
A massive-scale real-time strategy game where you command entire armies on a dynamic battlefield. Conquer multiple worlds across several single-player campaigns; or play with your friends in multiplayer combat.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.86/day in the week to Sep 8 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ashes of the Singularity is one of those games that frustrates me more than a plainly bad RTS ever could, because I can see the outline of something I would have loved. Fundamentally, I actually like it more than Sins of a Solar Empire II. Its gameplay direction appeals to me much more. It is one of the few RTS games that seems genuinely interested in serving the "low micro" niche instead of treating frantic unit babysitting as sacred design law. I wish more developers took that idea seriously. The problem is that almost everything around that core feels underdeveloped, and in the end I have almost no drive to keep playing. The setting is a good example of that. The basic premise is strong: humanity evolving through mind uploading, Turinium as this ideal computing substrate, and an AI adversary positioned as a major civilizational threat. That should be fertile ground for all kinds of strange, ambitious science fiction. Instead, the game barely pushes the idea. There are no especially memorable encounters with alien intelligences, no environmental hazards or worldbuilding elements that transform the maps into something more conceptually alive, nothing equivalent to the way Tiberium in C&C makes its setting feel dangerous, distinctive, and integrated into the actual play experience. The lore is not bad, but it feels oddly conservative given the premise. It made me realize that Stardock, at least in games like this and Sins II, does not seem interested in pushing the envelope creatively right now. Their games do not just feel low-budget in production terms, they feel low-budget in imagination. That is what hurts, because mechanically I think Ashes is onto something. I like the macro focus. I like that it is trying to make large-scale RTS play work without drowning the player in constant micro-tax. In a genre that too often assumes annoyance equals skill, that alone makes it stand out to me. But the rest of the package is too lacking. The art direction is competent without being compelling, the presentation lacks punch, and the overall experience never develops the sort of momentum that makes me want to come back. I can admire the design direction and still feel no excitement when I launch the game, which is probably the most damning thing I can say about it. The campaign is interesting because it is not a total failure. In fact, I found it surprisingly fine on a basic narrative level. The dialogue is reasonably well written, at least to my taste, and there is enough coherence there that I never felt annoyed by it. But it also fails to become gripping. The opening stretch in particular is incredibly boring, and I honestly do not know how they managed that with a premise like this. Maybe the campaign would have worked better if it had thrown the player directly into the middle of the PHC-Substrate conflict instead of easing in so slowly from the very beginning. Whatever the reason, the story never generated that strong "I need to know what happens next" feeling for me. C&C 3, Tempest Rising, and even C&C 4 all did a better job of pulling me forward narratively, despite their own problems. That comparison with Tempest Rising is especially telling. I find that game lacking in almost the opposite way. Its visuals, cinematics, writing, and general presentation are leagues ahead of Ashes. It feels much more polished and much more confident in how it sells its world. But its gameplay is much more traditionally micro-oriented, and that still annoys me. Ashes, meanwhile, gets much closer to the kind of RTS I actually want to play, but wraps that in a package that feels too drab and too creatively restrained to hold my attention. So I end up in this absurd position where I respect Ashes more for its design priorities, yet feel less compelled to spend time with it. That is also why I have more hours in Sins of a Solar Empire II than in Ashes, even though, in some fundamental sense, I think I like Ashes more. Sins II has better presentation, and I am superficial enough to admit that presentation matters a lot to me. If I only cared about systems and mechanical depth in the abstract, I could just go play chess. Games need style, atmosphere, spectacle, and a sense that the developers cared about making the ideas feel alive rather than merely functional. I rated Sins II negatively too, because despite its depth it has almost no flavor text, no campaign worth mentioning, and often feels more like a polished mod than a full-blooded sequel. But Ashes affects me differently. Sins II leaves me cold. Ashes bothers me because I can see how close it was to being something I genuinely loved. That is ultimately my feeling on this game: it is not just disappointing, it is specifically the kind of disappointing that comes from wasted potential. The premise is strong, the gameplay direction is admirable, and there are flashes of competence in the campaign writing. But it never comes together into something vivid, daring, or emotionally engaging. It feels like a game built around one very good idea, surrounded by too little creativity and too little conviction everywhere else. If a few choices in its development had gone differently, this could have been great. Instead, it is a game I respect more than I enjoy.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Italian, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 825 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
its oke
GOOD GAME
GREAT GAME FOR RTS!!!
в принципе норм, только для такой мясной стратегии нужна ли такая графика.. а так классическая стратегия с постройкой
Sad the game never got the publicity it deserved
Having played a lot of Supreme Commander (and loved it) I would highly recommend Ashes of the Singularity to anyone with similar interests.
Buenos efectos, pero seria mejor si hubiera mas facciones
i like seeing the eye of darkness blow up stuff
BUGSTORMS, bugs bugs bugs bugs
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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