
Build a civilization of real people, working together to advance society and stop a meteor, all without destroying the ecosystem in the process.
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): 1.43/day in the week to Aug 7 → 4.43/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.
About








Engagement
Reviews
Themes across 899 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game started great, then the original devs sold it to a company that refuses to add any content unless its a micro-transaction.
As an Alpha backer, I have been here since the beginning, and when the game first came out, I absolutely loved it. The core premise was fantastic: you had to build and collaborate with others to take out a meteor that would wipe out everything, all without destroying the ecosystem in the process. It had a bit of a grind to it, but it was manageable and genuinely fun to tackle alongside others. I recently started playing again, and unfortunately, it is just not as enjoyable as it used to be. Right from the start, you are bombarded with extra steps just to get through the tutorial. The development has also taken some strange turns, adding weird features like hosting dinner parties. Now, instead of focusing on the meteor and the environment, it feels like everyone is just hosting dinner parties and handing out rep points based on how well their store is doing. On top of that, the grind has become incredibly tedious. The crafting system forces you to jump through ridiculous hoops. You find yourself needing to make a thousand wooden dowels just to craft a couple of hewn planks to build your house, all while you are somehow still doing the tutorial. Instead of encouraging the meaningful collaboration the game was built on, it just bogs you down with unnecessary busywork. It is a real shame to see a game with such a great foundation become more of a chore than a fun survival experience.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.4M | 19.1K | 94% | $14.99 | |
| $9.4M | 227.6K | 87% | $3.99 | |
| $9.4M | 13.4K | 95% | $29.99 | |
| $9.4M | 16.7K | 82% | $24.99 | |
| $9.4M | 17.6K | 97% | $24.99 | |
| $9.4M | 13.9K | 98% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.8K | 50 | 56% | $9.99 | |
| $325.2M | 279.5K | 97% | $39.99 | |
| $7.2M | 44K | 89% | $5.99 | |
| $10.3M | 13.5K | 81% | $19.99 | |
| $65.1K | 102 | 66% | $19.99 | |
| $46.8K | 78 | 65% | $19.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Italian, Spanish - Spain, French, Portuguese - Brazil, Korean, Russian, German, Japanese
Hours played at review time, across 905 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If building was like bureaucracy it would be Eco. Eco, is a game you really will only get enjoyment if you have a really dedicated group of friends who can sink Europa Universalis levels of time into it. The idea of the game is a great one but it just does not fit together. For a multiplayer centric game the lack of a proper singleplayer mode does hurt it quite a bit, A proper campaign or even just a creative mode for fun could help eco quite a bit and even teach newer players for public lobbies.
A solid game when played with friends and without economy. The default mode, however, devolves into a time sink driven by endless competition — always doing more, accumulating more, and moving faster than other players.
I must say that I have played this game quite a bit over the years and enjoyed it very much at many points. Me not recommending it is due to the current state of the game or rather an issue a friend and I have with the game as it is now. We always started our runs together on fresh public servers and in former times we would get to be quite self-reliant for the most part, while still needing to collaborate with other players for getting good food, or parts which we could not build ourselves. It was a very nice balance which made us excited for new professions and tiers of materials. Now, however we find the game pushes towards even more collaboration to a point were we find ourselves very dependent on others for basic things. I really liked the game in the past and I hope that it might develop in a direction where I can enjoy it again and change this review.
Better than Minecraft. This game is criminally underrated — with the right marketing and a more active dev team, it could easily put Minecraft to shame. ECO is so unique that it’s almost impossible to capture its magic in words; you really have to experience it yourself. Just don’t play it solo — that’s a completely different (and honestly much weaker) experience. The real magic happens when you dive in with a community of friends, building, managing, and shaping the world together. ECO isn’t just another survival crafting game, it’s a social experiment wrapped in a sandbox — and it’s unlike anything else out there.
A typical example of a game with waaaay too many systems that don't really add much aside from making the game more tedious and seemingly stuck in endless EA. There could a fun game under all those layers, but there's just too much annoyance and overwhelmingly tedious things that you can't avoid. Also doesn't just have a lot of bugs, but bugs that haven't been fixes in YEARS.
I enjoy the game, but as someone who doesn't have a lot of friends to play with and doesn't like joining large public games, it is lacking. I would have loved to see the ability to remove some systems depending on game size, or a more sandbox mode for those of us who love the idea, but do not have the time required to do everything now required by themselves. A few updates ago it was amazing to play on my own, but some of the government systems and more complex processes have made it almost unplayable.
My wife and I played Eco in March of 2019 during ver 0.8 and have continued to return to it every few months when we get the itch to help save the world. In the past 6 years of development the game has changed not only in complexity but also in community. Eco was my Covid game and I have roughly 3700 hours played in the game (not held on the loading screen). Everyone's experience with this game will be different from one person to the next and you'll end up meeting a plethora of interesting and unique real life people. Just to highlight some of my experiences I got to help a town with a group of German friends without knowing any German. I got to have a conversation with a gentleman from Japan using signs and an online translator. I've helped create thriving economies, tribunal governments, industrial powerhouses and I've even been just a humble farmer. As of the time of this review the game is in Early Access, however I salute the developers for what they have created and will create with this project. They have put in massive amounts of work to get the game to the state that it currently is in and will never take away their accomplishments but without any further ado what i like about the game. Eco is a social game depending upon the difficulty that is set at world creation. You can play by yourself and do every profession in the game or you can play with a bunch of people and only have access to 2 or 3 professions. This concept of collaboration is where Eco shines the most. Meeting new and interesting people that you get to chat with while you're building a house, collecting resources, or setting up your shop. In the course of playing Eco I've learned about economic concepts like how currency works, what makes currency valuable, how currency can motivate people to do and the dangers of having too much or too little in circulation. Eco's system of government and laws will help anyone who is learning about logic statements in computer programming. I learned about If this than this statements, how to put conditions that trigger during certain events and I also was able to break a server for 12 hours because of a faulty logic statement (never do laws when you're sleepy). Oh the memories of fun times. Eco can also teach patience while you're waiting for someone to gain enough experience to gain their next star so a new technology can be unlocked. In the meantime you could then expand the roads out from a town to start making it easier for resources to be gathered. The possibilities are endless. Now for the bad stuff. If you've made it this far I congratulate you. Here is the part of the review where I complain about what I do not care for about Eco. The learning curve for Eco is steep and I do not feel that the tutorial covers everything to make someone successful competent on the first playthrough. I admit, I have not tried the new tutorial and with Eco being such a niche game, finding current information on the internet or forums can be a daunting task in and of itself. However I have yet to see anyone in a game tell someone to "get gud" when a question is asked of any community. Not to say that it won't or hasn't happened, I've never witnessed anyone being a gatekeeper when it comes to game mechanics. Modders have exploded the popularity of the game. Nearly every aspect of the game will have a mod available. Want to recycle pollution out of the game? Download this mod. Want to have fancy colored cars? Download this mod. Want to have 13 new skills to the game for whatever reason? We have a mod for that. Modding a game isn't necessarily a bad thing but for me I cannot find a server anymore that does not use 13 mods. Having a filter option would be nice. One of my current gripes about Eco is losing people. When the only brick maker never comes back to the server for whatever reason the game comes to a halt until someone picks up that skill again. I have yet to figure out how to keep people interested in a world when most of the current public servers have stripped out all the reasons to keep people invested in the world. Even the Official Public servers have quite a few people that log in and speedrun progression in 5 days when I still haven't gotten a house built. The repair system was added to Eco very recently as a way to keep beginner professions in demand all the way through end game content. Meaning that equipment can and does break down over time. Everything that is used to make something will, at some point, need to be repaired. I feel that the system needs a rework and perhaps making it a profession all on its own. I may be wrong as I am not a game designer, perhaps I've got too much time sunk into the game without a repair system. With that being said I will give this game the prairie dog out of ten. Definitely a solid game built around core concepts and gameplay loops. I cannot wait to see what the future holds for Eco.
This game demands you sacrifice all your free time to it, and what you get in return is drama/argumentation/insinuation. The co-operative aspects of this game are so synthetic that they very rarely extend out of in-groups (ie. Mod teams, irl friends/family). As a consequence small enclaves form and become self sufficient requiring zero interaction with a player market rendering the entire point of this game moot. If you are in any way shape and form a casual player or have no friends who want to play this game (very believable) you will be steamrolled by no-lifers or worst multi-accounters.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.