
Icaria is a robot colony builder where everything can be programmed. Build factories, design logistic networks, terraform the landscape, and explore an unknown alien world.
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 11 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0.11/day in the week to Aug 4 → 0/day in the week after.
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.
About
Automate a team of robots to gather resources, reshape terrain, and scale up factories on a procedurally generated alien world.
Every game you are exploring a different planet, with a different set of resources and biomes that present unique challenge. You start able to only see a small area, but as you progress you build out a radio network and unlock more of the world.
Expanding your colony requires ever increasing quantity of resources. Luckily, the planet you're on is ripe with them to find and use.
Anything you can do you can automate. It becomes a necessity as your colony grows larger, and recipes get more complex.
Single-player colony-builder
Automatable robots and factories
Procedurally generated voxel world
Mutable terrain
An easy-to-learn visual scripting language
Sharable scripts
Fog-of-war and power mechanics
Crafting
Trucks for long-distance transit
Trees that grow, die, and can be farmed
Genres
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is factory builder for people who want a "real challenge" with a 3d factory builder. I have a lot of time in games like Factorio, and everything being on 3d tiles makes everything much more challenging. You're also given pretty much all the tools you could ask for to program your robots and buildings exactly to spec to match the extra challenge. All in all, I think this is a great factory builder and done by a small team that's always active in the discord. Very good work.
GregTech-level autism. That's all you need to know.
This is a really fun game, especially for an early access game. You can do everything at your own pace, and once you get things automated you can plug away at figuring out other parts while the automation cruises in the background.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I liked the idea. But the 'programming' of the drones is so confusing and things that seem like they should work just don't. After ten minutes in the game a drone just stopped assembling buildings I put down. It should just assemble when I hit the assemble button or 6 on my keyboard but just wouldn't. I could fly it around but it had no roles, no programming, nothing to block it. Just decided not to work. Hopefully these things can get fixed. I looked online for some help on this but there's barely any info except a video on how to do the text programming which I don't need from the devs. Do not buy for now.
Bleibt im Tutorial hängen und ohne Tutorial hat man keine Ahnung weil nichts Selbsterklärend ist.
This game is very frustrating. It has a lot of potential. Unfortunately I cannot see what I need to do. I cannot get a storage to hold a certain item. This should be there for me. The game should not be hiding certain filters, or only letting me do things when it thinks I should be doing them. Currently I do not recommend. For example I couldn't get a crane to dig until the ground was flattened, to fill ground with a certain rock if it was full or had finished digging or to put stuff into a storage if it was full. I couldn't even get a normal storage to build because I couldn't get another storage to ask for iron. I shouldn't have to fight with the game to get it to work. Even hated ai couldn't work out. It was telling me that I should be able to do something but the game didn't give me the option to do it. (Not ai's fault but the game didn't give me full option) My recommendation to make the game easier to play and to have more people interested in it is to not have the game decide what options it thinks I should have. I want full control. I don't want to go into a text editor thing to get it do something. If games like Autonauts and Desynced etc can do it then this game should be able to do it too.
Only getting into to, but it checks so many boxes: * program entities, both moving drones and buildings * automation * resources that eventually will run out so one need to move on * blueprints * an interesting system of requests meaning that belts can share item types ... and I have still to start fooling around with liquids.
Great little game, but frustrating. The documentation is severely lacking. In some ways this is fun, as lots of experimentation is required to figure out how everything works. In other ways this is extremely frustrating, as lots of experimentation is required to figure out how ANYTHING works. The husk mechanics and the endgame are not described anywhere in-game, and explanations on the web are also very scarce at this point, so be prepared to spend a fair amount of time banging your head against a wall if you want to complete this game. Some in-game help is all that's needed to make this a much less frustrating experience. I also think some of the recipes could be better balanced. Power in particular feels overly expensive and makes the game feel grindier than it should. But overall, great fun.
This game seems to be in alpha state currently. It's playable, but it's quirky and wonky. There seems to be a lot of potential on it, though. If you do not mind playing a game that could have used another year of polish before being released, and follow its evolution, you can try it. Right now, recipe efficiency is what holds the game back the most, factory-wise. Everything is a huge net negative, and that in a world with "limited" resources. Players will feel pressured to hold back on rare resources to not to run out of those and get progress locked. The second worst offense is how everything is slow. Drones can carry only one item at a time, and you need hundreds of items to make anything. You can micromanage to try to circumvent this, but you're most likely going to just hit the 4x speed button and wait. The script language advertised is still quite simple. It's just a little flow control and half a dozen pre-made commands. You have 2 memory slots, and that's it. You can do stuff with it, just don't come into the game expecting to run a LUA or Python script on it.
I've enjoyed the game so far. It feels more advanced than a game like AutoNauts in terms of visual scripting, and it's more about linking processes together than raw scale in say modded Factorio.
Players by region
Where this game's players are, estimated from review languages.
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| — | 0 | — | — |
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