
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
The game drags out forever... you have to micro manage every resource. Games are meant to be fun, this felt like work.
虽说是最爱的生存模拟建设 但是画面灰蒙蒙的 看着没有精神 英雄不能带装备不能升级 操作也很千篇一律 不太开心 不过这些都不打紧 P社游戏 值得信赖 10个付费DLC后 就会给你调整的完美无缺 在收费补全游戏这方面 P社从不让人失望 你们随意 我已肝完先溜..
Media

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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
It feels like a mobile phone game
I've tried to get into this one... I just can't. “Surviving the Aftermath” feels like it’s trying to recapture the charm of Surviving Mars—but instead of a dry planet, we’re stuck micromanaging a slog. I wanted to like this game. I gave it a fair shake, but after hours of play, I just wasn’t getting into it. The core issue is the pacing: it takes far too long to reach anything meaningful or interesting. Early-game buildings become obstacles to progress mid-game, forcing you to either rebuild or awkwardly work around your own camp. It feels less like city-building and more like city-rebuilding every couple of hours. Micromanagement is everywhere--resources, colonists, health, pollution--but none of it is particularly satisfying. You’re constantly reacting to problems instead of proactively building toward something exciting. Unlike Surviving Mars, which gave you a real sense of development and wonder, Surviving the Aftermath often just feels flat and repetitive. There's a decent idea buried in here: post-apocalyptic rebuilding can be a compelling theme, but the game never quite delivers on the potential. It’s survival for survival’s sake, without enough payoff to keep you engaged. If you’re looking for meaningful strategy or the kind of thoughtful progression Surviving Mars offered, this may not be the game for you.
post-apocalyptic, wasteland-like setting? + * with elements of hope and recovery? ++ ** in which cooperation and community is shown to be good things? +++++ Survival elements? ++ 4X? + * with unique feeling characters? ++ Tech trees? + Settler management? + RTS and tower defense? +- Emergent story which comes amazing game play? +++ in short, if you like timberborn, the sim settler mods, 4x games, survival games, or wasteland and fallout settings type it is worth checking out.
I really wanted to like Surviving the Aftermath. Sadly, I can't recommend it. (Note: this is the game with all DLC.) StA has a lot of good things going for it. The UI and graphics are fine. The actual city-building part of it is pretty good; it has just enough familiar things that builds on solid stuff with just enough new stuff to keep things interesting. It has a "world map" system that's pretty cool, and the main questline goes in some pretty interesting ways that integrate nicely with the gameplay. In fact, the game is cool enough that I *really* want to recommend it. But there are two main reasons why I can't. The first is the worker assignment system. In the game, you build various buildings, and your colonists are automatically assigned to work; the game puts everyone at the best position they're suited for. In theory this is great; you don't have to micromanage getting the best output. The problem is that sometimes you *need* a worker in a specific slot, and there's no practical way to get them there. In the early and mid game, it's relatively rare to get new people, so you often have to deal with worker shortages. However, that often means many of your buildings that you need to progress will sit empty, and you just have to wait for stragglers to come in (or your specialists to find a good place to get settlers from). If, say, for some reason your lumber mill is vacant and you need lumber, there's not much you can do until you get more people, and that could easily take several in-game cycles. The problem is is that....life goes on. While you can't get wood, you can't build X, and if you can't build X you can't feed or house or cure your workers...so they die, or starve, and then you have even *more* worker shortages, and so on. Add to that the special events and your colony can *very easily* fall apart simply because you couldn't assign a worker to a lumber mill. It's not uncommon during a pandemic to have one clinician, who then promptly dies, and no one to administer the sick. (And then 2/3rd of your colony dies.) You can't just build more medical tents to meet the demand--well, you *can*, but they'll just sit uselessly empty. And all of this is on a feedback loop that you have no control over. If 2/3rds of your colony dies, bodies pile up, because there's no one to build new Dead Body Tents and no one to carry the bodies. So the remaining people become unhappy and leave. Which means the next pandemic is even worse. And so on. Now, one caveat--technically, you *can* fill that slot. You just need to painstakingly go through and fire each and every worker in your colony until the "right" one gets optimally assigned to the place you need. That's bad, because you're really just trading one problem for another, but it's worse than that because even by mid game you could easily have dozens and dozens, if not hundreds, of slots you have to manually go through and "fire" to get what you need. There's no easy way to do it. It's just makework tedium to solve a very real and practical problem. The worst thing about all this is that they have a system already! There's a "build priority" system where you click on a new building and workers prioritize it. They could introduce the exact same thing for workers. Sure, it's a little more complicated (you can only have one "priority" at a time, so what happens when you need a new priority?) but it shouldn't be *that* hard to implement. A lot of colony sims have managed to have a workforce priority system that works fine; no reason they can't here. I hate this *so bad* that if they were to actually introduce it, my review would probably switch to "recommend". The other problem is scale. A lot of things in the game just don't seem like they've thought about the scale of it. Electronics and Components (and, to a lesser extent, Parts) are in VERY high demand in the late game, but there's not a whole lot on the World Map to scavenge, they don't show up as "permanent" scavenge bits, and so very quickly you run out of ways to find them. You can, however, build them in Electronics Factories and Mechanic Shops...but they are *so slow* and with such low worker slots it becomes a huge bottleneck very quickly. Even buying the finished products from other factions provides a small percentage that you ultimately need. And since Electronic Factories require Power, and Power requires--you guessed it--Electronics and Components, you very quickly hit a plateau where you have to very slowly and painstakingly wait for a bottleneck that, by definition, will never clear. And outposts on the world map are helpful in clearing this out, except that Outposts can be taken over by hostile forces. Unfortunately, many "good" slots are far away from your colony, so you have to devote a significant amount of time and resources defending them. There's no way to prevent it; while you can clear out some hostile territories to reduce the frequency a little bit, even a fully clear area gets overtaken far too often. And there's no way to otherwise prevent it; you can't rely on a nearby ally to help. You can't spend resources to shore up defenses. It just...happens. The end result is that many colonies are inoperable a third of the time, and you have to hire 4-6 Fighters for the express purpose of clearing out these hostile forces for outposts that you *need* to progress. The game gives you plenty of options, but then takes them away. And since you're capped at 10 Specialists, you're effectively capped at the number of outposts you can reasonably have. Scale is more of an annoyance, but it makes games hit *so many* bottlenecks it stops being fun and starts being tedious. It's not uncommon for a building that requires X to make more X gets damaged, and then you can't get X because the X building won't work. It's like starting over from scratch ever few days because an event you have no control over happened, and you can't become more prepared because there are so many bottlenecks that slow you down you can never get to that point. The main problem is that games should be full of interesting choices. In theory, this game should have them--it's post-apocalyptic, so there *should* be bad events and hard decisions. But the problem with the game is that you can't effectively deal with any of them. You hit so many resource bottlenecks it's hard to prepare for anything, and random events happen frequently enough that the game is two steps forward, three steps back, constantly, because any time you have even a small advantage it gets wiped away. I've finished the game, but despite the questline being surprisingly fun and interesting, I couldn't really enjoy any of it. A last-minute bottleneck/worker shortage dropped my population from 350 down to 40 for a random something I couldn't prepare for or prevent, and I limped along to the finish line. I was more relieved that the game was over than I had actually won. Solving the worker assignment issue would go a long way in solving the scale issue, but even the scale issue could easily be solved by, say, adding more worker slots in higher-end buildings. As it stands, though, this game is one of the least satisfying games I've played in a long time.
不好玩,英语配音一股咖喱味,
全靠英雄单位在玩,我在玩魔兽争霸?
AUS DEM SPIEL HÄTTE ECHT WAS WERDEN KÖNNEN! Nach 468 h Spielzeit glaube ich, dass das Spiel leider nicht mehr besser wird. Es gehört einmal völlig neu aufgebaut. Das Logistik-System funktioniert allenfalls im Early Game noch, später wird's undurchschaubar und sehr umständlich. Insgesamt wird das Spiel nach ca. einem Jahr Ingame-Time langweilig und endet da praktisch. Hier gehört ein kurzweiliges Late Game nachprogrammiert. Eine Art Kampagne mit immer neuen Herausforderungen in der gleichen Siedlung gibt es leider auch nicht, stattdessen ist fast jeder Durchgang ein Sandbox-Spiel bis auf zwei einzelne Szenarien. Es fehlt auch noch an etwas Inhalt, der das Spiel abwechslungsreicher macht, z.B. mehr unterschiedliche Zufallsereignisse oder Baubeschränkungen durch Ruinen usw. Die Benutzeroberfläche ist recht gut, aber der Inhalt ist teils nicht so ganz logisch. Der Abriss von Ruinen wäre z.B. allemal logischer als der Abbau unterirdischer Betonvorkommen. Wo gibt's sowas bitte? Müllsammeln in der Umgebung OK, aber sonst...naja...grenzwertig unplausibel. Dazu hatten die Entwickler zuletzt auch nichts anderes zu tun, als weltfremde Add-Ons zu entwickeln (Traumabehandlung usw.). Als hätte das postapokalyptische Ödland keine anderen Probleme...! Mit einem realistischen Rework hin zu einem logischen Aufbau würde das Spiel (wieder) ganz brauchbar werden. So ist es leider nur bedingt zu empfehlen.
[h2]Verdict[/h2] 👍 Recommended (but not for me) I played Surviving the Aftermath for about 0.2 hours and then turned it off. It’s not that the game is “bad” — it just wasn’t for me, and I could already feel I’d be forcing myself to continue. Still, I can recommend it, because I understand why other players could enjoy it, especially if they like slower management, survival planning, and building a settlement step by step. [h2]Quick signals[/h2] 💸 Value: ✅ "That'll do, pig. That'll do." 🖥️ Requirements: ✅ Minimum 🎨 Graphics: ✅ Masterpiece ⏱️ Length: ✅ 15–30 hours 📖 Story: ✅ Good 🎮 Difficulty: ✅ Easy to learn, hard to master 🐛 Bugs: ✅ Perfect [h2]Why I bounced off[/h2] [*] It didn’t hook me quickly, and after a few minutes I already knew it wasn’t my type of game. [*] The vibe is very “systems-first” — planning, optimizing, managing — and I wasn’t in the mood for that. [*] It feels like the kind of game that becomes fun after investing real time, but I didn’t want to commit. [h2]Who should play it[/h2] [*] Players who enjoy colony builders, survival management, and long-term planning. [*] Anyone who likes slowly building up a settlement and dealing with resource problems. [*] People who want a post-apocalyptic management game with decent presentation and a bit of narrative flavor. [h2]Who might not vibe with it[/h2] [*] If you need action or story to grab you immediately, you might bounce off early like I did. [*] If you don’t enjoy management loops and optimization, it’ll probably feel slow or boring. [h2]Personal note[/h2] Not my kind of game, but I can see it being a solid pick for fans of the genre.
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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