
Sid Meier’s Civilization: Beyond Earth is a new science-fiction-themed entry into the award winning Civilization series. As part of an expedition sent to find a home beyond Earth, lead your people into a new frontier, explore and colonize an alien planet and create a new civilization in space.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.71/day in the week to Sep 3 → 2.14/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 846 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a sci-fi reskin of civilization 5, but for some reason, a hundred times more boring. Maybe another expansion would've fixed it, but it didn't get the chance. Oh well. Back to civ 5!
Good game
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 8: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1301.57/day in the week to Jul 25 → 1.14/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Japanese, Korean, Polish*, Russian*, Traditional Chinese*languages with full audio support
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Civilization: Beyond Earth – A Misunderstood Gem That Deserves a Second Chance Overview: Sid Meier’s Civilization: Beyond Earth has long been regarded as the black sheep of the Civilization series. Upon its release in 2014, it received mixed reviews from both critics and fans. Many viewed it as a spiritual successor to Alpha Centauri, but it struggled to meet those high expectations. While it lacked the polish and immediate charm of other entries in the franchise, it remains a game with substantial potential—especially after a few essential updates and some thoughtful modding. ⸻ Interface and Visuals: Functional, Not Flashy One of the most common criticisms of Beyond Earth concerns its user interface. Admittedly, the HUD is less streamlined and intuitive than what we see in Civ VI. Certain mechanics are buried deeper in menus, and newcomers may find it somewhat overwhelming. However, once you grow accustomed to it, the interface is more than serviceable. It conveys the necessary information and supports the game’s layered mechanics reasonably well. As for the visual style, it often divides players. The color palette is certainly different—alien, even unsettling to some—but this is, in my opinion, a strength rather than a flaw. Beyond Earth isn’t trying to be a traditional Civ game. It’s set on an alien planet, and the visual design reflects this beautifully. The terrain, buildings, and units have an otherworldly quality that enhances immersion and supports the game’s sci-fi themes. ⸻ Gameplay and Mechanics: Rough Start, but Playable Today It’s no secret that Beyond Earth launched with several balancing issues and underwhelming mechanics. A famous example is the early-game trade system, where internal trade routes could generate 20–30 energy and production per turn—a clear sign of unbalanced design. However, much of this has been corrected. The base game received two patches, and the Rising Tide expansion came with two additional updates. While not an extensive post-launch support history, these were significant enough to fix many of the early frustrations. The diplomacy system in Rising Tide added more depth, and aquatic cities introduced new strategic dimensions. The Affinity system—though initially confusing—has become more coherent with some experience and community guidance. Additionally, a handful of still-functioning mods help polish rough edges even further. While the modding scene is not as vibrant as in other Civ titles, there are enough quality-of-life mods and balance tweaks to elevate the game into a satisfying experience. ⸻ Pricing and Accessibility Beyond Earth still carries a surprisingly high price tag for a game over a decade old. Fortunately, it goes on sale several times a year. I personally picked it up for about $10 recently, which felt like excellent value for the depth it offers. If Firaxis or 2K were to consider a revitalization, I would urge them to: • Release one more DLC or expansion to round out the game systems. • Push out a couple of final quality-of-life updates. • Perhaps even open up the game further to mod support. Such steps could breathe new life into a title that deserves more recognition than it has received. While Civilization: Beyond Earth may never reach the iconic status of its siblings, it stands as a fascinating and enjoyable strategy game in its own right—especially after patches and mods. It dared to do something different and paid the price for its ambition, but that very ambition makes it worth revisiting. It may not be the best Civ game ever made, but it’s far from the worst. It’s playable, it’s immersive, and with a bit more attention from its developers, it could become the sci-fi strategy game it always aspired to be.
It's really quite boring. Just play Civ V.
Spyware because of 2k
Sid Meier's Civilization: Beyond Earth marks an ambitious departure from the traditional Civilization formula, transporting players into a speculative future where humanity ventures beyond Earth to colonize alien planets. Developed by Firaxis Games, this installment retains the turn-based strategy and empire-building core of the series while introducing fresh mechanics, thematic elements, and a sci-fi narrative that collectively aim to redefine the franchise's scope. The game invites players to lead one of several factions in establishing a new civilization on a mysterious, often hostile world, balancing exploration, diplomacy, research, and warfare in an environment far removed from familiar Earthly concerns. One of the most notable aspects of Beyond Earth is its richly crafted setting and world-building. Each planet is procedurally generated with unique biomes, alien flora and fauna, and environmental challenges, ensuring no two playthroughs feel identical. The alien world itself becomes a character in the game, presenting both threats and opportunities that influence player strategy. The game’s Artifacts, native lifeforms, and dynamic terrain effects create an immersive experience that encourages careful scouting and adaptation. The aesthetic leans heavily into futuristic and alien motifs, with sleek technology designs, unusual landscapes, and an evocative soundtrack that underscores the mystery and grandeur of space colonization. Gameplay-wise, Beyond Earth builds on Civilization’s trademark empire management but introduces new systems tailored to its sci-fi setting. Instead of traditional technology trees, players research “Tech Webs” that allow more freedom and customization in development paths, enabling diverse approaches such as military dominance, scientific innovation, or diplomatic influence. Additionally, the affinity system—divided into Harmony, Supremacy, and Purity—adds a layer of narrative and strategic choice, influencing the player’s ideology and the types of units and buildings available. These affinities not only shape gameplay style but also affect diplomatic relations with other factions, adding depth and replayability to each campaign. The exploration and expansion elements remain central to Beyond Earth, but with the added challenge of alien wildlife and environmental hazards. Players must balance growth with defense, as hostile creatures can threaten colonies, and terraforming options provide ways to modify the planet over time. The game’s combat system is tactical and visually engaging, with a focus on positioning and unit abilities rather than overwhelming numbers. While combat is not as detailed as some dedicated tactical games, it provides enough challenge and variety to complement the broader strategic gameplay. Despite its many strengths, Civilization: Beyond Earth has faced some criticism, particularly regarding its narrative depth and AI sophistication. The story, while atmospheric, can feel underdeveloped compared to other narrative-driven strategy games, with some players wishing for more meaningful events or dynamic storytelling. The AI, though competent in managing economy and warfare, occasionally displays predictability or missed strategic opportunities, which may reduce the challenge for experienced players. Additionally, some long-time Civilization fans found Beyond Earth’s changes less groundbreaking than hoped, sometimes describing it as a re-skinned Civilization V rather than a fully evolved sequel. Visually and technically, the game is polished, with detailed unit models, expansive maps, and smooth animations that bring the alien world to life. The interface is clean and user-friendly, though the abundance of new systems and options means there is a learning curve for newcomers. The soundtrack and voice acting effectively enhance immersion, adding emotional weight to exploration and faction interactions. In conclusion, Sid Meier’s Civilization: Beyond Earth is a thoughtful and ambitious entry in the Civilization series that successfully transports players into a fascinating sci-fi setting while maintaining the strategic depth fans expect. Its unique mechanics, dynamic world, and affinity system offer refreshing gameplay variety, though some shortcomings in storytelling and AI prevent it from fully realizing its potential. For players interested in a cerebral strategy experience with a futuristic twist, Beyond Earth provides a rewarding journey into humanity’s next great frontier. Rating: 6/10
Yeah it is not spyware itself but it is a wrong way of tightening terms of the agreement in many ways. Including connection restrictions and data collection.
unsafe spyware
2K out of mind ! fcking Spyyyy !
A pretty decent game but is pretty thin in terms of strategic depth. For clarity I've played this with the Rising Tide expansion installed. The game uses the basic framework of Civ 5 but with the premise and timescale being shifted to the far future and far away from Earth. The basic premise is that Earth has reached a crisis point and the only hope for humanity is to move to a new planet; however, how humanity adapts to the new planet is in your hands as you begin the great game of civilization once again... Positive stuff: - Interestingly in this game you start by selecting the tile you wish to found your first city on as your colony pod comes in for landing which gives you a nice frame of control over where you start and it's also pretty cool you get a small headstart over other civilizations who will drop their first cities a few turns later (you'll also always know where these drop down giving you a limited scope on controlling when you encounter other players). - Civilizations are highly customisable - you get to select your main civ trait, bonus yield and a starting bonus and you then get to add on three additional traits throughout the game which can be upgraded or swapped out encouraging a much more flexible playstyle - it also keeps rival agendas different between games since these traits also determine what they will respond positively/negatively too. - Adding a war score system is really cool as it shows a clear balance of power in the war and scoring high enough allows you to take the spoils of war and select your prizes if you eliminate your opponent. HOWEVER the lack of open table diplomacy means you don't get to dictate terms to end an ongoing war so you can't say offset the loss of a city by offering a tech and resources in lieu - The game is presented nicely, has an effective UI and the artstyle is good overall. I like how native alien units also change their colours based on what type of planet they are on which is a nice little detail. Negative stuff: - Probably the weakest diplomacy system out of all civ games. Adding the diplomatic capital resource was a positive step adding a maintenance cost for deals and an incentive to accept offers from other players. However these diplomatic agreements are all you have access to alongside declaring war or friendship which removes pretty much all of the depth. - The diplomatic attitudes of the AI is pretty all over the place and they will find an excuse to attack you if you either don't produce enough of their favoured yield or just differ too much from the culturally. You do get some advance warning but the lack of opportunity to bargain (or blackmail) makes multi-front wars unavoidable. On higher difficulties it is pretty hard to come back too if you are behind in military strength which makes avoiding war a more uphill battle. - Alliances are more trouble than they are worth - the AI just love declaring war on each other and then declaring peace just as quickly. Being in an alliance however will force you to join your allies wars and its likely you won't be first in line for even a white peace. It would have been good to be given advance warning of the alliance going to war or the opportunity to pull out. - Wonders feel pretty underpowered, some are pretty strong but most do little to motivate me into spending the production on them. - Health really constrains early expansion which keeps the "build tall" mindset from Civ 5 however it seems rival civilizations are less constrained by this penalty... Neutral stuff: - Tech web is okay, it gives more flexibility in how you want to approach the game but there are inevitable optimal tech orders to follow and then the tech branches required for whatever victory condition you are aiming for. - Affinity system is cool but undercooked, there should have been a cut-off that once you reach a certain depth of an affinity the weakest one should have locked off and unable to accumulate any further xp as it's too easy to just take all of the benefits. Overall I do think the game is good enough to earn a recommendation but its not a whole-hearted one. It's a solid 6/10 from me.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $24M | 53.3K | 95% | $14.99 | |
| $24.1M | 24.9K | 95% | $29.99 | |
| $24.1M | 106.1K | 94% | $5.99 | |
| $23.9M | 28.9K | 88% | $29.99 | |
| $24.2M | 16.5K | 88% | $39.99 | |
| $24.2M | 53.4K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.6M | 9.6K | 81% | $9.99 | |
| $3.5M | 2.6K | 72% | $39.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | $74.99 | |
| $0 | 0 | — | $74.99 | |
| $2M | 1.4K | 82% | $39.99 |