
Start a new life in the enchanting town of Portia! Restore your Pa's neglected workshop to its former glory by fulfilling commissions, growing crops, raising animals, and befriending the quirky inhabitants of this charming post-apocalyptic land!
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.
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 3 → 2.43/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 44.3Kreviews | 91% | — | $36.1M |
| $5.99−80% | 2.9Kratings | 84% | — | not modelled | |
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 873 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
把《波西亚时光》放回它诞生的时间节点来看,这是一款野心明显大于完成度的作品;但如果把它放到今天再重新审视,它的问题反而变得更加清晰——它并不是做不好,而是每一个关键位置都停在了“差不多就行”。这也是为什么,《波西亚时光》在玩家群体中的口碑长期处于一种微妙状态:不至于难看,也谈不上出彩;能玩下去,却很难被认真记住。 《波西亚时光》的外壳相当讨喜:后末日背景、温暖的城镇、人情味十足的 NPC、以及“靠双手建设世界”的核心主题。这套设定本身是成立的,甚至可以说非常讨巧——既规避了末日的沉重,又为“手工业+生活模拟”提供了合理舞台。问题在于,它对“生活”的理解,更多停留在任务堆叠和数值循环上。 你每天要做的事情非常明确:接委托、挖资源、造机器、交付物品、刷好感。流程并不复杂,也不难理解,但当这套循环反复出现时,它的单调感来得非常快。并不是因为内容少,而是因为这些内容之间的差异度不足,缺乏真正能改变体验层级的变化。 作为一款以“工坊主”为身份展开的游戏,《波西亚时光》的制作系统无疑是核心卖点之一。从原材料到成品,从工作台到大型设备,这套系统在概念上是完整的,也确实能支撑起几十小时的游玩。制作流程本身缺乏策略深度,更多是“是否已经解锁”“材料是否齐全”的判断,而不是“如何更高效”“是否有不同路线”。机器数量的增加并没有带来玩法上的质变,只是单纯提高产能。这使得中后期的工坊,更像是一个自动化流水线,而不是需要持续思考的经营体系。从设计角度看,这是一个明显的“只完成了一半”的系统。 如果说《波西亚时光》最容易让人产生落差的地方,NPC 系统一定排得上号。 城镇里的人不少,性格标签也很清晰,但这些角色更多是“功能型存在”,而非叙事主体。对话内容高度重复,关系推进大多依赖送礼与任务触发,情感变化缺乏足够的铺垫。 恋爱系统尤其如此。它具备形式上的完整流程,但缺乏让人投入情感的文本厚度。角色在关系变化前后,表现差异有限,导致“确认关系”这件事本身缺乏重量感,更像是一个完成条件。 《波西亚时光》的文本并不算差,但问题在于节奏控制。大量日常对话的存在,并没有真正服务于角色塑造,反而在游玩中期逐渐变成负担。你能明显感觉到,文本在很多时候只是为了填充时间,而不是推进理解。情绪戏来得突然,转折缺乏积累,整体显得松散。 这使得游戏的叙事体验呈现出一种“表面温和、内里空转”的状态。 在美术风格上,《波西亚时光》有着鲜明的辨识度,色彩明亮、造型友好,也很符合它“温暖城镇”的整体基调。但具体到模型精度、动作衔接、表情变化,这些细节层面的完成度并不高。人物动作略显僵硬,场景细节经不起长时间观察。这种问题在初期不明显,但随着游玩时间拉长,会不断累积出一种“廉价感”。这并非单纯的技术问题,而是制作资源与野心不匹配的结果。 《波西亚时光》并不是一款失败的游戏。它的系统完整,流程顺畅,也确实能提供一段相对舒适的游玩体验。但问题恰恰在这里:它停在了“可以接受”的位置,而没有跨过“值得回味”的门槛。它不够糟糕到需要避雷,也不够优秀到值得反复推荐。很多设计都有正确方向,但缺乏进一步打磨的决心。这种状态,在当下的生活模拟与恋爱养成类作品中并不少见,也正因如此,它更像是一个阶段性产物,而非类型中的代表作。 如果你只是想找一款节奏温和、内容量足够的模拟游戏,《波西亚时光》依然能满足需求;但如果你期待的是角色、文本与系统能形成真正共振的体验,那它大概率只能停留在“玩过”,而不是“记住”。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1894.4/day in the week to Jul 16 → 2.43/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*, Simplified Chinese*, French, German, Traditional Chinese, Italian, Spanish - Spain, Japanese, Korean, Russian, Turkish, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 2Kratings |
| 76% |
| — |
| not modelled |
| $5.99−80% | 225ratings | 72% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $4.49−85% | — | — | — | 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.
Hours played at review time, across 876 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Look, My Time at Portia is a perfectly nice, pretty game, but it suffers from a severe case of "Older Sibling Syndrome." It walked so its sequel could sprint. If you are a die-hard cozy game fanatic who needs to inject every single crafting simulator directly into your veins, buy it. You’ll have a lovely time. But if you’re a regular human playing this today, the entire experience is going to feel distinctly... off. Playing Portia now feels like trying to build Ikea furniture while wearing oven mitts. Controls are pure, unfiltered jank, and the resource grind is less "relaxing weekend hobby" and more "unpaid internship for a town that can't manufacture a basic brick without your divine intervention." The real problem is that My Time at Sandrock exists. The sequel takes everything Portia tried to do, does it a thousand times better, fixes the clunky controls, and adds actual soul. Buy Portia if it’s on a 90% off sale and you want to see the historical ruins of the genre. Otherwise, skip the green pastures, accept that the desert is superior, and just go straight to Sandrock.
I know this is a beloved game in the cozy games community, but i cant get into it. The game feels unfinished and rough. The world, the movement and just everything in general. Wouldn't buy this unless its on sale, sorry TvT
This is one of those games I desperately wanted to love. On paper, it has everything I usually enjoy: a cozy post-apocalyptic setting, crafting, relationships, a charming art style, and that slow-burn “build a new life” promise. The community loves it, the reviews are glowing, and everyone talks about its heart and potential. I went in fully prepared to agree with all of that. And honestly? I really tried. I gave it time. I pushed past the awkward early hours, told myself the systems would click, that the pacing would improve, that I’d eventually feel that comforting loop everyone talks about. I could see the potential everywhere — in the town layout, in the characters’ backstories, in the idea of rebuilding civilization through craftsmanship. It’s not a bad game by any means. But no matter how hard I tried, it just never fully landed for me. The gameplay felt more exhausting than cozy. Crafting, which should’ve been the heart of the experience, often felt unnecessarily time-consuming. Everything I needed to build required everything that I haven’t built yet? It was such a grind! Progress felt slow in a way that wasn’t relaxing, but frustrating. Social interactions, while charming in concept, never truly made me feel connected. Characters were likable, but I struggled to care deeply about them, and conversations felt repetitive before they felt meaningful. Instead of feeling attached to Portia, I often felt like I was working there rather than living there. And that’s the thing — I wanted to relax with this game. I wanted it to be my cozy escape. But it kept feeling like effort, like something I had to push myself to enjoy rather than something I naturally gravitated toward. In the end, I don’t think My Time at Portia is overrated — I genuinely understand why people love it. It clearly has heart, ambition, and a lot of love poured into it. It just wasn’t for me. Sometimes a game can be good, full of potential, widely adored… and still not click, no matter how much you want it to. And that’s okay, not every cozy game is your cozy game.
The developers have a very bad habit of not fixing old bugs... which is why, despite me actually enjoying the game I can't recommend it until they get better about this. This is a problem for their other games too, they drop support to work on a new project despite some bugs causing straight up crashes... it's scummy and bad. If you want to give this game a try please wait until it's super on sale cause it is NOT a $30 game. Bugs/Major problems I've seen: - Crashes. It didn't happen a ton on my PC but happened a whole lot on my Switch version... but the fact that it happened at all is really sucky cause that's a game-breaking bug that really should be addressed. It was passable for me because it didn't happen often and the game saves at the end of each day so you don't lose much but I know it's a deal-breaker for most folks. - Lag. There was a lot of lag in dungeons and some lag in other places. I'm guessing either the models or particles weren't optimized. I didn't notice it too much outside of certain high-density dungeon encounters but I'm also not super good at noticing smaller chunks of lag. - Incomplete features. For whatever reason, the museum doesn't fit all the artifacts??? it doesn't have enough space for some types yet too many spots for others... a really annoying oversight for collectors like me and it should've been a VERY easy fix that they just decided not to do -_-. There are a couple other little things but I can't remember them off the top of my head. That being said, I actually really love this game and its gameplay loop (besides the bugs)! It's very unique and is a very fun spin on the farming/life sim genre. - There's a lot more focus on mining and material gathering which you then refine into other materials to build stuff. The main storyline is fun and satisfying to finish - there's a good balance of difficulty and production progression. - Combat is very *meh*. I wouldn't say its horrid, but it's very, very rough around the edges. But combat is more a means to an end for material gathering and isn't a massive slog so that's nice. I am not a stickler for combat though, so if you have strong opinions on combat mechanics you may hate it lol. - Romance is actually VERY sweet and fun! The characters have a lot of depth and the variety of different dates and activities are very charming and fun. As a stickler for romance in this type of game I give it a solid 9/10. Only problem I have is that if you have kids they're forever babies... which is why I'm knocking off points (after-marriage stuff is very important to me ;-;). But the actual dating and romance stuff really is fantastic besides that. - The mining mechanic is actually really fun and unique because of the artifact hunting. I LOVE gathering the little pieces and putting them together for the museum while I hunt for materials. You can find small artifacts whole, but other artifacts have to be put together from 2-5 pieces which is VERY fun cause it means you can get some massive artifacts and feel satisfying to complete. Only downside for artifacts is that the museum doesn't actually fit all the artifacts for some reason??? Yet another oversight and one that annoys me to no end... but I gotta give them props for the mechanic itself being fun. Long story short: the devs need to go back and fix the bugs and museum before I can fully recommend this game to you. It's such a pity that they drop these games to fast cause they're genuinely VERY fun and unique! They've really shot themselves in the foot with this behavior cause it makes them look REALLY scummy... but yeah, if you do wanna buy just wait for a sale cause while it's not worth $30, I'd say in it's current state it's worth like $10 tops.
I can't say that I haven't enjoyed this game; it's really slow but in a way that can be kind of relaxing. The reason I cannot recommend this game is that it's just so buggy. It freezes every so often, it's clunky, it feels unfinished, and I could honestly look past all of it except that this game has been crashing nearly every other time I attempt to play it. An in-game day lasts almost an hour. How many days can you get to the end of just to lose all of your progress before it just isn't worth the time anymore? I've read somewhere that you can fix the problem by sleeping immediately after waking up, essentially wasting a day...which is kind of ridiculous for a game that has been fully released. I definitely wouldn't recommend this at full price.
This game looks cozy, but it really isn’t by default. My Time at Portia is an efficiency and progression game disguised as a life sim. You can play it slow, chill, and make it cozy and farm, socialize, decorate, take your time but progression will be very slow, and you will miss out on a lot of advantages. The game heavily rewards planning, early tech unlocks, and good stamina management. If you don’t optimize at least a little, everything just takes longer. You’ll always be grinding for materials and juggling stamina while chasing commissions and story deadlines. Progression unlocks new zones, machines, and systems, and you can visibly see the town change and grow as the story moves forward, which makes your work feel meaningful. The characters are a big highlight. NPCs are charming, relationships matter, and befriending people gives real gameplay perks. The setting is post-apocalyptic, but handled with a light, hopeful tone that keeps things warm instead of grim. If you enjoy efficiency-focused games like Factorio, Satisfactory, or Farming Simulator, this will probably click. If you prefer slower, more traditional life sims like Harvest Moon-style games, you can play Portia that way, just expect slower progress and more friction. Pros -Satisfying efficiency & optimization gameplay -Town visibly changes as you progress -Charming characters & meaningful relationships -Post-apocalyptic setting with a lighthearted tone -Strong sense of long-term progression Cons -Very grindy -Constant deadline pressure -Stamina limits can feel restrictive early -Cozy playstyle is possible, but heavily inefficient TLDR You can chill but Portia really wants you to optimize. Great if you like planning and progression, less so if you want pure relaxation.
制作石炉:需要消耗石块→采集石块→工作台选定石炉→需要快捷栏选定相应材料→选定石块→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料→需要快捷栏选定相应材料。 我需要你M的臭B
一个两个把我当特么的免费佣人使唤,有没有人管管了?? 还有那个不知道哪冒出来失联了11年的野生爹上来就让我造飞机,我欠你的?一个工坊游戏尼玛你让人干架,战斗手感跟捏了屎一样。 但凡骑个马或者有NPC跟随就跟有鬼附身了一样挡着你脸阻碍你行走。约会过节日都要强迫玩智障小游戏。最受不了的是NPC配音尼玛我只能说让豆包上都比你有感情,玩过好多模拟经营游戏了,我真的是有点太生气了,说它是3D星露谷的我只能说你萌眼睛瞎了
I came to Portia after completing Sandrock. I also completed Portia. I do like Portia but I LOVE Sandrock. Both games share the same core gameplay, which I found enjoyable. Portia is just a bit more grindy, requiring a lot more attention from the player early game. I found myself enjoying the extra challange but I can see players getting overwhelmed and frustrated with the lack of QOL we had in Sandrock. QOL improvements do appear later once you max your equipment. Once you get the factory the game becomes a walk in the park. IMO the biggest gap between both games is that Sandrock had an engaging story from start to finish, charismatic characters and LOL moments throughout the game. Portia has some interesting moments but the story only picks up in Act 3. NPCs are "okay, just okay". Humor is sprinkled here and there, few and far between so the dialogue came off very bland. That said, I found the mines and fishing more enjoyable compared to Sandrock. I'd suggest buy this game on sale if you want to enjoy more of the builder gameplay. Otherwise I'd just go straight to Sandrock of you want more story.
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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