
From Glory To Goo is a Sci-Fi survival RTS set on an alien world. Serve as humanity's bulwark by establishing a colony and supporting your colonists still in orbit. But beware, for The Goo, a relentless and shape-shifting force approaches from all sides, even above and below.
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): 1.29/day in the week to Jul 30 → 2/day in the week after.
About
Expand your colony in a hostile alien environment and ensure you can supply enough shelter, water and power to your colonists.

As your spacecraft is pulled in by the planet more Goo will be drawn to your colony. Hold back the waves and make the most of the time when things are quiet.
Recruit and build a variety of units, some unlockable through research or uniquely available to certain captains.
Expansion is the key to survival. Claim valuable resources, discover wreckage from previous doomed expeditions as well as native aliens to ally or destroy and other secrets to aid you in your fight.
More Features
Experience new strategic choices every time you play, with procedurally generated maps across different biomes.
Repairing and upgrading your colony ship is the key to survival. Send resources back into space to allow for new modules to be built like manufacturing zones, laboratories and an array of weaponry.
Choose from a variety of unique captains that gain experience and level up as the game progresses. Find and unlock new weapons, skills and passive abilities that will assist you in driving back The Goo.
Unlock more ships, captains and biomes when you complete objectives whether you win or lose.
Multiple factions with units and buildings you can use, ally or destroy depending on your captain and biome. 




Engagement
Reviews
Themes across 158 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Amazing! Still under development but runs great. Scratches the $tarcr/|ft itch, in a single player pause-able format!!!
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For its price it's already gotten quite good, and the campaign is looking better than I actually hoped for when I bought it when it was skirmish and endless only.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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**languages with full audio support
Hours played at review time, across 158 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game seems hella fun
Excellent Base Defense / Zombie (Goo) Horde game. Tons of depth despite being early access.
峡谷地图设计根本不是人打的,左边三路要守,想拿资源只能向右,右边四家2v2,出去就在所有人交锋前线上,相当于最开始探图就要同时打两家虫两家机器人,前中期根本出不去,只能等机器人把虫子灭了(是的,机器人有远程,所以虫子打不过),然后1v2把机器人拦在中线,探上面的图。 但是所谓的灭了并不是杀掉地图上所有的虫子单位,而是打爆了非常靠前的一个建筑区,也就是说剩下地图依然遍布敌人,而且还是两家对打不会出的高级单位,必须用兵一点点清。 最逆天的是什么呢?守最后的时候,除了左边三路会同时出兵,右边所有的虫子和机器人也会一起打你,也就是说如果前面死扛四家,最后就是七路进京共襄盛举。 别忘了地图上有很多角落,里面藏着各种小怪和高级单位,而如果你没有速推拿下四家,剩下的机器人会以完整的半张图的高低级单位汇聚起来冲你,配合上面地图没清理干净的各种小虫子,藏起来的毁灭者大怪,一起砸掉你所有的经济,然后从你搭的桥冲向你的基地。 有人说我学北极圈炸桥不行吗?大不了经济不要了左边守住就行。哈哈,这个游戏的桥只能修不能拆,也就是说只要你开局做了桥,派英雄过去刷了经验,拿了资源就必须速推四家,不然就是七路进京 —————————————————————————————————————————————————————— Reply to devs: Units of the RFI, benefiting from their range advantage, will usually defeat the Goo in wars of attrition (a straightforward outcome under Lanc‑hester’s square‑versus‑linear law). Players encounter this very same problem when fighting the RFI. Heavy casualties inflicted by long‑range fire are completely unacceptable in the early‑game. A rational strategy is therefore to cross the bridge, establish an eastern bridgehead, and accumulate hero experience and levels at this position until the RFI eliminates the Goo. Hero squads can then be dispatched to clear the northern Goo‑infested sectors, while the eastern bridgehead holds off RFI patrols. Fortifications plus repair facilities counter the RFI’s long‑range advantage at low cost. This was my second attempt at this map. By the time the final wave arrived, I had relocated my primary economy to the north to secure minerals, power and uranium. Since this was my first time facing the end‑game assault, and no threat indicators appeared on the right‑hand side of the map, while earlier enemies behaved like static forces, I built no defences whatsoever. Events later proved that extensive defence was pointless: a handful of anti‑air guns could never defeat high‑tier threats such as Destroyers or tanks, and represented nothing but wasted expenditure. Just as Goo Destroyers and their remnant forces emerged from every shadowed corner to ravage my undefended economy — creating a substantial time‑offset away from RFI engagements — an undamaged RFI armoured spearhead broke through the eastern bridgehead. Designed only to fend off small patrol detachments rather than a full armoured division, the bridgehead fell, and the enemy drove straight for the colony core. As noted earlier, the RFI’s long‑range advantage inflicts severe attrition on front‑line units, a problem drastically worsened once high‑end units like tanks and missile launchers enter the fray. No force could hold out against this large mechanised combined‑arms group for more than three seconds. My large contingent of launch vehicles, originally deployed against the Goo on the left flank, lacked both the time and manoeuvre room to mass‑fire and destroy the assaulting enemy. My dozen‑plus assembly facilities were unable to produce replacement units amid economic collapse. Though I maintained an independent northern supply‑line with no reliance on eastern connections, Goo forces spilling in from all directions wrecked my entire economic infrastructure. Not even bridge demolition could halt the enemy’s rush toward the western colony hub. This combat mechanism forces players to destroy all four enemy encampments, or face a devastating two‑pronged end‑game assault by overwhelming high‑level forces. The problem lies in the eastern encampment, whose approaches are blocked by the advance routes of both factions. Any forward push will draw fire from both sides, making a breakthrough impossible without extreme fortification‑heavy investment. Once the RFI defeats the Goo, persistent RFI patrols block southward player exploration. Attempts to build new economic outposts leave players with two prohibitively costly options: destroy two RFI camps in a single strike, or conduct a slow, fortress‑bound advance step‑by‑step. Path‑finding bugs further prevent full clearance of the northern map. Queued patrol orders issued while fog‑of‑war is active frequently cause units to get stuck at map edges, forcing players to micromanage clearing forces at a steep time‑cost. Consequently, the northern economy rests on shaky foundations. This precarious economic foothold in turn grants the Goo the delay needed to out‑synch their offensive from RFI forces, guaranteeing the player takes the full brunt of attacks from both factions. As an Iron‑mode player, this system delivers a thoroughly frustrating and exhausting experience. I have no wish to commit another entire afternoon to replaying the first 200 cycles, content I have already completed twice.
Great RTS with a ton of replayability and customizability. Has a ton of cool concepts, like artillery and anti air, different types of meta progression including unit variations and different factions and a spaceship that you develop alongside your base and can support you in various ways. I also really appreciate the simplicity and the fact that you simply mine and use your resources, instead of going the Factorio way of endless processing, I really hope this does not change in the future. It clearly is an early access game and it sometimes shows, with small things like buildings Z fighting, units getting unselected, enemies not getting hit while out of bounds or in water and a bunch of other small things, but I've never encountered anything remotely gamebreaking. With the developer adding new content, like the campaign, it's a steal. Looking forward to more content.
it scratches that og starcraft command and conquer itch for me. great rts. story is fun and the game is simple but complex. oxymoron aside, buy it if you like rts games.
The campaign really elevates this game.
Amazing tower defense game with a great simple economy system.
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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