
Gather resources, craft components, build vehicles, and code their logic in a physics-driven engineering sandbox and full scale space sim.
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): 0.14/day in the week to Sep 11 → 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
Archean is an immersive Engineering Sandbox and Space Sim.
The only tech tree is the one in your head. Archean simulates aerodynamics, orbital mechanics, fluids and electricity from the actual shape and wiring of your builds, then hands you an in-game programming language and gets out of your way.
No unlocks, no invisible stats doing the work. If your plane flies, it's because you built a plane that flies.
In other words, we simulate real physics and let you figure out the rest.
This game (and custom engine) is developed by a passionate team of two, and will stay that way.

Engineering is the game.
There's no separate build editor. You build everything in the world, in first person, standing on the half-finished wing.
If it looks like a wing, it flies like a wing.
There are no wing blocks. Lift, drag, stall, stability, control authority. All of it is computed from the actual shape of your build. Air and water run on the same physics too, so a wing turns into a hydrofoil as it dips underwater. Planes, boats, submarines, re-entry vehicles: same rules, different shapes.
Wire it. Program it. Trust it with your life.
Every build is a machine: power, fuel, fluids, sensors, thrust. Hook them up however you want, then program the behavior yourself in XenonCode, our in-game programming language, or drag wires in the visual node editor if that's more your thing. Autopilots, launch sequencers, docking computers, mining rigs. Yours to write, yours to debug.
Space, at full scale.
Planets are real-sized and real distances apart. You will never run out of map. Orbital mechanics run in real time: you can dock at your friend's station while both of you are tearing around the planet at orbital velocity. There's no speed limit either. Keep accelerating up to 0.99c, just remember that slowing down is your problem. And if a two-body approximation offends you, full n-body physics is one config line away.
Sunrise isn't a timer.
The day-night cycle isn't scripted. Planets actually spin, with axial tilt, while orbiting the sun. When dawn comes, it's because the ground under your feet rotated into the sunlight. Build a solar farm and you'll start caring exactly how long that takes.
Yes, you are walking on a sphere the size of the earth, not just a flat map.
The Earth, before anyone.
A full-scale young Earth: real topography, the Moon is huge in the sky, nothing alive yet but the green stuff. You're the first engineer this planet has ever had.
Seal it, pressurize it, live in it.
A cabin either holds pressure or it leaks. Compartments are scanned voxel by voxel for airtightness, and your spacecraft, submarine or airship has to actually pass that test. Then walk through the thing in first person, from the reactor room to the cockpit.
Voltage, plumbing, and thermodynamics.
Electricity comes in low and high voltage, with relays, junctions and converters in between. You design the grid, not just the generator.
Earn every part.
Adventure mode starts you with bare hands on a planet. Scan for ore, dig it up, crush it, craft it. Every part of your ship started as a rock somewhere. If you'd rather skip straight to engineering, Creative mode gives you everything from the start.
Damage isn't a health bar.
Things break the way they were built: physically. A damaged wing sheds lift and gains drag. Now you're wrestling a plane that pulls to one side. Take good care of your vehicles and they'll serve you well!
Gravity is something you engineer.
There is no gravity-generator block. Want weight in deep space? Burn at a steady 1 g, or spin your station and live on the inside of the ring. Centrifugal force is a thing, Coriolis wobble included.
Alone, or with people as obsessed as you.
Play solo, with friends, or on public servers. Each server sets its own rules, star systems and mods. And the whole thing is fully ray-traced, because we're rendering nerds too.
Your solar system is a config file.
Mass in kilograms, orbits in meters, atmospheric composition by mole fraction. Our default Moon orbits at geosynchronous distance, but a few edited lines give you the real present-day solar system, or one that never existed.
Built to be modded.
Create a mod from inside the game, model your component in Blender with our official plugin, script its behavior in XenonCode (screens, animations, ports and all), then drop in a YAML file to make it craftable. Every server picks which mods it runs. If you can imagine a component, you can ship it.
The short version:
Shape-based aerodynamics, no wing blocks
In-game programming: XenonCode + visual nodes
Real-time orbital mechanics
Full-scale planets
No artificial speed limit
Day-night cycle from real planet rotation
Pressurization and air-tightness
First-person, walk anywhere
Adventure and Creative modes
Explosions and destruction
Custom Dashboards and HUDs
Solo, co-op, or public servers
Fully ray-traced
Our five commandments
It's NOT arcade-style and we do not underestimate our players.
Seamless transitions, no loading screens, EVER!
No fake boundaries. No skyboxes. No predefined paths.
Immersive, first person controls and no cutscenes.
Everything has a realistic purpose based on science.
We have developed a new programming language designed to be easy to learn and optimal for in-game virtual computers.
The game has a built-in cooperative editor with syntax highlighting and multi-cursor support, as well as a node-based visual editor to facilitate scripting.


Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
might be the best and only game of its kind i've ever played. please take my money
Good game, quite in depth None of the jank you would find in stormworks or similar games, it's like a breath of fresh air The devs are pretty active too, and actually listen to feedback The good: Aerodynamics are exceptional, planes feel like planes, air feels like air rather than jello, and the system is shared between all fluids, so you can easily make hydrofoils There's ground effect, so ekranoplans are possible Space behaves like space, like KSP, reentry heating will kill you if your vehicle isn't properly designed There's not only blocks but triangles and struts, so you aren't limited to basic shapes in building Both visual and code programming feel pretty nice and intuitive to use Multiplayer that actually works, and is stable, something stormworks could never achieve in it's many years of development The not so good: Driving physics aren't great, could use some work A good number of bugs related to docking Some fluid densities aren't realistic Majority of the documentation is ai generated, very sad
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Traditional Chinese
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
good game. 10/10 on the autism meter. However, the learning curve is more like a cliff at some points. The nodes are quite lacking as well as xenon code. However, the wiki is a great utility for anyone who wants to get into this game. Devs are also amazing at what they do, and listen to community feedback regularly. It has a very good potential in becoming amazing. Overall satisfying game for those who love engineering and tinkering.
This game is so good if you like programming and/or building, definite buy
The devs seem unafraid to try new things and generally step outside the comfort zone of the gaming industry standard. This has left me thinking "Why don't more games do this?" a few times in the few hours I've played so far. There's a learning curve, but there's also in-game documentation to help you through it, and things are very intuitive once you get the basics.
Left a review on the demo game. I liked it so much I bought the full version. The complexity is thrilling. The documentation is a bit lacking but I was able to figure things out, including the programming bit.
für mich ist es kein richtiges spiel das ist eher was für Leute die Programmieren können und auch für Anfänger die was lernen wollen es macht mir sehr viel spaß
ide needs a little improvement (ex. ctrl+f doesn't work, no multi cursor etc.) but other than that it's pretty impressive
tried to make water vehicle and instantly got reminded that i am retarded
i dont understand how a game this simple cant break 60fps on a 3070 with 32gb of ram but whatever dude the aerodynamics are trash the reflection slop is headache inducing and i'd have a better time using a broomstick to steer a tractor in deep space with no eyeballs
Players by region
Where this game's players are, estimated from review languages.
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