
Exark is a run-based engine builder where you command a gigantic ark-ship. Construct buildings, hire crew with unique skills, and exploit powerful synergies to survive your voyage to the rim of the world.
Modeled estimate, not a reported figure. How we estimate →
About
The world-machine is broken. The sun has become a baleful orb of radiation. The Celestial Bureaucracy is in disarray. You, the Captain-General of a great ark, must lead your people rimwards, away from the gaze of the green sun.
Survive your voyage by maximising your production of valuable resources:
Food fuels your buildings, and stockpiles increase their cycle speed.
Production allows you to construct more buildings on your ever-expanding ark.
Inspiration enables you to hire crew members with unique skills to improve your buildings.
... or buy buildings and hire crew members outright by spending Gold at the dockside markets.

Pick between a range of Great Houses, each with their own unique ark, buildings and crewmates. Command House Arioch's golden flagship, the Diurnal Ark, and harness the expertise of their engineers and artisans - or choose House Mnesis, whose ark, the titanic Shepherd Moon, is a motherlode of precious raw materials.
Exploit the Houses' specialities, mitigate their shortcomings, and lead them to a safe refuge on the rim.

Explore a vibrant world, with diverse biomes and settlements.
Command 4 unique Great Houses, each requiring a different strategy to reach victory.
Build your ultimate engine with over 100 buildings and specialized crew members.
Play at your own pace with pause and time acceleration.
Multiple routes to victory, either focusing on peaceful production or blasting your enemies into submission.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 104 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Runs are mostly the same, even between houses. There is tremendous potential but the game suffers from anti fun nonsense, where you CAN make a ton of different builds - but its punishing to deviate from anything. Everything is too expensive unless you build up an economy....but by the time you do that the run is half way over. They didn't add meta game progression, no ship upgrades, no hull dynamics - just entomb mechanics. And by the time you have the resources to freely build? Run is over. Makes ZERO sense to not have multiple worlds to travel through for long runs. Its a great idea, but lacks depth.
Great game concept but it honestly should still be in beta. The positives are: -the game is interesting, drawing from different genres (rogue like, autobattler, "city" builder) and doesn't feel stale. -it has enough different synergies to allow a level of replayability that completely fits the price. The negatives are: -the difficulty is very poorly balanced (you can die early but if you reach 2nd or 3rd shop and are kinda decent at optimizing your strategy, you are pretty much guaranteed to steamroll the rest of the game) -hazard-o meter (negative effects you can chose to add at the beginning of a run to make it more challenging) and enemy mechanics don't matter in an interesting way (exactly like the first point hazard and enemy mechanics will make you lose your early runs but wont be noticeable anymore as soon as you get your synergies going) -star atlas (the game only meta progression apart from unlocking different starting loadouts) once again same thing: it only makes an noticeable impact on the first two fights -a pretty minor one as not all games need a story but the tutorial make you feel like characters interactions will be a part of the game and they are just absent outside of the tutorial -the game could definitely use a compendium at the very least for buildings and crew as it is very hard to figure out/remember which is tied to which house (houses are the game equivalent of a starting loadout/class/race and will shape your run by defining what you have acces too) -the game isn't built to handle it's own mechanics properly, as soon as you get enough synergies going (especially the ones that involve accelerating buildings) the game start lagging very badly (imagine binding of isaac completely broken run barely playable levels of lag but that can be achieved in 70% of your runs instead of once in a while) TLDR: I really wish the best for the game and it's devs as I think they have some great material here and I hope I will be able to come back to it in the future and leave a positive review this time. But in it's current state I cannot in good faith recommend it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, German, Japanese, Korean, Simplified Chinese
Hours played at review time, across 104 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you've played the demo, you've already seen essentially everything. I bought it right away after enjoying the demo and thinking I'd get more out of the game, but found myself unsatisfied with the mechanical depth.
1.0 should be early access instead If this game was labeled as early access I would have been way more lenient with it, The game is not feature/content complete and feels underbaked, barely more content beyond what the demo offers, no story or explanation what is going on in this world and some ships are locked behind a "in development" banner I expected there to be more settlements after first (and only) boss, but the endless mode is just you getting spammed with enemies, without a break, making many buildings and crewmates useless. Can you call the "gatekeeper" even a boss? The boss is just a big ship with 3 bulletsponge turrets, instead of the usual 3 small ships. The are not even stages or different mechanics, just a dps/resource check before the end. But since the game is hiding its early access state i recommend playing the demo a few times (since this is pretty much the entire game minus the last boss, some missing graphics and difficulty sliders) and if you get not tired of it after a few runs you should buy it.
Good game but wont be recommending before following qol changes Star Atlas should be editable from the start menu instead of being its own thing. If i want to change it i have to click 4 buttons. Difficulty setting doesnt save between runs. to play a full difficulty run i have to click 20+ times per run.
Refreshing game in the roguelite/auto battler/inventory management genre. Enough that I see myself playing this for a good bit. The art and sound design is incredibly charming with a relatively mild learning curve to clear the game. It took me a few runs in the demo version to wrap my head around the core mechanics that when I delved into this I got to clear it first try. I have seen some typos and grammatical issues which hopefully is fixed in due time and haven't ran into a game breaking bug as of yet. Some QoL is sorely needed in parts of the game. My first point being a hotkey/keybind (and hotkey rebind) for the few buttons in terms of gameplay: decelerate time, accelerate time, return time to 1x, cancel, confirm. Otherwise, you are left with clicking a lot of buttons through every run and I can see that becoming annoying for people who want to do multiple runs of the game. (Note: Dev is actively taking feedback and has mentioned they have completed hotkeys for next update and may work on rebinds) Second bit of QoL I would like to see is ultrawide support. The game has the graphics option to run 21:9 but just slaps you in the eyes with the infamous vertical black bars on your edges. If you're on the fence about the game, try the demo to see if the gameplay is fun for you.
This game is begging for a positive review but it just doesn't deserve one. This has all of the makings of a fantastic "Backpack Battles" clone that operates on a PvE almost "Roguelike" aspect, but the entire idea falls apart in the execution. The biggest issue is that the game doesn't "ease" you into the game, but rather throws everything the game has to offer all at once. Alright, we'll call that a learning curve, sure. However, even as I'm trying to figure out if I want more Academic research or Workshop research, or hell, let's focus on Military or Commerce for whatever reason. The problem is that the game doesn't give you proper feedback of success or failure. You just breeze by until you fail with the same loadout you were just winning with and feeling like you've made all of the correct, "logical" choices that were made available to you. This game has a great idea, but fumbles so hard in the execution because it feels like the developers expect you to have the knowledge and build foresight of the actual developers themselves as you're just trying to get your feet wet. Hell, even the tutorial isn't clear on explaining on how to succeed, just "these are the mechanics and good luck!". Nothing in the game feels explained particularly well either - just text with game-specific language that expects you to understand it despite giving you nothing beyond a one-sentence message in a tutorial. I just ask the devs to go back and reconsider the onboarding process massively. I keep losing going into the fifth or sixth flight with no idea what I did right or I did wrong. I just bought buildings that made sense, linked up the synergies the best that I could, placed the "workers" on the best spots I thought possible, and yet I just end up losing and I have no idea why. I'm okay with accepting "skill issue", but again: nothing is explained well enough for me to figure out why that is.
Game is awesome. Only played it a bit so far, but it's scratching the itch that I've been hoping for from all the backpack battler type games. It's a unique spin on the idea, and it rewards you greatly for cleverness. Only complaint is it could use some optimization for when things get really broken. On the last battle, my game was LAGGING from all the triggers going on.
Idk, I did absolutely fine in the demo and it seemed pretty chill, many options to just try to build some cool synergies and stuff and you'll do fine, no, the game expects u to understand some kinda meta gaming tech to even get past the first map. Idk why games do this hard knowledge block within 30 minutes into the game but its a cheap and lazy way to artificially extend gameplay and force learning without providing game design to facilitate the learning process, roguelikes especially love this design philosophy but this isnt labeled as one and even roguelikes allow the player many mistakes thier first difficulty going into the game and being able to win. You could have easily just made an easy mode to cruise through for new players the first couple hours and you woulda probably been fine with an encyclopedia or in depth guide not a how to buy things guide?!? like a what all these arbitrary game specific traits and things signify and relate to one another and examples of good approaches to building and synergy.
Should be early access... feels under baked. Rules aren't all clear or obvious (eg some items/buildings expire). The in between-building fights are wash-and-repeat. Some sprites are still missing, or just repeated with hue-shifts. The harder difficulty options don't seem to have any reward (or maybe they do? It's not clear). On paper I love the base idea of the game, inventory management can be really great when you find a good combo. But in practice, it's rare to find that combo, and the game wears itself thin quickly. Should currently be $5. But I bet with a little more cooking and a few more updates this'll be a great game.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $264 | 5 | 100% | $1.99 | |
| $6.1K | 29 | 62% | $6.99 | |
| — | 0 | — | — | |
| $37K | 101 | 61% | $12.99 | |
| $14.6K | 54 | 94% | $9.99 | |
| $882 | 88 | 85% | $0.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $49.9K | 70 | 57% | $19.99 | |
| $49.9K | 108 | 94% | $12.99 | |
| $49.9K | 245 | 82% | $11.99 | |
| $49.8K | 140 | 89% | $14.99 | |
| $49.8K | 74 | 84% | $29.99 | |
| $49.8K | 189 | 73% | $9.99 |