
Polylithic is a survival game unlike any other, set in the most pivotal moment in mankind's history. Experience life as a Paleolithic hunter-gatherer, settle down as a Neolithic farmer, form tribes in co-op multiplayer, or go it alone in a world where the apex predator is still a distant aspiration.
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): 0.43/day in the week to Aug 22 → 10.86/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 2,400 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.
About

It's the Stone Age. Humans are not yet apex predators. We are, in fact, quite far down the list. You are a tribe leader. Your job is to take your people from desperate Paleolithic hunter-gatherers to the first permanent settlements of the Neolithic age, laying the foundations for all of human civilization. No pressure.
Along the way, you'll craft the earliest tools in human history, research technologies that separated us from every other species on Earth, build villages, manage a tribe, and navigate a world that is genuinely trying to eat you.
The Polylithic world is vibrant, colorful, and almost entirely indifferent to your survival. Forage for resources across tall forests, snow-dusted hills, and rapids that do not care about your life. Hunt everything from rabbits to mammoths, each one a unique challenge, and each one a reminder that this is, technically, their world too. Seek out other human tribes, or what's left of them, learn from their mistakes, and then don’t do that.
Gather, craft, hunt, cook, and occasionally yell at wildlife; survival in the Stone Age is a full-time occupation. Master an evolving tech tree, experiment with a cooking system that generates recipes with predictably unpredictable results, and keep your body fed, rested, and functional. You can also tame a dog. Or a hyena. Both are loyal. One is slightly more alarming. Either way, companions eat, heal, follow commands, and will absolutely judge your decision-making
Survival alone is one option. The other, the one that actually worked, is forming a tribe. As village leader, you'll manage your tribespeople's needs, grow your settlement, and guide them toward the Neolithic Revolution. They'll work, become Elders, and slowly, improbably, build something that resembles a civilization.
Not everyone will welcome your progress. Enemy tribes have their own ideas about how prehistory should go. Sandbox Mode offers an infinitely generated world for those who prefer to skip the story and cause problems at their own pace. Customize your character (it's the Stone Age, somehow), emote around the campfire, and do your best to make prehistory turn into history.
Bring up to 9 friends into your Stone Age and form your own tribe. Share resources, coordinate hunts, build together, or completely ignore the plan and do your own thing; multiplayer makes every survival story unique, unpredictable, and significantly easier to blame on someone else.
Engagement
Reviews
Themes across 207 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun concept but still TONS of bugs and janky mechanics. The AI is terrible, which is unfortunate in a game that's foundation is dynamic NPCs. If someone dies in deep enough water you can kiss that villager slot goodbye forever. You can't deconstruct certain buildings, namely the storage stations. So once it's up if yo want to relocate it you gotta uproot the entire base. Feels way more like an open beta than a 1.0 release. A very early open beta.
Спочатку дуже довго приглядалась до цієї гри. Задумка дуже цікава, але, на жаль, іноді так буває, що реалізація ігор може не відповідати нашим очікування. В цьому випадку все виявилось навпаки. Гра захопила мене своїм геймплеєм. Особисто для мене головне в цій грі стало відчуття прогресу. Ти майже завжди у напрузі, бо постійно є чим зайнятися, але при цьому розумієш, навіщо це робиш. І саме це тримає інтерес. Спочатку я грала по сюжетній лінії, а потім ми з хлопцем перейшли в мультиплеєр. Він реалізований цілком гідно, грати разом цікаво. Ми ще не зайшли далеко, але вже зараз можу залишити позитивний відгук. Окремо хочу відзначити атмосферу: цикл дня й ночі та зміна пір року зроблені справді атмосферно (можливо не всі на це звертаюсь сильну увагу). Заходи сонця, поступове затемнення, зміна погоди і відчуття життя в дикій природі реалізовано справді круто! У підсумку ставлю грі жирний плюс і щиро сподіваюся, що зовсім скоро ми зможемо достатньо розвинути своє плем’я.
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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, Czech, French, German, Russian, Japanese, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Italian, Korean
Hours played at review time, across 207 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I’ve been following Polylithic progress since the EA release, and it’s been great to see how much the team genuinely cares about the game and how many good updates they’ve delivered along the way. Looking forward to the 1.0 release!
Early Access-Spiel Extrems. Wartet lieber noch, bis man wenigstens wirklich spielen kann. sorry. Sagen wir in zehn Jahren ist der Fake bestimmt fertig, also 2023 hats begonnen und wird voraussichtlich spielbar im Jahr 2040 evtl. Echt krass das man heutzutage sowas veröffentlichen darf. Ist quasi wie ein 500 Seiten Buch mit einer Seite Text, auf den restlichen Seiten steht dann ''Ist automatisch Geld-Generierend Buch''.
O desenvolvedor voltou a atualizar o jogo o que e bom,aguardando ansioso pelo que vem pela frente,ainda falta o idioma português
[h1] Great Concept, Mediocre Execution [/h1] [h3] Riddled with bugs [/h3] I was initially excited after watching the trailer and reading the concept. Survival Crafting game with colony sim style management. That's pretty much what it is but the game is like a shallow pool. The survival/crafting/combat is functionable, but not particularly interesting. The Colony management is just assign one task to a tribe member and as far as I could tell that was pretty much it. Make sure they have food and a bed and your good. [b] Positives [/b] + Visually pleasing artstyle: I usually stray away from games that look like they just use a synty low-poly asset pack, but I was actually pleased with how the game looked. + Core Gameplay loop isn't terrible: I don't mind wandering around picking up sticks, hunting smaller game, manually crafting basic supplies, at least at first. + Timing mini-game: Lots of little QTEs for fishing, cooking, harvesting. It's a small detail that makes the game more engaging than just pressing E to pickup loot. + Craft from storage: Such a necessity for modern survival games. Happy to see this wasn't overlooked [b] Negatives [/b] - [b] buggy [/b] [i] it's an ugly planet, a bug planet [/i]: This is what ultimately stopped me from wanting to continue my campaign. NPCs getting stuck, housing not detecting correctly, items falling to ground and vanishing, lock on getting stuck on something invisible.. I can handle some jank (I love you Kenshi) but this was just plain frustrating especially in a 1.0 build. - Ai: Companions, Animals, NPCs, they just all seem so sporadic. You can easily cheese the pathfinding to get away from things, the pets run circles around my feet while I'm trying to dodge roll (just like my dog while I'm trying to cook) commands that do something but nothing noticeable. - Combat: Lackluster. Aiming ranged weapons is never where I want it to be, lock on just feels floaty and off. It's not the worst combat ever, but it's just nowhere near what it should be if hunting is going to be a huge part of the game. I would prefer something simpler akin to runescape or kenshi to something floaty and offputting. - Colony: You can assign tribe members a task to gather, hunt, craft or cook. That's about it. They get a single task they can do. No stock limits to stop them from turning all your wood into arrows so you have to micro-manage their one task, they're like worker ant drones powered by a single core ai. Happiness seems pretty linear and just boosts or debuffs the productivity of their single task, but it's extremely easy to keep them happy. - Unexplained Mechanics: I'm all for the figure it out as you go style of learning. You can play the campaign which has a sort of tutorial, or jump right into a sandbox. I went the campaign route and still didn't really understand much. [b] I.E. [/b] not sure how the tech tree works at all, do I need to craft all the types of items to unlock the next? do I need a certain number of building/tribe members? If that is the case, why would I need to go back and craft a wooden hammer/axe to get the checkmark if I just skipped it and went straight to stone? Does my character level up and get better at skills like the tribe members do? Is that why my aiming with the bow was so off? No idea. [h3] TLDR [/h3] It was fun for a bit, but after the bugs, lack of depth, and sub-par combat, it's just not a game I'm going to try and convince a friend to get to try multiplayer.
tem todos os idioma cd o português Brasil
I recently got into this game just before the 1.0 launch and played early access briefly and had no issues. Going into 1.0 (I have only played multiplayer exclusively so I cannot comment on singleplayer tutorial since multi is pure sandbox) I had an issue where the other player couldn't attack or cut down trees. A post was made on the discussions and within 45 minutes the dev had not only responded but pushed a hotfix. I have to commend that level of dedication to making sure people enjoy their game. Aside from that this game is pretty brutal at times but I love that, yes I have died many times but the progress is so great.
So far I like he game. Things that need to improve (imo): Inventory Management: -Followers Inventory doesn't seem to link to mine? so I have to manually move stuff out of their inventory, into mine, or common storage, etc. -A Loot All button (When your looting your dead body, community inventory chests, followers, etc) -Sort / re-sort / Auto Stack Cooking: -It would be nice to have a thing that shows the cooking patterns that you already know or have discovered, maybe click on it and it auto loads the ingredients -Cooking is super slow.. given all of the ingredients I have, to unlock tasks, etc - it's like a day or two of in-game time to get it all prepped, even to unlock the task. Maybe the world timer slows down significantly while you're in the cooking screen? IDK No other feedback right now, but enjoying the game.
Сильно не оптимизированная игра с супер кривым управлением Задумка хорошая, реализация кал
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