
Cities: Skylines is a modern take on the classic city simulation. The game introduces new game play elements to realize the thrill and hardships of creating and maintaining a real city whilst expanding on some well-established tropes of the city building experience.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 292.3Kreviews | 93% | — | $204.8M |
| $99.99 | 28.9Kratings | 81% | — | not modelled | |
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 2577 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Строил город часа 4 нажал сохранить вылетела игра однозначно рекомендую
I build a city, a big beautiful city. . . whats that? "oh you need more water, gotchu - sends a tsunami
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Latest in each market: best CN #69, worst PL #95 · 6 markets collected
Reviews, worldwide (the counter carries no country): 24.71/day in the week to Aug 14 → 38.14/day in the week after.
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.
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, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Korean, Japanese
| $29.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"Buy Cities: Skylines Collection" "Your Price: £133.07"
Sloptimization.
First of all, I'd like to say, that if this game was good, I'd love it. I really like the concept, the style, the idea, but this game was built for rage baiting. I mean, the main thing that one has to do when building a city is manage traffic and the flow of goods. You could be a proffesional city planner, and fail at this task. Not because you're stupid or incapable of these two things, but because the game has one purpose, only one: create new ways, so it can ♥♥♥♥ with you. Let me tell you about my situation: I've built myself a city with 3 main areas: residential/commercial place, ore industry, oil industry. I've placed warehouses WITH RAILWAY CONNECTION for each and every material (such as commercial goods, zoned ore industry products, zoned oil industry products, metals, glass, petroleum, plastics). I obviusly placed these warehouses close to their desired production/consumer place, and connected them all to the outside (by rails)...... And exepct for a few trains, nothing happened. Buissneses started complaining about not having enough goods to sell, trucks started exporting stuff themselves, eventually the prodiction buildings were complaining about not having enough costumers, and buildings that would transform said products complained about not having sufficient supply (because all of the trucks from the buildings that produced things, were out "exporting" products instead of giving said products to the warehouses I've placed aproximately 30 meters away, so that warehouse could export it by train, AND in the rare cases, when trucks were willing to transfer these products to the warehouses, no trains came (and yes, I did connect them properly). Soooo, I placed cargo train terminals..... Trains came flooding in. You'd think: that's that, problem solved, BUT NOOOOO. i've placed these cargo train terminals (3 of them total) specificaly right next to the 3 main "centers" of my city (the commercial zone, oil and ore industry). AND GUESS WHAT. The one next to the ore industry was never used, instead trucks would go to the cargo train terminal placed for the oil industry, while there were already too many trucks there from exporting oil, BUT ALSO to that SAME train station, the game started importing COMMERCIAL GOODS FOR THE BUISSNESES (I think I made this obvius, but these 3 cargo train terminals were really far apart). The one train station that I've placed next to the commercial area received the goods i inteded for it, By now you might think I would give up, but no, I was determined I was gonna make it work. So I added cargo harbours to my commercial and oil industry area (my ore industry isn't connected to the ocean). The oil industry trucks stared using the train- and the ship terminals both, so that was good, BUT the trucks from the ore industry started coming to not only the cargo train terminal in the oil industry area, but now to the harbour too (mind you they were still ignoring the train station that I've placed DIRECTLY NEXT TO THEM, and also the warehouse still wasn't seeing any trains in that area), AND ALSO this CARGO HARBOUR stared receiving COMMERCIAL GOODS for the buissneses in my residential area, so this way, since all of these (really ♥♥♥♥♥♥♥ far) places started using the cargo harbour next to my oil industry (in case you've forgotten), a gridlock formed; so that was nice. Meanwhile all of this, the cargo dock near my commercial zone started receiving little to no goods, BUT trucks from the oil industry started using it, when in fact there was a heavy traffic ban in the district that the terminal was located in. And during all of this, the usual stuff happened: cars using only one lane in the four-lane ♥♥♥♥♥♥♥ highway, because they wanted to get off 39 ♥♥♥♥♥♥♥ miles from there; no logic in the cars' routes; trucks repeatedly violating the heavy traffic ban in the district; every building having a some kind of problem because of the mentioned traffic problems. So in cloncusion this game isn't ment to be played, it cannot be played. If you think you've found a solution to your problems, think again, because the game will find another way to ♥♥♥♥ you over. Thank you for reading this review contiaining a fraction of my pain and suffering...
apparently you can be even worse in the urban planning than the real estate developers
LAG
其实我觉得有点难玩所以退了,,,但是感觉还不错,,如果以后长脑子了再买回来,,
Can't refund because I've played to much? I've barely scratched it...
This game as a city builder is amazing! Yes this is the older version but it has been kept updated and perfectly functional, and the community created stuff for this game is endless. If you have a good PC you can expand the city area to use all 81 tiles of the map. You can start from scratch, or play a challenging level with a goal to achieve. Build a sandbox city or build a self sustaining financially stable city. Choices are endless, and this will forever be in my library for some play time. I just wish this version had the same back-end script for proper multi core use on modern CPUs. Currently this version is limited to only utilize a few of my 16 cores. So the limiting factor on city size a population performance is actually the game engine itself coming to a jam with instructions having to flow a specific logic sequence. This can be easily proved when I have a huge game population lagging, 75% of the CPU cores on my system just sit there and chill while the 2 or 4 cores working are screaming 100% pegged. Still a great game, but like anything there are limits.
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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