
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 904 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Excellent Jeu vraiment complet. Certaines mécaniques sont vraiment compliquées à comprendre. Le manque de mise à jour régulière effiloche la rétention de joueur et crée des mondes un peu vide à mon goût.
Not bad.
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, Simplified Chinese, Italian, Spanish - Spain, French, Portuguese - Brazil, Korean, Russian, German, Japanese
Hours played at review time, across 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very fun little game if you enjoy community based progression, roleplay, or just repetitive grinds. I'd even compare it in some ways to a solid minecraft progression pack or something similar, if that's your fancy you'll probably have some fun with this. All that said, I do recommend going in with some friends, makes the whole experience a lot better and prevents some of the harsher edges you get when relying on randoms.
its ok
:)
This is by far one of the most in-depth simulation games I have ever played. Don’t let the Minecraft-esque appearance fool you. Underneath the blocky graphics is an extraordinarily complex simulation of economics, government, ecology, logistics, specialization, and human cooperation. What makes *Eco* unique is that the real game is not simply crafting your way through a technology tree. It is watching a society form. Players specialize because no single person can efficiently do everything. A logger depends on carpenters and engineers. Miners supply masons and smiths. Farmers, hunters, and gatherers feed cooks, who in turn provide better nutrition that helps everyone progress. Transportation infrastructure becomes important because resources have to physically move through the world. Eventually stores appear, currencies develop, trade networks form, towns emerge, governments are created, and laws begin affecting how people actually behave. And those systems are not just decorative role-playing mechanics. They have real consequences. A government can tax certain activities, subsidize infrastructure, protect resources, regulate pollution, create public projects, or encourage particular industries. A poorly designed law can create unintended economic consequences. Resource shortages affect prices. Where someone builds their business matters because transportation costs matter. Roads, bridges, boats, tunnels, and eventually more advanced transportation can completely change regional economies. You can actually watch a primitive economy evolve into something resembling a functioning society. The ecological simulation adds another layer. Industry creates pollution. Resources are finite or renewable at different rates. Forests can be depleted or managed sustainably. Agriculture depends on appropriate land. The decisions players make while advancing civilization can affect the environment everyone shares. The most important thing to understand, however, is that **the quality of Eco depends heavily on the server you choose**. If you join a server where progression is too fast, everyone can do everything, or the only objective is reaching the end as quickly as possible, much of what makes Eco special disappears. It becomes a crafting race. The best servers are deliberately configured around cooperation. They limit specialization, establish meaningful progression milestones, encourage trade, and give civilization enough time to develop before the next technology tier becomes available. On those servers, reaching the next stage actually feels like something the community accomplished together. The season I am currently playing is a perfect example. The administrators deliberately bombarded the planet with meteors before the season began, leaving enormous craters throughout the world. Suddenly things that might normally be minor considerations have become major economic and engineering problems. Flat land is valuable. Forests are more strategically important. Roads have to navigate around craters. Boats may become much more important for transportation. Players are already discussing tunnels and other infrastructure much earlier than they normally would. That one change has altered settlement patterns, resource values, transportation planning, and the developing economy without simply increasing crafting costs or making progression artificially slower. That is what *Eco* does exceptionally well. It gives a community a set of interconnected systems and then lets unexpected consequences emerge from the decisions players make. It does have a learning curve, and it is absolutely not a game for everyone. If you are looking for a fast-paced survival game where you independently grind through a tech tree, there are better choices. Eco is at its best when you enjoy specialization, economics, planning, cooperation, politics, engineering, and watching complicated systems interact. But if that sounds interesting to you, there really isn't another game quite like it. After playing many simulation, survival, and crafting games, *Eco* remains the only one I have played that genuinely gives me a sense of how individuals specializing in different fields can gradually form towns, economies, infrastructure, governments, and eventually an interconnected civilization. Find a good long-term cooperative server before judging the game. It makes an enormous difference.
Parfait très très bon jeux
Понравилась игра хорошая
Première Run pour moi, il y a beaucoup d'infos et de fonctionnalités à apprendre, et surtout juste à connaître. A jouer en groupe pour avoir une meilleure compréhension.
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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