
An experimental clicker base building game. Craft, gather & manage resources, build your base and buy more islands to exploit and expand!
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/day in the week to Aug 31 → 1.29/day in the week after.
About




Genres
Sums Steam only; PlayStation, Xbox, 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 | $14.99 | 3.1Kreviews | 93% | — | $1.5M |
| $14.99 | 50ratings | 81% | — | 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 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
이런게임 자주 사서 재밋게 플레이하지만 뽕맛을 느끼기엔 별로인거같음, 오직 힐링을 위한 사람들을 위해 추천 우선 이게임은 성장폭에대한 만족도감을 느끼기 매우어려움 성장폭도 적고, 목표를 달성하더라도 의미가 미미함 또한 크레딧을 모으긴 위해선 끊임없이 움직이면서 자원을 캐야하는데 이게 매우 지루함 또 다르게 버는방법은 방치거나 오프라인 시간인데 방치하더라도 몇시간정도로는 의미없고 오프라인도 최대제한이 있어서 맛이없음 오직 힐링을 위해 하는것이면 좋으나 그 용도가 아닌것이라면 추천하지않는다 가격값을 하지않아
Outpath is an interesting click-and-idle game with a simple yet no less beautiful art style. Collecting resources for upgrades and updates can become a soothing hum or a state of hyperfocus. I’ve spent many relaxing evenings playing this game; it also offers interesting and diverse building options. Continuously improving and fine-tuning the resource-gathering process had its own appeal as well. Unfortunately, once I’d completed all the achievements, I lost my long-term motivation.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 45.6/day in the week to Jul 16 → 0/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 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Hungarian, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Thai, Traditional Chinese +9 more
| $14.99 |
| 31ratings |
| 68% |
| — |
| not modelled |
| $4.49−70% | — | — | — | 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 100 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its like A concise minecraft tech pack. The very skinners-box of discovery: collecting, researching, building, automating, and unlocking new abilities like one would know. Its all set on little sea islands with different biomes and resources to collect. However the variant spin is everything you do gives points, which is used to unlock new areas and research. So you feel compelled to convert your time into doing things so the game progressives faster, instead of being lost at home base waiting things out or just building a little hut. Everything i did was to collect items for the next tech tree or skill point and this is akin to the story: The story is more like a narrative mood of do things to get things, and then when you are done you get to reflect on it in a post-game kinda emptiness. Replay-ability likely is lacking, i have observed Each new game has a different island layout. So it is back to seeing how fast you can spend your time to do it all again and finish the game. I have observed a community reported bug with automation, which the provider chests wont work on new automated (infinity repeat) crafting machines until a replace. I found this the most awkward UX which might confuse new users how to progress. So to newcomers: always have room to clone and replace down your provider chests, and start the practice with automating coals, it well help debug confusion later.
Short review cause I'm busy. The gameplay loop is decent, introducing movement and parkour into the game spices up what would otherwise be a very monotonous experience. Now that I've "finished" the game, I'm thinking about what the gameplay loop actually is, and it's pretty mediocre. You break resources, to get stuff that breaks resources faster. You never actually get to do anything other than break resources. Other incremental games have a loop that feeds into something, like Resource Gathering > Crafting > Combat. This one doesn't. I crafted the Void Claws that deal ridiculous damage to resources, only to realize that I have nothing to use it on, because there's no resource in the game worthy of using it on. Some things in the game are very poorly thought-out. For example, I can never really tell what items a resource node drops. Reason being, I've covered about 80% of the map in automated resource-breakers, and made all islands passive, which means they're constantly loaded and running, even when I'm not there. This means that the drops pile up very quickly. The game has a 200 dropped-item limit, so once I go past that limit, the oldest one immediately teleports into my inventory, and I get notified on the top right. What this means in practice, is that the entire right side of my screen is constantly filled with item popups. I can't tell what item I just mined, because it gets mixed up inside 20+ notifications. There are also a lot of weird inconsistencies in the game. One example that comes to mind, is the Ancient Pillar I and II. You'd think that Ancient Pillar II can do everything the previous version can do, and more. That's how every other "upgrade version" works in this game. However, it lacks the ability to craft Rubies, which Pillar I can do. Therefore, you need to put both pillars down, just because. Also, calling down a Star shower, can result in you wasting your Star Fragments because some of the Fallen Stars just don't appear after they land. The automation mechanics in this game are unique, in a terrible and tedious way. Buildings scale exponentially in cost the more of each type you have. Each Breaker is more expensive than the last one. Why this sucks, is because for most of the game (about 95% of it), your only way to automate the transportation of resources is to construct long chains of Suppliers and Collectors. You'd build maybe one or two of these chains before deciding it's not worth automating at all. Another annoying thing about automation, is Chlorophyll. The Extractors destroy plant matter to create it, but cannot destroy rocks. Because rocks can spawn anywhere, they can eventually overtake the platform the Extractor is placed on, which then requires you to go in and clean it up yourself. A [b]TON[/b] of achievements are broken. Either they're broken, or they're worded terribly. As an example, I am unable to get the achievements for "collecting resources from a Collector with a full inventory", and "Electrifying a Vacuum". Those are pretty obvious wordings and it's hard to mistake the trigger requirements for anything else. But still, I'm unable to get them. This one is a personal gripe, but I dislike that one of the achievements actually requires you to destroy an island. I've only discovered the existence of this achievement now that I've finished the game, and [b]having to destroy an island, along with all the buildings I placed on it[/b], leaves a bad taste in my mouth. I'm probably just gonna save edit this one cause I think the achievement is dumb and arbitrary. Did I enjoy the game as a whole? Yes. But I'm leaving a negative review anyway, because that's more likely to get the dev's attention.
Lo adoro.
Basically a voxel idler or more similar to forager? It has some nice melancholic story beats but the game itself is too long. [spoiler] The fishing is good [/spoiler]
I first found out about this game like 3 years ago, then i completely forgot about it. When i saw it 1 day on steam i knew that i instantly need to buy this, and it was so worth it. I love this game, the mechanics, artstyle and the automation you can do, unlocking new island is also satisfying. Only thing i would say, is that some items are not that worth to buy, but since you dont need to buy them its alright, still the game is so good
Чилловая игрушка на несколько часов
Very simple and yet extremely fun game with a beautiful artstyle.
Bardzo fajna i przyjemna gra, spokojna, bez żadnego tryhardowania ani niczego, czysta spokojna single gierka, muzyka bardzo fajna. Ogólnie przypomina takie tycoony z robloxa, coś tam pobiegasz, dokupisz nowe ulepszenia, zbierzesz w tym przypadku itemki z auto farm albo pozbijasz sobie mobki, drzewa i kamyczki i tak w kółko
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.5M | 4.2K | 85% | $17.49 | |
| $30.6K | 72 | 39% | $9.99 | |
| — | 0 | — | — | |
| $17.7K | 32 | 88% | $13.49 | |
| — | 0 | — | — | |
| $2.2M | 2.3K | 83% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.5M | 4.5K | 93% | $19.99 | |
| $1.5M | 2.5K | 80% | $19.99 | |
| $1.5M | 3.4K | 88% | $14.99 | |
| $1.5M | 506 | 36% | $59.99 | |
| $1.5M | 2.3K | 90% | $19.99 | |
| $1.5M | 5.6K | 94% | $12.99 |