
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
It has been a while since I played this game, but after completing many other games now, looking back at my experience with this strategic colony simulator survival game, I actually liked it... Sure there are some very minor things that didn't make sense or weren't required to be in the game (whether in the base game or in the DLCs), but overall, I loved it. Whilst playing through my campaign, I almost died three times, this game is really punishing and it is fun. I once lost half of my colony to a disease because I did not have enough resources to maintain many hospitals at the time. And many times I ran out of water and my colony came very close to extinction. I loved the strong characters that can be sent out to salvage resources, fight enemies, clear areas, or research and set up camps. Whilst I did love some of them, the game did not create much affection between me and my characters like how a masterful game like Rimworld does with its pawns. It is okay, I still cared for some of my stronger characters, but it felt less like Rimworld and more like Dwarf Fortress, where you only care about strong characters, and if they die, it is just a bummer and you quickly forget their names. The game was fun, it kept throwing more and more challenges at me, and the final battle was fun, I lose three of my most cherished characters, but as I said, I quickly recovered and dealt with the enemies that killed them. In the end, will I ever replay this game? Probably not, I have a lot of games in my inventory and there are many other games that I would consider replaying before this game, but is it good? Was it fun? Did I enjoy it? Yes, definitely. Lastly, the question about prince, was my 30 hours of enjoyment worth the price of this game and all its DLCs? If without discount, then certainly no, but with a discount, I see it as a pretty good deal. (Though thinking about it overall, I probably wouldn't buy the DLCs)
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6M | 10.1K | 94% | $9.99 | |
| $3.6M | 14.9K | 97% | $6.99 | |
| $3.6M | 4K | 92% | $22.49 | |
| $3.6M | 4.3K | 68% | $29.99 | |
| $3.6M | 8.1K | 91% | $14.99 | |
| $3.6M | 9K | 89% | $9.74 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 4.3K | 89% | $29.99 | |
| $201.7K | 1.5K | 61% | $4.99 | |
| $27.3M | 46.2K | 85% | $29.99 | |
| $19.7M | 15.3K | 78% | $34.99 | |
| $10.3M | 11.1K | 86% | $24.99 | |
| $6.7M | 10K | 77% | $24.99 |
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
Don't like to leave negative reviews but I can't recommend this game. My main issue is a stupid bug where the specialists can't do anything on the world map and there is nothing you can do but restart the game.
Intriguing, but ultimately amounts to a bootleg Frostpunk. The zoom-out is so claustrophobic that you can only see a sliver of your colony at max distance. This also makes it even harder to navigate the already inscrutable world map, which is so bland I would get lost every single time I opened it. The game is also sorely lacking quality of life features. You can unlock better roads that allow your people to walk faster, which can be built for free - but it's not an automatic upgrade, so you have to manually rebuild every single road in your colony. You can use vehicles on the worldmap, but frankly if you challenged me to make the system as cumbersome as possible I still probably couldn't match the sheer number of mouseclicks this game expects of you. I played on medium-hard presets and found the game both too easy and too hard, in the most boring ways possible. Animal attacks can be largely ignored because they tend to destroy a few minor buildings on your outskirts, at which point the game declares that you lost the attack and all of the enemies are deleted with no further consequences. On the other hand, heat waves felt like a "rocks fall, everyone dies" moment. And last and least, the single worst omission of the game and the reason I finally lost my patience is the total inability to set building priorities. You can determine how many workers to employ in each building, but that's it. For instance, if you need more water, such as during a heat wave, your only option is to keep disabling non water buildings until eventually the workers go to water-producing buildings. In any remotely competent city builder I could simply set water buildings to high priority without needing to click on every single workplace in my colony, but not here. I just remembered one more thing I wanted to ♥♥♥♥♥ about: The constant notification spam, complete with sound effects.
"Surviving the Aftermath" delivers a compelling challenge, artfully blending survival tactics with strategic base-building in a brutal post-apocalyptic world. The game shines in its complexity and the profound sense of achievement when you navigate the perils of its harsh environment successfully. However, the hope system, intended to reflect the morale and optimism of your settlers, often feels excessively punitive. While it's realistic for hope to fluctuate in a world teetering on the edge of collapse, the system as it stands is unforgiving, punishing players harshly for setbacks and offering scant rewards for progress. A balance tweak could ensure the mechanic adds to the game's strategic depth without sapping the fun from the survival.
I'd really like to recommend it, but there is one major issue: You have to wait too much. The game is fun, complex enough and also enough things to do, but not in the speed time passes. You are very much waiting for resources to be gathered, is it in your camp or by scavenging or for new technologies to be discovered. It's just not well balanced. Everything else seems fine to me: Had no issues so far, user experience is ok (could be better, but also be much worse), enough techs in the tree etc.
Turkish language support please!
Love this game. I don't want to say it's underrated because it's actually rated quite well but I don't think it ever got the recognition it deserved. Great "city/civ building" sim game that keeps you engaged and challenged but it's not overly complicated.
I love to build mu city and fight for survival
越往后越墨迹,枯萎病真是神人设计,各种蜂后尸体清不掉还涨污染,然后各种爆发辐射或者受伤不给看源头,最离谱的是我末日地堡都磨完了,竟然还有3个营地不能加盟友,整天给他们通马桶声望早就满了,到最后连个大使馆都不给,本来还想拿到豪华公寓最后再规划一波的,不玩了,浪费时间
There is no way to terraform the terrain and it has very strict terrain boundary, and the expedition map makes me feel like I am playing a chess alike game. I think Endzone is a comparatively better 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.