
ICARUS is a solo or multiplayer PvE survival game. Explore a savage wilderness in the aftermath of terraforming gone wrong. Complete narrative quests as either Open World operations or Individual Missions. Explore, build, craft and hunt while seeking your fortune and prospecting for exotic matter.
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.
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.
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.
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): 23.71/day in the week to Aug 30 → 56.14/day in the week after.
About
However you want to experience Icarus, you can.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 2820 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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他人へオススメするか判断が難しいゲームだが自分が好きなのでオススメ。人を選ぶマゾゲーなのは間違いない。 他のゲームの話になってしまうが、ブレスオ◯ザワイルドという誰もが認める神ゲーがある。私はこのゲームの序盤で雪山に迷い込んでしまい、夜が更け寒さで少ないハートが削られる中、やばいどうしようと焦り散らかしながらも、手持ちの薪と火打ち石があるのを思い出しそれを使って焚き火を起こし暖を取って一夜を明かした経験があった。なんというサバイバル感!とんでもない神ゲーだと感動したものだ。 このICARUSはそんなサバイバル要素を更に濃縮したようなゲームだ。 作業中の雪山で運悪く天候が悪化し、日が暮れ、吹雪で眼の前が全く見えない状況で、持ち込んでいた探知機で洞窟を見つけ逃げ込んだその中で焚き火を起こし危険生物の襲撃に怯えながら一夜を過ごす、そんな経験をすることは現実ではまず無いし、ゲーム上ですら中々無いが、ICARUSはそんな生死を分ける一瞬というものをゲーム上で体験できる。 なぜそんな緊張感を持ってプレイができるかというと、やはりこのゲームが様々な点で”不親切”であるからだ。 ブレワイは後半にもなると大量のハートに、ダウン時に自動復活してくれる妖精、無限に持てる食料と、いつでもできるワープでそのようなサバイバル要素は皆無になる。もちろんこれはストレスフリーなので素晴らしいことだ。 ICARUSではこんな事が起きる。 ・構築した拠点から30分間移動し続けることはザラ ・色々と準備して拠点を出たのに忘れ物をしたことに気づくも上記の移動時間が面倒すぎて現地にて下位互換を調達 ・手塩にかけて育成したペットが目を離した隙に危険生物の群れに襲われ帰ってこない ・無茶なポイントを行くように指定され、足場を作りながら向かうも、高いところから足をすべらせて骨折orダウン ・開けっ放しのドアに雨が差し込んで精密機器が破損したのに気づかずに作り直し 常識的に考えればこれらは苦痛以外の何物でもなく多くの人は嫌気が差すに違いないが、好意的に見ればこういった”不親切”がこのゲームの”サバイバル”を形作っていると言えるだろう。 そんな”不親切”の中で、他のゲームでは考えられないほどゆっくり着実に自分の資産を蓄え、拠点を大きくしていく体験にはじんわりとしたカタルシスを得ることができる。 ただ、ミッション後半で理不尽な命令を後付追加されるのだけはムカつくぞ!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: 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.
Latest in each market: best RU #34, worst AU #100 · 12 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 20/day in the week to Jul 23 → 154.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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*, French, German, Portuguese - Brazil, Russian, Spanish - Latin America, Japanese, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
год назад игра была на высоте.сейчас же после обнов которые мы как всегда ждём началась бредятина .у меня видюха 1650 и проц 5ый не вытягивают даже на минималках лаги такие хоть плачь. особенно во время сохранения игры.а до этого ждал новых длс теперь пока не наладят какие длс вообще играть расхотелось.
Игра для отдыха. Но! Выполнять миссии еще интереснее, особенно если ты не знаешь что за миссии. Рекомендую.
Its good with friends but oferall its too pay to play. And i dont mean that other games are not like that, but paying for the base game and having barely anything to do other than hardcore grinding is kind of a let down.
✤{ ГЕЙМПЛЕЙ }✤ ☐ Затянет на сотни часов ☑ Залипательно ☐ Стандартный геймплей ☐ Лучше посмотрите как горит огонь ☐ Полный провал (неиграбельно) ✤{ ГРАФИКА/ВИЗУАЛЬНЫЙ СТИЛЬ }✤ ☐ Шедевр ☑ Глаза радуются ☐ Норм ☐ Мыльное месиво ☐ Выкололо глазки ✤{ АУДИО }✤ ☐ Рай для ушей ☐ Хорошо ☑ Неплохо ☐ Плохо ☐ Теперь я глухой ✤{ АТМОСФЕРА И ПОВЕСТВОВАНИЕ }✤ ☐ Полное погружение ☑ Цепляет и держит интерес ☐ Обычный фон, чисто для галочки ☐ Слабо ☐ Отсутствует или полностью портит впечатление ✤{ ОПТИМИЗАЦИЯ }✤ ☐ Идеально (высокий FPS, без багов) ☐.Стабильно (редкие мелкие проблемы) ☐ Терпимо ☑ Проблемно ☐ Неиграбельно на любом железе { МОНЕТИЗАЦИЯ И ДОСТУПНОСТЬ }✤ ☐ Идеально (все бесплатно / честная разовая покупка) ☑ Адекватная (только косметика или оправданные DLC) ☐ Терпимая (дороговато, но жить можно) ☐ Агрессивная (выкачка денег / pay-to-win) ☐ Игра — это один большой банкомат ✤{ БАЛАНС }✤ ☑ Идеальный баланс ☐ Небольшие перекосы ☐ Рандом решает больше, чем ты ☐ Сплошной дисбаланс и боль ☐ Ад ✤{ ЦЕННОСТЬ ВРЕМЕНИ }✤ ☑ Каждая минута в кайф ☐ Время потрачено не зря ☐ Местами душновато, но сойдет ☐ Бессмысленный гринд ☐ Время в никуда ✤{ РЕИГРАБЕЛЬНОСТЬ }✤ ☐ Бесконечная база (хочется проходить снова и снова) ☐ Высокая (стоит перепройти или зависнуть надолго) ☑ Средняя (на один-два раза / пройти до титров) ☐ Слабая (едва хватает сил дойти до конца) ☐ Одноразка (забыл сразу после запуска) ✤( ЦЕНА/КАЧЕСТВО )✤ ☐ Стоит каждого рубля (или бесплатно) ☑ Хорошая покупка ☐ Если по скидке ☐ Переоценено (жалко потраченных денег) ☐ Не стоит даже бесплатно Очень сильно затягивает, в открытом мире тебе буквально нужно развиваться от палки и камня до огромных буров, бетономешалок и всяких внеземных технологий. Длс к этой игре конечно дороговаты, но я думаю это того стоит. Кайфую буквально от каждой минуты игры, залипаю на часов так по 4-8. Советую попробовать
Очень приятный выживач, но есть пару минусов: во-первых, есть много багов, во-вторых, довольно сложный интерфейс с различными усилегиями, тот же магазин за экзотику сложный, но понять все можно, а ещё если не выбрать рекомендуемый спавн то придутся перется через всю карту дабы выполнить задания или миссии. В общем игра очень понравилась особенно медведь с 67 уровнем!
Icarus could have been exceptional. The idea is fantastic. The world is gorgeous. The progression sounds wonderful on paper. Unfortunately, at some point during development, somebody apparently put “basic functionality” on a Post-it note, lost the Post-it, and released another paid DLC instead. I have never encountered clunkier building. Basic rotations are missing. Snapping behaves less like a construction tool and more like a personal vendetta. Pieces that clearly belong together occasionally refuse to acknowledge each other's existence. Building anything slightly ambitious eventually becomes a philosophical discussion between you and a roof. The menus aren't much better. Organization appears to have been achieved by putting every craftable object into a large bag, shaking vigorously, and blindly throwing the contents between the various machines. Then there are all the beautiful things you can acquire. I bought gorgeous furniture through DLC. Naturally, the next step was to decorate it with electrical cables and plumbing running everywhere like my house had been attacked by a drunken municipal engineer. Placement and connections have their own assortment of bugs, so even ruining your beautiful interior isn't always straightforward. Crafting gradually becomes less “survival and exploration” and more “Congratulations! Your new career is Procurement.” Want to make one item? Wonderful. First gather seventeen other things, process some of them into six additional things, discover you're missing sulfur, travel halfway across the planet, return, and realize you needed twice as much. Progress should eventually make survival easier. In Icarus, I merely became a more technologically sophisticated gatherer. And don't become too attached to defensive architecture. Animals can clip through reinforced fences, which rather undermines the traditional purpose of a fence. Apparently the local wildlife has researched quantum tunneling. The different maps could have provided wonderful reasons to travel and establish an interconnected existence. Instead, resources can't simply travel with you between maps. Find something on Elysium that you need elsewhere? How exciting! You have discovered an object you can admire while standing on Elysium. That summarizes much of my experience with Icarus: **possessing wonderful things and staring at them in my inventory.** There is a genuinely excellent game trapped inside this game. That's what makes it so frustrating. The developers created a beautiful world and an excellent underlying concept, but seem to have spent far too much energy expanding and monetizing it while basic systems desperately needed attention. Eventually, the frustration amply overtook the pleasure of playing. And that is such a shame, because I didn't stop playing Icarus because I disliked what it was trying to be. I stopped because I liked what it was trying to be far more than I liked what it actually was.
Kul spel massa saker att göra roliga uppdrag och häftiga djur
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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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