
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 | 3.1Kreviews | 72% | — | $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 830 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
played many hours and its not worth it, DLC new alliance is the worst they spawn bandit and taking your outpost, an if your population grow carries become idiots , they dont build roads! they was a one carriers he build ONE road i mean one pixel
Can be difficult at times but fleshed out and an immersive experience. Recommended for those who like post-apocalyptic city building and management.
Media

Related
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 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Conceptually cool, but the implementation, particularly with the DLCs in play, is very rough. I want to like it, but the amount of hoops to jump through to have any kind of fun is ridiculous.
Good Game
не стоит ждать чегото огого, но со всеми диэлси хорошая
3/10 This game barely held my attention. It makes me think of a mobile app. Generic kind of time waster. There really isn't much to do, and I feel like I spend large amounts of time on 3x speed waiting for next day to begin. The tech tree doesn't seem impactful and seems improperly balanced/ordered. It feels like there's just endless obstacles trying to maximize game time and minimize development time. I don't think I was deceived by the promotional video. I think the plot is interesting, and the story is slow to advance. City management seems to lack a lot of quality of life. I guess people have different ideas about what makes a game a game. I guess I was expecting more of a puzzle, than trying to build up resources for random disasters. The game just feels really really dry. But if that's your thing, than this game is for you. I personally prefer more engineering puzzle kind of games.
(pt+eng) Playing and having a lot of fun! For now I bought the Dlc of the 2 radio stations (yes and they weren't on sale) - few songs but good; But what really bothers me is the fact that I can't choose the tracks!! It risks being my bronze medal for survival/city building games (and I have quite a few) alongside Surviving The Abysm (as this, if completed, could be a great game!). Guess the first 2!!! It's more fun than EndZone( boriiiiing...) and Surviving Mars (I bought it 3 years ago or more; I try it every year and it still hasn't stuck with me). (pt) Sim é um Yes! Estou a jogar e a divertir-me imenso, depois de Frostpunk e Homeseek arrisca-se a ser o medalha de bronze. EndZone é mais chatinho e os gráficos não tão divertidos. Surviving Mars també é chatinho; comprei-o há 3 anos ou mais e faço todos os anos uma tentativa mas ainda não me agarrou..) Para já, Comprei o DLC das estações de rádio. Podiam ter mais faixas; aborrece-mne o facto de não puder selecionar determinada faixa; um mood para selecionar as faixas seria muito bem vindo!!
Very good so far. Kind of Against the Storm + Surviving Mars. So far I kind of prefer it to AtS since there's not as much pressure. Tech tree is surprisingly large. Only like 30% through the game but better than I expected so far.
Base game fits right in with the city building/colony sim category, with survival mechanic that can be pretty much turn off in custom mode. The weakest part of the game is pretty much the world map. Since most buildings require different ressources, you need to send out specialist to gather rarer ressources on the world map until you can manufacture your own. As for city building, it has a variety of buildings for the colony but not that many variation of the same building.
Surviving the Aftermath is a real hidden gem of the Colony Sim genre. In a typical Colony Sim you manage hunger, warmth, and maybe happiness. In StA, you manage hydration and sickness in addition to these. You'll send specialists out into the wasteland not just to scavenge supplies but also to establish outposts which do everything from providing a steady stream of resources to attracting more survivors to your settlement. These things, in my opinion, really serve to set StA apart from similar games and also sell the post-apocalyptic setting. The only part of the base game which fell flat for me was raids. As long as you bother to maintain your gate, raids will never be a threat.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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