
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.
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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 | 3.2Kreviews | 92% | — | $4.3M |
| 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 1755 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏里关了dlss还是隔三差五闪退,还卡在第一章,实在是玩不下去了。过段时间再看看是否还闪退,就先不退款了。
!! undisclosed ai art !! the game is an amalgamation of other games but it does not succeed in any of its approaches. shocked the game is this highly rated. the roguelike aspect feels shoehorned in. the base building is reliant on timers and a lot of menus that make it tedious and feel like a mobile game. the gun play IS fun but the maps are often repetitive (and frustrating due to invisible walls in places it looks like you can go to.) there's also the aspect of capturing enemy soldiers which mostly feels like the devs played palworld and thought "heh, humans captured with spheres... neat". it felt like there was an ocean of mechanics and currencies yet they were as deep as a puddle and obfuscated by 2 menus + a loading screen.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3M | 25.5K | 97% | $7.99 | |
| $4.3M | 6.4K | 88% | $29.99 | |
| $4.3M | 18.2K | 80% | $14.39 | |
| $4.3M | 20.4K | 98% | $9.99 | |
| $4.3M | 9.7K | 85% | $15.99 | |
| $4.3M | 17.5K | 94% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 158 | 82% | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $19.3M | 13.8K | 86% | $34.99 | |
| $89.5K | 202 | 90% | $13.99 | |
| — | 0 | — | — |
Latest in each market: best AU #63, worst RU #99 · 7 markets collected
US · last 30 days
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
It is a neat game but it is also a niche game as well. The combat is fun but the story is more likening to an adolescent fantasy power trip. The building is incredibly simple but the grind to get there from what I've seen so far is insane. I am really on the fence with this one, and am refunding it solely because i just wont play it enough to continue any further. At most (and don't think I am trying to low ball) $30 is a bit much for a overly grind-focused, survival craft, roguelight, fps. I hope this game does well in the near future, but currently it is not for me.
people are way too generous with this game. the intro and tutorial are downright awful. they ask you 4 times before you can even change your settings to do their job for them and QA the game. then they lock you in place and over-explain the most basic video game mechanics ever known to man, repeat voice lines yelling at you to ignore the damage you're taking (you'd die, yet the voice line repeats over and over), and yap at you for half an hour before explaining a single thing that separates this game from any other. the ally ai ignores enemies. the enemy ai is oversimplified. the game flows like generic slop. if you want a roguelike shooter you've seen a hundred times before blended together with haphazard strategy game elements and tower defense, there's probably fun in here, but i will never know because the first few minutes of a game are the most important for retention, and this game is doo doo butter from a butt at that.
Got baited by the trailers and screen shots, it's incredibly boring. There's no latch in the first hour and a half, so I quit before the refund window ran out. Went in expecting something resembling palworld, but it's more clunky than palworld ever was, might buy if under $10.00.
坏消息:缝合怪 好消息:挺上头 目前没有发现大的BUG和出现闪退一类的问题。有时候读图后会出现短暂的顿卡。 总的来说就是刷刷乐+家园建设人口管理。AI有点傻傻的,动作有点僵硬,画面还行。
I played for around 12 hours, finished the entire first sector, tried the major operations, colony systems, soldier capture and progression, and then dropped the game. If Steam had a neutral recommendation, I would probably use it. Since it doesn't, this is a negative review. The concept sounds much better than the game currently feels. Pax Autocratica looks like someone tried to mix Helldivers 2 and Borderlands, sprinkle roguelite mechanics on top, and then surgically attach a colony simulator as a third arm. There are expeditions, prisoners, soldiers, research, crafting, equipment rarity, character upgrades, social stats, merchants, space travel and large operations. The problem is that most of them feel shallow, weak, or barely connected. Expeditions become repetitive very quickly. Most objectives are some variation of "kill 20 idiots and kill the boss", "run to the boss and beat the ♥♥♥♥ out of him", or "kill two or three elites". There are merchant ships, neutral planets and simple resource planets, but almost everything still leads back to landing somewhere and shooting people. I started recognizing familiar environments surprisingly early. The larger "special" operations can appear both as sector progression and as events. They have more soldiers, vehicles, artillery and fortifications, but are basically the same missions made two or three times longer. Allies and enemies run everywhere, everything shoots at everything, and the battlefield turns into a military anthill where half the time you are not sure who the ♥♥♥♥ is doing what. Bigger does not automatically mean better. Threat is probably the mechanic I disliked most. Every movement through space increases enemy strength. So exploring, trading, buying food or taking a longer route makes future enemies stronger. After only a few minutes of flying I could reach around Threat 6; if I remember correctly, enemies there were roughly +80% HP and +50% damage. This could be a good pressure system if your own power scaled at a similar rate. It doesn't. Weapon progression is almost comical. The difference between a grey SMG and a gold SMG can be around ten damage. Higher rarity mostly adds random stat lines, but many are tiny 2-5% bonuses that feel like bank cashback: "4% cashback on shark food" type ♥♥♥♥. Character progression has the same problem. You get passives, healing, AOE healing, boosters and similar upgrades, but I never had a moment where I suddenly felt like a ♥♥♥♥♥♥♥ gigachad. Enemy scaling is much more noticeable than your own growth. Cores are interesting in theory. They last only for the current expedition and can give infinite ammo, rockets, spheres, drones and ability upgrades. You start with around ten slots and can expand that later. There are fun ideas here, but many cores are weak. I once spent around fourteen slots on drones until I had three firing lasers, rockets and EMP. Sounds great. At Threat 6-7 they were basically three technologically advanced mosquitoes. Soldiers are even worse. They have classes, traits, work stats, social stats and a unique ability, and stronger units take more ship capacity. That would be a good system if stronger soldiers were worth the space. I watched an elite sniper shoot a normal trash enemy and remove roughly one sixth or one seventh of his HP. That elite sniper occupied three ship slots. I ended up playing mostly solo not because I wanted a challenge run, but because the soldiers were basically luggage with guns. You can upgrade soldiers, but that progression also feels close to zero. Capturing enemies is another lottery because you cannot properly see the important work stats before taking them prisoner. Capture someone, bring them home, check the roll, keep the good one and recycle the ♥♥♥♥ one. At some point I realised I was basically playing Palworld with human beings in a space autocracy: catch people, inspect them, keep the best specimens and process the rest. The colony was my biggest disappointment. I expected something closer to a very simplified RimWorld from a first-person perspective. Not RimWorld-level complexity, but at least a colony that feels alive. Instead it mostly feels like a 3D meta-progression menu. There are no civilians in the part I played. Your soldiers are also miners, lumberjacks, cooks, builders and researchers. You place functional buildings and after the first sector unlock farming, vehicle production and processing. But there is almost nothing to actually do in the colony itself. The planet feels empty. I tried to plan the base properly, but layout seems largely decorative; roads did not appear to make soldiers noticeably faster, and I found no meaningful logistics or spatial planning. There is no real defence layer either: no raids, no fortifications that matter, no reason to think about protecting the settlement. You can walk around the planet, but there is basically ♥♥♥♥-all to find there. The colony mainly exists so you can return, move numbers around, unlock another blueprint, craft some ♥♥♥♥ and leave again. The social simulation is thin. Soldiers talk, joke, insult each other and occasionally teach someone something like +1 Mining. One in-game day is roughly one year of life, recruitment can take three or four years, and lifespan injectors add about ten years. These ideas sound much more interesting as a feature list than they feel in practice. Enemy variety is limited to roughly four or five main archetypes. Bosses are mostly those same ideas scaled up to the size of a two- or three-storey building, given a unique ability and a huge HP bar. The gunplay is fine. Not ♥♥♥♥, not amazing, and not enough to carry this much repetition. Another strange issue is scale: enemies, allies and your own soldiers often feel slightly taller than you, so you constantly feel like a 179 cm dwarf surrounded by 180 cm gigachads. Elite female soldiers do at least place their ass roughly at eye level. Visually the game is generally pleasant, the combat music can genuinely slap, and technically it was surprisingly solid for Early Access. I had no crashes, no serious bugs and no obvious FPS problems in normal gameplay. The largest battle did have some stuttering, but overall performance was good. My problem is not "there is no content". There is content and there are plenty of mechanics. But most feel like they were designed in separate rooms. Threat scaling undermines gear progression. Weak soldiers undermine prisoner capture, upgrading and ship capacity. Tiny rarity bonuses undermine loot. Weak or random cores struggle to keep up with enemy scaling. The colony mainly exists to support expeditions, while expeditions mainly exist to bring resources back to the colony. The loop closes, but it never became satisfying. I stopped after around 12 hours because I simply did not want to do the same loop again. Maybe later sectors improve the economy or mission variety; I did not play them, so I am not going to pretend I did. For an Early Access game this is not a technical disaster. The foundation works, the presentation is decent and the basic concept is strong. But the developers now have to make a huge decision about what they actually want Pax Autocratica to become. Adding more guns, cores, sectors, enemies and buildings will not fix the core problem if all of those systems remain this shallow and disconnected. Right now it feels like Helldivers 2 + Borderlands + roguelite mechanics, with a colony simulator sewn onto the side after the operation was already finished. I expected something closer to a first-person RimWorld-lite. What I got is a repetitive shooter with a colony-shaped menu between expeditions. If Steam had a neutral recommendation, this would be it. Since it doesn't, I can't recommend it in its current state. Pax Autocratica is a game-containing product. There is definitely a game in there. The developers now need to decide what the ♥♥♥♥ they actually want that game to be.
[h1]这是真人版的《幻兽帕鲁》?![/h1] 2024年《幻兽帕鲁》横空出世的时候,有人说它就是一个缝合怪,它没有过多解释,一边打侵权官司一边默默的就把钱给赚了!而且游戏热度一直到今天依然不减,毕竟“你不当帕鲁,有的是人当帕鲁”!不过《幻兽帕鲁》的画面始终还是太可爱了,不太适合我等“铁血汉子”大展身手!但是请放心!《暗星铁律》它来了!它带着宇宙殖民、模拟经营、科技战争、第一人称动作射击、肉鸽构筑等等元素,就这么华丽丽的缝合着向我们冲过来了!!! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]缝合?能缝合得好也是真本事![/h1] 《暗星铁律》就如同当初的《幻兽帕鲁》一般,缝合了市面上众多游戏的出名玩法,也参考了世界知名IP《宝可梦》的捕捉机制,把缝合进行到极致(其实就是极致的参考了《幻兽帕鲁》的缝合!你可以当它是真人版的科幻《帕鲁》),在融合创新之下,让我们去外太空为帝国开疆扩土,抓一堆俘虏来改造,让他们帮我们建设基地、维持基地运转的同时,还得帮我们一起为帝国的伟大而战! [h1] 抓帕鲁?来这抓俘虏!!! [/h1] 《暗星铁律》在把宠物收集玩法和基地建设玩法融合起来的同时,还把第一人称动作射击和肉鸽构筑也给缝了进来!不过在其他游戏里的“宠物”在这里其实都是“俘虏”,在战斗里被我们用“抓捕弹”抓回来的俘虏,在经过用刑洗脑威逼利诱之后,是可以变成我们的苦力和战力的。 [h1]俘虏也都是多才多艺的![/h1] 游戏里我们的手下和俘虏都有各自的个人属性、工作属性、战斗属性、技能、特性、特长和生活习惯,这些基本就能影响我们对他们的定位,擅长工作的可以直接安排成基地工作人员,更为擅长战斗的可以作为主要战力,外出战斗的时候带出去为我们卖命!至于那些属性废物或者有不良特性的,还能用作给其他强大的手下当进阶养分!反正作为殖民领导,不要放过任何一点能让俘虏发光发热的操作就是了! [h1]丰富多样得基地建设[/h1] 游戏的基地玩法还挺丰富,搭建各种功能建筑,什么食堂、厨房、监狱、仓库、各种资源生产设备和武器装备生产工厂等等统统都有!平时外出探险需要的装备和物资就都靠这些建筑生产,然后出去探索获得更好的资源和蓝图后,就可以回来升级基地和各个设备,在生产更强大的装备让我们更加强大去探索更难的区域,整一个逻辑闭环没半点问题! [h1]简简单单的自由“爬塔”探索[/h1] 探索方面有点像“爬塔”,只不过这个星图地图是自由的,溜达去哪全凭自己点,不过随着探索距离和区域的扩大,敌人等级也会逐渐提升,加强我们的战斗难度。在探索到需要战斗的区域后,就会转入第一人称动作射击战斗地图,让我们进行爽快的biu~biu~biu~ [h1]战斗手感是差,但是是真爽啊![/h1] 要说游戏最大的缺点应该就是战斗手感了,虽说不同的枪械有不同的战斗机制,当手感反馈是真的差了点(几近没有),射中射不中都没有什么反馈,唯一能有的体验应该就是子弹射完了换弹的那个等待操作时间了。不过,虽然如此这般,游戏的战斗时真的爽!战斗模式有好几种,大体上敌人会突然出现,远程近战的各种围攻,如果我们是单打独斗的,哪怕是配备一身神装和构筑完整了,都未必能顶得住,就算顶得住也会相当累。好在游戏设计了队友系统,别看这些队友都是曾经被我们俘虏回来的,但它们的战力是真的杠杆的!选上几个精英俘虏,带上一俩个医疗兵,许多时候打得比我们还猛! [h1]求加大游戏星系量!再求成就系统[/h1] 另外,最为可惜的是这游戏只有3个星系,虽说每个星系都有N轮的主线任务和探索乐趣,但终究短了点,如果制作组后面能制作更多星系地图的DLC来补全,那就真的完美了!对了,还有成就系统,这么好的一个刷刷刷游戏怎么能没成就系统呢?制作组快加上哇!!! [h1]DZYY都快被治好了!爽!!![/h1] 好久好久没有这么爽的游戏体验了,感觉DZYY都要被《暗星铁律》治好了!双手双脚加20个指头推荐!真的!相信俺!!!
The game is interesting but it keeps crashing or fails to launch often.
Hard Pass. Seems very fisher price.
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