
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.
No United States chart position — it charts only in the markets below.
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 | — | — | #90 | 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 1772 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Worth the buy, it has colony sim, pal world, rougue lite, fps and rpg all mixed togheter in a way that works!
after the update(8/25/2026) windows security blocked the game. will change when it works again.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best FR #98, worst RU #99 · 3 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
I've played for 5 hours at the time of this review. The game is solid, has a fun and addicting loop, and there seems to be a good amount of content.
great game for early access, played 61 hours. Cant wait for Zone 4 update.
good game
Bisher muss ich sagen...... macht richtig bock auf mehr :D Diese wilde Mischung aus so vielen Genres funktioniert bis weilen sehr gut. Gameplay fühlt sich flüssig an, Spiel läuft ohne große Performance Probleme trotz EA. Freue mich sehr was die Zukunft noch bringt.
Great Game so far, looking forward to seeing how it develops
Game was fantastic, I'd say even for early access but it damn near feels like every game is in early access nowadays and especially the ones worth a damn. This game like others have mentioned is a mix of a base builder like palworld where you have npcs create things for you. Helldivers where you load into maps and complete objectives (big difference being you get to bring your own company) and then roguelike elements in the sense that you upgrade your character and get "cores" that decide your build. Some are standard most are based off what guns you bring in and equipment. Games all around great it does a lot of things at once and does most of them well. The only thing lacking in my opinion is the AI interactions are extremely surface level. Meaning that they are only to achieve a certain outcome for immediate gain. There also isn't much of a impact on the environment. For example having certain species bunk with each other should have a impact on cohesion but it doesn't. My suggestion to the devs is after this next update focus a little less on the combat as the combat has a great loop already and considering you are adding more in to the next update already i would strongly suggest focusing on making more dynamic options for the NPCs allowing the environment to impact them more and creating more buildable locations that can help with certain things like a library for example to increase their research speed stat, a gym to increase their manual labor stats, a training ground to marginally increase certain dps stats (i know that's what the sacrificial building is for but the training ground could yield small results that take a long time to accumulate) then maybe like resturants that have to be staffed but that increase morale and other such centers that can impact that. Also speaking of environment i think especially with the games theme there should be a police and a secret police system, there should also be secret dissent options for the npcs that way there is a push and pull for and prices to pay for being too totalitarian and this also impacts the types of soliders you bring in if you constantly bring in skeptics then there could be real impacts. Great game and had i increased the non combat difficulty i can see where it would've taken even longer. But the problem with that is that the only reason it would've taken longer would've been from a lack of supplies not because of the base management itself. Hence why i made the suggestions i did, with things like what i suggested there's real choices and priorities you have to make. There's a ton of potential here and if implemented correct the game could easily be a diamond i personally already enjoyed it and would give it a 8/10 but it has the potential to be one of the best games i've ever played if systems are fleshed out.
I'll keep it short very short. It seems to be a minority opinion, but personally it very much feels like the tags are a little deceptive. This game is heavily an fps/action game or whatever you'd call that. The colony sims, base building or survival tags are barely a part of the game. I'm sure doing repetitive 5 minute missions where you shoot every one in a room over and over appeals to some (clearly), but I had hoped the tags were accurate and that there was more to this game
I only played for about half an hour, but I've seen so many telltale signs of generative AI used in the art (and maybe the voice acting?) that I've been forced to write a review. If it was only used for concepting, if it was just placeholder art, whatever. I can't be bothered to engage with it when the primary loading screen of the game looks like an AI generated image that was touched up in photoshop by someone who thought they could fool us with a dash of human touch--which, spoiler alert, they didn't. That's not to mention the character portraits, which also bear the clear hallmarks of "ai misunderstanding human anatomy and its symmetries." I don't really want to give money to a company incapable of caring enough about their project to put quality human labor into *every aspect* of it before dumping it into my lap and saying "this is worth paying for," ESPECIALLY when they don't make use of Steam's generative AI disclosure (which they used to have, but for some reason got rid of, despite still containing AI generated content). What's the real problem with using AI to create parts of their game? Why not let this self-proclaimed small dev team (which they remind you of each time you launch the game) cut some corners while they're in early access so that they can create more while doing less? Because it's derivative. Because whatever concept they end up with, it has to be something so average, so banal, so mind-numbingly mediocre that it could be generated by a chatbot in less than a tenth of a second. I will be refunding this. Best of luck to the developers, I hope you choose to show some basic respect to your audience by being honest with them.
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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