
Flooded is a reversed city-builder, in which you need to optimize your production on an island that shrinks over time. Gather enough resources to flee to safety, while the surrounding world is getting flooded.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 4 → 0/day in the week after.
About
Sums Steam only; PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.29−90% | 138reviews | 80% | — | $4.7K |
| $1.29−90% | 26ratings | 92% | — | not modelled | |
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
RTS w minimalistycznej oprawie, w którym próbujemy przetrwać w świecie, którego poziom wód wzrasta, przez co musimy głownie optymalizować produkcję i ulepszać budynki z dala od brzegów niż zajmować coraz to nowe połacie terenu. Może dlatego w opisie mamy nazwę „odwrócony RTS”, choć w sumie poza centralizacją budynków cała reszta nie różni się od gier tego typu. „Flooded” oferuje kampanię oraz tryb szybkiej gry i tryb nieskończony, które odblokujemy dopiero w trakcie kampanii. Sam tryb fabularny jest takim rozbudowanym samouczkiem na wiele godzin. W trakcie poszczególnych rozdziałów poznajemy coraz to nowsze możliwości, nowe budynki, opcje, nowe tereny, do których inaczej musimy podejść z rozgrywką. W trakcie gry musimy osiągać wyznaczone cele oraz przechodzić do kolejnej ery „płacąc” odpowiednią ilością wymaganego produktu (np. woda, ołów, metal itd.). Tymi celami jest przede wszystkim wybudowanie pewnej liczby konkretnych budynków, rozwinięcie jakiejś technologii a z czasem nawet zniszczenie wrogich jednostek. Aby nie było łatwo każde kolejne mapy mają utrudnienia w postaci mniejszej wyspy, twardego podłoża (wtedy trzeba inaczej pozyskiwać wodę), warunków pogodowych, czy piratów. Co jakiś czas poziom wód podnosi się (co kilka minut w grze), dlatego istotne jest szybkie rozwijanie naszej wyspy i budynków. Tutaj nie zrobimy sobie kawy, by popijając ją obserwowalibyśmy, jak rosną nam cyferki poszczególnych zasobów. Trzeba mieć cały czas rękę na pulsie. Pomimo tego „Flooded” nie jest jakąś frustrująca zabawą na czas. Podczas kampanii nie przegrałem ani razu na poziomie normalnym. Ogólnie kierujemy grupą ocalałych górników. Zaczynamy zawsze z główną kwaterą kopaczy, kilkoma budynkami mieszkalnymi, studnią i magazynem na wodę oraz kopalnią żelaza i jej magazynem. Z początku musimy takich budynków zbudować więcej, aby przejść do kolejnej ery (elektryczności), by odblokować możliwość tworzenia kolejnych budowli (np. paneli słonecznych, magazynów energii) a także wielu innych. Kolejna era to znowu kolejne budynki i odblokowanie możliwości ich ulepszenia. Możemy budować port, aby tworzyć statki zwiadowcze, które odsłaniają pytajniki na mapie (są to głównie miejsca z kuframi z określonymi zasobami), lub kontenerowce zbierające dane zasoby w pobliżu a także już jednostki bojowe. Drugi port z kolei pozwala nam handlować zasobami. Istotnym budynkiem jest laboratorium, w którym możemy rozwijać technologie, które zwiększają produkcję, obniżają koszty – po prostu ułatwiają nam rozgrywkę. Z racji ograniczonego miejsca na wyspach możemy na początku budować też tartak czy kamieniołom, który pozbywa się z wyspy drzew lub kamieni, tworząc w ten sposób puste miejsce, na którym możemy postawić ważny budynek. Jedną z ważniejszych budowli jest sztuczny ląd, który nieraz uratuje nasz budynek, do którego zbliża się woda. Każda budowla wymaga odpowiednich zasobów, zaś kopalnie wymagają też do pracy wody. Dopilnowanie tych trybików rozgrywki stanowi klucz do sukcesu. Oprawa graficzna jest prosta. Z początku może się wydawać nieczytelna, ale z czasem, gdy już przyzwyczaimy się do niej, to nie będziemy mieć problemów z rozróżnieniem poszczególnych budowli. Interfejs też jest czytelny. Tryb fabularny to prosta historyjka, naiwna, ale sympatyczna. Technicznie jest OK. Natrafiłem tylko na jeden błąd w ostatniej mapie kampanii - wyrzuciło mnie do pulpitu a gra się wyłączyła. Polskie napisy są w porządku. Nie jest to jakiś żmudny RTS i stanowi fajną odskocznię od tych rozbudowanych strategii na wiele godzin. „Flooded” to szybkie rozgrywki na jakieś pół godziny, godzinkę (w kampanii) a nawet zdecydowanie krócej, gdy ktoś jest obyty w gatunku. Mi gra podeszła, fajnie przy niej spędziłem czas, choć RTSy mam już raczej za sobą. Pewnie nieraz jeszcze ją odpalę. 7/10
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Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 30 → 0.29/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Polish, German, Simplified Chinese, Turkish
| $12.99 |
| 12ratings |
| 74% |
| — |
| not modelled |
| $12.99 | — | — | — | not modelled |
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.
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Flooded is a strikingly original strategy experience that reimagines the foundations of the city-builder genre by making collapse, rather than expansion, the central challenge. Developed by Artificial Disasters and published by Artificial Disasters alongside Surefire.Games and better. publishing, the game places players on a doomed island slowly being consumed by rising waters. Instead of rewarding long-term sprawl and steady growth, Flooded asks players to plan for loss, sacrifice, and constant adaptation, turning familiar resource-management mechanics into a tense exercise in survival under relentless pressure. The core gameplay loop is built around the uncomfortable reality that the land beneath your settlement is disappearing. As the sea level rises, usable terrain steadily vanishes, forcing you to dismantle buildings, reroute production chains, and rethink priorities again and again. This inversion of the traditional city-builder formula creates a persistent sense of urgency, as no decision is permanent and no structure is safe. Every tile becomes precious, and the act of choosing what to keep and what to abandon becomes one of the game’s most compelling strategic dilemmas. Flooded excels at making players feel the weight of these choices, as even well-optimized layouts must eventually yield to the encroaching water. Resource management is both demanding and deeply satisfying. Players must gather raw materials, refine them through layered production chains, and invest in upgrades that improve efficiency, all while working within a shrinking footprint. Because space is limited, optimal placement and timing are critical, and inefficient layouts are quickly punished. Technologies and relics can offer powerful advantages, but they never fully negate the pressure of the flood, ensuring that tension remains high throughout each run. The balance between short-term survival and long-term goals is finely tuned, encouraging careful planning without allowing players to settle into a single dominant strategy. Adding further complexity is the presence of hostile factions and environmental threats. Other survivor groups roam the surrounding waters and may raid your settlement, introducing a light defensive layer that complements the economic gameplay. Towers, traps, and defensive structures must be integrated into already tight layouts, creating additional trade-offs between protection and production. These encounters are not the primary focus of the game, but they add an important sense of danger and competition, reinforcing the theme that survival in Flooded is not only about managing nature, but also about fending off desperation-driven rivals. Replayability is supported through procedural island generation and multiple modes that encourage experimentation. Each island presents a different layout and resource distribution, subtly changing how players approach their early decisions and mid-game adjustments. The inclusion of roguelite elements, such as unlockable commanders and relics, allows knowledge gained from previous failures to influence future attempts without undermining the game’s core challenge. While the narrative elements remain understated, they provide enough thematic context to frame each run as part of a larger story about catastrophe, resilience, and the limits of human control. Visually, Flooded adopts a clean and colorful pixel-art style that prioritizes clarity over spectacle. The isometric perspective makes it easy to read the state of the island at a glance, which is crucial when land loss accelerates and decisions must be made quickly. The animation of rising water levels is simple yet effective, serving as a constant visual reminder of the ticking clock. Sound design and music remain restrained, supporting the atmosphere without distracting from the strategic focus, and reinforcing the somber tone of a world steadily slipping beneath the waves. Despite its strengths, Flooded’s highly focused concept may not appeal to everyone. The very mechanics that make it unique can also feel restrictive, especially for players accustomed to long-form city builders where growth and optimization unfold over hours without hard limits. Once the core systems are mastered, some players may find the overall structure predictable, as the flood’s inevitability defines the arc of every run. Interface refinements and quality-of-life improvements could also further smooth the experience during later stages, when rapid restructuring becomes essential. Ultimately, Flooded stands out as a thoughtful and daring take on strategy design, offering a fresh perspective on what city builders can be when they embrace impermanence and loss as fundamental mechanics. Its emphasis on adaptation, efficiency, and difficult trade-offs creates a memorable experience that rewards careful thinking and emotional resilience. While it may be a niche title, it is a compelling one, particularly for players who enjoy high-pressure management challenges and innovative twists on familiar genres. Rating: 8/10
省流:打折再入。 作为小品游戏来说还不错,比较简单好上手。但缺点也很明显,就是新鲜感过后,后面的流程过于重复,每一关都是换汤不换药。所有打海盗、捡破烂、清地图之类的关卡目标,都只是意思意思,实际上每关核心只有一个:拉产量。 挡不住洪潮的建议:前期可以选择性放弃一些偏远区域,甚至牺牲少部分矿点,因为科技升上去后是可以水下采矿的,矿沉没一部分不会影响。第一次洪潮不用急着拉墙,优先将铁矿产量拉起来。第二次洪潮开始拉另两种矿,死命造发电,选择性围一些过近的海域。基本上第四次洪潮就能有足够产量让你围一块够大的陆地出来了。
건물위에 건물 지으면 안될까요. 비버처럼.
创意不错,但数值基本上就跟俄罗斯人做经济一样。我玩简单都感到有压力且部分目标无法达成,另外两个难度是干嘛用的,这也要竞技和速通吗?
Recommending this game for its unique game mechanics. It has its own gameplay at least own kind of the games that I have played. A bit cozy and would group with games that is pixelated. Overall the game is about doing the random task to go to the "next age" to unlock other technology that will help you and reach the goals easier. Combining a little bit tower defense while managing your resource and random event (disasters). Do take note that it has every scenario has a timer that when the countdown ends. Your island shrinks so to win you'll have to reach the end goal or task no mater how tattered your base would be. There is also this option where you can set the scenario to only receive certain task, Music vibes with pixelated game with a little bit monotone just like the 90s. If you love those and with the mechanics I mentioned above. You'll definitely like this game.
Game is okay. Strategy game where you build your city on an island that gets smaller and smaller as it goes underwater. Relatively short, a bit more than 10+ hours to get all achievements and that already felt repetitive / grindy. The gameplay doesn't evolve that much during the campaign and overall this game does not seem to have a lot of depth.
좋은 게임은 맞는거같은데 나 RTS는 유사품조차도 안좋아하네...
100% 하는데 18시간 정도 걸림. 난도를 높이면 상당히 어렵고 땅이 넓어지면 재방만 만들다가 시간 다감.. 그냥 재밌게 할만함.
The music is the vibe for this game.
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Players by region
Where this game's players are, estimated from review languages.