
Songs of Syx is a fantasy city-builder with vast battles simulating thousands of citizens and soldiers. Start off as a small village and build, scheme, and fight your way towards a mighty empire. The mechanics are deep and true to life, where tiny events can spiral into the collapse of kingdoms.
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About
Songs of Syx is a low fantasy city-builder with vast real-time battles simulating tens of thousands of citizens and soldiers. Start off as an insignificant village and build, scheme, and fight your way towards a mighty city state and empire. The mechanics are deep and true to life, where small events can spiral into the collapse of kingdoms.


Full of different races, cultures, old and new gods and strange creatures - everything in Songs of Syx is connected. Night turns to day, climate and weather change, and migrations of animals and people flow. Droughts and pestilence, raiders, traders and bandits, and new discoveries will ensure kingdoms and empires come and go with or without your intervention. Everything you do generates new unique stories and worlds each time you play a new game.

Win the hearts of your subjects or whip them into submission. Have their number swell your insignificant village into a metropolis of your design. Watch tens of thousands of individually simulated citizens and slaves interact: each with their own life, religion, fears and desires.
Build each house, street and plaza with utmost care in order to keep the needs of your citizens, your state and your army balanced.
But be careful not to overreach: everything you build requires upkeep and a slight disruption to your production, or a dip in your standing, could quickly spiral out of control. Your people will not hesitate to turn against an incompetent ruler.

Recruit, train and equip citizens of your great city. Gather allies and vassals, conscript traveling mercenaries and local peasants to bolster your ranks with up to 50,000 individual units. Use tactics and skill to encircle your enemy in massive real-time battles, or let your reputation demoralize them before the fight.
Each soldier is simulated and will require supplies produced by the industrial might of your great state. The outcome of battle will dictate the rise and fall of empires.

Break the backs of slaves as they make your beds and swab your floors. Just throw them a bone from time to time to keep them from rising up in revolt. Appoint nobles, or import them from other kingdoms and have them manage different aspects of your kingdom to boost your production and standing, but be careful with whom to trust, and reward them accordingly as some might get the idea to usurp you or join your enemies.

As your capital grows, it must be sustained by the villages, towns, lumber camps, castles and ports that constitute your kingdom. But you are not alone. Other kingdoms and despots are either eager to forge an alliance or expand their borders, so tend to your relations. To grow your might, you must engage in diplomacy, trade and war.

Thanks to the fulfilment of our first Kickstarter stretchgoal the game will have a fully fledged soundtrack made by @jasinkamusic. We already have some tracks done which neatly fit into the playable prototype.
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 | $24.99 | 9.3Kreviews | 94% | — | $7M |
| $19.99−20% | 116ratings | 94% | — | 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.
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Reviews
Throughout the years I have come back to this game many times. Some versions were better, some worse, but they all had a few things in common. My biggest gripe has always been what I call the happiness treadmill. As your population grows so does its demand for different amenities and luxuries. In the current version the balancing is so tight that, after a certain point you find yourself cramming benches into every corner of your city just to squeeze a few 0,0001 of a point of happiness out of your citizens. Production chains, research, laws, healthcareall of these systems require constant upkeep just to maintain the status quo, leaving you with an incredibly small margin in whihch to actually grow your city The game also starts to break down under the weight of its own systems. Take the labor intensive production chains for example. My 485 worker laboratory required an influx of 6,000 clay per day, while my mines were producing a net 12,000 clay per day. You would think that would be more than enough. So where did the other 6,000 go? The problem wasn't a lack of workers the research, or maybe the logistics. The clay mine simply could not produce more because the game would not allow its workers to use more than two inbuilt storages. I had all the logistics set up to move the clay out quickly enough and I had more than enough production capacity on paper yet the game simply refused to let the mine produce at the rate I needed. This is where the game buckles under its own restrictions and that was only one example, and the problem becomes increasingly apparent the further you go down the pop chain. At a certain point I found myself playing not because I was having fun,but because I didn't want the game to "win" against me. I was pushing forward the population and keep the threadmill going once again just to prove that I could beat this game, and I hated every minute of it. All of this is compounded by the games enormous learning curve. There is a huge amount of information you need to understand just to figure out what is required to keep the happiness treadmill running. The UI doesnt make this any easier either. Then there is all the fluff that you eventually stop caring about or never did, such as citizen interactions, citizen flavor text etc because you are too busy desperately trying to keep the underlying systems from collapsing. The race wars are another strange example. If you have a multiracial city and dont separate your citizens housing by at least 58 tiles, they can start fighting each other. This cannot be prevented through law upkeep because for whatever to me unknown reason, the game treats these incidents as "brawls" rather than what they really are:murders. It feels like yet another system designed around an arbitrary restriction rather than something that actually enhances the gameplay??? And then there are the huge battles shown in the promotional material. Dont expect those to become a major part of your game. By the time you have a large enough population and economy to support a serious army, the happiness treadmill has you balancing on a tightrope just to keep your society functioning. Maintaining that army becomes yet another burden competing for the same limited resources you already invest in heallthcare, law upkeep, material upkeep, maintenance upkeep, the happines threadmill. And another thousand examples. All in all this is a convoluted game with a steep learning curve that just buckles under the developers apparent fetish for arbitrary difficulty spikes. There is a genuinely interesting city builder buried somewhere underneath all of these systemss but the further you progress the more the game seems determined to punish you for doing exactly what it asks you to do: grow. Just dont play the game like its supposed to be played.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've been feeling increasingly disappointed with the direction PC gaming has been heading. With the rise of AI, the flood of sloppy releases that aren't memorable, and hardware prices continuing to climb, it feels like a lot of what made me fall in love with PC gaming is being lost. That's why Songs of Syx stands out as such a brilliant example of what a great game can be. Not just because of how deep and engaging it is, but because of the way it has been built and continues to evolve. The relationship between the developer and the players feels genuine. It's a game the looks like it's being shaped through passion, care, and constant refinement rather than just being pushed out. I love that the demo is essentially the game itself, just without the latest update. That version alone is where I spent many hours, and it captured everything I loved about playing on PC. I've put 40 hours in the paid version and about the same in the demo, and still haven't delved fully into the skill tree or the larger mechanics of a city yet. I've only made a small town. This game really is one to be explored and played over and over rather than consumed and forgotten about in the library. Keep up the great work!
Поначалу кажется, что где-то внутри этого вывернутого на изнанку каркаса дисфункциональных алгоритмов и сломанной экономки, словно бы прячется гениальная, хотя и очень негостеприимная игра. Но чем дальше ты пытаешься пробраться сквозь эти дебри, тем больше понимаешь, что здесь нет ничего кроме статистики ради статистики: создаваемое тобой королевство не будет ни грандиозным, ни красивым, ни могущественным. А равно здесь нет принципиально глубокой экономики в плане комплексных производственных цепочек или торговых отношений, — ты постоянно управляешь дефицитом, в сущности, десятка товаров — а главной особенностью таковых (системы производственных цепочек), фактически, является очень своеобразная модель исследований, которая ничего не изучает (в плане не происходит перманентных открытий), но даёт тебе некую динамическую константу очков, и которые ты далее уже раскидываешь на те или иные, в сущности, баффы и перки твоих производств, обычно измеримых в производительности труда на одного работника на том или ином предприятии. В сущности, ты перебрасываешь эту сумму очков между наиболее актуальными, в текущий для тебя момент, индустриями, дабы избежать неизбежно наступающей здесь ловушки роста, когда эффект масштаба начинает работать против тебя, и, в какой-то момент, вызывает неизбежный и буквально неостановимый коллапс всей твоей экономики. По итогу, главной задачей становится необходимость высчитывать на самом микро уровне баланс между экстенсивным ростом индустрий (спам производственным строений), — та часть экономики, которая неизбежно в себе замыкается и начинает тебя душить, захлёбываясь в издержках — и интенсивным, на которые тратишь те крупицы очков инноваций и роста, доступных тебе и повышающих производительность труда ключевых для тебя секторов, в частности дабы отправлять это нечто на экспорт. В сущности, тебя поощряют или даже указывают («наказывают») тебе специализироваться, даже если речь идёт о самых базовых, начальных товарах. Да, эта система могла работать, если бы, например, те же индустрии сами генерировали какое-то постоянное количество очков инноваций и знаний, за счёт той же своей практики, и позволяя тебе частично окупать собственный рост, но сейчас ты патологически носишься по всей карте, дабы избежать той самой ловушки роста, постоянно перебрасывая очки между одними производствами и другими. И вся эта нервотрёпка почти исключительно ради процентов в производительности, без новых качеств для твой экономики или города. Причём сама экономика, цепочки производства построены неуравновешенно и даже безумно: я банально устал выпускать гигатонны той же мебели, или одежды, но при этой всё равно управлять армией голодранцев эксгибиционистов. И в быту, и в производстве, и в медицинских учреждениях требуются одни и те же тряпки почти в эквивалентных количествах. Расход глиняной посуды таков, что она словно бы немедленно бьётся сразу после того, как попадёт кому-то в руки или лапы. Спрашивается: куда всё девается? Это буквально экономическая система потлача: словно бы управляемое мною общество построено на принципах преднамеренного уничтожения всех доступных материальных благ. И очень грустно, что игра не придумывает ничего лучше для удержания внимания и скалирования сложности, кроме как создать огромную фиктивную занятость для пользователя, вовлекая его в цикл бесконечного перепроизводства всех товаров. А в качестве «премии» за такой труд, разработчик ещё и ввёл механизм «инфляции» (металлических денег между прочим), достаточно произвольно обесценивающей каждый год твои накопления. И что очень «приятно» учитывая, что баланс экспорта\импорта здесь имеет огромное значение, так как всегда существует потребность нечто срочно докупать, ввиду перманентного дефицита и большой сложности планировать расходы наперёд всего. Ну и да, из элементов социальной симуляции здесь только перманентные эпидемии, а также периодические стачки на почве расовой и религиозной ненависти. И это всё.. Остальные законы, модификаторы социальных нормы словно бессодержательны и существуют лишь для того, чтобы пользователь мог с ними поиграться. Хочется построить, например, ксенофобский этностэйет из каких-то местных гоблинов, для странной своей сатисфакции? Ну можно, конечно, но особого смысла не будет: особых култрурных, социальных различий, между расами, здесь всё равно нет, кроме тех же самых модификаторов состояний. Туда же идёт вроде как заявленная здесь система глобальной торговли, политики, географии, климата, исторических событий, мифа и прочая симуляция Хартлендов, и Римлендов: к тебе просто раз в пару лет приходит какой-то чёрт и рэкетирует тебя на произвольный объём ресурсов. Также всё. Иногда случается засуха\похолодание и прочий мелкий рандом. Как итог, это далеко не худшая из возможных стратегий, но, к сожалению, — а очень долго ждал выхода из беты — это и близко не нечто принципиально интересное, «маститое и многотомное», как было обещано: качественно в жанр не привносится ничего нового, а то, что есть — сделано с явным намерением «принести» юзеру как можно большее количество боли посредством требования к микро контролю в игре, где у него, фактически, нет особых для того инструментов. Игра требует точности и ведёт учёт производительности чуть ли не до тысячных, но пользователь вынужден действовать почти всегда наобум: почему не производится ремонт/не собираются товары/не строится здание/не работают складские мощности или что там ещё сломалось, — почти всё проверяется, уточняется эскпериментальным способом, т.е. «»по наитию». Авось, если здесь сделать то-то и это, и ещё вот это — сработает. Однако, учитывая стахостический характер игры и её событийности, наказания за любые ошибки и неточности в управлении поселением происходят с тем обязательно и непременно. И ровно исходя из тех же соображений я хочу покритиковать интерфейс, меню и выводимую информацию в целом: в игре, где полчаса одной накапливающейся ошибки, происходящей фоном в относительно стабильной системе, достаточно, дабы срубить всю твою экономики на корню, отправив её в коллапсирующее состояние, — нет наглядного меню статистики. Просто нет. А то, что имеется это курам на смех, где есть какие-то крошечные пиксельные графики, которые не дают тебе наглядного представления о состоянии твоих производств и прочем товарном дефиците\профиците, а с тем нет и пересечения товаров внутри цепочек. И к этому ещё и добавляется и то, что вся экономика состоит из достаточно большого плавающих показателей, а с тем модификаторов производительности труда и удельного потребления для КАЖДОЙ ИНДУСТРИИ, РАБОТНИКА И ТОВАРА. Как вообще за всем этим «кабаком» следить, если не заносить всё это на подкорку своего неокортекса по результатам сотен часов наблюдений? На текущий момент, это не градостроительная (районирование, инфраструктура, логистика — здесь де-факто не управляемы, и вынесены за скобки контроля, не считая самого поверхностного, либо значения не имеют) и даже не экономическая гранд-стратегия (цепочки производства ну слишком «плоские» для этого), но предельно детальный симулятор расстановки срален, харчевен и «массажек» (буквально) по феншую, дабы также буквально вонючему, грязному быдлу всё понравилось. При этом с этого «нравится» нет профита. Игра тебя наказывает, но нет обратной системы поощрения. И для стратегии, которая позиционирует себя как «гранд» — очень много душного микро, и скалирования ради скалирования, эффекта масштаба ради эффекта. И я говорю всё вышеперечисленное как почти бескомпромиссный фанат всякой «нудятины» и «тягомотины». Но даже для меня это немного слишком. Это можно попробовать и я даже сделаю ещё пару подходов, к тому же количество моих часов банально недостаточно для слишком категоричного вывода, но я скорее разочарован. Хотя сама игра самобытна, она в чём-то интересна, уникальна, у неё есть своя детальность, своя продуманность, история и, пожалуй, она относительно красива в том плане, здесь пиксель-арт умеренно радует глаз. Но базовые механики здесь очень сильно страдают.
A very interesting game that reminds me of the Wizard of Oz: fantastic until you peel back the curtain. I love seeing the sheer mass of my people constructing monuments in seconds. I really enjoy the breadth of the systems. I like the potential. But, the depth is shallow, and none of the numbers _feel_ right; I feel like the emergence has been handicapped in pursuit of breadth/balancing. Combat is a toss-up, my rag-tag band of 50 poorly trained peasants do really well at max speed (they always die at regular speed, is game speed a combat factor?). Building is solved, I know the best blueprints for my residents. Food tends to always point me towards orchards or grain, or a fish run depending on the map. Even with a change in map layout, after a few playthroughs, everything feels 'solved'. I like the scale of population this game can support, but an optimized Rimworld/Dwarf Fortress feels so much more deep and robust. Some other comments mention depth, but I feel these are confused for breadth. There are hardly any decorations. Slave mood and revolts are predictable. Buildings are barely upgradable, and their upgrades hardly change the playstyle. Races have specific likes and dislikes and it's all very formulaic. Nobles (as in, the NPC, not the title) don't matter. The game becomes a wide, shallow pond very quickly. I recommend this game if you're interested in seeing examples of relatively well-optimized, high agent/NPC-count games -- but not so much for an immersive settlement builder.
Incredible game, highly addicting. This is a game for those who love the process of building and growing a Rimworld base, for those who love the Civilization games but crave some other feeling, for those that love a good economy system, and for those that just love the process of maxing out in a city builder. I've barely touched the surface of the potential playtime when writing this review. Don't be overwhelmed by how much there is to this game, even in early access; it has been incredibly rewarding to learn and understand the game, and I'm thrilled to utilize what I've learned in my next run. I've also never played a game where I felt like I could sense the creator's love for programming and systems quite like this one. That might be a strange comment, but as a graduate math and data student, this game just rubs me the right way.
This game is THE BEST city builder I have ever played and its cause of LAYERS. This is what I mean: You start out with a small group of settlers, all with individual names, personality traits, family trees, etc., like Rimworld. You could feasibly just play the game like this, keeping a tiny insular village with all custom buildings that produces cloth or something, like Rimworld. But maybe you're bored of that. You let more citizens into your town, build more houses, build more factories, services, decorate it so that they like being there and won't off each other. Suddenly, the game becomes Banished, with a medium sized community that individuals start to disappear into. You start making building blueprints and copy and pasting different city sections because building everything custom every time is hard and takes forever. Then you start having problems with traffic flow. Suddenly the game is now City Skylines, and individuals have vanished into a living breathing collective. Now you look at charts to see how many hundreds of more people you need to fill your labor force, or observe resource collection to optimally place your warehouses and factories, or reconstruct road networks to allow your citizens to get to work on time. And then you start having problems with raiders and other local cities extorting too much money from you. Then the city itself shrinks away, turning into an engine for your military conquests as you build a massive army to take back your stuff, and maybe a bit of theirs. And now Songs of Syx becomes a Total War game, but with actually good diplomacy and trade. The insane thing about this is that all of these layers are running AT THE SAME TIME. At any moment you can zoom into the city and watch a farming family go about their daily routine, taking their kid to a daycare that you BUILT and DESIGNED, dumping grain in a warehouse you DESIGNED and PLACED, eating at a restaurant or drinking at a tavern, built and designed by you. And then the kid grows up and raises his own in the same house, and you see a family grow over generations in a city you constructed house by house. Then you can zoom out to the world map with millions of such individuals living in the wake of your political and military machinations. Its positively beautiful.
Just wow! Songs of Syx has completely blown my mind. I've never played a game that's so lightweight on hardware yet delivers so much. I genuinely wonder how the developer (Jake) pulled this off. The game is constantly simulating thousands of things every second, yet it runs incredibly smoothly. My city currently has over 6,000 people, my empire spans 15+ regions/havens, and my 6-year-old MacBook handles it effortlessly. As for the gameplay, I love that it's enjoyable at every skill level—whether you're going in blind, learning the ropes, or already an expert. There's always something meaningful to do. I played the demo for 50+ hours before buying Early Access, where I've now spent 200+ hours. That's all with humans, no slavery, and using barely a quarter of the map. I still have so much left to explore: other races, slavery mechanics, massive cities, huge armies, and countless strategies. I just hope Jake never stops working on this game. It's a masterpiece in the making. Great job, mate. And thank you for Songs of Syx! 🙂
现在是V71版本,开了个新档,什么叫居民区小巷子里面发生了几十人全民斗殴,满地尸体我人都麻了,更新了个什么玩意
[h1] Um jogo que transforma aspectos sociais em mecânicas [/h1] Diferente de muitos jogos do gênero, aqui demografia, imigração e até tensões entre diferentes espécies são tão importantes quanto economia e infraestrutura. Cada raça possui necessidades, culturas e bônus próprios, o que faz com que a organização da cidade se torne uma questão estratégica. É muito comum acabar construindo bairros praticamente segregados para determinadas espécies simplesmente porque isso faz mais sentido do ponto de vista da eficiência (fiz isso com os Cretonianos e Humanos para aumentar a eficiência da agricultura). O sistema produtivo também considero como destaque aqui. As fábricas não funcionam isoladamente: tudo está conectado à logística, às características das diferentes raças e ao mercado global. Sendo preciso garantir que toda a produção funcione de forma integrada. Um dos maiores diferenciais do jogo é justamente a liberdade de planejamento. Poucas estruturas vêm prontas. A maior parte da cidade, especialmente os complexos industriais e produtivos, precisa ser projetada e mobiliada manualmente. Isso exige mais trabalho, mas também faz com que você tenha mais liberdade do quanto vai querer produzir. A curva de aprendizado é íngreme e os gráficos pode assustar no começo, mas quem gosta de jogos de gerenciamento complexos encontrará aqui uma profundidade bastante única.
I bought this game on a whim. It took me about an hour to complete the tutorial. Before I knew it, I was six hours in, playing non-stop, desperately trying to manage a kingdom of over 1,000 people while working to establish a stable and reliable food supply system to support sustainable growth and productivity. Every time the winter season approached, a wave of nervousness would hit as I desperately hoped the impending grain harvest wouldn’t be ruined by drought or disease — all so I could produce enough bread to feed a thousand people. As if that weren’t enough, I was also constantly monitoring my elven plebeian workers and immigrants, indoctrinating them to maintain 100% loyalty so they wouldn’t abandon my kingdom. My cannibalistic bugmen nobles were a difficult bunch to please, and my pigmen slaves were constantly on the verge of rebellion. Ultimately, my kingdom met its end when we went to war with the neighboring dwarven kingdom. My 400 untrained army of villagers were slaughtered by a mere 40 dwarves armed with plate armor and warhammers. Can’t wait to start another game, hopefully one where my courtroom is not filled with sex offenders looking to try their case in court despite my guards catching them public flashing the local populace. Edit: Second playtrough Managed to get the logistics in my city just right for all my 2000+ citizens. We had carts hauling goods to the warehouses and distribution centres, baby! That is, until my pigman deliveryman got beat up by some elven plebeians when he wandered into a dark alley in the neighborhood. This sparked a racially motivated city-wide brawl between the pigmen and the racist elves. I finally got things sorted out by racially segregating the residential zones. At least that’s what I thought. A couple of winters later, my guards notified me that there was a serial killer on the loose. The killer was only targeting elves — which was pretty bad, since most of my physicians and doctors were elves. I tried my best to figure out how to handle this racially motivated killer, until the thing I actually feared most happened: my town was struck by the blood fever. With the elven doctors gone, the infection rate skyrocketed. Even the curfew couldn’t put a dent in the numbers of the infected. I deliberately stood there (after saving the game) and watched the city collapse from the blood plague. 10/10
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