike or rouglelite. If your player has the skill to keep going you should NEVER punish them for it. otherwise thats just a big middle finger to your users Get rid of the cheese instakill and put in content that makes the game worth playing instead.Show moreShow less
Eng: There are A LOT of similarities to Dome Keeper, from the mechanics of mining and obtaining resources, to defending the base and the upgrades. But here it is much more interesting, with a lot more variety of upgrades, maps, enemies, and (for me) better progress since you can buy permanent upgrades just by mining. The biggest difference between the two is that Wall World requires more control handling (making heavy use of the mouse) and it does feel like you're improving with each game. Plus, it's more affordable. Highly recommended. Edit: Just got all achievements, absolutely loved it, so many secrets and the grinding gets easier the more you unlock upgrades. Incredible game :). Esp: Las similitudes son bastaaaantes a Dome Keeper, desde la mecánica de minar y obtener recursos, hasta el defender la base y las mejoras. Pero es que aca es mucho más interesante, mucha más variedad de mejoras, de mapas, de enemigos y (para mi) mejor progreso ya que puedes comprar mejoras permanentes con el solo hecho de minar. En si la mayor forma de distinguir uno del otro es que Wall World requiere más manejo con los controles (haciendo mucho uso del mouse) y que SI se siente que uno mejora con cada partida. Además de un precio más asequible. Muy recomendado. Edit: Sacados todos los logros, como adoro este jueguito, muchos secretos y el grindeo se vuelve fácil cuando desbloqueas mejoras. Un juego increible :).Show moreShow less
While I really REALLY want to enjoy Wall World I have problems with it's premise that you should take into consideration. It is a RogueLITE game that is much more of a linear experience than you would expect. You effectively play multiple runs and get railed at the end of a 20/40/60 minute window which you have no way of beating unless you've played enough runs. The 'end' of the game is a complete let down. Overall the game takes around ~10 hours to complete and I think the game is priced appropriately, though if the game or sequel fixed some of the issues I'd rather have paid 10 dollars for a better experience. In many ways I wish this hadn't even done the 'rogue' part and was just a linear game where you could quicktravel to destinations. The gameplay loop isn't great. You go and try to farm up two resources and then move on. You then pray you get decent RNG to get the proper upgrades (Drone/Resource Stations) or a decent weapon that isn't the default weapon to clear mobs (aka the Bomb). The problem is that you spent most of your time trying to minecraft dig and then getting interrupted by combat. The combat warning gives you like 5 seconds to get back to the ship and on larger mines is a chore to go in and out of. Once you play for long enough the permanent unlocks DO move this along much faster but by my 4th playthrough I was about to quit the game since I hadn't been lucky enough to get some of these items (rocket explosion/pulse/tether upgrades). Once you get these upgrades the game drastically changes for the better as you figure out the gameplay loop consists of going up/down to get the next tier of materials, reversing the other direction to get the opposing side of materials and then reversing yet again to get the final tier. While this portion of the gameplay can be relatively fun in comparison to the early stages, you again have to suffer a few playthroughs (~20-40 minutes) before you even get to this point. Even then you have to dump 40-60 minute playthroughs to reach the end of the game. The ingame upgrade trees are pretty worthless overall as are most artifacts. The Sentry/Repair Towers are such a massive waste, the Resource Towers are broken if you obtain one in the first phase. The Drone can be good but there's currently a bug that enemies are getting stuck off-screen and the Drone will lazily target it and be unable to kill it while other enemies attack you. And I could go on and on about all these other upgrades but ultimately you'll find one and then never use it and never upgrade it, which just clutters everything like the Tether or Pulse items. All that matters is being able to dig fast because you want to find the Microchips (ideally) or perma-unlocks for the next run. Permanent Upgrade unlocks (Blueprints) require multiple playthroughs and are required to enter the second/final phase of the game. The points to get all of the Permanent Upgrades don't feel appropriate as they're earned from breaking blocks while killing off hordes of enemies nets absolutely nothing- which feels bad to player experience. I think it'd be better to have these points come from enemies since you already obtain unlocks and much more from the mining factor. The game would've done better had there been benefit to killing the enemies aside from not getting a gameover. Maybe there could've been a function to CALL enemies to attack. The Boss is designed to force gameovers. Effectively you play for 20 minutes to fight Phase 1 boss and then another 20 to Phase 2 and then ANOTHER 20 for 'Phase 3' which is just an automatic gameover. The Boss is also too far away to effectively do anything to outside of having the Rocket Upgrades which is part of the Rogue-LITE upgrades. The rocket will carry any player out of Phase 1/2 with ease. Which sort of takes the Rogue nature out of the gameplay. Let alone the fact that it is impossible to dodge the Bosses attacks without HAVING the permanent upgrades already- either getting enough movement speed to get out of the way or using the up/down leap. Which gets us to the ending, the second you obtain 5 chips you head to the top portion of the wall which ends the game anti-climatically. I'd much rather have had some massive fight being chased one side of the wall to the other- requiring me to have actually FARMED and gotten to one side of the wall by the 60 minute timer with the appropriate upgrades. As it stands once you reach the end of the game, it's just over. There's no real point to continue playing or trying to farm for upgrades because there's no final boss or anything waiting at the end. Additional Thoughts/Current Bugs: You cannot rebind keys for weapons. Makes multiple weapons a joke as swapping one by one eats up too much time. Enemies keep getting stuck offscreen. If you shoot a rocket and despawn a wave (run far enough away), the rocket noise is persistent forever and ever and ever. Hordes (Enemy Wave in cloud sections) don't despawn on Boss Trigger like Waves. I guess it's intentional but I lost a run trying to be cheeky. In which case why do Waves despawn?Show moreShow less
You know Dome Keeper ? Make it vertical. And the dome is a spider. Thats it. Camera is a bit wonky sometimes, no biggiesShow moreShow less
A clone of Dome Keeper, with the action rotated 90 degrees. Dome Keeper is charming, well-made, considered, and fun. This game is not. It feels rushed, and the end result is a bag of papercuts. Technical Issues Level loading is inexplicably slow; I can start Cyberpunk 2077 quicker than this thing. The controls are adequate-ish, but you can’t remap the controller. Because we’re savages. Gameplay & Design The experience is slow and grindy. Mining is not fun, and progression feels like a chore. The level design is ill-conceived; forcing the player to move between mines might have sounded good on paper as a way to differentiate it from its inspiration, but in practice, it just adds busywork. Atmosphere The music is wallpaper. It exists, but it adds little to the experience. Verdict Just get Dome Keeper instead.Show moreShow less
Before I bash this game to shreds let me first preface by saying it was a good game (not great), i'm glad I played it, it was well priced, the concept was fun, the art is incredible, and generally a good time was had by all, a solid 7.5/10 no regrets. As a lover of Dome Keeper I was all in for an adventure rogue-lite version of aforementioned. The first couple hours had me cursing my own inadequacy as I failed over and over again at the first boss, it seemed no matter what I chose or upgraded or how efficiently I mined it was all for not. Well, that is unfortunately Wall World's biggest downfall. Let me esplain, most rogue-lite games compensate for difficultly by making the game easier via permanent bonuses each time you die. Wall World seems to follow that template, but it's all a lie, make no mistake you cannot beat this game without dying many many times. Literally, to beat the final boss you must collect five thingamabobs otherwise you will be insta-killed, and there's no way you could collect all five on your first run. This plays into general criticism I have of Wall World, the main strategy of this game is not to mine efficiently, or understand the skill trees, or learn enemy weaknesses, no the real deep hidden strategy is just... die... a lot. The permanent upgrades you receive from dying are so powerful and critical to gameplay that they actually make the majority of items you find in caves totally irrelevant. After halfway through the permanent upgrades I had become basically a God of Mining, and such petty devices as the resource finder were more annoyance than help (why would you need to know where minerals are located when you mine as fast as you fly?) . SPOILERS AHEAD: The equipment moduels focused around finding resources, improving mining, and movement are all too weak to start, and by mid game you're moving and mining so fast that your hand eye coordination is the limiting factor not your equipment. A lot of this equipment mimics dome keeper but doesn't make sense in the context of wall world. Items which are useless and I regretted finding: Bomb (just bad), Seismic module (too weak), Turret Replicator (stationary, only useful if you place right before a boss fight and too weak), Docking Station (tedious to carry around and prevents resource juggling), Cluster Bomb (why would I let myself hit low health to do damage?), Overdrive (going a little extra fast for like 2 seconds mostly made me run into walls), Repair Station Replicator (worse than other kinds of healing), Barrage Mortar (just bad). The only equipment I wasn't sad to receive: Resource Harvester and Drone system. The weapons are a whole other can of worms. Most of the weapons are actually good for their intended purpose, the problem is you can only really afford to upgrade one of them. It's like your supposed to switch between weapons situationally (shotgun for masses of fliers, explosives for big blobby guys, railgun for bosses, etc..) but only one of your weapons will ever be strong, so you're forced to choose between a weapon that can damage bosses, or a weapon that can handle enemy waves. Just another place where this game gets in it's own way. The exploration is another area where much potential was lost. Every biome has different minerals, and some upgrade trees requires all of them. What does that mean? You have to go to the bottom of the wall and then climb back up again if you actually want to unlock a full skill tree :/ This could have been fine, but you're on a time crunch which makes the the whole situation stressful and tedious rather than cozy and adventuresome. Some potential ideas? Instead of "dying" each time maybe make it a story where you retire and pass your discovered blueprint on to your children or something, so that there's more of a sense of continuity and purpose to dying over and over again. Improve/remove equipment but as a stop gap allow us to recycle equipment we don't want for resources. Remove the timer element and instead trigger enemy waves some other way (number of caves, distance traveled, upgrades unlocked). Add an aiming line to all weapons, this is a quality of life addition that is needed. Add a character stats and weapons stats screen so I can see how various upgrades impact my overall stats (rather than guessing based on descriptions and percentages) Combine the weapons into two or three weapons with larger trees (precision, explosive, flak) so that switching between them is easier, or instead of finding new weapons, find weapon blueprints and pick one weapon each playthrough. Finally, please make some upgrades to the vacuum, by the time I was ready to fight the final boss I could mine like 200 resources a second but only vacuum 35 (and it takes forever because they don't always get sucked in).Show moreShow less
Wall World is by no means a terrible game, but its very core mechanic is flawed. Mining for ores and for artifacts is fun, yes. Using them to unlock better gear also. But this is only a part of the game. The other part is fighting against waves of enemies. And this is very repetitive. When you have a new profile they will attack you after only 90 seconds. You can extend this by finding and upgrading an artifact, but these waves keep coming and coming. Everytime, you have to rush out of the mine and fight these waves. They are not really a challenge, they are utterly annoying, because they keep interrupting the fun part of the game. The same goes for the bosses. These fights are very basic and an endurance test. I'd rather play mining games that do not have these waves of enemies.Show moreShow less
After reading the other reviews I'd like to address some of the criticisms they've had with the game, and provide some open ended perspective on games and what they don't NEED to be. Wall World is an interesting experience, it's not perfectly polished and certainly carries a few design misdemeanors, notably some pretty forced progression and some missing player agency. But if you've been playing games for a long time you're going to recognize something in it that's missing from a lot of other games that might polish the grit out of themselves. It makes you feel hopeless and powerless, in a way, for a time. The opening crawl hits you with a bit of "Some of us go out mining for resources on the wall, and few return", and hints at there being more to the wall, some reason to explore, some meaning to go find. Right off the bat the waves start to feel challenging, sometimes crushing. You'll notice a large health pool, and a timer that pressures you into moving fast (once you understand the consequences). It also features a ruthless and rather horrifying alien enemy that grows stronger and more creative, in intelligent ways. Some of the upgrades you can find in the mines are disproportionately good, sometimes boosting your runs dramatically, and others are harder to optimize, especially in the early game. However, that's the grit that kept me interested. As soon as you clear your first few mines and are forced into a vertical walk with no resources that makes you feel stranded against the immensity of the backdrop, you'll understand what kind of game this is. The vertical progression between runs will liberate you from feeling like you aren't playing the game well enough, you'll get through the story regardless of your ability to perfectly optimize your runs because the meta progression allows it. It also allows for some more emergent, creative input from the player. It doesn't feel like the game is forcing you down any path - more sandboxy in a sense. Up or down? Both? Do you go far? do you stay near and only incrementally explore? Will you build a tall defense perimeter or spend all your resources on your crawler? Are you going to run from the waves to lower the amount of damage you take at once? Or will you take the brunt of the hits just to clear the waves faster and get more breathing room before the timer hits 0? It will feel familiar to some, and I appreciate the breath of fresh air. This game is an experience, not just a get good training sim. While I appreciate those games for what they are, there's also an eye-level place for this one to sit on my shelf.Show moreShow less
Just to be up front: this game is fine. I'm enjoying it. However... The reason I don't recommend is is that Dome Keeper is exactly the same, except better. Way more polished, much more interesting meta, includes alternate gameplay modes including highscore types with leaderboards. The ONLY thing this game does that's different is that you can move the dome and its oriented vertically. As an example, when you lose, you get a quick animation of your escape vehicle and a "You Lost" game over message. Dome keeper? You get a quick animation of the dome blowing up and then a *detailed stats screen.* How much damage you did, what monsters did damage to you, your score (if applicable), number of resources mined, etc.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.