
A colony-building game combined with grand strategy elements. Play as a tribal leader, guiding your people from the Stone Age to the Bronze Age. Survive, multiply, and compete for territory among ancient nations.
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/day in the week to Aug 20 → 0.29/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.
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Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
首先,整體底層架構蠻好,但值得改進深化發展 1. 主產品與副產品的功能與數量不均 1-1. 以羊為例,肉毛運用不均,肉太少,毛用處不大,人口多則需要養非常多 #解決方案: 1-1.1 羊毛製作成 地毯、布料、軍旗(+士氣)、城鎮裝飾品(+心情)、各種消耗品...等(後面經濟系統運用) 1-1.2 改變(羊)的(生長週期率),快速繁衍與消亡,則同等時間域值內 肉產量++ 毛產等量 1-2. 骨頭: 幾乎無用 #解決方案: 1-2.1 製作弓箭非常耗碎石,可用骨頭替代(骨箭),骨甲、骨戰錘、陷阱、祭器(類似於鼎)製作建築、柱子.... 1-3. 人不會自動服藥,另外傷藥、內傷藥 或許可以用於恢復氣血,每日1次, 2.(經濟系統) 經濟與貿易不成比例,被底層邏輯焊死導致的遊戲拓展延伸上限 2-1. 遊戲中部落 需求/產出 無論部落 人口數 如何都一樣,鎖死發展與後期遊戲 #解決方案: 2-1.1 可參照song of syx 經濟系統,每個部落每人口需要消耗一定量的基礎物品(如:每人口需求-80糧每季/-0.2服飾每季/-0.1陶器每季),每超過一個人口量級(如10人)增加一種更高級的耗品模擬部落壯大提升需求,(設計一個後台計算模擬方塊,每個部落被設定具有建築,例如: 牧場*1 (產出10皮、50肉、-20飼料)/小米田*1(產+1000小米、-2木桶、-0.25野牛、-0.25耕梨、-2耕具),每5個人口啟用某一種預設或隨機建築,如此便可以根據部落大小構建出全地圖完整經濟供需體系,此系統不是真的建在敵方部落戰鬥地圖,只是顯示在該部落資訊界面,如此即可創造供需),並根據不同地區有特產建築或產量加成,例如 碎石產量++、魚產量++、玉石 、黃金 ...祭器與裝飾可以因貿易更多樣化) ,同時移民壯大附屬部落才更有意義,也能獲得更多經濟價值,有此系統後若是提供steam工房功能相信自有大能為作者深化分支功能),另外可以有事件(某部落瘟疫、大戰,藥品需求+++)(部落敵對即將大戰,武器甲冑需求+++),另外供品也將隨部落人口等級提升數量 ps. 也可以顯示計算當地 貴族、部落民、奴隸 數量來計算基礎供需 3.(戰爭系統) 3-1. 戰鬥後即使對方60人也只能俘虜原先預設該部落面板2人,相當於鎖死以戰抓俘的發展路線(商朝還怎麼玩?),不合理建議更改,以參戰人數去計算該局獲得比例某%更合理,並增加在小隊人員潰敗下低於某血量域值時 直接投降被俘虜的概率功能。 3-2. 後續馬出來或許可以出戰車兵,目前可以先出象兵(騎戰象) 3-3. 希望平民也能著甲、奴隸兵才不讓著甲 3-4. 能不能給個弓箭戴科技,提升箭矢背負數量+5/+10/+15 4.分組系統 4-1 .分組功能確實好,可惜人數過低,即使升級還是低,後續太多分組容易難玩,導致遊戲可玩時長縮短,提升基礎至10人或許更好,畢竟還包含小孩不能上戰場也算在分組內,也利於後續的家庭系統推出,想想1男2女4小孩 隨便就超出分組上限了 5. 奴隸運用 5-1. 以血祭天 法力無邊,可以增加 祭禮 獻祭俘虜,在原有建築 祭台上舉行,不再只是降低奴隸暴動,可提升對應文化、凝聚力++、信仰研發速率++ 、對周邊威攝+,歷史上 討鬼方、羌,不也是在找祭品 ? ps. 所以同理 不同信仰 祭品不同,牛、羊、人、青銅禮器、.....,祭祀不同主神信仰後提升部落情緒(例如 祭祀女媧,本季生育意願+1.5%) (祭祀戰神,本季 組織度+35%,攻擊+10%) (后稷,耕作效率+20%)...... 5-2 信仰等級系統(呈上) 研發出相應信仰神話後,開始允許祭祀諸神,祭禮月隆重,部落對此信仰提升更多信仰值,而後提升信仰等級,可以使用更高規格祭祀禮,提升更多加持 5-3 根據信仰不同,貴族死亡應該要有相應的宏大祭祀葬禮,否則 文化、威攝、情緒衰減 6. 地形、樓高 6-1 只能蓋一樓....希望能增加到二樓,讓遊戲裡面柱子有點用處... 6-2 希望能往下挖一層,設定個地窖,增加食物保鮮 7. 更多商品 7-1 鹽,或許成為沿海部落主力商品,沒有他活不了,牲畜、人都需要固定使用類似食物,也可用於醃肉、醃菜增加儲存時長 7-2 漆、製作漆器,作為更高級的耗品或使禮器,另外或許研發科技還需消耗對應量的幾種 物品 會更具挑戰性 8.水利系統、地形重塑 8-1 每次都澆水...能否給個系統,水周邊3~5格自動灌溉,科技提供可以自行挖水渠(淺渠)半人高,可越過
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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: Simplified Chinese, English, French, Japanese, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Russian, German, Italian, Korean
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
非常有意思
Интересная игра!
很好玩,希望再接再厉
É um jogo muito bom tem muitas mecânicas legais, mas, ainda tá muito "cru" o mapa é pequeno e tem alguns bugs que comprometem a experiência, mas acredito que seja por que é um jogo ainda está em acesso antecipado, ansioso para atualizações de correção e melhorias. muito divertido apesar dos pesares.
能不能解决每次存档后,再上线读取存档农田作物没有了得情况?搞得炸毛了
I played a bit of the tutorial (because strangely it's built separately from a normal game) and a bit of the normal game, and this is essentially "Ancient China Simulator" set in the paleolithic times. You lead your unga bunga group of ten people and build your settlement, discover tech and conquer other settlements. Gameplay wise it plays quite similarly rimworld with some extra qols present and some qols missing. For instance pawns tasked with foraging with collect resources on their own instead of you microing each thing to harvest constantly. The part which annoys me the most is building, since there are some buildings which have fixed dimensions, some which do not, and some of these require secondary buildings to function as intended, but they're all in separate build tabs and I have to dig through them, when I really should be able to just click the placed building and have the option to build the extra stuff I need. The tech tree is somewhat reasonable, though the most advanced you can hope to become is knowing how to forge bronze. The culture tree I have my own problems with but I don't expect experts in that field to be making a video game. You can assign a leader and some followers to specialize in tasks, like production, researching tech/culture, military, etc. Knowledge of certain skills can be passed down by assigning a teacher, carving it down on stone, etc. Researching is much more reliable and consistent since you can assign the team to do research full time. The game also presumes the anachronistic marxian view of history, since everyone in this period are "slave societies", and you can get more tribesmen (aside from reproduction) by converting the slaves you have to your own primitive religion. This mechanic feels strange but I suppose it will be more fleshed out in the future. Other minor complains: 1. Making animal feed seemed to take way too long in comparison to other tasks, especially since people in the past just fed their livestock whatever they have extra of. 2. Pawns have stats and when they do tasks a number pops up but their effects aren't very well explained 3. In farms, the corresponding plants should only show up as selectable if you've actually researched it. Overall the base game is already there and quite solid. I've not had any experience with combat yet since I prefer building tall. The inclusion of a dev console and steam workshop would be great as well.
能不能调一个动物可以自己选换的功能 动物血不足的时候 想换一只 没选项 全是残血的 浪费时间等它们回血 我兽栏里面全是满血的动物不能换
国产游戏之光
after the last update has not been loading dosent even come up in my task manager does not boot up i have uninstalled and reinstalled and checked files threw steam i tested it licked on play 2 hrs later nothing no tittle scren nothing but steam says im playing it if i cant load to play i will be contacting steam for my money back
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.8M | 7.7K | 95% | $24.99 | |
| $9.8K | 23 | 74% | $10.99 | |
| $168 | 2 | 0% | $2.99 | |
| — | 0 | — | — | |
| $13M | 11K | 90% | $34.99 | |
| $3.4M | 4.5K | 91% | $19.99 |
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| $373.7K | 582 | 97% | $14.99 | |
| $373.6K | 713 | 54% | $19.99 | |
| $373.6K | 2.8K | 67% | $3.74 | |
| $373.5K | 1.2K | 93% | $9.99 | |
| $374.4K | 1.9K | 92% | $9.99 | |
| $374.6K | 1.1K | 78% | $11.99 |