Raccoin, the coin-pusher roguelike, sold 100K copies in just 24 hours

2 hours ago 1

Published Apr 1, 2026, 12:45 PM EDT

The Balatro-like sold 100,000 copies on its first day

Raccoin coin tower stacking in the middle of a board Image: Doraccoon/Playstack

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Fans of Balatro take note — there's a new riff on the moreish "number go up" genre on the scene, and it's already doing some impressive numbers on Steam. Raccoin, a coin-pushing roguelike builder where you combine special coins and powerful items to trigger massive payoffs, launched on March 31. The very next day, on April 1, the team at developer Doraccoon shared on Bluesky that Raccoin had sold more than 100,000 copies on Steam in just 24 hours.

We have some VERY exciting news! 🦝 RACCOIN has already reached over 100,000 units sold in just 24 hours! We’re honestly blown away! Thank you so much for your kindness, support, and love for this little coin machine. 💰 We hope you're having SO MUCH fun playing! #raccoin — RACCOIN (@raccoingame.bsky.social) 2026-04-01T10:30:09.761Z

Polygon's Deven McClure took Raccoin's demo for a spin back in December, and came away impressed by the strategic depth of this deceptively simple game. Raccoin runs feel like cultivating mastery, rather than exercises in frustration: "It’s the epitome of the “it’s so over” to “we’re so back” rollercoaster. There have been a few occasions where the game has asked a mortifyingly-bankrupt me if I wanted to abandon a run, but I stubbornly held on, only for a few more coins to trickle in and trigger a prize wheel spin that brought me back from the brink to win the round."

While Raccoin is unlikely to unseat Resident Evil Requiem as 2026's fastest-selling game anytime soon, 100,000 copies sold in just one day is a huge accomplishment for a small team during a difficult period for the industry. With nearly 20,000 new games released in 2025 alone, discoverability remains a massive challenge for indie developers. At GDC back in February, Steam owner Valve sparked backlash after company reps claimed that nearly 6,000 games made $100,000 or more on the platform last year, which many observers saw as a tone-deaf characterization of the existential threats facing the industry.

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