No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $319.3K — a different platform, not this one.
From Everfrost to Bellsong, many a peaceful year has passed in Everdell — but the time has come for new territories to be settled and new cities to be established... Adapted from the award-winning board game from Tabletop Tycoon, Everdell is a fantastical city building game combining worker placement and strategic card play to create a new civilization. Gather resources to build fanciful Constructions and recruit colorful Critters to make your city thrive. Each card in your city scores points, and after four seasons have passed the highest-scoring city wins! Face off against other founders in cross-platform multiplayer games, or test your civic wits with AI play and Solo Challenges! On each turn, you'll take one of three actions: 1.) Place a Worker. Send one of your helpful workers out into the valley to gather resources! Berries, Twigs, Resin, Pebbles...and of course Cards! You'll need them all to help your new civilization grow. 2.) Play a Card. Your city can hold up to 15 Construction and Critter cards. Cards generate resources, open up new abilities, and score points to win the game! Discover combos and synergies to race past your opponents. 3.) Prepare for the Next Season. When the seasons change, your workers come home and get ready for the next round. But plan your city carefully! After four seasons, the Winter Moon returns and the game will end. There are buildings to construct, lively characters to meet, events to host— you will have a busy year ahead of you! Will the sun shine brightest on your city before the winter moon rises? Welcome to Everdell!
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the App Store price pass of Aug 16: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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.
Latest in each market: best PL #69, worst CA #99 · 3 markets collected
Ratings
Each storefront's own ratings counter and average — separate, overlapping audiences, never added together.
14 of 15 markets; the rest gave no counter or aren't reached yet, not markets where nobody rated it.
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): 1.71/day in the week to Aug 11 → 4/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days App Store · Top Paid · Japan has just 11 day-to-day chart moves that followed a price cut, against 2,669 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
From Everfrost to Bellsong, many a peaceful year has passed in Everdell — but the time has come for new territories to be settled and new cities to be established... Adapted from the award-winning board game from Tabletop Tycoon, Everdell is a fantastical city building game combining worker placement and strategic card play to create a new civilization. Gather resources to build fanciful Constructions and recruit colorful Critters to make your city thrive. Each card in your city scores points, and after four seasons have passed the highest-scoring city wins! Face off against other founders in cross-platform multiplayer games, or test your civic wits with AI play and Solo Challenges! On each turn, you'll take one of three actions: 1.) Place a Worker. Send one of your helpful workers out into the valley to gather resources! Berries, Twigs, Resin, Pebbles...and of course Cards! You'll need them all to help your new civilization grow. 2.) Play a Card. Your city can hold up to 15 Construction and Critter cards. Cards generate resources, open up new abilities, and score points to win the game! Discover combos and synergies to race past your opponents. 3.) Prepare for the Next Season. When the seasons change, your workers come home and get ready for the next round. But plan your city carefully! After four seasons, the Winter Moon returns and the game will end. There are buildings to construct, lively characters to meet, events to host— you will have a busy year ahead of you! Will the sun shine brightest on your city before the winter moon rises? Welcome to Everdell!
Stats
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Sums Google Play only; App Store publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
App StoreYou are here | $9.99 | 2.8Kratings | 96% | — | not modelled |
| $9.99 | 3Kratings | 96% | — | $481.9K |
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.
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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