
As a new Manager, build a happy community and trade with other races... for profit. Yes, that's right, we need their happiness so we can power up our portals. The Lings, your workers, will obey you and help you with your village. But beware, they can cause a lot of problems too.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 6 → 0/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
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−80% | 147reviews | 35% | — | $12.5K |
| $3.74−75% | — | — | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun little city Sim, well done.
not recommended! game is very bland and boring and lacks depth.
Good game rich in gameplay. Interesting keeping mechanics, good graphic and cool sounding.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Portuguese - Brazil, Spanish - Spain, Simplified Chinese, French, German*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a good time killer game. I own it on PC and my Switch. The controls are a little weird but I truly enjoy the game to just sit back and relax. I have put in so many hours on the Switch so I will be logging a lot of hours on PC.
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I've played a while and tried it sevral times to get into this game but it's just so damn slow... Continously the lings or w/e they are called just seemed to do anything but what they were supposed to do and after my third or fourth try to get into it I managed to seemingly make them craft a workbench and a single stonebrick. This games AI just doesn't make any sense to me... I usually love games like this especially isometric ones but this... Not to mention that the buildings menu is a mess... House A and House B aswell as House C... workbenches in the same category as axes etc.pp... the whole UI just felt like a mess to me. Anyway ... I wanted to like it, I tried to like it ... but after roughly 25 minutes of honestly trying I deinstalled it and don't even feel like touching it anymore. Maybe I've done something wrong, or not, but yeah... I sadly can't recommend it. Some notes for the developer (if they are even read) : 1. This game has lots of potential... so here a few well meant tips : Overwork the UI , make a seperate window for workbenches and seperate many things out... make it way easier to keep track of... in addition please properly sort the houses and make it clearly visible what they need ... also give them proper names , "house A , House B" etc. just sounds so friken cheap and low effort that it isn't even funny :/ Add a "living " tab for houses and maybe a "production" tab with the warehouse etc. pp. 2. Another important thing would be to add ressource bars for the most crucial ressources so one doesn't always has to check the storage or gets surprised by low amounts of building materials which always happened to me. 3. Add an AI "ordering" system for lings or generally overwork the AI ... Allow people to set task priorities or outright ban tasks for some lings .. for example 1: Craft 2: gather 3: Haul etc.pp ... make it easily manageable and also add the ability to directly influence them atleast a tiny bit ... A Lumberjack / or any ling really with a crafting order should prioritize said crafting order and make sure to gather ressources to fullfill that crafting order... not headlessly run around like a headless chicken doing everything but crafting that damn plank for days on end sometimes. 4. Make the whole "diplomacy" system less invasive... Directly getting contracts here and a contract there so early in the game just highly confuses people especially if one of the races for some reason suddenly declares war ... it makes the whole system feel like a jumbled mess and invasive/pushy instead of helpful or fun. 5. overwork road placing - Roads should be able to connect to other roads flawlessly ... if 2 roads are built seperately they seemingly cannot merge which always left a spot of grass left in my case which was highly annoying... add an option to make close roads like that automatically merge together or allow placing road tiles inbetween two roads to "connect" them into one road. 6. building placement system - Allow placing "blueprints" and allow the creation of buildings to be cancelled... most definately work on the ressource issues... lings seemingly always picked ressources and brought it to the building within a fixed order ... if the recipe shows 5 wood 6 stones 10 rooftiles they would first bring 5 wood, then 6 stones , then 10 rooftiles instead of going for the fastest route and just placing everything at once... even had it happen that i had enough rooftiles but lacked a stonebrick so the whole thing came to a halt cause they first had to create said stonebrick which also took way too long and I didn't even notice it as I wasn't even notified , noticed it considerably later as the building still wasn't finished despite seemingly having enough ressources.... 7. Overwork the building "ai" ... see point 6 , in addition to that I often had it happen that a ling was carrying some ressources to a building site that already were carried there so they ended up turning around once another one already placed that ressource into the building and the needed quantity for said building was reached... this was really irritating... one idea coming to mind would be a global reserved variable ... lings can " opt in" to that variable let's say temphouse1.wood and "reserve" a space in said variable. if it needs 5 wood it has 5 spots and lings can say " i wanna do that" and reserve a spot starting to haul it there ... that way other lings know " ah.. that variable is full, means wood is being carried there!"... add a timer to it so if it isn't carried there within so and so many seconds someone else takes over... PS: I'm not a programmer, that's just a spontaneous idea, if it works Idk. 8. Don't make it start in the dark at night and make it easier to illuminate the place... I really can't see ♥♥♥♥ everytime I try starting a game .... 9. And just a quickie - Add better notifications ... makes it visible that something is missing with an uninvasive popup or maybe if stocks are getting low or if there's an issue, people will thank you for that. There are many more nitpicks I have but those are the ones that spontaneously come to mind... I really hope this game goes places . Regards me
中文版新手教學的字體小到要用放大鏡去看 貿易商店不知是BUG還是怎麼樣,貌似移動路線重疊兩隻NPC就卡在那裏也不買東西 遊戲內容不是很有趣,除了低畫質外還限定要30日內完成任務目標,沒有自由模式 敵人除了晚上會有狼跑來還有跟其他種族關係太惡劣偶爾跑來亂也沒別的了,遊戲基本上是在完成任務目標 這遊戲不是戰略遊戲,建造方面也沒甚麼難度 這樣的遊戲內容說實在就算特價也不值得
ABANDONNED
Abandonado, o que tem no game nao vale o preço que cobram e como ja tem anos que foi largado nao acho que vão voltar a atualizar ele.
Community Inc es un juego que compre hace ya un tiempo pero por problemas tecnicos no logre jugar por mucho tiempo. El concepto es simple y dentro de los city builder sandbox es el mejor desarrollado que e encontrado. Sin embargo debemos notar que le falta mucho para hacerse notar. Aun faltan muchas cosas para ser un juego que se oponga a otros de construcion de aldeas, como banished, surviving the aftermath (aun en EAcc pero con reviews positivas) o stone hearth, sin embargo con algunas updates importantes y quizas soporte de mods (aceptemoslo, los modders hacen los juegos mejores), este podria ser uno de los mayores competidores del genero. Este juego deberia considerarse un early access dado lo que le falta, pero si TinyBuild decide seguir trabajando en el con el tiempo podriamos ver las reseñas haciendo un No Man's Sky.
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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