
Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!
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.
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): 8.57/day in the week to Sep 13 → 7/day in the week after.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 1298 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]A valuable experience – I finished Necesse v1.1.1[/h2] I completed this game during 90 days of internet shutdown, right in the middle of the war – no wiki, no guides, nothing. Just me, my settlement, and the pure joy of figuring everything out on my own. And honestly? That made it 10 times better. The sense of discovery is incredible. Every new biome, every crafting tier, every tiny upgrade felt earned. I genuinely got attached to my settlers – gave them names, picked their outfits one by one. When I finally reached the end and had to leave that settlement behind, it hit me way harder than I expected. Finding the Basalt, Black, and White butterflies took me about 15 hours. No joke. Fifteen. Hours. https://steamcommunity.com/sharedfiles/filedetails/?id=3773730333 Spoiler: [spoiler]I lost my mind when I realized the Ascended Incursion ruins were actually my own settlement. My brain just short-circuited.[/spoiler] [b]What I wish for:[/b] More lore, more mysteries, more unknown structures to discover…
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Reviews, worldwide (the counter carries no country): 6.71/day in the week to Jul 30 → 94/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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Portuguese - Brazil, German, Simplified Chinese, Czech, Japanese, Spanish - Spain, Spanish - Latin America, Traditional Chinese, French, Hungarian +10 more
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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've completed the entire game and beaten the true final boss. This might be the most confused recommend I've ever made. [h1]The short of it[/h1] Necesse is in an interesting place because it's a mix between Terraria and Rimworld. That's a bit of a misnomer because Terraria is much more linear and honestly better fleshed out. So a more apt description would be that this is a mix between Starbound and Rimworld. I do recommend the game, it's fun and addicting and worth playing for many hours, but it's just in a weird place, and it's not going to engage most people through the end as is evidenced by this "defeat final boss" achievement that says only 2.5% of players have. I guess it's just a weird game in general, but it's worth it to play, and the devs seem like good people who care about their players. That's it, that's the review. I'll elaborate on the details if you're curious though: [h1]The Long(?ayo) of it[/h1] It's clear that the creator of this game is an incredibly talented programmer and is able to create highly technical things. That does not in and of itself translate into what one would consider a well-realized creative asset however. The look of the game is perfectly fine - seeing how it used to look, it may have deterred me from playing entirely, but the soundtrack is another story. The music in this game might be some of the worst noise pollution I've ever heard in a modern game. And I am very sorry to say that because I understand it's a lot of work to create music, but I cannot overstate how terrible this game's soundtrack is. There's decent moments, there's even fine moments, but for the most part it is very difficult to try to immerse yourself in the game when your ears are being assaulted. It's a shame. I've seen complaints about boss difficulty. I enjoy difficult games, and I've played through Terraria's Calamity mod. This is less difficult than Calamity and I wouldn't call it a bullet hell, but it's clear that if you don't build towards movement and ranged attacks, you're probably not going to have a good time. There are a few fights (like the twin dragons) where the 90% shield is just better on you than trying to outrun their rush spam, but in most instances you're kinda locked into movement speed, and of course pairing with that is ranged damage since the bosses do tend to have weird spam patterns sometimes. I believe that defeating the final boss without a ranged weapon and without sprinting can be legitimately considered a challenge run, and should not be attempted unless you want to deal with pain. On the topic of game design that doesn't encourage build diversity, the progression of the game is very non-linear. You start the game exploring the world. Lots of biomes, you can build carts, find towns, even pirate settlements. And then you go underground and there's the same biomes but underground to explore. And then even deeper than that all over again. And then.........oops that's it. The second half of the game is going to be walking up to an altar, stuffing a tablet into it, entering an instanced area, clearing it, and going back home. I hope you built a nice base because you're going to be spending half the game there. There is no reason to explore the world at all after you've reached Tier 1 equipment, and it feels like the entire world itself shrinks down to a point. If you love grinding or are an MMO fan (yippee) then this is going to be a slice of heaven for you. Furthering into the non-linear game design, once you get into tiered equipment you're going to find that it is very slow going, and the system isn't entirely intuitive. Because everything can be upgraded to Tier 10, you will discover that there's all sorts of equipment to craft and weapons to acquire that aren't clearly defined in their "which is better suited" since there's a bunch of X build gear, and a bunch of Y build gear, and all can be pushed to Tier 10. You gotta figure that out yourself. Initially this doesn't matter since it's so slow going; however, once you hit tier 5 equipment, the progression is incredibly rapid. At this point, you've picked up certain perks on the altar tech tree that massively accelerates your progression by bombing you with the upgrade materials you were starving for before. And before you know it you're Tier 10. Alchemy shards required to upgrade your max HP are excessive when you play multiplayer. That's just factual because we never had close to enough to supply 3 people. Oh well. You don't need it anyway, but still. I'll give some credit: The final incursion concept and execution was actually really cool. If you've built a nice settlement, you're going to really like it. The final boss having 95 phases was a bit of an annoyance but the rewards made it well worth the trouble. Instead of dying on the "we must balance" hill, the devs actually give you a proper god reward for defeating the true final boss since it's not like it can affect progression anymore. Most bosses have a critical design weakness that you can exploit. I don't believe this was intentional, but it's clear that the devs did their best to deliver the highest quality, most realized project that they could, and I can't down them for that. [h1]Final Thoughts[/h1] The game has soul. The devs clearly care and are attempting to deliver the best quality they can. They are actively updating the game, they are listening to their community. It's a good time sink, and it's fun. It's worth it in the end to get it and play it. Just be patient and overlook some of the pointy corners. It's not the end of the world. And have fun man. We play games to have fun.
戦闘・探索+拠点運営が楽しめるゲームです。 ゲームのメイン部分は『テラリア』、拠点運営は『RimWorld』っぽい感じ。 建材が色々あり上からの視点で見やすいため、拠点づくりにも向いていると思います。 少し前に住人とのロマンスが追加されたというのを見て、好奇心から再び遊び始めました。 最後にプレイしたのは4年前です。そこから比べるとかなりキレイで遊びやすくなっていて、バイオームも建造物もアイテムも増えていました。 正直、元のグラフィックが見づらかったのが別ゲーに感じるくらいよくなっていて、色々アプデでがんばってくれたんだなと思いました。 同じようにしばらく放置している人がいたら、また遊んでみるのもありかもしれません。 肝心のロマンスはまだ試していませんが、スタイリストから花を買ってプレゼントするとデートできるようです。 マルチも楽しいですし、探索時に住人をお供に連れていけるので、ソロでも楽しく遊べています。 特に一番楽しんでいるのは拠点運営です。 住人の好みや特徴を考えながら部屋を作ったり、集めた材料を使って少しずつ町を作っていくのが楽しいんですよね。 家を建てて好みのものを置いてあげれば、幸福度があがってよく働いてくれるようになるので、こちらもがんばって建物を建てたくなる。 ほとんどのキャラは運搬・作成・林業・農業ができて、専門の職業にしかできない作業もあります。 食事を指定する場合や襲撃時は介入も必要ですが、指定してあげれば、ある程度自律した町にすることもできます。 私のところでは住民の動きが何か変だなと思ったら、貯蔵場所や作業区域の指定を忘れていたりすることが多かったので、もし困ったらそちらもチェックしてみてください。 色々なゲームの要素が入っていて、広く浅くという感じです。 なので、この手のジャンルを一つのゲームでがっつり遊び込みたい人よりも、「なんとなく今遊ぶゲームを探している」というくらいの人のほうがハマる気がします。
so you guys remember your terraria phase. This is that just a little different
I dislike the 1.3.0 update. This game when I played it before, maybe had a short tutorial, I don't quite rememeber it. I liked that relatively fast the game left me find out what to do by myself. Now I started a new game and I see myself getting automatically objectives, quest like tasks to do, with rewards, which is against a sandbox experience I like. Also for a naive reason I thought I want the "romance" update but actually I prefer normal friendly villagers, rather than having to deal with their emotional happiness or drama.
难度和成长曲线一坨,重复度极高,后面就是刷充满作者恶意的无聊副本。很多有潜力的内容都没做出来,浮于表面。不建议没有mmo和泰拉游玩经验的玩,喜欢类似沙盒还不如玩隔壁护核纪元
This game surprised me. It's basically Terraria's exploration and boss fights, Rimworld's colony management, and Minecraft's freeform building and a lot more ideas from other games mashed together into something that works very well. It starts like other survival games with a thin tutorial, but it opens up fast. World exploration, digging underground, tons of unique loot, tons of bosses etc. The colony stuff is great too with recruiting settlers, setting up farms and crafting automation, mission boards. There's also a ton of workshop mods to expand the game's content and customize it to your liking. I did a full modded playthrough with a friend in multiplayer and everything worked as expected without any problems. The lategame "Incursions" feature is a replayable mapping system that takes ideas from modern Hack n Slash games like Path of Exile and Last Epoch, it's rewarding and adds a lot of extra game time to the end. The developer roadmap also looks like they'll keep working on the game into 2026+. Overall, I think Necesse is a lot of fun and a hidden gem that deserves more attention.
Constant VRAM memory leaks causing my game to crash. Edit: Figured out what was causing the crashes, or at least what i changed to stop it. I turned off HDR on my monitor and the VRAM spikes went away and i was able to play without crashes or VRAM spikes
i mean... i downloaded this during the free weekend at about 8pm on a thursday, and then played for 8 hours straight until 4:30 am. clearly it's a good ♥♥♥♥♥♥♥ game!!
Tried multiplayer, desync was really bad and the game was unplayable for anyone unless you were the host, tried getting my freind to host instead of me and ran into same issue.
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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