Saleblazers on Steam - User reviews, Price & Information

How long can you survive on a hostile island as a humble shopkeeper? Live off the land, build a cozy shop, and defend against nightly horrors in this open world survival shop simulator for 1-8 players.

Saleblazers is a early access, immersive sim and capitalism game developed by and published by Airstrafe Interactive.
Released on September 29th 2023 is available on Windows and MacOS in 20 languages: English, French, Spanish - Spain, Japanese, Russian, Simplified Chinese, Traditional Chinese, German, Korean, Polish, Portuguese - Brazil, Dutch, Finnish, Greek, Norwegian, Swedish, Turkish, Vietnamese, Czech and Danish.

It has received 1,411 reviews of which 1,241 were positive and 170 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 28.99€ on Steam.


The Steam community has classified Saleblazers into these genres:

Media & Screenshots

Get an in-depth look at Saleblazers through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5 6th series 2.8GHz or AMD Ryzen 5 1000 series 3.2Ghz
  • Memory: 12 GB RAM
  • Graphics: GeForce GTX 950 or AMD R9 280
  • Storage: 8 GB available space
MacOS
  • OS: macOS Monterey
  • Processor: Apple M1 Chip
  • Memory: 12 GB RAM
  • Graphics: Apple M1 Chip
  • Storage: 8 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
This game is super fun! I drank some salt water then died, and then stole a bunch of tablets in the tutorial and sold them in my shop. Now I kill all the filthy dirty customers who leave trash in my shop. 10/10 would recommend
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Jan. 2025
I think too many people (myself included) have been sleeping on this game. There is really something quite unique and special here, and I think people who like open world crafting/base building/rpg/online co-op/and shop management games should definitely give this a try. This game combines a lot of my favorite mechanics: - Coop/Multiplayer. Playing with friends makes everything awesome and offers lots of variety, from working together to bring down hard enemies, to working alone to level up or collect loot. Cooperation is required to develop and expand your shop, as well as keep it stocked, staffed and profitable. - Strange, unique, diverse world that is fun and engaging to explore - Base building, with lots of aesthetic options, lots of customization, the ability to refine who can access which areas. Very cool. - Running a shop that grows in size, complexity, and incorporates management and automation as the game progresses - Individual player progression. The more you shoot, the more you level up ranged combat. The more you sell and run the shop, the more your shopkeeping level goes up. - Lots of loot, from weapons and gear, to decorations and sellables, to just crazy weird stuff. They put a lot of effort into the variety and scope of loot, with a good quality tier system. And it's hilarious that you can often wield furniture as melee weapons. One of my favorite melee weapons has been a giant human-sized bird cage. My other friend was brandishing a bookshelf lol - Large upgrade tree for shop perks that let you invest in running your shop the way you want - Large upgrade tree for items/gear that gives players access to new crafting benches, new tools, and new items that you can craft. - staff management system so as you progress and want to spend more time exploring, you can put your NPC staff to work cleaning/stocking/cashiering at your shop while you're gone - Crafting and crafting material upgrade paths. You collect crafting mats in the world, you refine them at base, and you use them to make new gear, or you can use it to make gear that you sell in your shop. Pretty cool and I think you can eventually assign your NPC staff to farm mats, process them, and create gear with them, then sell the gear. I haven't got that far yet, but I suspect that is eventually all automateable. - The overall pace of the game feels good with our 4 player group - Overall the story is interesting and gives an overarching reason behind why you are in the game and what is your purpose. There is sometimes a lot of dialogue for my personal taste, but for those that like story and flavor, there is good voice acting for a lot of it, and for those that just want to get to gameplay, all the dialogue seems skippable, which is greatly appreciated. - Visually the game looks good, has a fun art style. The world is vibrant and fun and looks good. There are a lot of graphics options. - Moving feels good. Movement speed upgrades feel good. Some of the movement gear upgrades later on feel very fun and good. Early Access Multiplayer: Technical Impressions: For being EA and being a multiplayer game, I'd say the overall multiplayer/online/netcode experience has been very good. I am the host for my group of 4 players, and I do notice that when I'm at our somewhat complex base, and my friends are either in a busy town or area with lots of assets, my personal performance degrades and I do lose frames. However, they all don't notice it as much as I do, which I'm sure is because I'm both hosting and playing on the same PC. For reference I'm on AMD 5800X3D with 3080ti with consistent wired internet. However, I've heard the dev team is nearing the end of development of dedicated server implementation, and I do look forward to that so I can offload server processing to my home server and connect as a user from my gaming pc. I'm sure this will improve performance for everyone. Besides some understandable but overall minor performance impacts, we only noticed a few other issues with multiplayer worth mentioning: 1. sometimes the other non-host players will teleport to an area and be stuck in a swimming animation. This usually clears up but can be a bit annoying. 2. We have had a few issues with what I would describe as story desync. For example, we reached a point where we all had to go speak to an NPC as a group, but only 2 of us could get through the door to talk to the NPC, and 2 of us could not. The door was locked for those two people, and even if it would open for second, there was like a second door right behind it. Restarting the server and reconnecting seemed to help. 3. We had only one significant issue where after beating a boss as a group, we teleported back to our shop and it was severely glitched out. 95% of the shop assets were gone, and what was left was in the wrong place and/or floating in the air. I tried using the in game save reset functions, but they did not work to fix our issue. Fortunately (and completely randomly), I had backed up the server manually from the %appdata% locallow folder the day before, and we were able to use that data to reload our save to a previous save. The next time we fought that same boss, we did not experience that glitch. Not entirely sure what happened but I did send the issue to the dev team. Would recommend manually backing up your game after each session to be safe. Only other issues we've seen are really pretty acceptable for an early access game. Sometimes NPC pathing gets weird, but there is a button in the menu to reset pathing. Sometimes there is a bit of desync with items in containers. Some of the enemies in the middle and later part of the game are quite challenging, which is good, but sometimes it feels like they are hit-scan sniping you from way too far. Maybe I just need better gear. Overall, a great game in a very good state for Early Access. As a person who loves base building games like Raft, Valheim, Satisfactory, Scrap Mechanic, I think this game brings some interesting and new ideas worth experiencing!
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Jan. 2025
So me and my friend had been waiting for this game to go on sale to play it, and Honestly after playing it? i would have bought it full price The downfall of this game is SIMPLY how it is showcased, i can't believe how good this game is! the main story at the moment isnt finished, however there is a fairly decent tech tree, plenty of secrets, a heap of weapons, lots of crafting, and the building system is pretty good!, its not often i find a new survival game that checks every box i have to keep playing after reaching the end of a story, but this game has them all Fishing, Lockpicking, Farming, Building, Making shops and managing employees!, raids!, an open map with tons of secrets, quests, and points of interest! i have had this game a week at this point and already sank 37 hours into it, i love every aspect of it, if your first look at this game makes you think its just a goofy game and isnt worth 30$ think again, its actually worth every penny in my honest opinion, alone or with friends!
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Dec. 2024
this might be one of the best games i've ever played. crafting. shopkeeping (!) - and this one is special and fun not boring rpg exploration. gear system. exploration. storyline. fully functioning towns. player pvp system. farming. fishing. they're just starting out, and so am i 51 hours in.
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Aug. 2024
About 40hrs in: SINGLE PLAYER review: I'd give this a solid 8/10 and expect it to improve to a 9/10 as more and more rough edges get sorted. This game is heavy on combat (in a good way). People are right to compare it to Palworld and Craftopia. Early access worrries? The dev is active on reddit and responds to people. And by respond, I mean he actually digs through their save file and figures out what bug is happening and fixes it. So far, I've only had 2 crashes after near 5hr play sessions. AAA titles tend to crash about then too. Either I'm lucky, or the dev has fixed most of the major bugs for single player. (a lot of games struggle to get stable multiplayer, AAA included) With the current rough polish, it is worth my money. I've bought several recent games that claimed to be complete and felt broken. This is sometimes a little jank, but it isn't broken. It's playable and fun. It doesn't feel empty. The systems work. There are points where quests reach a "will continue in a later patch" point. But world feels like it has continuity with itself (no immersion jarring mismatched placeholder objects or odd starkly empty sections so far). The game starts with a tutorial semi-free roam location & story which I enjoyed. Then you get dropped into the real game and will promptly discover you don't know how to build and combat isn't fluffy kittens. Fortunately, you probably died very near your 1st spawn/fast travel/shop location. That leaves you focusing on base building - so you get that a bit figured out a bit while avoiding combat. Then you realize the combat has very rewarding items! Basic gameplay is going on explorations and missions, filling your inventory, then quick teleporting back to base and focusing on that for a while. Unlike harvest moon, etc, you aren't forced to get everything done quick before the store opens. You decide when it's open or closed. You can wonder off for days leaving it closed as you explore. You can open it in the middle of the night, when customers sometimes bring in unwelcome guests... Exploration and unlocking fast travel beacons is highly encouraged. Getting to the lady who increases inventory size is a game changer - and also setup to reward exploration and trying things. (nice gameplay loop connections) A few final thoughts and a major helpful tip to avoid where I felt stuck (but wasn't, just didn't understand): Palworld starts off more fun. Both games connect gameplay loops into each other well. Mechanizing and pal catching synergize. But Pal's building itself isn't fun/satisfying to me. keeping them from getting stuck quickly lends to utilitarian efficiency vs creative and pleasing. Saleblazers starts out cludgy, but ultimately feels more rewarding to build and see the fruits of your labor. Combat: While it sometimes feels like it need more refined polish, it overall works. I found myself switching back and forth between blades and guns. While you do get stronger, so early areas get easier, this game keeps you from becoming complacent. You might be getting casual about it as you use reach or aim to easily pick off enemies. But that complacency turns to a desperate panic moment, when a dagger wielding enemy knocks you down and interrupts your attacks (just like you do to them). Dodge roll, Block! Block, Block, get the counter timing right -whew. Countered, letting me swing my slower bigger weapon or reload. So far, it hasn't rolled off like Palworld does near the end. (I haven't reached endgame yet) If you pay attention, you will notice the enemies don't all just charge you dumbly. Outlaws feel like - playing Outlaws! (Where are you marshal, marshal?) Other enemies flee, unless you get too close. Or turn your back for too long... or aggressively charge outright. It's not going to win any game awards, but so many games cheap out and don't do this. It stands out to me. Now for those tips: 1. Once you have a build hammer: (ds4 square button)/use/interact button changes the floor tile assignment. This is very important to building your store, as it controls where npc's can walk. 2. Save the trash! Also, consider trashing sell-able items. (if that seems upside down, you'll thank me when you understand) Use the fast scrap all button when your inventory is full while looting. 3. There is a chance the items you craft will be of a higher quality. Sometimes this is worth it vs loot. 4. (where I got stuck for a while) if your crafting stations aren't crafting: it needs the input resources slots emptied! I thought somehow I was quest progress locked on making a forge. Nope. I just had other resources blocking all the input slots, so it couldn't take all the resources it needed to actually build. 5. Yes it's worth 2 stage refining your wood as longer burning fuel. 6. (Until this gets patched to better) fast placing tree seeds etc: (combo of controller and mouse) if you try to drag the stack from your inventory, it drops the whole stack. 2 ways I found: 1 so-so method: grab the stack and use right click on empty inventory spots to leave single items. then quickly drag the single items. method 2: place the the item in your quickbar. select it, then open inventory. mouse clicks out in the world now drop single item instead of a stack. You can click a bunch, close inventory & move a little, then quickly toggle inventory open again to be able to click drop more. 7. final tip: related to the need for many trees: make a circle of regular bamboo (haven't tried buildings) and place a bunch of the big bamboo inside. Now it can't fall over, so all the drops end up close. Just go around the inside of the circle cutting only inside bamboo. then cleanup the stumps and replant.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 March 2025 03:12
SteamSpy data 30 March 2025 20:16
Steam price 01 April 2025 20:48
Steam reviews 31 March 2025 09:55

If you'd like to dive deeper into the details about Saleblazers, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Saleblazers
  • SteamCharts - Analysis of Saleblazers concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Saleblazers compatibility
Saleblazers
8.4
1,241
170
Online players
43
Publisher
Airstrafe Interactive
Release 29 Sep 2023
Platforms