
Block’hood is a neighborhood-building simulator that celebrates the diversity and experimentation of cities and the unique ecosystems within them. Budding city planners will have access to 200+ building blocks to combine and to create unique neighborhoods and discover the implications of their designs.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese*, Portuguese - Portugal*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Italian*, Hungarian*, Korean**languages with full audio support
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] This game has great potential, but the developers abandoned it and did not continue its development.[/h1] I really like the concept of this game—building a city and ecosystem on a single 'cube,' where the city's development is only on a vertical level. The interface feels very clunky and not user-friendly. There is a lack of deeper integration between the functions of individual buildings and more developed micromanagement—which ultimately should be the main focus of the game, since it’s about city-building in a limited space. Also, the game lacks descriptions for individual buildings, where the description would explain their function and significance in more depth. After an hour of playing, the game becomes very repetitive, and the learning curve quickly peaks. The only goal then is to keep building more and more structures that increase the population and their needs [i] — for example, more and more houses to increase the population, more water treatment plants to ensure clean water, more power plants for the treatment plants, and so on. It’s just copy-paste.[/i] [b]- get it in extreme discount - worth about 3 $ max. It’s definitely not worth the full price. [/b]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a cute little sandbox builder, sort of. The actual gameplay aspect is so unfinished and glitchy that it doesn't really make much sense. It looks like the devs abandoned this game in favor of Common'hood, which also appears to be abandoned now and filled with game-breaking glitches. Fool me twice, I guess.
This game feels like a nice and original concept at first, but it is very clunky in practice and many mechanics just don't make any sense. As an example, there is a "reclaiming" mechanic, in which you have to use a bunch of resources to restore a ruined block into a functional one. Or you can just delete that block and place a new one, which is both absolutely free and instantaneous. The whole game is like that. You look at things and look again and try to understand how they make sense or why they are balanced that way. They simply don't and they simply aren't.
Hurts to give this a thumbs down, but it's really hard to recommend. I forget if I was gifted this game by a friend or picked it up since I'm into city-builders, but after years of seeing it sit in my library I decided to boot it up one cozy winter night. I started off by playing the tutorial, and got a feel for how to play the game. Next thing I decided to do was play the story mode - the entire thing (especially the first level) is [i]another guided tutorial.[/i] That started me off a little sour, but I kept playing since it's a nice looking game with an interesting premise. The building controls aren't very intuitive, and you need to wade through different menus to find the blocks you actually want to place - would've really liked to click on a block to place another of the same, or perhaps a row of blocks, or see its synergistic blocks that it needs to function. On that note, the game bombards you with different types of resources during the tutorial - every small thing is a resource that's either raising or falling. If there was a search bar to find certain buildings, I totally missed it. I spent about two and a half hours completing the 'story mode' - of which only about 7% owners actually did as of the time I'm writing this. The story mode might have been implemented later in the games development so not everyone got a chance to play it, but the game was last update in about 2018. Of my 2.5 hours playing the story mode, I spent 45-60 minutes trying to figure out why my buildings weren't working. For example, I had the necessary inputs (they were positive + growing since I had a positive trend), but the buildings weren't operating. Turns out that even though my resources were growing (which was part of the quest), my electricity wasn't above a certain threshold to start actually operating the building. Some of these smaller nuances weren't explained in the storymode, only that it needed power to operate. There was also some minor bugs/nitpicks - like my audio level settings not saving between loading into the story mode levels. I think it was a cute idea to have your previous builds persist throughout the story (it's about starting a neighbourhood, becoming greedy and exploitative, going to sh*t, then coming back years later and rebuilding for the better), but if your base is flawed - like you have too many resource consuming buildings which aren't punished during the storymode - you can start the next chapter with major deficits. The storymode has you do things like gather X resources, so you could build 20 buildings that produce that resource to finish the quest, but might cause problems later. There's also a system to 'restore' blocks, but a lot of the time it's easier to just demolish and replace them since there wasn't a building resource or anything in the storymode. The challenge/sandbox modes are probably different, but in the main level of the storymode you're restricted from building or removing many of the tiles on the map. However, for some reason I was able to place grass and tree tiles in multiple layers floating in the air - which is how I was able to get enough animals to clear chapter 5's quest. Maybe I'll come back and try the sandbox or challenge modes at some point, but the unintuitive gameplay really put me off, which is a shame since it's a cute concept. A lot of the reviews I've seen are from early access 2016, and from the sounds of it, nothing's really changed in the 'hood.
Oh, my god. I have never played a game with such severe oversight. And it hasn't been updated for seven years. In one of the "story missions" there is a decayed block hidden DEEP within the central pillar that can not be demolished, and the goal requires you to revive EVERY SINGLE BLOCK on the map. How the f$%k am I supposed to reach to that singular block if you don't let me demolish the external ones?? Also, you can't close building inventory. Because of that, you'll always have something attached to your mouse cursor. I have never, and I mean NEVER, played any other city builder with such sloppy UI design - I'm NOT saying it LOOKS BAD, however. Gotta be honest here, this game has some cool concepts and it surely looks good in its own way. But the execution was... let's just say not ideal. Good thing I got it during the last sale so it didn't cost much. Keep your hands off this game, unless you're on a severe "city builder withdrawal."
Unplayable on the Deck 🥴😟
Could not save game in story mode requiring complete restart of game. As others, game feels unfinished and unpolished.
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I see a lot of negative reviews. My honest experience with it is I had a lot of fun developing little self-sustaining communities. I like the look and sound of the game. It's not without it's quirks, and it definitely emphasized small plot vertically built balanced environments, but I really enjoyed what if offered. especially for something that goes on sale for less than five dollars.
A really well put together simcity-like ecologically focused strategy game of resource balancing. Has a nice but short narrative in story mode. My only quibble is that the interface is clunky, they didn't really solve selecting block locations in 3D
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.
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