
Casual city building. Become an architect. Manage the small polis. Construct beautiful city zones with plenty of modern blocks. Work your way to the top through the campaign mode, or create your own scenarios.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.14/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
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 165reviews | 75% | — | $26.4K |
| $4.99 | — | — | — | 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.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have enjoyed playing all three of these games. They are more challenging than build-a-lot but still easy to understand. Wish there were more!
Gra jest okej. Dobra dla dzieci, niektóre wyzwania mogą wymagać wytężenia umysłu niezależnie od wieku. Szkoda, że w Sandboksie nie można po prostu budować, co na to wskazuje nazwa trybu - jest to bardziej edytor normalnych poziomów z definicją celu. Na minus także brak integracji Warsztatu, na 100% należy przejść 12 wykonanych SAMODZIELNIE poziomów...
Och naja... Meiner Meinung nach ist das ein ziemlich langweiliges Spiel, das den Namen „Megapolis“ nicht verdient, denn daran ist nichts wirklich mega. Stattdessen wirkt es eher wie ein schnell zusammengeschusterter Mobile-Port: kleine Karte, wenig Inhalt und noch weniger Abwechslung. Das Tutorial ist besonders enttäuschend. Per Text-Popup wird man aufgefordert, auf ein blinkendes Symbol zu klicken. Hat man das getan, erscheint direkt das nächste Popup mit derselben Aufforderung. Das wiederholt sich so lange, bis die jeweilige „Aufgabe“ abgeschlossen ist. Zwischendurch muss man dann auch noch warten, bis man wieder auf dasselbe Symbol klicken darf. Im Grunde ändern sich dabei lediglich die Icons – spielerisch passiert hingegen kaum etwas. Mir wird sogar beim Schreiben dieser Rezension schon wieder langweilig, deshalb mache ich es kurz. Fazit: Mehr Meh als einfach nur Meh.
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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, French, German, Spanish - Spain, Dutch, Russian, Ukrainian, Slovak
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Megapolis, developed and published by Lonely Troops, is a city-building game that feels deliberately crafted rather than sprawling or overwhelming, offering a focused interpretation of urban planning that prioritizes clarity, constraint, and strategic forethought. Instead of presenting an infinite sandbox or simulating every nuance of civic life, it challenges players to develop functioning cities within defined geographic limitations, budgetary restrictions, and scenario-driven objectives. The resulting experience is less about watching a metropolis naturally evolve and more about intentionally shaping one—each building placement, transportation route, and infrastructural upgrade carries weight. There is a sense that space matters, that land is precious, and that good planning is not merely productive but essential. This design philosophy gives Megapolis a puzzle-like quality, transforming city development into a satisfying exercise in spatial discipline. The gameplay loop begins modestly, with small towns requiring only a few essential structures: residences, workplaces, roads, and basic utilities. But Megapolis slowly escalates the complexity by introducing traffic flow, pollution, resource distribution, and public service demands. Industrial zones must be placed strategically to avoid lowering nearby housing desirability, while commercial areas thrive only when positioned to maximize accessibility. Roads and rail lines are not decorative but functional arteries that determine efficiency and productivity. Even seemingly straightforward decisions, such as where to place a park or school, influence long-term growth. Because city space is finite and scenarios often impose unique geographical obstacles, players are constantly reevaluating their layouts, adapting to new demands, and reshaping earlier choices. Megapolis encourages players to think ahead—not just about what they need now, but what the city will need thirty structures later. One of the game’s strongest elements is its scenario-based structure, which replaces the meandering pace of many city-builders with goal-oriented progression. Each mission presents distinct challenges—limited terrain, strict environmental rules, economic constraints, or ambitious population targets—and completing them requires learning different planning philosophies. A coastal map may demand efficient port placement and transportation logistics, while a mountainous region forces creative use of narrow valleys and elevation. This episodic format prevents stagnation, keeps players intellectually engaged, and provides a natural difficulty curve that feels earned rather than artificially imposed. It also makes the game highly digestible, allowing players to complete a mission, step away, and return later without losing momentum. Aesthetically, Megapolis adopts a clean, colorful, and easy-to-read visual style that supports gameplay rather than distracting from it. Buildings are distinct yet cohesive, terrain is clearly illustrated, and interface elements convey information without clutter. The visual simplicity contributes to an almost toy-like charm, reminiscent of tabletop planning models more than real metropolitan simulation. Instead of dramatic skylines or hyper-detailed textures, Megapolis relies on approachable, practical design that encourages strategic interpretation. Sound design follows the same philosophy—subtle effects and unobtrusive music create a calm, methodical atmosphere suitable for extended planning sessions. The presentation may not dazzle in a cinematic sense, but it communicates information effortlessly and maintains a pleasant, low-pressure tone. Because Megapolis emphasizes structure over openness, some players may feel constrained by its limitations. Those hoping for a sandbox mode filled with decorative freedom, extensive citizen behavior simulation, or intricate policy-making systems may find the experience too narrow or repetitive. The building catalog, while functional, does not indulge in extravagant architectural variety or futuristic technological progression. Economic mechanics prioritize accessibility rather than realism, meaning players looking for deep, layered financial modeling may notice simplification beneath the surface. However, these boundaries reveal a clear artistic intention—the game is not about simulating the complexity of city life, but about distilling urban planning into an engaging, readable, and repeatable strategic framework. Despite its modest scale, Megapolis achieves something many larger city-builders struggle with: a consistent mechanical identity. Every challenge emerges from the same core principles—space allocation, adjacency relationships, economic efficiency, and infrastructural foresight. It rewards satisfaction not through spectacle but through elegance—through the moment when a once-chaotic landscape becomes an orderly, efficient system that feels both functional and aesthetically cohesive. Lonely Troops demonstrates that city-building games need neither massive scale nor technological extravagance to be compelling; they simply need thoughtful constraints and meaningful decisions. For players who enjoy planning-based strategy games, structured problem-solving, or city-builders that emphasize intention over improvisation, Megapolis offers a refreshingly cerebral experience. It is not a successor to the largest titles in the genre but a parallel interpretation—one that respects the intelligence of players who enjoy designing systems within limits. It invites you to build carefully, revise confidently, and appreciate the beauty of a well-organized urban blueprint. In a genre often defined by excess, Megapolis proves that restraint can be just as engaging, and sometimes even more satisfying. Rating: 7/10
wish version of simcity 2000
Es un juego pésimo, monótono y muy poco ambicioso. La gráfica es fea y las tonalidades de los colores hacen que se vea viejo. No le recomiendo a nadie el gastar dinero en este juego.
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Как же хорошеют города при толковом менеджере. Проверить данный тезис позволит инди симулятор от словацкой Lonely Troops. Размаха как в Sim City не ждите, тут всё довольно однозначно. Построили дом, израсходовали материал, нагрузили электросети, значит надо строить электростанцию. Людям промышленная зона не нравится, значит разбавим её парком, ну и учебный центр в придачу пристроим для их счастливых лиц. И из таких простых цепочек выстраивается вся одиночная кампания на 24 миссии. Лишь изредка нас попросят построить что-то необычное типа стадиона или пожарного депо. Если укладываетесь в таймер и выполняете особые поручения то получаете звезду и почетный орден. И тут заключена главная хитрость разрабов, эти условия зачастую взаимоисключающие что здорово растягивает процесс, заставляя всю карту заполнять какими нибудь постройками. Финальная 24 миссия вообще настоящее зверство, проходится она исключительно по одному шаблону, кто не справится милости прошу в личный чат. В общем неплохой симулятор, но слишко быстро приедается. 6.0.
Not a big game but very fun. Easy to 100% achieve. Campaign is fun. I would grab it on a sale.
Przyjemny, prosty city builder w którym w 24 scenariuszach mamy osiągnąć jakieś tam cele w ograniczonym czasie. Gra nie jest trudna chociaż 3 lub 4 scenariusze musiałem rozegrać parę razy żeby osiągnąć cele, więc wymaga trochę pomyślunku. Na przecenie za parę złotych naprawdę warto spróbować zagrać mimo że to już leciwa gra.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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