
Explore the beatiful world of Aiyana which is a procedurally generated, block builder, open world, survival crafting game with traditional RPG mechanics such as talent trees, infinite stat levelling and spells
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Aiyana is a beautiful yet deadly alien world. During the day the world is peaceful, except for the occasional carnivore. At night the planet comes to life and its everyone for themselves. A corruption is spreading through the world and each night it takes a hold of the plants and animals, making them deadlier than ever.
Aiyana aims to be an evolution of the voxel builder/block survival genre by giving players challenges and clear goals of progression whilst playing.

In order to survive the aggressive nightlife Aiyana features more complex fighting mechanics through its Talent Trees and magic systems. Spells can be unlocked by completing achievements and spending perk points in Talent Trees.
Here is the Rock Volley spell in action :
There are currently more than 25 spells and many of them are utilities such as being able to detect nearby ores/minerals, being able to hover in the air or simply to teleport you back home safely.
For those who are feeling more creative we have built a blueprint and structure builder system. How it works is you stake out an area of land and fill it with your structure. Once you're done you can copy and paste the structure into the world as many times as you like, provided you have enough resources.
Here is a house being built using the system:
There is also a creative mode for those just looking to build and over 800 unique blocks to build with.

To keep a long term save compelling, Aiyana uses an infinite level up system so that your character is always improving the longer you play. The foundation of this is fairly standard where using a stat will level it up. Use enough stamina and it will increase your stamina bar. Taking enough damage will eventually increase your health.
There is no cap to how much you can level up each stat, however the more you level up a stat the harder it will become to continue improving it.
This system is applied globally so that every action is affected including every spell you cast and things like your mining or chopping speed.
There is also:
A full screen map, Fishing, Enchanting, Dungeons, Farming, Cooking, Animal Taming and Archery.

Once you have upgraded your Totem to a high enough level you will unlock the Infinite Wave Survival mode where enemies will continously attack your base.
Once you end a challenge, blueprints are automatically placed over any destroyed blocks so you that your base can be automatically rebuilt.
Reaching high enough waves will unlock rewards such as perk points, new crafting, cooking and enchanting recipes.
Finally, your score will be converted into experience that can be invested into your attributes and your highscore is submitted to the Steam leaderboards.

While staying in a long term save is great, sometimes you also just want to start over and feel the struggle from the beginning again. With our anti-wiki feature each world will be different. Rather than looking up the best food to eat or which monster drops give the best potions, you will have to experiment in each save file to find the answer. A lot of these options are randomized so each new world will be different from the last.
For example, in one world eating a burger might increase your max health, in another it might improve your mining speed.
The aim with this mechanic is to make the game play less clinical and encourage you to play and experiment more with your world. Currently this system is only applied to a few mechanics but the aim is to expand upon it in the future.
Engagement
Reviews
After the learning curve quite fun. I extremely appreciate the-more-you-do-the-better-your-skill leveling (and having the choice to up the levels in other ways). It is sometimes a bit laggy now that I've explored ~2000 blocks in every direction (Author explains known water loading condition) and perhaps my biggest gripe is entities sometimes glitching through solid locks as they move or are pushed by other entities.
84 hours in, having tons of fun! During those 84 hours i spent some time sending in bug reports and feedback, and to my surprise the dev responded personally to help out with any issues i ran into. The game is in a good state at this point for Early Access. Completely playable but for example you may run in to the odd ghostly cow, you see it but it is not really there. Over the past week alone i know the dev has been fixing a bunch of bugs and he's always working on the game. So if you pick this up (which you should do when it is on sale for sure), please report any findings as this game truly deserves it to keep going and become even better. The world is pretty, the music lovely. Talent system lets you decide what you want to improve first. Your choice, play as you want. So you want to farm, mine, craft or build your own ranch where you breed animals? Fight melee or cast spells? By doing things you get better at them, which is a fun and logical way to improve skills. I find the way you get better at things is at a good rate, not too easy not too grindy. The game could use some more content, but the dev wants a solid base before expanding it, which imo is how it should be, and i am more then happy to wait for that. Seeing as how the dev listens to the players there is your shot of having a say in what you think a game should have. Looking forward to see where this game goes, and i know i'll be here for the ride :) Update on my review since some time has passed. 365 hours in now and still loving it. I am very impressed with the developers dedication to Aiyana, and to see that he still works on this every single day is amazing. Make sure to leave feedback if you decide to play. This game deserves it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 38 reviews with recorded playtime.
This game isn't perfect, obviously (no game is). However it is genuinely one of the best indie games I've played. The easiest way I can describe it is "Minecraft but for grownups and with purpose". It's a huge sandbox with a huge amount of stuff to do and accomplish. Build, see, explore, gain, live, grow. What I especially love is the progression. You get better at things by actually doing them. Run, and you become better at running. Use a skill, and you improve that skill. That might sound like a small thing, but it makes progression feel natural. Your character gets better because of the things you've actually done, rather than because you chopped 100 trees and dumped the resulting XP into something completely unrelated. The crafting has depth without becoming a second job. The game gives you things to work toward without constantly wasting your time. Exploration feels worthwhile. Progress feels earned. Most importantly, I regularly find myself wanting to see what's over the next hill or wondering what I'll eventually be capable of doing. There are plenty of things that can be improved, but the foundation here is fantastic. I want the dev to know that this is the kind of game development I wish I saw more often. The general idea of growth, exploration, etc. is SO amazing. Games should aspire to the same general philosophy: respect the player's time, make progression meaningful, give players freedom without making that freedom pointless, and build something that's actually fun to play rather than something designed around keeping people on a treadmill. Aiyana has enormous potential, and I genuinely hope the developer keeps building on what is already here. If you're looking at this game and wondering whether it's worth giving a chance: yes. Absolutely.
You can tell in every facet of the game that the developer is aware of what components make a game awesome! When you discover that this is one guy putting all this work in you will be stumped out how far along this game is even in early access. The consistency of updates and bug fixes, responding to the community within days to fix major and minor bugs alike, while also giving us new pieces is freaking amazing. The dev is onto something here. Mark my words Aiyana is here to stay.
its not without its problems. but I like it. Pros: looks really pretty for a minecraft-like voxel game The animal models in particular look quite good upgrading your totem to increase the safe zone of your base is a fun form of progression hybrid progression system is really great -get better at tons of stuff by doing the stuff -doing stuff also gives xp, and you can spend xp to get better at particular stuff -doing various achievementy things gets you perk points -surving waves in the "wave assault" minigame gets various things including perk points systems like alchemy, crop/pet quality and enchanting have a lot of depth and are rewarding if you are willing to figure them out and put in the effort. in-game and steam achievements are fair and rewarding. not spamming you, but also not demanding years of grind Cons: biomes are quite small, and each biome has a unique flower, grass, log, sapling, leaf. most enemies drop meat, fat and bones at a minimum. most also drop sever different types of leather/pelt or whatever. You only start the game with 20 inventory slots, and so early inventory management on outings is a bit heinous combat (incoming and outgoing) lacks any physics, and hits feel very flat. couple this with the fact that swing speed scales very high very fast, and you get a melee combat system that kinda feels like "face enemy and hold button until it dies" Spells use stamina, which is fine, but it makes archery just feel like worse magic that you have to carry ammo for "learn by doing" for melee/archery/spells can make you feel locked into an approach to combat, as the one without all the stacked benefits will underperform even if you invest in the gear/perks A lot of the perks require doing relevant things, and so sometimes I'd find myself sitting on perks unable to get anything I actually wanted Crafting some equipment requires very specific animal parts, and there are a lot of animals. I can't craft better armor because I need deer hides. My world has tons of wolves, cows, and sheep, but deer are very hard to find, which reminds me: mobs have VERY low base drop rates. as you go on you can get perks and potions that raise drop rates. progress also increases enemy level, and higher level enemies drop more stuff. This all sounds fine on paper, but I needed 3 wolf leather strips to make the first bag upgrade and I had 1 leather strips at 30 wolves killed. UI is a bit unusual and is tough to get used to, UI for spells especially is cludgey and easy to mess up if you want to have easy access to casting more than one spell Lots of places with "coming soon" signs, which is a little worrying given how longs its been out (2+ years) and how long the dev says he's been working on the project (10+ years)
The game is kinda fun, quite a bit janky though, there are some basic bugs that needs to be sorted out. mostly UI stuff or inventory stuff that i've noticed so far. for example, you can get locked out of the crafting tables etc, or move items and they disappear, in some cases you can craft stuff without actually using materials. Doors can't be walked through when opened, tested this with different doors. the game would be better with some cool fight music. more quests to do would be nice, but guessing that in the future there will be more stuff, the tutorial or whatever ends fairly quickly. decent graphics, The game has a lot of UI issues, issues with crafting and items disappearing. when my portal disappeared i felt kinda done, (it had not been placed and was on my second action bar or in inventory at the time) i can't get a new one, can't craft one since it's a reward from building the oracle level, no way to reclaim it. the achievement: "it's a lie" is actually very apt in this context since the portal actually disappeared and so can't be used with portals around the world xD i'm guessing this portal disappearance is either because of the common inventory bug or a different one due to moving the totem thingy, not sure. either way it's annoying that it can't be crafted after earning it. game's good, needs some love but all around fun to play. however it's littered with the most basic of inventory bugs, if you buy the game, don't expect to keep any of what you work for, because it can randomly disappear when moving stuff around in chests or your inventory/hotbar. just a bit lacking in content but that's expected for early access games. hopefully these issues will be fixed quickly. EDIT: the new update fixed some of the inventory issues and other bugs. the portal is still an issue since i still don't have one or a way to reclaim it, but otherwise at least the dev is focusing on bug fixing which is great! i had a crash after using the teleport which kinda sucks, game hard crashed after the recent update.
good game still needs a lot off work. likes to pause the character quite a bit for no apparent reason.
A very good voxel ea. I'd compare it to Vintage Story, but with less annoying enemy mechanics and much more streamlined crafting. I ran into a couple bugs, but nothing game breaking. A simple save and reload fixed them.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $1.2M | 4.9K | 93% | $7.49 | |
| $37.9K | 150 | 50% | $9.99 | |
| $3.2K | 17 | 71% | $8.99 | |
| $178 | 1 | 100% | $6.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $20.6K | 159 | 89% | $4.99 | |
| $20.6K | 217 | 90% | $4.99 | |
| $20.6K | 80 | 64% | $6.99 | |
| $20.6K | 972 | 89% | $0.99 | |
| $20.6K | 122 | 55% | $7.99 | |
| $20.6K | 60 | 63% | $9.99 |