
Mars has been colonized, and Earth's corporate titans fight to dominate this new market. Competition is fierce in this fast-paced economic RTS from Civilization IV Lead Designer, Soren Johnson.
Modeled estimate, not a reported figure. How we estimate →
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 7 → 1/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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

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; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Real time economy management, trading, and financial warfare.
Unique rts focused on economy.
Juego entretenido para echar una partida rápida. Ideal si no se dispone del tiempo para juegos complejos y largos. Lo mejor son los combos!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, French, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $29.99 |
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| 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 816 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The soul of RTS executed in a very creative way.
Love it.
Fun game, ramps up with difficulty a bit faster than you may like, but otherwise very fair.
different and quite fun
pog
有点意思,整个游戏的基调就是竞价,而竞价需要先知道价值。这个游戏最根本的资源就是地皮数量,他理论上能每次结算带来收益。我们要做的是: 1.增加地皮数量 2.提高单个地皮的收益 3.在合理的成本下干扰对手做前两件事 新手可能很懵逼,但是有个简单的方法论能让你掌握基本原理,用这个思路去玩机器人公司应该没问题: 唯一的资产就是地皮,一块地皮的收益*地皮数量就是你的收入(只不过可能是以资源的形式),收入增加你的资产总量。地皮数量大家都差不多,因此我们只要关心地皮收入即可。 地皮收入不要完全看游戏给的参考折算价格,因为这个是换算成钱的价格。要看什么呢,看游戏理解…… 这个游戏的本质资源去向只有两个,一个是一次性消耗,这部分主要是建筑成本,生产成本不算在这里,这部分的特征就是一次性投入,后期没人要,典型的就是钢;另一部分是生产成本+殖民地的消耗,殖民地包含水、氧气、食物,以及电力、化学品、玻璃、电子元件中四选三,而供应链成本这部分如果自给就不用看市场脸色。 实战中每个产品都有竞争,如果你和对手都做某个产品,这时候拼的就是效率: 产量/地皮占用数就是效率 效率高时我们通常能接受更低的价格,理想情况能让所有对手的制造业净利润为负,非理想情况也能获得更高的资产增速。 这样我们机器人的策略就来了:我们提供所有持续性需求的产品,借助规模优势卷死同行的本地市场,然后通过外星市场+黑市获胜。 黑市怎么用呢,例如后期一个白板火箭发射一次60秒40k利润,一个暴动120秒,收益是对方损失的2个40k+自己的2个40k,也就是说一个暴动价格将会被炒到至少160k,因此闲钱可以直接买了,甚至不用也要把价格炒高,对自己的火箭也是一种保护。
Tolles RTS Game mit anderem Ansatz
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $60.6K | 56 | 68% | $29.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $19.7M | 17.8K | 79% | $34.99 | |
| $10.3M | 11.1K | 86% | $24.99 | |
| $2.9M | 2.9K | 79% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.1M | 15.5K | 87% | $19.99 | |
| $6.1M | 14.5K | 90% | $19.99 | |
| $6.1M | 12.2K | 74% | $14.99 | |
| $6.1M | 15.2K | 88% | $24.99 | |
| $6.1M | 12.4K | 82% | $19.99 | |
| $6.1M | 13.7K | 81% | $14.99 |