
Create an extrasolar efficiency utopia from scratch! In this sci-fi city builder you need to start mining operations, plan production, and lay down transportation routes to ensure a smooth supply chain.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Sep 1 → 0.71/day in the week after.
About
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 1.6Kreviews | 82% | — | $1.6M |
| $6.25−75% | 31ratings | 80% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 81 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A promising transport game that still feels unfinished InfraSpace has a genuinely strong foundation. The graphics are excellent, the buildings feel alive, and small details such as moving machinery on rooftops make the city enjoyable to watch. Buildings become taller as they grow more efficient, which gives the city a visible sense of development. The basic concept is good, the production overview is useful, and the mechanics are easy to understand. New players can get into the game quickly, while experienced players in the genre will barely need a tutorial. I also appreciate that the developers still release occasional bug fixes and substantial performance improvements, despite considering the game finished since 2023. Unfortunately, that finished status is also the reason for my negative review. In my opinion, InfraSpace is not finished. It still feels like an Early Access game, especially in the areas that are supposed to form its core: traffic management and logistics. The game provides roads, one-way roads, trains, gondolas, pipes, warehouses and distribution centres. The problem is not that transport methods are missing. The problem is that the player has almost no meaningful control over them. You build the infrastructure, but you cannot properly determine what should be transported, where it should go or which route it should take. The system is simply there, and then something happens in the background. That is not enough for a game that advertises detailed control over roads, railways and transport networks. The lane-management system allows some detailed road configuration, including deciding how individual lanes connect. Unfortunately, this is one of the only genuinely detailed traffic-management tools available. There is not even a proper overview showing where traffic congestion is occurring. When a building operates at 40% efficiency because of traffic, you often have to inspect roads manually until you find the problem. A traffic heatmap, coloured minimap or congestion overlay should be a basic feature in a game built around traffic management. There are also very few ways to control logistics: * You cannot properly decide which buildings may deliver to which destinations. * You cannot create global distribution rules, such as sending a percentage of steel to one industrial area, another percentage to a second area and the remainder to a depot. * You cannot prioritise certain materials for rail transport. * You cannot define fixed truck routes for specific buildings or vehicle types. * You cannot reliably ensure that critical materials such as steel or concrete are delivered to a specific facility. * Individual buildings cannot be throttled without reducing the output of an entire production category. * Distribution centres provide very little practical benefit and do not offer larger trucks, higher transport capacity or the ability to combine multiple goods into one shipment. * Warehouses and depots do not provide enough control over which resources they receive or where those resources are sent. The logistics logic itself can produce completely irrational results. I had two industrial locations on opposite sides of the map. Both locations produced and consumed steel locally. Instead of supplying nearby buildings, location A sent steel across the entire map to location B, while location B sent its steel back to location A. This completely destroys any attempt at efficient planning. The same problem occurs with warehouses. A warehouse located directly next to concrete and steel production may be ignored while trucks drive across the entire map to a different warehouse. Local production and consumption should be the most efficient solution, but the game frequently works against it. In practice, the only reliable approach is to centralise the production of a resource and distribute everything from that location. The game has a very clear style of network that it expects the player to build. Deviating from that style often causes inefficient and uncontrollable transport behaviour. That is disappointing because decentralised production should be one of the most interesting parts of a logistics game. Road and rail management also creates unnecessary manual work. Replacing roads deletes their existing traffic rules, forcing the player to configure them again. There is no convenient option to replace all roads or tracks of one type with another, and no efficient area tool for deleting only a specific road or rail type. The game also lacks several important management tools: * Better train management * Blueprints for groups of buildings * Multi-selection and copy-and-paste * Clear information about inactive or inefficient buildings * A proper overview of missing resources and stored materials * A visual overview of separate electricity networks and overloaded grids * Better resource and warehouse management * The ability to define which materials should use roads, railways or other transport systems * Proper routing and destination rules for trucks * Roundabout blueprints in different sizes Traffic management is presented as one of the game’s major selling points, yet the tools required to manage traffic are extremely limited. Gondolas are also disproportionately powerful compared with trains. They accelerate immediately, maintain a constant flow and require no meaningful loading or unloading delays. Trains, by comparison, take time to accelerate and spend significantly longer loading and unloading. Gondolas require large buildings, but from a transport perspective they function almost like a permanent flow of goods and can trivialise a large part of the logistics system. Pipes create a similar problem. Once pipes are researched, liquids largely disappear from road transport. In my city, this reduced traffic by roughly three quarters. However, after switching to pipes, there is also very little control over whether liquids should still be transported by road in specific situations. The city-building side is extremely shallow as well. Residential buildings mainly exist to provide workers and create demand for resources. Beyond that, the city itself has very little relevance. The city-building element feels more like a support system for the production chains than a meaningful part of the game. Progression is not satisfying. The late game mostly consists of waiting for research to finish or waiting for goods to travel from one location to another. Once the basic solution is understood, the gameplay becomes repetitive: build production buildings, surround them with a one-way road loop, connect that loop to a larger road and wait. The long playtime does not come from deep decision-making. Much of it comes from research timers and transport delays. InfraSpace could have been a major hit. The visual presentation is excellent, the core idea is strong and the developers have shown that they are capable of delivering technical improvements. But the systems required to support the central premise of the game are still missing or severely underdeveloped. The game offers many types of infrastructure, but almost none of the tools required to control them properly. For $5–10 during a sale, it may be worth trying as a relaxing sandbox. At full price, I cannot recommend it. The developers classify InfraSpace as a finished game. In my opinion, it is not finished. It offers far too little depth, particularly in traffic management and logistics, while the city-building component exists mainly to consume resources. It has the foundation of a good game, but in its current state it feels like a good Early Access demo rather than a complete transport and management simulation.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 21 → 1.4/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, French, Italian, German, Spanish - Spain, Simplified Chinese, Russian, Portuguese - Brazil, Dutch, Polish, Czech, Ukrainian +5 more
Hours played at review time, across 81 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]良かったとこ[/h2] ・タスクや敵襲に追われずにのんびり遊べる ・citys skylineのような交通事情を考慮した街づくり [h2]気になったとこ[/h2] ・見た目のわりにグラボがゲーム開始直後から唸る。設定を軽くすると消えるオブジェクトがある。 citys skylineに比べるとだいぶカジュアルなので、この手のジャンルが好きかどうか、値段に納得できるかどうかが好みの分かれ目になると思う。 あと、日本語の問題はDiscordで開発者に声をかけたらすぐ直してくれた。
I'm a casual gamer and city builders are super fun.... until they're way too complex and I'm not a mechanical engineer. This one works for me. Easy to understand. Easy setting is available. There are a few quality of life options I wish I had in the UI, but they are very minor. Progression of tech tree is pretty straightforward. I'm 7 hours in and I've only had to look up a solution to something once.
This was surprisingly addicting. If I was you, I would 100% read all the tutorials and information as I spent 15 hours on my first world and majorly ♥♥♥♥♥♥ up the supply chains and traffic as I didn't think it was that important and had to completely restart as it's incredibly difficult to recover from it
A great game with quite simple mechanics. I love the art style and the performance is really good but it becomes unplayable towards endgame because it causes huge RAM leaks (jumping from 7Gb to everything I have (30Gb) in a few seconds). For this reason I cannot go further in the game but I am looking forward to see this issue fixed in the near future. (and no I do not know what causes the RAM leaks)
An extremely fun and simple city builder. Unfortunately it's very buggy. It's easy to find posts of a common bug where resources simply will not path to their destination. For me, that just so happened to be a building that is required to "win". I have little to no cons for this game. It unfortunately is just unplayable. Shame.
Really fun and probably one of the most addicting games I've played in a while. Every time traffic would get backed up I would quit in the beginning and start new saves but I eventually just kept trying on one save and finally beat the game and got all the achievements.
My hours played are from idling until I can get enough resources and research completions to do what I actually want. Traffic is the biggest problem with this game so you won't be able to make one gigantic megacity that has everything. It has to be a network of various blocks connected in such a way that traffic won't interfere with other traffic. It's a fun time waster for city building, but I wish I could make the city I wanted instead of what was required.
Sarò breve e conciso: Consiglio a tutti quelli che voglio giocare a questo bel gestionale, dedicate il 99 % del vostro impegno e la vostra attenzione alla gestione del traffico, perchè sarà l'aspetto che vi porterà via la maggior parte del tempo e della pazienza che deciderete di dedicare a questo gioco. Buon divertimento ... più o meno.
面白いです。日本語訳がようわからんところがあるけど、なんとなく理解できる。
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.
Related
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