
A brutal godlike village sim that melds the god game, management, and tower defense genres! Fight off hoards of monsters at night, and expand your village in the day time. Inspired by games like Black and White, Rimworld, and Dwarf Fortress but not quite like any of them.
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.
About






Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 7.8Kreviews | 88% | — | $3.4M |
| $14.99 | 71ratings | 72% | — | 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 806 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Definitely challenging, and definitely takes time to learn. Enjoyable experience if you don't mind the learning curve and grind. Charming enough.
Whenever I feel like a dumbass I just remember the villagers from Rise to Ruins and everything gets better.
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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**languages with full audio support
Hours played at review time, across 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Been trying to find a way to enjoy this game, but it just feels remarkably tedious no matter what I do. The trash mechanic being added is really annoying due to the insane amount of trash that builds up. There's way to much random stuff that happens which completely derails you for multiple days sometimes. This game was awesome back when I originally played this but it just lacked a reason to play beyond a couple years. Now, it's just tedious trying to deal with corruption and all the other issues at the same time. This feels like how Rise of Industry was a solid game but needed some tweaks. Instead of that, they added 2130 which simply made the game more tedious and still lacking the main features people had been asking for (AI that isn't terrible being the main one). I wanna like it and I've kept trying to push through the tedium, but I might be at the end of my desire to keep playing. Also, the way achievements work is just strange. Almost all of the achievements are things you can do right off the bat, yet you have to unlock achievements like they're talent points for whatever reason, in order to be able to even start working towards the next achievement. It also doesn't take long for the performance to get bogged down quick. I've got a pretty old computer, but for such a simplistic game it seems nuts just how quickly it becomes frustratingly slow. EDIT** This is about a year later and I decided to try the game again since I genuinely love the concept, but again I'm left frustrated by the AI being absolutely braindead. I learned a lot of new things, but it doesn't change the fact that the achievement system is just not well designed. Even if it wasn't for actual achievements and was for "progression"; it doesn't function at all like it would in many other games. Usually you have a system like this in order to give the player new achievable goals based on the thing you recently unlocked. But since every single reward is a random buff through chests... which you have to stop playing in order to actually utilize, it feels really odd. You'll get so many achievements that branch to a thing you achieved 5 to 10 hours ago, leaving you wondering "uh okay... I guess I just wait for this to eventually tick up and complete." I love city building, god mechanics and tower defence. I LOVE a lot of things about this game. I know it's made by one guy and I at least got a lot of hours out of this game. If you don't care about 100%ing games then I would recommend it for the simple fact that it's enjoyable for a solid 20 to 40 hours easily. The tedium will drain you more and more as you play though. Being unable to click your own buildings because of corpses and items all cluttered around every defence tower you've built, that alone becomes insanely aggravating pretty quickly. The good is that there are some really cool systems and concepts here. I love the golems, I love some of the cheeky, silly humour. There is a lot that leaves me wondering if it's mistranslated, as some phrases just don't make sense, but clearly so much love went into this. Using the concepts here and modifying a handful of things would have this being one of the ultimate strategy games to play. And I'm very impressed that one dude managed to pull this off. I hate giving thumbs down for projects like this, because I know just how hard it is to make a game, bust your ass to actually finish it, and then put it out there for everyone to judge, meanwhile most people have no clue what goes into a project like this. I really hope the review can be taken as constructive criticism and be used towards another project that's similar, with better progression and a more clear end-goal.
好游戏,内容再多点就更好了 我收回好游戏的评价,我刚刚在重启世界好几次后成功发展并且限制了腐化蔓延,但是当腐化进度条走了一小段时怪物变得巨tm多巨tm肉硬扛着我的十几根塔一堆兵和迷宫屠城毁档了,评价是依托,别来快跑难度逆天
Just dropping in to say that I really love this game, but with the latest updates it crashes constantly. Because this game is beautifully finicky and has a Dark Souls level of punishment, having it crash and wiping out a bunch of carefully planned out strategies, it's become unplayable. Fingers crossed it gets some tender loving QA before the next update comes out!
I am generally not interested in colony builders with game mechanics that can't be interacted with when pausing the game. It took me less than a minute to figure out that this game is not for me.
Incredible time travel machine. One second you're starting a village and the next time you check the clock you're out of a job and hustling on the streets for money to pay to use your last friend's outlet so you can keep playing.
Have a list about the less appreciated features that I really enjoy: - Kill mobs in the menus to receive a sound reward! - Discover iconic references all around the in-game world! - Touch everything! - Make Drag-n-Drop your weapon of choice! - Watch your people prosper on a perfectly gluten-free diet! - Cloud-Gazing: Can you guess the shape? - Spend hours looking for sparkly circles! - Fortify your village with trash-cubes! - And so much more!
I think something isn't working right - the "tutorial" consists of two entire tips. The first one tells me that the game has a very steep learning curve and that the tips are essential so don't turn them off. The second one tells me to build a camp. That's it. The first time I built the camp, it then popped up something about "you already lost" but I have no idea why. Restarted with a new profile to make sure I wouldn't miss anything and tried again but that's the entirety of the tutorial that I'm getting. This time I've managed to build the camp without losing but I've no idea what to do next, there's no more tips coming up (and they're definitely enabled), there's a chaotic ui and a lot of stuff going on but none of it makes a lot of sense. Ah well. I'm sure there's a fun game in there somewhere but it doesn't seem like it wants to show me where
It's a give or take. This is fun building and tower defense against enemy that just gets stronger and stronger little by little with some rogue like elements. Problem is, that every map is the same. You start a base, build required buildings and survive long enough to start another base on another part of the map. Player starts and selects where to place main base and from that you need to expand your influence. Influence is where you can actually build. Main goal is to survive a year of game time, that is four weeks in different annual seasons. You build required food, defense manufacturing you need and you slowly get more people to join in and some are given birth to. Buildings work at minimum of 1 worker, but obviously it works slower then. You can also upgrade buildings to make them more efficient and house more workers. During upgrade process building is fully operational, so you can set them to be upgraded right away. Eventually they get fully built. Depending of building they have few upgrades and upgrade paths you can choose. Like defensive towers can be upgraded to have different elements in them. Everyone needs a home, food, water and tools, armor and weapons to work there and it's up to player to find the way to handle all the needs. In the beginning it will be hard to handle, but as you progress you will get better, but you will also get bonuses. Here comes the roguelike element into play. You will need to doom the world you have every now and then and all the progress you've made will be erased. Except experience, which will grant you chests you open and you get various beneficial bonuses from them. You open the chests from main map menu. This is also where you select smaller regions you can enter to try to control them. Problem is, it's every map the same, only the layout changes how you start depending of the region you choose. You don't even work together with different regions other than you can send material and people from controlled regions to another. You need to send enough people and material to an empty region if you want to try to control and build bases in them. When sending something you can only send certain amount of people per day, Maximum amount of people you can send per day is based on how many immigration buildings you've built. If you send more you just have to wait until all possible people have been sent. When you've played one map, you can expect the same thing to be done in every other map as well. And the enemy. Player has one day to set up starting point until enemy just appears at somewhere in the map. Enemy influence keeps growing no matter what and even if you manage to repress enemy base and influence area to disappear, it appears somewhere else on the map, where player has no influence at all. And it is not possible to easily 100% cover a region with your influence, if not at all. And enemy can get so strong in longer run if you linger in one region too long, that one unit can literally destroy everything you have. There is no end to enemy. So many thing are fun in this, but in the end, it is just a basic survive tower defense base building that offered little changes in the end.
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