
Machine Mind is an action game in a post-apocalyptic setting with elements of survival and RTS. You will fight, craft modules, build your transport, develop and protect your base. You can control other vehicles to automate operations. Discover all the secrets of the destroyed 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): 1.57/day in the week to Aug 13 → 3.57/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.
About
The world survived a nuclear war after a mysterious virus swept the planet and wiped out most of the humanity. Some managed to find refuge in an orbital station, and Earth has become a wasteland ruled by mad raiders.
After your ship crashed, your personality was preserved in a special consciousness module thanks to an experimental programme, but you remain a prisoner of the metal shell. Use the rovers to survive, reconnect with the orbital station, and solve the mysteries of the catastrophe that changed everything.
Make weapons, modules and equipment from the resources you gather to upgrade your machines and fortify your base. Build and modify rovers with the help of various modules that you can adapt for different tasks, from mining to fighting.

Reconstruct destroyed bases, build defences and structures to survive in dangerous conditions, engage in intense battles with raiders and bosses using advanced weapons and combat modules, and be ready for the challenges of nature: you’ll have to deal with disasters such as sandstorms and radiation.

Assign transport rovers to resource gathering, construction, and defence tasks. Plan actions and appoint roles to machines to focus on strategy.

Explore a variety of locations, from wastelands to abandoned factories, each full of resources, enemies and secrets.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 107 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An interesting idea, but slow. Very little explanation on how things work. Requires google to understand what is needed. Text spills out of where it should be. Tech tree is hidden, so when you need specific technology to advance the plot, you have to guess on what to do- leading you to advance far down one part of the tree trying to find a specific technology, only to discover (again, via google) that the technology is down another branch. Enemies are predictable. A lot of the combat is kiting enemies. Making the cars is fun. The game is unfinished, period. I should have refunded the game at less than 2 hours.
Good game that is plagued with bugs and annoying mechanics The goods: - Art style and visual is really good. The game looks great - The RTS portion of the game is fun and is quite different than traditional RTS. - The module system allows for fully customizable rovers. You can build many different rovers to fit each specific task - Fighting enemy waves was fun, the weapons all feel pretty good to use. - The story is decent. There are a few twists to it which are interesting enough to keep playing The bad: - Bugs. There are still many bugs that I encountered throughout my 30+ hrs of gameplay. From minor annoying bugs to major game breaking bug. Luckily the dev was very quick to response and was able to fix up my save file from a bug in less than 2hrs from when I message them - Bots are dumb. They often get themselves killed and I have to reload. For example, I add an antenna to extend the bot coverage. The antenna covers a small portion of the freezing biome. The bot then decided to venture there and quickly got frozen and got killed by enemy because they can't run away. They also get stuck every once in a while. They can't figure out the pathing and constantly bump into other bots or get blocked by other bots and can't move - At this point, a lot of environment objects cause all sort of headache from bot pathing to buildable areas. A tiny rock on the ground would prevent you from being able to build on top. And bots constantly get stuck around 'busy' preexisting structures full of walls and objects. The dev has said they will add more ability to remove objects in future update though - A lot of things in the game feels like they need better explanations. There were a lot of mechanics/buildings that aren't explained in the Journal/help menu. I often have to go look up to see others having the same questions. - The last biome feels way too difficult. You encounter these turrets that you cannot dodge. There are rocket towers that are just way too OP and I often have to position my bot so that they're the full monitor distant from the turrets or my anti rocket module can't shoot them down fast enough. You will get your bot damaged badly after every turret you fight and you either sit around and wait a couple minutes to repair, or drive back to base for repair. - The tactical RTS gameplay becomes possible with a rather late unlock (telekinesis). The game is way more fun after this unlock. Before that you're forced to do a lot of things manually which is just way too annoying. These issues below becomes less relevant after that upgrade: - The module system is fun but can also be annoying. With limited amount of power and space, you're often having to choose to build your bot for only 1 purpose. So if you're in the middle of fighting enemy and you want to repair a turret, you have to go back to base and swap out some modules. - Before the telekinesis unlock, you have to drive your bots everywhere which gets really annoying. You end up with multiple isolated bases and places you have to visit often with no way to fast travel between them so you spend an awful amount of time manual driving your bot to and from. Overall, for how much it cost, I would still recommend it if you can get it on sale. And if you play this game, remember to get that telekinesis upgrade
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Japanese, Simplified Chinese, Italian, Spanish - Spain, Korean, Portuguese - Brazil
Hours played at review time, across 107 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Love the premise but it doesn't hold up. A lot could be addressed with better tutorials –it does need a 'user friendly' overhaul. For example right at the beginning you're told you can deconstruct cars, but what it doesn't say is it's locked behind the tech tree, and you have no idea where it is (it's hidden). This sort of thing is constant and always irritating. Overall I felt the upgrade paths and requirements were tedious and restricting, enough to undermine the enjoyment of progressing. For example you have 4 power units after progressing to a certain point. The next objective requires a minimum of 9 (realisticly 12+) and the only way to get there is using fuel which you can't yet produce. I feel that more flexibility in the design of your vehicles (large power generation that doesn't need fuel for example) or researching known modules to operate more efficiently would have made the progression better and much more fun overall.
A little janky and unpolished, but entertaining and fun.
Had so much fun. You fight, build and save the base
Заинтересовался игрой еще на прошлых "Нашых играх". Следил за разработкой и очень ждал релиза) Рад, что наконец-то получилось зайти и насладиться атмосферой и геймплеем. Очень понравилось: 1. Строительство ботов и модернизация 2. Планирование построек 3. Возможность при редактировании одного бота забрать с рядом стоящего модуль и разместить вообще на третьем боте 4. Управление ботами (автономное) и управление ручное 5. Атмосфера. Музыка. Ночное время - это бальзам на душу. Особенно когда мелодия возвращает меня во временя игры в Rust. Мое почтение! 6. Стабильность игры (но я еще не раскачал базу значительно, будем посмотреть. На ноутбуке с 2060 и не самым топовым процессором играется замечательно) Что хотелось бы улучшить: 1. Поведение ботов рядом с опасными зонами (уже вижу, что работаете над этим, вы крутые!). Может даже сделать так, будто начальный модуль "разум" управления ботами так влияет на них, а улучшенные мозги сделать умней))) 2. UX. Очень много лишних и не понятных кликов нужно сделать, особенно во время создания новых ботов Буду дальше играть и кайфовать! Разработчикам удачи и энергии развивать и дальше проект!
This game's plot & premise give it the perfect justification to blend game genres together. It took me about 20 minutes of awkward play to fully comprehend what its gameplay entails- not due to shortcomings of the tutorial, but because I started with mistaken expectations that it would resemble some other games I've played in the past. Instead, Machine Mind is very original, and when the gameplay "clicked in my head", it became very very enjoyable. (I think Warzone 2100 was the last game to tickle this lobe of my brain.) Note that it won't resemble a traditional RTS at all until late in the game, and you will probably be resource-poor by the time you reach that phase. (Or maybe I had made some poor decisions leading up to that point!) The menus could probably be made sleeker (like changing the behavior of multiple bots at a time), and the behavior options themselves could be made more clear (like telling me what "Attack", "Ignore", and "Avoid" fully entail)... And I'd like if the player could assign different bot behaviors at different health thresholds. But everything still plays great despite such coarseness. Whenever I discover the scattered remains of one of my bots, I become possessed by the spirit of a vengeful detective seeking to prevent such a mysterious death from ever occurring again. And no other game has ever inspired me to feel that way.
Рекомендация авансом. Реальная оценка 3/5. Если совсем коротко: задумка игры огонь, но вот реализация пока подкачала. Что необходимо доработать(на мой взгляд): 1.Оптимизация. Я не знаю что вы там накрутили, но если у меня больше 10 ботов либо крупная база, то игра превращается в слайдшоу (10-15 фпс). Уровень железа у меня не слабый, винда 11 самая свежая, драйвера тоже. Какого лешего слайдшоу, если ни процессор, ни видеокарта, ни оперативная память, ни ссд не загружены? 2. Уровень ИИ своих ботов-работников. Занимаются чёрт знает чем, долго ждёшь логичной цепочки "нефтевышка/химикаты из хранилища-завод топлива-хранилище топлива". Экспериментировал и с приоритетами и с задачами(лишние совсем отключал и части ботов). Возможно нужно много ботов и каждый под свою конкретную задачу, но опять таки, пункт 1..... Боты капец как любят пытаться проехать по игроку, если ты стоишь на крафте/постройке своего юнита. Причём можно спокойно проехать рядом, но нет, они будут до талого тебя толкать..... 3. Управление постройками. Строительство относительно нормально реализовано, но вот ремонт построек это что-то. Нажимать каждый раз по 4 кнопки(нажать на постройку/зайти в меню/нажать и держать ремонт/выйти из меню) и так с каждой постройкой либо стенкой это нечто. Либо нужно ботов, но см. пункты 1 и 2.... 4. Более точное описание заданий/подсказок. Как пример: пока я не увидел подсказку в интернете куда именно пристроить модуль в ракете, я перелопатил базу и электросеть с картой несколько раз. Другой момент: непонятные предупреждения по типу "*такая то постройка* недоступна". Для чего недоступна? Место в хранилищах есть, боты спокойно едут, ресурсов хватает, постройка работает, один фиг горит красное предупреждение. Возможно то пункт 2.... 5.Продолжительность игры. (Тут скорее пожелание) После неспешного прохождения сюжета в один подход в игру нет желания возвращаться. Почему? Ну, во первых, все предыдущие пункты. Во вторых, сюжет хоть и неплохой, но короткий, а что дальше то? Снова тот же сюжет в виде зачистки пары баз? Хотелось бы какой-нибудь отдельный режим выживания с огромной картой с минимальный сюжетом(либо вообще без него), но не забываем про пункты 1-3. Как итог: игра достойна внимания, но нужно дорабатывать, иначе отпугнёт народ как отзывами, так и геймплеем. Надеюсь игру доведут до ума и я в неё ещё вернусь....
Very interesting. I wish the automation was a bit more intuitive or more fleshed out. Had trouble on normal and had to switch to Easy, the AI just kept attacking and attacking lol. Loving it now although scrap is an issue to keep finding since the piles to mine and findable pieces are very limited. Overall I like the game!
Great game! Need an arena to test builds, and just have fun blasting enemy bots. A heater that runs on energy, so you don't have to waste so much fuel. And/or, up the Boiler Cab to at least 4. Maybe a hunter job for your AI Bots.
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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