
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 2,402 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
With a caveat: For those who really enjoy in depth engineering and crafting it will be a very cool game. Once you get the hang of the interactions and the systems, they've put together a decent building system. Unfortunately, the complexity and depth needed to 'learn rocket science' and even to get a simple ground vehicle hooked up to run and move correctly is more than I'm interested in doing.
во👍
Space Engineers refugee here who really enjoys this game!
Media

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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, 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
This game is beyond exceptional, I couldn't recommend it enough. I bought it at first because i was starting to learn how to code, and this game provided the perfect environment to see instant results of what the code produces, and how to interact with machines with the code. I completely give this game most of the credit for how much my knowledge of coding has improved over time, and other topics such as aerodynamics and nuclear power. I'm definitely no expert in any of these, but needing the knowledge to improve my base and vehicles provided the right amount of push to learn more. The game runs super smooth with amazing graphics, and 99% of the time when i thought i encountered a bug it was usually me messing up the code or wiring something the wrong way. There has been a very minor bug or two that I've noticed, but they were soon fixed afterwards and weren't any issue. When I play this game, it never feels like time wasted, I always feel like I've learned more and accomplished something, even when it's as simple as getting my car doors to swing the right way automatically when I exit it. I thoroughly look forward to every update, and hope that this gem gets more awareness from everyone as time passes
Alright so this game is just awesome. Some say it's just a tech-demo, which it kinda is but if you like programming and a bit of engineering this is a great game. You can do whatever you want. The devs are also great, they respond to our feedback and are often in the general chats, I don't see why you would criticise them. Now for the future plans: - Survival update is going to be awesome since it includes destruction and pressurization - Non-RT mode will also be awesome since more players will be able to play. - Mechanical update is going to be super amazing, it will be very interesting to experience with self-built gyroscopes and just more advanced engines and the like - Full modding SDK will basically make this game incomparable. It will give everyone the ability to add any feature. You can change anything I think all of these features will take a year or two to arrive but they're going to be awesome. I hope I could give you a comprehensive overview of this game and have fun playing!
Please add the ability to draw straight lines from point to point. Drawing "ladder" lines is a pain :) And thank you for the great game!
ye, i like
Hâte de voir la suite
Está MUY MUY verde para lo que quieren lograr. Los gráficos ambientales que he visto son muy buenos, pero las dinámicas de los objetos que creas están todavía por desarrollar. Les animo a continuar porque podría ser espectacular. Lo peor que he visto hasta ahora son los choques entre estructuras, incluso con el jugador, dado que creo que lo trata como una estructura cuando no está sentado. Las físicas se vuelven locas ahí. Solo las 24 horas que le he echado me han valido la pena, pero me fastidia no poder continuar. Se que lo que quieren hacer es difícil, pero animo a los desarrolladores a continuar, porque podría desbancar a otros del género.
gutes spiel
Players by region
Where this game's players are, estimated from review languages.
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