Deskrawl: Idle ARPG launched September 28, 2026, Windows only. Official minimum specs, price by region, 13 languages, Steam Deck status.
Deskrawl Release Date, Price and System Requirements (2026)
Deskrawl: Idle ARPG launched on Monday, September 28, 2026 at 5:00 AM Pacific, and it is a Windows-only release. The store page publishes both a Minimum and a Recommended specification, no Mac or Linux build exists, and the price is $6.99 list / ¥28.00 list with a 30% launch discount live. Steam Deck and controller support are officially undeclared, so treat any claim either way as community testing, not fact.
Official source: Steam store appdetails API, appid 4623570 — the JSON the store page itself renders from. Every field quoted below was read from it on October 1, 2026.
Release date and who shipped it

| Field | Official value |
|---|---|
| Release date | Sep 28, 2026 |
| Coming soon flag | coming_soon: false — the game is out, not pre-announced |
| Developer | First Day Games (a two-person studio) |
| Publisher | First Day Games, Gamersky Games |
| Steam appid | 4623570 |
| Demo | Gone from the store page — the demos key is absent from the API response entirely, and the demo was switched off September 26 evening PDT |
Regional unlock times came from the official countdown post, not a news aggregator:
| Zone | Local release time, Sep 28 2026 |
|---|---|
| Los Angeles (PDT) | 5:00 AM |
| New York (EDT) | 8:00 AM |
| London (BST) | 1:00 PM |
| Moscow (MSK) | 3:00 PM |
| Beijing (CST) | 8:00 PM |
| Tokyo (JST) | 9:00 PM |
Official source: ONLY 3 DAYS TO GO! (September 25, 2026 countdown post) — carries both the local time table and the demo shutdown note.
Played the demo or the closed beta? The save-carryover question and what 1.0 changed are in Demo vs 1.0; post-launch history is in Deskrawl patch notes.
Price: list price versus the launch sale
| Region | List price | Price at launch reading | Discount |
|---|---|---|---|
| United States (USD) | $6.99 | $4.89 | -30% |
| China (CNY) | ¥ 28.00 | ¥ 19.60 | -30% |
Three things worth knowing before you read that as the price:
- The 30% is a launch discount, not a permanent price. Treat $6.99 / ¥28.00 as the real cost of the game and the discounted figure as a time-stamped reading. The store exposes a single package (
packageid 1610556), no bundle, no season pass, andis_recurring_subscription: false. - Steam has never published sales figures for this title, and there is no Metacritic score (the
metacritickey is absent from the API response). A units-sold number from any site is a third-party estimate, not an official figure.
For whether six dollars is worth spending, Is Deskrawl worth it breaks down the review distribution instead of guessing.
Platforms: Windows only, and the metadata is unambiguous
| Platform | data.platforms |
mac_requirements / linux_requirements |
|---|---|---|
| Windows | true |
populated — Minimum and Recommended both published |
| macOS | false |
empty array [] |
| Linux | false |
empty array [] |
This is not a store-page omission waiting to be corrected. The decompiled 1.0 build reaches into Windows itself: TransparentWindow.cs declares DllImport bindings for SetWindowLong, GetWindowLong and DwmExtendFrameIntoClientArea, alongside MARGINS, RECT, POINT and MONITORINFO structs. That is the Desktop Window Manager API behind the see-through window the game parks at the bottom of your screen, and it has no portable equivalent.
The store page carries 12 category tags and none of them is Steam Deck or Steam Input, and the API payload has no controller_support key at all — Steam publishes no controller data for this app. All 26 developer announcements between May 18 and September 29, 2026 contain zero occurrences of Deck, Linux, macOS, SteamOS, gamepad, controller, or Steam Input. The honest answer is unverified. Players found workarounds anyway; they are collected in Deskrawl on Steam Deck.
For input devices the store data supports one clean answer: the tag Mouse Only Option is present, so mouse-only play is officially confirmed, while controller support remains undeclared.
System requirements: the complete official table
| Component | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 64 bit | Windows 10 64 bit |
| Processor | Intel Core i3 | Intel Core i5 |
| Memory | 4 GB RAM | 16 GB RAM |
| Graphics | NVIDIA GeForce GT 730 or AMD Radeon R7 240 | NVIDIA GeForce GTX 660 or AMD Radeon R9 270 |
| Storage | 5 GB available space | 10 GB available space |
Reading the two columns against each other says more than either alone. The 4x memory gap between minimum and recommended is the widest ratio on the page, and the 2x storage gap is the second — consistent with a game meant to run for days at a time. The GPUs give away the intent: a GTX 660 and an R9 270 are 2012-era cards, a GT 730 / R7 240 are 2013-2014 parts. The recommended tier is not a 2026 machine, it is a mid-2010s one.
On RAM, the only official statement in existence is from the 1.0.0g patch note: "Reduced RAM consumption by about 130 MB (more RAM improvements coming in next patches)." That is a delta with no baseline, so peak memory usage is officially unpublished and no number should be quoted for it. Memory usage and the 130 MB change works through the practical consequences.
Official source: Patch 1.0.0g — Various Improvements and Fixes — the only official statement about memory the developer has published.
What the settings menu actually exposes
Spec tables say what a machine needs. The build says what you can change once it runs, and the panel is unusually revealing: there is no graphics card checkbox anywhere in it, only resolution, scaling and a three-position quality dropdown.
| Setting control | Persisted key | Range or value |
|---|---|---|
| Quality dropdown | GraphicsQuality |
Ultra / Medium / Very Low |
| Frame rate dropdown | TargetFrameRate |
default 60, -1 = uncapped |
| Resolution dropdown | ResolutionIndex |
scene default window 1920x1080 |
| UI scale / HUD scale | UIScale, HUDScale |
0.5 to 1.5, default 1.0 |
| Game width slider | GameWidth |
0.5 to 1.0 — how narrow the desktop bar gets |
| Fullscreen toggle | Fullscreen |
with a background image picker |
| Always on top | AlwaysOnTop |
plus WallpaperFolderButton for a custom backdrop |
| Play audio in background | PlayAudioInBackground |
separate from the window being visible |
| Brightness | Brightness |
slider |
| Language | Language |
13 entries, matching the store list |
| Volumes | MasterVolume, MusicVolume, SfxVolume |
three sliders |
The key names above are the literal PlayerPrefs key constants declared in SettingsManager, and the panel's own field names match them one to one, so the mapping is not a guess.
One detail is easy to get wrong from a screenshot: the quality dropdown does not read High / Medium / Low. The GraphicsQuality enum in the build is High = 0, Medium = 1, Low = 2, but the scene file GameScene.unity serializes the player-facing names as HighQualityLevelName: Ultra, MediumQualityLevelName: Medium, LowQualityLevelName: Very Low. The label you click on the top row is Ultra, not High, and the bottom row you want on minimum-spec hardware is Very Low. Ultrawide is handled separately: UltrawideUIScaleMultiplier is fixed at 0.7 and the narrow-view threshold at 0.65, which is why the interface re-flows its HP orb, XP bar and ability bar instead of clipping on wide monitors.
No shadow quality slider, no texture quality slider, no anti-aliasing toggle, no volumetric setting — one dropdown picks a whole Unity quality preset. Three positions and no per-feature levers is the technical reason the recommended GPU is a GTX 660, and why your first hour is about the feature tree, not graphics options.
13 interface languages
| # | Language | Note |
|---|---|---|
| 1 | English | source language |
| 2 | French | |
| 3 | German | |
| 4 | Spanish - Spain | regional variant, not Latin American Spanish |
| 5 | Japanese | |
| 6 | Korean | |
| 7 | Polish | |
| 8 | Portuguese - Brazil | |
| 9 | Russian | |
| 10 | Simplified Chinese | |
| 11 | Traditional Chinese | |
| 12 | Thai | the one almost every third-party page misses |
| 13 | Turkish |
There is no Italian. Note the gap between UI language and achievement text: the 37 achievement descriptions are verified in English and Chinese only, so a Thai interface does not promise Thai achievement text.
What the store page does not tell you
| Question | Status as of October 1, 2026 |
|---|---|
| Peak RAM usage | Officially unpublished — only the 130 MB reduction in 1.0.0g |
| Frame rate target | Officially unpublished; in-game default is 60 with uncapped available |
| VRAM requirement | Not stated on the store page |
| Steam Deck support | Officially undeclared, both directions |
| Controller support | Officially undeclared; mouse-only officially confirmed |
| Sales, players total, revenue | Never published by Steam |
| Peak or average CCU | Never published; only live snapshots exist |
| Uninstall steps, refund terms | No official data |
Review count and concurrent players, with timestamps
Both of these move daily, so the reading matters more than the number.
| Metric | Reading | Read at |
|---|---|---|
| Total reviews (all languages, all purchase types) | 771 | October 1, 2026 |
| Positive / negative | 559 / 212 | October 1, 2026 |
| Positive rate | 72.5% | October 1, 2026 |
| Steam's own score band | Mostly Positive (review_score 6) | October 1, 2026 |
Concurrent players are a different matter, because that number is a live snapshot rather than a published statistic. Three readings taken on the morning of October 1, 2026:
| Read at (CST) | Concurrent players |
|---|---|
| 00:32 | 31,298 |
| 00:39 | 31,194 |
| 02:45 | 29,746 |
Roughly 1,500 players left between 00:39 and 02:45 — under two hours. Treat any single CCU figure you see anywhere, on this site or another, as true only for the minute it was sampled. If you are comparing two numbers from different pages and they disagree, that is usually two samples taken hours apart, not one of them being wrong. What holds across every reading is the order of magnitude: this is a game with tens of thousands of people in it simultaneously on day three, and no peak or daily-average figure is published by Steam.
FAQ
Is Deskrawl on Steam Deck? Officially, nobody knows. No Steam Deck or Steam Input tag across 12 categories, and no announcement mentioning it. Community players report it working under Proton 10 — community-reported, not a developer statement. The workarounds are in Deskrawl on Steam Deck.
Does Deskrawl have a Mac or Linux version? No. The store API reports mac: false and linux: false, and mac_requirements and linux_requirements come back as empty arrays rather than a filled-in spec.
Can I play Deskrawl with a controller? Mouse-only play is officially confirmed via the "Mouse Only Option" tag. Controller support is not declared: the app publishes no controller data and no Partial Controller Support tag.
Is $4.89 the normal price? No. That is the launch-week reading with a 30% discount applied to the $6.99 list price.
What is the difference between the Ultra and Very Low settings? Those are the top and bottom of the single quality dropdown, whose underlying enum is High, Medium and Low. There are no per-feature graphics options to adjust separately.
Related Guides
- Is Deskrawl worth it? — the review distribution behind that price
- Deskrawl on Steam Deck — community-sourced Proton setup, since the developer said nothing
- Deskrawl memory usage and FPS — what the 130 MB fix means for a background game
- Demo vs 1.0 — whether your demo or beta save survived launch
- Deskrawl beginner guide — what to unlock first once it runs
More Deskrawl: Idle ARPG Guides
Demon Skulls are the only entry currency, and the rule is odd: entry only checks your balance, and the skull is deducted after you clear the stage.
Deskrawl has exactly three difficulties. Inferno multiplies enemy HP sixfold and is the only tier that drops Divine gear, rune sets and Mythic content.
The real Deskrawl loot table from the 1.0 build — 87-95% no-drop rolls on trash mobs, chest contents, and what patch 1.0.0g actually changed.
The verified Deskrawl +10 upgrade table: four guaranteed levels, then 75%, 50%, 40%, 30%, 20% and 10% — plus the material each slot needs.
The 68 official Deskrawl stat affixes and the per-slot roll pools, plus the 11-vs-12 equipment slot puzzle solved: rings occupy two slots.
Exact Deskrawl socket costs from the 1.0 build: 100 ore plus 400 gold per item level, level 30 to unlock, and the five slots that cannot be socketed.
There is no gold map in Deskrawl. Gold comes from offline mob rolls scaled by difficulty bonus, Life Skills gold find, and the lucky wheel.
Deskrawl has six rarity tiers ending in Divine, not Epic. The Divine drop chance, its Inferno-only gate, and why you should never salvage one.
