
Set in a post-apoc version of Earth, Revival is a 4x strategy game where the world and its rules can change at key moments, creating a deep and highly replayable experience.
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.
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 2,402 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
Set in a post-apoc version of Earth, Revival is a 4x strategy game where the world and its rules can change at key moments, creating a deep and highly replayable experience. Explore a transformed planet, negotiate or conquer new territories and bring the light of civilization to regressing human colonies in order to prepare mankind for war with a despotic entity.
Revival generates a vast possibility space for you to play around with. From sudden weather changes to zombie infestations and bans on certain weapon types – boy, you are in for a surprise.
Adapt to new conditions with the help of the nuanced edict system that allows you to terraform the planet and fine-tune the game rules on specific regions of the map. Protect your settlement from changes by building special shield constructs or by accepting the blessings of your tribe’s totem tree.
Survivors of the terrible catastrophe that almost destroyed mankind have unique traits and bonuses that affect your gameplay style. Pick the right clan to take under your wing and help your followers evolve through four distinct epochs, all the way to futuristic settlements and breakthrough technology.
Command an army that is suited to your play style by gearing up troops with a variety of components, which can also be crafted. Adapt your tactics in intense turn-based battles by mixing and matching different parts, as well as smartly using destructible cover to defeat your enemies.
Revival takes place on our own home planet whose landscape and climate have been dramatically transformed. Discover pre-cataclysm artifacts and anomalies with unexpected behaviors. Face off against wild beasts that have evolved to survive in these conditions, as well as fearsome mechanical automatons that roam the lands.
Genres
Sums Steam only; Xbox, PlayStation, Nintendo, Epic publish 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 | 427reviews | 69% | — | $332.5K |
| $29.99 | 38ratings | 66% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nice strategy, good mix of hero-based with army combat. Interesting world story, technologies, minor factions, diplomacy and interactions
spent basically half an hour shuffling a settler across a civ 6 map looking for a place to settle that wasn't already occupied or entirely mountains/ocean. Which is only made worse by the environmental restrictions for a settlement which changes based on what emissary you have. Frankly just don't really have the time of day to really care to check out the rest of this game even if theoretically it should be the best thing ever since I really enjoy alpha centauri, I enjoyed beyond earth. I specifically loved them for the ways the world would change on a dime and new variables would be introduced. This SHOULD be my game, but starting the player with no city, surrounded by a million settlements which force the player to be unable to settle is a pretty big issue. Sure I aligned myself with one of them, but that doesn't mean you can actually do things with the ♥♥♥♥♥♥♥ settlement, it'll just sortof sit there like the city-states in civ V that has a better diplomacy system at least thank god.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean, French, German, Polish
| $23.99−20% |
| 19ratings |
| 73% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
| $20.99−30% | — | — | — | 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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Podría ser un gran juego, pero aun le falta mucho pulido. No está bien balanceado: Los jugadores controlados por el ordenador parecen estar limitados por reglas distintas a las que tiene el jugador. Realmente pareciera que simplemente "hicieran trampas", como si hubiesen compensado una IA pobre con recursos más abundantes, facilidad para diplomacia y tiempo de construcción. SI no es así, me gustaría tener un modo de poder auditar que es lo que está haciendo la IA. Hay mecánicas que no están bien explicadas o bien implementadas. Por ejemplo, me topé con un clan que apreciaba los regalos. Haces una promesa de traer regalos, que caduca a los 20 turnos, y requiere que hagas 4 regalos antes de que caduque la promesa. Le das la opción de hacer el regalo, pero no te deja volver a hacérselo hasta pasado 20 turnos, por lo que no puedes cumplir la promesa. Quizás haya que hacerlo de otra forma, pero desde luego a mi no me ha parecido intuitiva. Si no solucionan estos problemas, no lo puedo recomendar.
VERY GOOD
有点特色但不多,画面上怎么说呢,感觉地图不怎么“清晰”,有种乱糟糟的感觉。建立城市和战斗类似无尽帝国,但是做得比他们差,总体来说一般般吧
I had high hopes but in the end it plays like a clunky CIv5 mod with some half-arsed, but cool ideas. To give some examples: -Specific areas give your units 'irradiated', which is a persistent debuff that deals 1 dmg each turn forever, with no explanation for how to remove it. -You can terraform hexes, but you get no preview of how hat will affect your economy until after terraforming. -A LOT of mechanics are ambiguously explained very poorly. I really hope that I can return to this game in 5 years and see it actually playtested by a competent QA team.
操作不透明,我把城市建在特异点上,也不知道buff吃没吃到,还是要建到旁边才行?之后改造地貌看着还行,但是不够自动化,玩着太累,也没有文明带来的正反馈,和惊喜感,还是有些无聊的
平日兢兢业业讨好上司已经很累, 居然还要在游戏里讨好部落 爷不干, 爷就要爆兵把部落打下来, 打完傻眼, 没有夷平然后在上面建城的选项 于是被迫在掠夺和同化里边二选一. 前者只能拿点军费, 你最缺的什么能源啦, 什么战略资源啦, 统统没有, 你有钱也不卖你, 就因为你不舔. 后者是扩张的唯一手段, 然后又要继续舔, 不然好感度太低分分钟叛变, 等于给别人打白工. 行行行! 我直接单城, 把对手的城市一个个打下来总行了吧? 刚打完第一个由 AI 控制的部落, 连二选一都没有了, 直接算同化, 然后又逼你舔... 去讨论区逛了一圈才知道, 这个问题早有人提过啦 我也是程序员, 这功能很难写么? 开发者拖了两年就是不改啊! 他们就是想教育玩家, 要对人和平友善才能交到好朋友, 比如可以让渡一点政策自由度去换地盘换资源 我们自然是懂的, 现实生活中我们都是这样做的, 但我们不希望在游戏中非这样不可 不如咱们用脚投票, 同样是 120 块人民币, 我买文明6爆爆小马不香吗? 为啥非要在这坐牢? 哎! 文明6, 斯基泰, 启动!
想法不错,但很多地方为了和文明有差别而有差别,譬如说这个部落设置,很多设计非常生硬,让人玩起来就像吞冰碴子,不丝滑也不舒服。
I had really high hopes for Revival: Recolonization. The game had great potential and could have become one of the greatest 4X games ever but the developers fumbles hard and made the game unfun to play. The game is set on a post-apocalyptic earth. Scientists created a powerful Ai called the All-Mind that rebelled against it's creators and went to war with mankind. The cowardly scientists responsible for this decided to hide in cryo sleep hoping that the AI will be gone in the future. They awake a century later, humanity still exists but the All-Mind, still active, controls all the technology and makes sure they stay in a primitive state. The scientists, now calling themselves Emissaries, plan to revive civilization by leading one of the many tribes in the world. The All-Mind who notices this decides to make a contest out of it, the Emissary who can proof their worth will gain full control of the planet and all it's technology. Theoverall premise of the game is cool, we have to rebuild a broken world that was devastated by along war between humans and the AI. A big aspect of this is terraforming. The Emissaries have access to advanced technology called edicts, these are capsules that can be placed to change the terrain. Each Emissary starts with the ability to increase or decrease the temperature, changing the climate on tiles. This is important because every tribe in the world has their own preferred climate and will only generate resources from tiles with the same climate. Besides changing the climate you can also use rain to grow trees, use gravity manipulation to increase or decrease the yield from strategic resources and even create volcanos or earthquakes to devastate regions. The entire gameplay around these edicts is actually briliant and clearly the main attraction here. You get more of those edicts by claiming them from old ruins which are guarded by automatons of the All-Mind. The player has to integrate tribes into their society, the first tribe you take will define what folk you have which means what climate and benefits you get. People of the desert for example are traders and mercenaries, they got good money generation and have some combat techs like increased range on weapons. The people of the arctic are battle hungry berserkers that thrive in combat and are willing to sacrifice their own people for benefits. Additionally each tribe has three random traits that you can add to your society by adding that tribe to your civilization, even if they don't belong to the same people. Some of these traits are mutually exclusive which means while you can still assimilate that clan, you won't get traits that are not compatible with your clan. Thieves for example don't work well with lawmakers together, so you can have only one of the two, depending on what you get first. Each clan also has different worldviews and can ask you to fulfill various oaths, little quests if you will. Fulfilling oaths earns loyalty towards the clan which allows eventual assimilation but another player might beat you at that which coudl loose you one of your cities if you don't pay attention. It's best to take notice of what actions your clans like and dislike and don't do anything that might make them upset. One of the annoying aspects of the game is the victory condition and probably my main reason why I don't like this game. The game has only three ways to win the game, the usual "I kill all of you" victory, a science victory in which you simply reach the end of the tech tree and finally the standard victory, proving your worth to the All-Mind. And that system is incredibly annoying. At the start of the game and every 50 turns you get an objective., stuff liek having the most trades, getting the most of a specific resource or killing the most units and so on. The player who manages to be the best at the objective gets a victoryx point, reach three of those points and you win the game. The problem is, these objectives are completely random each match, you could get an objkective that you are good at or you could get something you cannot do at all. Locking a victory condition completely behind RNG seems like abad design decision to me. Another annoying aspect of the game is "automation tolerance". Certain actions inside your territory will alert the automatons stationed there, do too much and the All-Mind will drop in a very powerful unit that starts placing edicts to mess with your region. You can prevent this by destroying all the automatons in your region but guess what, this also alerts the All-Mind and for some reason also reinforces all remaining automatons, making future battles harder. Speaking of combat, I like it but also dislike it. The game has acool concept in which you can equip units with various weapons and other gadgets. Want war elephants with ballistas? Possible. How about a giant tank that has a flamethrower? Also possible. Equip your infantry with nuclear grenades, why not, what could go wrong. There are a lot of items here and you can create some cool combinations and customize your army to your liking... if you can pay. Almost everything costs strategic resources that you can find on the map, this isn't that unuusal for a 4X, the problem is that the requirements for building just a single unit is insane. This means in practise you will still use simple guys with clubs very late into the game because you cannot afford guns and tanks in masses. You can be lucky if you could build one tank. And for some reason do the AI players never face this problem, they always have all the resources they want in their territories. Everything seems to be falling into place for the Ai which brings me to my next issue, blatant cheating. That AI cheats in strategy games is nothing new, the AI needs a handicap or else it would get dominated quickly. In this game it is however extremely obvious and unfair, even on normal difficulty. Winning the game isn't hard but it feels liek the AI gets all the cool tools while you run around with cavemen. Lastly, the tech tree. Oh god, the tech tree. This is a good example of "less is more", the devs cluttered it full with techs, many which aren't really good or interesting. Not to mention that the UI for the tech tree is really bad, you have to click on every single tech to learn what it does and even then it doesn't explain well enough what the tech does. And for some reason the game never tells you your total science gain or how much science a tech costs. Even outside the tech tree the Ai needs some work. For example city management. Cities can only build districts if you have population but the game doesn't tell you how many districts you currently have for your city, it only tells you when you cannot build a district. And for some reason the game always is unresponsive, especially when controlling units. I always have to click two or three times until it registers my command and moves a unit. This is overall my full experience of the game, it has agreat foundation with mechanics like unit customization and terraforming but these cool gimmicks don't help with all the other crap you have to endure in this game. The devs also compeltely dropped the ball on it to no one's surprise, the game didn't sell well, so they didn't bother to fix the issues. It just feels unfinished and unpolished.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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