Indie Party Game MECCHA CHAMELEON Hits 10 Million Sales 16 Days After Release
MECCHA CHAMELEON, a low-cost party game from a tiny Japanese team, has become one of this year’s biggest Steam breakouts. In a Steam community post dated June 25, the developer said the game had reached 10 million sales just 16 days after its June 9 release. “We hit 10 million sales! Thank you so much for your support!” the post said.
That figure comes from the developer’s own Steam announcement, not a Valve earnings filing. Even so, the pace is striking for an indie release. MECCHA CHAMELEON is a hide-and-seek game in which players paint their bodies to blend into the environment while hunters try to spot them. Its simple setup, low entry price and streamer-friendly design helped turn it into a viral hit far beyond the usual reach of a small PC release.
Steam lists the game’s base price at $5.99. At that list price, 10 million copies would imply roughly $59.9 million in gross sales before Steam’s platform cut, taxes, refunds and any discounts. That is only a rough estimate, not a settled revenue figure. The true gross is likely lower: SteamDB recorded a lower $4.79 price during an early discount period, underscoring how uncertain any straight list-price calculation is.
Steam lists lemorion_1224 as both developer and publisher. Press coverage has described the game as a two-person project, with lemorion_1224 leading development and Haganeiro handling systems and engineering. Multiple outlets also reported that the game was built in roughly two months, though that detail comes from press reporting rather than Steam itself.
Its rise appears to have been driven more by creators than by conventional marketing. Automaton, citing co-developer HAGANEIRO’s posts on X, reported that the game used no paid advertising and spread organically through streaming and clips. The Steam store page openly leans into that strategy, telling video creators to “Include the name of this game in the title. (Required).”
The sales timeline on Steam shows how quickly momentum built. A June 13 Steam announcement said the game had sold 1 million copies. By June 15, the developer said it had reached 2 million. Ten days later, on June 25, that figure had jumped to 10 million sales.
Third-party player trackers also showed the game drawing hundreds of thousands of concurrent players at points, though exact peak figures vary depending on the tracker and snapshot. Some outlets cited around 340,000 players at once, while some SteamDB snapshots were lower, making it difficult to settle on a single definitive high-water mark.
What is clear is the scale of the breakout. Indie games rarely reach 10 million copies this quickly, especially at a bargain price and without a large marketing machine behind them. For comparison, GamesBeat reported that the AAA title Crimson Desert sold about 6 million copies in roughly three months, a useful reminder of how unusual MECCHA CHAMELEON’s sales pace has been.
For a small team and a game built around a straightforward party premise, that kind of trajectory is extraordinary. Whether the total continues climbing at the same rate or not, MECCHA CHAMELEON has already established itself as one of the standout Steam success stories of the year.