
Survive and thrive in a post-apocalyptic future — resources are scarce, but opportunity calls! Build the ultimate disaster proof colony, protect your colonists, and restore civilization to a devastated world.
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.
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): 0.29/day in the week to Aug 17 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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





Sums Steam only; PlayStation, GOG, Epic, Nintendo 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 | 4.6Kreviews | 71% | — | $3.6M |
| $29.99 | 2.3Kratings | 78% | — | not modelled | |
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 829 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
City Builder postapocalíptico donde el objetivo es construir el bunker definitivo para sobrevivir a todo típo de catástrofes naturales. Para ello tienes que ir gestionando una colonia mientras exploras el mapa, interactuas con otras colonias y te defiendes de los bandidos. En general está divertido, a veces un poco injusto cuanto de encadena catástrofes y otros eventos pero en general no es muy difícil. Según va creciendo la colonia el rendimiento del juego va decayendo un poco, aunque no se empieza a notar hasta que la colonia es suficientemente grande como para acabarte el juego. El endgame es un poco farmy porque cuando tienes ya todo desbloqueado probablemente no hayas terminado la misión principal, por lo que se hace un poco más aburrido por el final.
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America
| $8.99−70% |
| 33ratings |
| 74% |
| — |
| not modelled |
| $26.99−10% | — | — | — | not modelled |
| $29.99 | — | — | — | 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 830 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very decent survival building game
Ciężko powiedzieć, dałbym ocenę mieszaną, spędziłem w grze 5 godzin, na początek mega się bawiłem, lecz z czasem przyszła monotonia. Gra zwalnia do tego stopnia po 5 godzinach, na spokojnie mogę iść obiad sobie zrobić, a moje apokaliptyczne miasto w okrutnym świecie, przetrwa (wiadomo, można zmienić poziom trudności). Więc no o eventach z forstpunka tutaj można zapomnieć, wybory jak na świat postapo nie są trudne, ale jednak nie powiem, że źle się w grze bawiłem. Dlatego na przecenie 20 zł warto się pobawić te 5-10 godzin, ale za 140 zł to kpina trochę XD
A pretty decent survival city builder. It would have been excellent if it had a few quality of life updates but it stands strong even without it. The following is more for the dev than gamers: - The outpost scavenging areas should really only provide ingredients and not products. It pretty much breaks the economy of products (which I thought was pretty good) when you dont need to craft tools or clothes because before you get the tech to produce the highest level tools you already get enough from scavenging. There are several production facilities I never ended up using because my outposts provided more than enough for me. - The disasters were pretty good although it would have been great if they could be separately configured during Custom game. I personally liked struggling through all the disasters except the pollution one. Because of that I ended up setting the duration to short which nerfed the others as well. - A simple indicator on top of buildings which shows their employee slots (occupied and empty) would make things so much easier. I found myself searching for buildings to invest people in when I suddenly get an influx. The "assign when available" function was never useful since the "wrong" buildings would always grab the new people and not the ones you want. So it was only useful for when you only had 1 building that needed more people. - The pressure from consumables and trying to scour the world finding more until you can produce them was very good. Nothing to complain here, in fact I found it really good. - There is no way to tell your people which items they should and shouldnt use. This was frustrating. VERY. VERY. MUCH. I had guards running around with hunting rifles when I had automatic rifles in stock. This resulted in them dying in a bad luck raid. Also luxury goods would just get consumed even though you really need to use them for trade when you are still not prosperous, but those stupid colonists dont care! - The normal rate of food consumption was somewhat low for the balance of the game imho. - I liked the tech tree, but it mostly didnt make sense how one needs to research certain techs to get to others when they dont even relate whatsoever. I personally think the research cost could have been used to divide the tech into tiers to prevent one from jumping too far ahead. Similar tech could also be linked requiring you to first research it before getting higher level version. - Loved the cars and how it worked! In the beginning it is novelty but becomes a requirement later. The ui of the car sucked though (the bottom window that would pop up and disappear on the cycle of the moon). I would sugget locking the car ui when selecting the car, same with the explorers. When selecting someone on the world map, just bring up that scaredy cat ui and lock it in. - I found the defense against raiders frustrating. Why would the raiders be untargettable when I have 20 guys standing with auto-rifles ready to pump them full of lead?!?! The normal attacks was pretty cool and some times deadly, but for some reason the main defense was lackluster and not enjoyable. Instead of doing the special defense thing the bandits should just have spawned in front of the gate like they do sometimes in events. - Why oh why cant I build the new and improved building immediately??!?!?! It was seriously annoying always building the crappy version and then afterwards coming back and upgrading it... I mean really. Just put a little "up arrow" in the building menu so that I can select the upgraded version from the get go. - Removing someone from the building would make them drop their cargo and guess what.. it just explodes and go poof. Not ideal, especially since sometimes clicking on employee 1 would remove employee 2 or 3 instead. There are a few more but I will stop here. All in all I think the base game is pretty good and I enjoyed it despite the occasional irritants.
worst game ever played
Wait for a sale. Game is reasonably fun, but buy Surviving Mars instead.
Generalnie nie jest zła, ale bardzo przypomina inny tytuł studia Surviving Mars. Mechaniki są podobne. Na początku sztucznie ograniczone drzewko rozwoju budynków, które uniemożliwia zbysz szybki progres i dostępne budynki, które nic nie wnoszą na początku rozgrywki. Bez przyspieszania czasu rozgrywka trochę się nudzi. Podobnie jak w Surviving Mars grafika jest bardzo rysunkowa. Ale nie kłuje w oczy. Muzyka nie powala na kolana, ale też nie denerwuje więc ok. Jeśli chcesz pograć w survival apokaliptyczny to nie polecałbym tej gry. Kup sobie lepiej Endzone.
Kinda just boring
Surviving the Aftermath is a survival city builder, where you explore, harvest resources, research technologies to slowly improve your towns living standards and defence, while protecting it from mutated creatures, bandits and other man-made disasters in an apocalyptic future. I found the game quite fun, it wasn’t too stressful on easier settings, and has some good ideas, however implementation could have been better. You do tend to spend a lot of time trying to find the right resource to unlock the next building, or skipping time while waiting for things to happen in the late game. [B]Story[/B] There’s not a lot of story going on here. You have a very basic colony in a post-apocalyptic future, and the small band of survivors have decided to try and make a thriving colony, while trying to prepare a doomsday bunker that will survive the next calamity. This has you exploring the world map, researching the doomsday bunker and required technologies while taking care of enemies who are in your way or who try to raid your base. There are other scenarios, but that is the default. You do have lots of random events (like bandits demanding goods or items, random groups of people showing up wanting to join your colony), issues with colony staff and resources, and your choices affect if they stay or leave, town moral, sickness amongst other things. Because there’s usually significant time skips between when you are given a task and when you complete it, it’s fairly easy to forget the main quest and focus on just running the colony. [B]Gameplay[/B] The game operates on two levels, the world view which is turn based and has your specialists exploring the map for hard to find resources, research materials and other colonies, while the colony view operates in real time and is focused on town defence, basic resource gathering and town layout. I found the most important resource to manage was food and water, they get trickier when every building requires them (to produce other items) and the colony has a higher population as the consumption rate is quite high. Easy to manage by itself, but can become a problem when the calamities hits, though nowhere as brutal as Frostpunk. In colony mode, you are focused on keeping your population healthy (food, water, sickness), happy (entertainment and housing) while gathering resources (basic materials, energy) and defending your town. You have a decent sized town map to build on (which is unknown until you explore it), and workers are auto assigned to the best job for them, which can take the micromanaging out (but lead to some weird scenarios where you can’t get workers into the buildings you want them in, or they stay in buildings that aren’t actively required). Generally, there’s plenty of resources in town for you to scavenge, however higher technologies are required once some resources are initially exhausted. Pollution needs to be monitored otherwise citizens become sick and unhappy, which can have a cascading effect when a calamity hits. Villagers will leave if you don’t resolve the issues that are causing them to be upset, though the timer to fix issues is pretty generous unless it requires technologies you haven’t unlocked or resources you don’t have. The world view has you using one of 4 specialists (Scavenger, Fighter, Scout & Scientist) to explore the map and plunder its resources. Each type has a different ratio of skills, from the amount of actions they can perform per turn, health, fighting & carrying capacity, and times taken to explore, scavenge, build outposts or research. Anything gathered need to be brought back to the colony before it can be used, and your specialists don’t heal out in the wilderness (they need to return to the colony). The specialists can also be directly controlled in the colony (unlike your general population), making them valuable when getting attacked or you want certain resources harvested. [B]Graphics[/B] I found the UI fairly helpful, especially when in the colony mode. there’s an overlay for almost everything, and it really helps show where building placement should be for best coverage, any building affected by lack of required prerequisite resources, you can easily zoom in and see what the colonists are doing, though you generally stay zoomed out. [B]Achievements[/B] You will need to purchase all the DLC to get 100% achievements, though most will come naturally, with only the difficultly based achievement’s being a cause for concern. You will need a few playthroughs for the different scenarios. For more reviews please visit https://store.steampowered.com/curator/31327216/
you ever see "those" mobile game ads? this is ACTUALLY that game.
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.
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