
Craftopia is the brand new multiplayer survival action game made in Japan. We combined many features we find enjoyable, such as hunting, farming, hack-and-slash, building, automation to develop this game.
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): 1.14/day in the week to Aug 26 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 872 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
company made ♥♥♥♥ ton of money yet no major changes in years passion lasts until your pockets are full i guess
Отличная кооперативная игра, стилистически напоминающая Legend of Zelda.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 876 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
エルデン、モンハンのプレイ時間半日(リタイア)、サティスファクトリーのプレイ時間1000時間超のプレイヤーによるレビューです。 宣伝動画を見て始めたものの騙された印章が強い。 お勧めの理由。 Vloid提携で自分の好みの任意のアニメ調キャラを動かせる現在唯一のゲームだから。プラットホームとしては最高の環境といえる。下地はある。なんでもできる。なんでも用意できる。いわば自分で作らなくても遊べるVRCに近い。 が、残念な部分が多い。 まず枯渇には程遠い素材リスポーンがあるにも関わらず、インベントリが小さい。スタッシュはいくらでも作れるが各地に在庫を点在させても把握できなくなるし目の前のやりたい事がストレージ圧迫で出来ない。 移動がだるい。システム解放の為に必須なアイテムの種類が多く20秒ほどかかるポータルで往復を強いられる。 最適化の都合上仕方ないのかもしれないがロード時間が長い。スタートアップに45~55秒程かかり、これは15秒あたりの時点でキャラは読み込まれている。そしてフィールドでセーブしていた場合、敵から攻撃される。つまり30秒以上被弾しつづける。当然画面はブラックアウトしたまま。 戦闘がもっさりすぎる。最低難易度の時、間違いなく死にはしない。被ダメはほぼ無いに等しいし無駄に多い回復手段がある。ただ攻撃範囲が狭すぎ、発生が遅く、硬直が長い。結果、相手に重なって攻撃する事になる。しかし、最弱のモブ、野生動物と攻撃が重なった場合、一方的に負けダウンを取られる。一言でいうと爽快感が無い。 生産がだるい。 超お手軽に作業可能な反面、自動化ができない。3段階目まで文化ティアを進めたが、ここまでにできた事は各種生産設備に素材をぶち込み全スタックが自動で出来上がる事と、金策で用意した市場にアイテムをぶち込み定期的に売れる事。 以上。 ゲーム開始5分で自動化し、解放が進むとどんどんラインが出来ていくサティスファクトリーとは大分違う。 局地であるサバイバルクラフトと違い、解放の為に場所を移す必要がある為拠点を作りにくい。作っても無駄になる、もしくはゴミ捨て場になる。 その他、パッド操作の際、割り当てが重複しないトリガーでの攻撃が離した時に発生する事や、思わせぶりなフレーバテキストは大量にあるのに本当に必要なヘルプも履歴も無い事や、無意味なアイテムが存在する事など。ほぼ全てのシステムが残念である。 ただ、上記は好みにもよると思うのでサムズダウンにはしない。システムデザインのコンセプトを個人的に気に入らないだけだ。 自分の好きなキャラを動かせれば良い。「あぁー、歩いてる。走ってる!いいねぇ。凄いねぇ!」と思える人には良いと思う。 釣りもしたいね。 ストレージに魚を入れる余裕があれば。
Its easy to see this is a faoled attempt of making palworld. This game is a clone of: Genshin Impact Legend of zelda breath of the wild. And Pokemon This game is buggy and performance is pretty poor you can tell that they shifted gears to be all hands on deck with palworld and left some one by them self to carry on with oatches for the game so people cant say it has been abandoned. This game could be a really fun game but they need to sort out the performance issues.
when is Full release ? 😁
制作组一点都不上心,做了几年的游戏一点优化没有还把任务奖励全砍掉了,联机还经常卡顿。引导做的很烂,收集要素也是狗屎一坨,地图上根本不显示材料也没法追踪,有传送点但没法在复活点之间来回传送,地牢内死了不能立刻复活非要在地牢外复活。升级慢的要死,伤害打不出来被boss晕了打断大招真是独一份的吃屎体验。跑图也体验很差,法师前后摇过长非常容易死,战士打不出伤害更是难绷,抗伤害也没用。建造自动化意义不明不知道有什么用,材料是永远缺的。总的来说是非常烂的一款联机大世界探索游戏,能让人快速失去游戏乐趣。
NO WHERE NEAR THE SAME LEVEL OF QUALITY. Genuinely feel cheated. REFUNDED. Played on Xbox in the past... bought here to support PocketPair because, ya know, PalWorld is so good... plus the new update... I bought this based on the faith I had in the PalWorld dev... WTF is this? Horrendous pop-in, engine locked to 60fps but refuses to hit 60fps because the game is so poorly optimized. Seamless update wrecked what scraps of performance it had. How is this from PocketPair?
Dead game
I remember booting this game up around when it first released, before even Palworld, and let me tell you... The game was an absolute WRECK. Now? It actually feels like a game now. It feels like a weird child of Breath of The Wild, Palworld, and games like Terraria. Yes.. it can be a bit janky at times, but so is Palworld. ...And that's okay. Co-op is good, play with your friends, and a have a blast. A lot of the most recent negative reviews have been proven not true just by playing and finding out for myself. The most trouble you will have is having to clear the cache occasionally. Remember they are still working on it.
I really wanted to love this game, it had everything I like to play. Framing, crafting, building, combat, but it just ended up frustrating. The combat is in dire need of an update, lagging and unresponsive camera controls, just cause battles to be extra difficult for no reason other than you are pointed in the wrong direction and can't get turned around. It's a great concept but since they aren't updating anything with the game play it is an uninstall for me.
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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