
Build a grand totalitarian colony and personally storm roguelite battlefields with your soldiers. Shape citizens fears, loyalties, bonds, and feuds. Capture enemies, convert them into true believers. Sacrifice the weak. Feed the strong. Wield absolute power and make every life bend to your will.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Establish the greatest regime in history in this darkly satirical colony sim and FPS roguelite hybrid. Build a prosperous totalitarian state, enforce policies, and lead your troops into first-person battles that grow from desperate skirmishes into large-scale mechanized war.
Dictate wisely. Every choice shapes society, for better or worse.
Mold your citizens through fear, propaganda, surveillance, punishment or rule as a benevolent leader through comfort and prosperity.
While they work for the State, they may grow grateful, afraid, loyal, or quietly rebellious, until dissent becomes revolt.
Venture into the fractured territories of the Tyris System to gather resources, conscript new citizens, trade with wandering merchants, and feed the growth of your colony.
Fight beside your troops in roguelite FPS battles, from hostile ships to large-scale mechanized battlefields of infantry, tanks, and mechs, spreading your doctrine and eliminating threats to humanity.
Weakened foes can be captured and dragged back to your base.
Behind prison doors, resistance can be crushed through fear, indoctrination, execution, or conversion, until an enemy becomes a citizen, a warning to would-be rebels, or another tool of the regime.
Elite enemies, bosses, and Sector Overlords flood the battlefield with bullets, lasers, missiles, drones, artillery, and overlapping projectile patterns.
This is war at scale, but you are not alone. Order your troops to secure victory, or use them as expendable shields to achieve your ends.

Turn a handful of survivors into a vast, tightly run, self-sustaining colony.
Assign citizens to mine, gather, haul, research, and manufacture weapons, armor, food, and supplies. Watch fragile shelters become the machinery of the State.
Collect roguelite cores during each expedition to grow stronger, survive longer, and push deeper into enemy territory.
Weapon Cores reshape how your guns handle. Combination Cores create synergies between different core sets. Others strengthen the troops fighting beside you, or turn them into sacrificial shields for your survival.
Each run becomes a shifting war machine built around you, your squad, and the chaos you unleash together.

Pax Autocratica is a totalitarian colony sim and FPS roguelite hybrid that combines base building, citizen management, and first-person chaotic battlefields filled with infantry, vehicles and bullet hell. It offers a dynamic, accessible, and approachable gameplay experience for all in a sci-fi dystopian world.
It’s a game about power. How it’s built, how it corrupts, and how it consumes.
You will command armies, dictate laws, and witness consequences in every face that salutes you or fears you.
THE STATE OBSERVES ALL
How will history remember your reign?
This game contains flashing lights that may make it unsuitable for people with photosensitive epilepsy or other photosensitive conditions. Player discretion is advised.
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 | $29.99 | 3.4Kreviews | 92% | — | $4.5M |
| Free | — | — | #89 | 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.
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 1757 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Un mélange de gestion de base , roguelite , fps , sims sous le signe de l'autorité du Père Suprème Eh bien c'est simple je suis devenu accro à ce jeu tout simplement , toujours de nouvelle chose à faire ou à farmer , le jeu venant de sortir et ayant fait la phase de Playtest , je ne peux que vous encourager a y jouer Sorti depuis 3 jour en Early Acces et déjà beaucoup de retour positif ainsi qu'un suivi des devs réactif All hail the State!
很好玩啊,就是怪有点恶心希望可以改一下,本身喜欢枪战这个好玩,还能捕捉
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best US #91, worst RU #99 · 6 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English*, French, German, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolutely loving this game. Combat - I feel like the combat portion (single-player) is a little cross of old-school Halo meets old-school Unreal Tournament meets old-school Quake Arena (we are talking 90s and early 2000s on these, before many were born). Loving the medium-to-fast paced action, large-scale battles, and variety. The perk-cards (or cores) are an awesome addition to combat as you earn them in missions and accumulate them the longer you stay out. The enemy difficulty scaling to how long you spend time on a conquest or "outing" is also an awesome way to keep the game balanced. Your cards reset when you return to base to dump your loot. Great concept. Base Building - It has some minor to medium base building elements that sort of reminds me of the Command & Conquer Renegade back in the day where you interacted with your base in 1st person. There is lots to do with your base and research but it is limited to out-of-combat. Meaning, your base doesn't come under attack or experience any issues other than maintaining your population. However, the devs state they are planning on creating events in the base part of the game. This would be cool. NPC Management - LOVE this part of the game. The fact you can take a small team or a large platoon of NPC "companions" of your choosing from your base is awesome. There are many ways you can acquire your soldiers.. Capturing them and bending them to your side, earning them from missions, or even through procreation and raising them (in a sense). You can also upgrade your soldiers in your population with various stat lines, perks, and weaknesses. You can build quite a team in many different ways. Keeping them fed, loyal, and healthy is all part of it. Room For Expansion - I can see LOTS of potential with expanding regions. Maybe even planetary invasions and ship raiding? I saw the devs are also working on a co-op segment for the game which I think will be amazing. this game has a lot of variables that can keep it playable and relevant for a long time to come...
Great!
massa
缝合怪,但是还行,可以一试,游戏画面尚可但是细节需要多打磨。
Absolutely recommend! It's meant for hardcore players of all 3 genres strategy, shooting and base building. I'm not going to go into details as many people have covered all of that already.
Needs some more fleshing out buty overall fun. The battles are too short on Standard difficulty especially tier 1
Responding with some common top reviews in mind: 1. AI in battles is pretty good tbh. I've learned to prioritize good soldiers and create a good team, like, multiple medics and good elites for example. Also, use the team directing tools constantly like you're actually the leader and your team follows your commands in battle (I rebinded these to F, then G, and T, also selecting enemies to engage enemies in packs, then press again to resume following me). Pay attention to what the soldiers do, and scrap them if they aren't doing what you want for your playstyle. Also, pay attention to what the enemies do before you pokeball them, if they suck then don't capture them for being soldiers, if they have good attacks then capture them and use them. 2. AI on camp is good once you get used to it. You need to use resource transporters to gather animal farm and greenhouse stuff, plus everything else. They will fill those resource gather posts then you just click them, everything collects, and you put them into warehouse. (So you can have a bunch of transport posts live and the warehouse right beside it.) The game has also been super reliable with loot, I've never had any disappear. Also the resource transport AI is well-programmed, they do good pathing and wait to pickup loot, etc. Also, select your soldiers when you enlist them and check the boxes for what you do and don't want them to do. Once you do this the auto-assign works well, or assign specifics sometimes. (Developer can add auto-refill on things that don't have it, such as animal farm eggs.) 3. I think the in-game portraits are dope haha. They are consistent with a cyberpunk-y future and yeah are completely unproblematic. It's literally just a drawing of a face, and the image is consistent with any soldier not wearing a helmet. 4. Tbh there's a bunch more mechanics in the game to pick up by spending time looking at what the buildings offer, looking at what's in the menus, etc. 5. Yeah I found it to have some deep elements. The writing is quite good many times. The scripted large-scale battles are a lot of fun, and the regular battles have thought put to them as well. The core fragment upgrade roguelite system is fun and has seriously tons of options. The weapons are great, many variations and a few different playstyles I can easily switch between throughout expeditions. There's a lot of different soldiers with different strategies in battle, so there's ample opportunity to build up teams, use team commands and do big team battles. The relatively simple colony sim has been fun, able to build it up with a lot of soldiers doing different stuff, do some customizations, and have some fun elements sprinkled throughout. Also it's not difficult to make things run smooth at camp and have no issues, and as you progress you get given more and more stuff to have more options and do things faster. You can be an ethical leader or explore a bunch of totalitarian stuff. There are morale, loyalty, and fear mechanics for soldiers that the player needs to work with for how they treat their prisoners and soldiers. There's also hunger, and this is easy to satisfy since you can gather bitterroot, then once you level up meals become something that can give your soldiers new traits as well as influence their morale, etc. There are also credchips for soldiers' salaries, which you get from battles and selling to traders (dev mentions an upcoming automated credchip mechanic which will be a great addition). -------------- All in all I purchased it because it's a thought-provoking game, positioned in a distant future, and there's a lot of worldbuilding and commentary on this concept. I've enjoyed building up teams of soldiers and I think the battles are really fluid with a lot of fun and snappy options. A bunch of stuff is cool about it. The environments look great, and you are exploring a bunch of planets and bases. The different enemy types are cool, and they are positioned as the prevailing species in this galactic situation, each with their own strategy and reasoning for attacking the other species. It also isn't overly restrictive, keeps many things simple, and gives you the option of what difficulty you wanna play at, it's an intriguing game, hats off to y'all. (Also I didn't have performance issues, just a bit of pop-in, I have everything on max with DLSS on and it goes for 100-120fps)
Essentially a single player reboot of Earth From Another Sun. Looks better and is more refined. Seems like they've gained some focus and look to expand on features in a scaled down version. Not a bad thing. Build your base, collect and balance resources, manufacture better gear, and play through a galactic map to gain resources from points/progress through combat. The more stops you make on the map, the higher the difficulty ramps up. Pretty generic and barebones for the time being. It seems obvious this developers are still trying to find the sweet spot and get their feet on the ground. To their credit, early access and a free key was given if you paid for their previous game (the aforementioned Earth From Another Sun). That alone, in my opinion, overshadows the cries of asset flip by showing good will on their part. I wouldn't pay $30 as is- maybe $20, but it is a rebooted continuation of the previous game to make a better product overall. Only a handful of developers actually care enough to go back to the drawing board and not charge for the new product while claiming the previous one was "complete". Bottom line- As is, it isn't quite worth $30 (but maybe it is as "premium" games are now 2-3x this price), but if you have some interest and cash to throw: Multiverse gives back to consumers and stands behind their vision enough not to abandon it outright. I personally commend and support this kind behavior, regardless of how good the game is. It shows dedication and the drive to get better as developers.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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