
Terraform Mars in this turn-based colony builder and resource management game with roguelike elements. Explore the planet, develop spectacular cities, spread life and turn the Red Planet into a green one!
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.
About



Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Xbox, 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 | $7.99−60% | 3Kreviews | 89% | — | $515.6K |
| $24.99 | 233ratings | 75% | — | 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 76 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I find the "simulation" tag - the one that's listed first - so incredibly misplaced. This has nothing to do with a classic simulation game. And it's not atmospheric either. There is no story, no breathtaking graphics, no character to advance, nothing to really be invested in, nothing that makes you feel anything. And this game is also not what you would typically expect when you hear the title "terraformers". The most prominent tags on this game should be - in that order - Roguelike, Card game, Turn-based, RNG & Survival maybe. While I did enjoy some parts of the game (p.e. the leaders offer a wide & interesting variety of bonuses; the music direction is very balanced so that I haven't had to mute - those moments of silence inbetween are appreciated), the hours I accumulated were in large part to not have the game drag down my completion rate. I dislike the heavy RNG dependence a lot, but I am also very annoyed by games that force you to play in ironman mode. No saving before big decisions, except for scum saving. And the game starts at "normal" difficulty. And gets to "knock your socks off with an ICBM" difficulty. If you are into all those kinds of things, this might be a game for you. It is not for me. I truly feel like I've been conned into buying a game I would normally never have bought. Therefore, I will not recommend this game and am thinking about ignoring the developer because I feel deceived and don't want to be deceived again if they release another game.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Jul 24 → 1/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 2,400 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Polish, Korean, Japanese
| $7.99−60% |
| 144ratings |
| 82% |
| — |
| not modelled |
| $24.99 | 96ratings | 82% | — | not modelled |
| $19.99 | — | — | — | 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 76 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's not a bad game by any means, I'd rather post a natural review if had an option, it's pretty well-polished and it has an original concept but it just feels limited. There's a single metric that you need to care about: public support. No matter what winning condition you choose there's no real variety in the strategic approach. Not much is going on during the game, a couple of random events and the support modifier deteriorating with time. I went through hard and insane levels and both were a walk in the park. The game has some interesting ideas but it just lacks the felling of progression for me.
So, I think my main problem with this game is that after every session I play, I hate myself. ...let's dig into that. It's not a terrible game concept and I can see it having a niche where people enjoy it. It's an optimization puzzle with the feel of a 4x game, so if you want to play something that looks like a civilization game, but are typically too burned out to deal with that many interlocking systems, or just want a different way to feel like you’re steadily extending your control across the planet, this might be the game for you. It appears complicated on its face, with a dozen or so different pieces of information present for a typical turn, but low resource generation and action limits means that there’s also usually only one or two actual choices the player can make that has any effect. This doesn’t mean you can’t exercise your brain playing this game, just that you don’t have to. If you’re looking for a cerebral challenge the game has difficulties that require tight optimization, it’s just less of the careful planning that most games provide and more of a risk management exercise as you manage what options might be available in the future. Sure, you lose two hours of your life getting sucked into “just one more turn” when you only expected to kill a quick fifteen minutes between chores, but that’s literally every turn-based strategy game’s problem. So why do I feel like I’ve woken up in some rando’s roach infested basement with a hangover and an empty heroin needle in my hand swearing that this time it will really be the last time whenever I close out of this game? I think it’s because it lacks flavor, which makes those disappeared hours feel extra wasted. I’m a real sucker for terraforming and environmental remediation as an aesthetic, and despite the name this just didn’t feel like a terraforming game. A big part of that is because the terraforming systems didn’t seem to interact in any significant way. Heat, atmosphere, oxygen, and water were all independent of each other, making them each just more bars to fill up. A region would be color swapped to indicate that a boreal rainforest was growing there but the next region would be just as red and lifeless as ever, a sharp, unrealistic border between the two. It never really felt like an interplay between complex systems, just different numbers on a spreadsheet ticking up or ticking down. Same with the cities, other than the resources they produced there was very little for my imagination to latch onto, to envision what it would be like to live in this place. Even with just three or four cities, there was so little differentiating them that I’d quickly lose track of which city was which, there’s just nothing to give them any individual character beyond a resource-generating number in a spreadsheet. It’s possible that I might have enjoyed the game more if I kept playing. They have a progression system where you get points for completing different scenarios, which then unlocks different, more complex build options for later scenarios (and maybe it also unlocks mechanics? I’m not clear). This was not well communicated initially and I suspect they lost a lot of players who didn’t realize the “tutorial” difficulty isn’t just easier but is also highly simplified. I kind of like the idea in theory, but I’m very reluctant to pour 20+ hours into a game to ‘maybe’ enjoy it later.
I gave this little game 67.5 hours of my life so far. And that's without DLC's. If you like resource management, and the theme, buy it.
Das Spiel hat mich Anfangs gut mitgenommen und gefesselt. Zwar ist der Anstieg der Lernkurve nicht gerade flach gehalten, aber man gewöhnt sich schnell ein. Grafisch ist das Spiel grundsolide gehalten, wobei man jedoch schnell gelangweilt ist, von dem was man zu sehen bekommt. Die Menüführung und das Spielprinzip sind gut nachvollziehbar. Das alles wäre jetzt für mich kein Grund von einem Kauf abzuraten. Was hat mich also dazu bewogen? Vorallem das Balancing und das vorgegebene Spielprinzip. Fangen wir mit dem Spielprinzip an. Das grundlegende Prinzip ist bekannt aus Spielen wie: Sid Meier’s Colonization, Patrizia 2 oder Knights of Honor bzw. Solar Empire (jedoch ohne das Kämpfen), Man hat eine begrenzte Anzahl an Bauplätzen und muss diese so bebauen, dass man die Ziele erreichen kann. Hat man die Ziele erreicht, kann man neue Objekte nach Wahl freischalten bzw. bekommt passende zum Kampagnenfortschritt freigeschaltet. Das wäre soweit ok, immerhin ein alt bewährtes Spielprinzip. Jedoch greifen die Entwickler an dieser Stelle massiv in dieses bewährte Prinzip ein und lassen dem Spieler keine Wahl was er bauen möchte bzw. geben ihm nicht die Möglichkeit sich einen strategischen Weg zur Zielerreichung aufzubauen. Vielmehr verändern sie das Spielprinzip komplett. Was meine ich mit verändern? Ganz einfach, die Entwickler setzen ein Zufallsgenerator ein, der dem Spieler vorgibt was er bekommt und mit was er umgehen muss. D.h. man weiss die gesamte Runde über nicht, was man an Baumöglichkeiten und Ressourcen bekommt. Dazu gibt es dann auch noch Zufallsereignisse, welche das Spielen zusätzliche erschweren. Und damit auch eine Herausforderung besteht, weil als Freizeitbetätigung und Zeitvertreibt spielt bestimmt kein Mensch mehr Spiele, wird man auch noch mit einem Erfolgs- bzw. Zustimmungswert unter Druck gesetzt. Der Druck wird hierbei dadurch aufgebaut, dass man immer schneller und nicht nachvollziehbar einen höheren Wert im Spiel (also innerhalb der Runde) erreichen muss, um am Ende gewinnen zu können. Ob man gewinnt hängt dann aber von einem 2ten Wert ab, den man sich langsam erspielen muss. Dabei bekommt der Spieler während einer Runde jedoch (man erinnert sich an den Zufallsgenerator) öfter überhaupt keine passenden Ressourcen oder Baumöglichkeiten, um überhaupt in der Lage zu sein, die Zielwerte zu erreichen. Das hat definitiv nichts mehr mit Spielen zu tun. Und sollte der Spieler dann doch mal eine Runde gewonnen haben, soll er sich darüber nicht allzusehr freuen. Damit das funktioniert, wird er automatisch immer eine Schwierigkeitsstufe höher gesetzt und der Druck immer mehr erhöht. Und nein, es gibt nicht die Möglichkeit seinen Schwierigkeitsgrad selber zu wählen bzw. in einer Stufe zu verweilen, es geht immer nur Vorwärts mit der Schwierigkeit. Wobei die "Schwierigkeit" mehr oder minder daraus besteht, dass der "Druck"-Wert immer schneller nach oben gezogen wird und benötigte Bauten vom Zufallsgenerator auf die Wahrscheinlich gegen Null gesetzt werden. Auch nimmt die Zahl der störenden Zufallsereignisse zu, wodurch für OttoNormalSpieler keine Chance besteht einfach nur eine ruhige Partie zuspielen. Ich weiß nicht, ob die Entwickler noch wissen was der Sinn von Spielen ist bzw. warum Menschen sich Spiele kaufen und "spielen". Ich vermute jedoch, dass ihnen dieser Aspekt verloren gegangen ist. Spielen soll belohnen und einen Spieler aus dem Alltag ziehen, nicht ihn unter Drucksetzten und bestrafen. Nicht falsch verstehen, ich habe das Spiel gekauft, weil ich es grundlegend interessant finde, aber meine Freizeit ist mir einfach zu schade um mich wie im RL unter Druck setzen und alles weitere Andere entscheiden (Zufallsgenerator) zu lassen. Ich empfehle daher, sich noch mal mit den Spielen von Klaus Teuber (Siedler von Catan) auseinander zusetzen um zu verstehen, was Spiel interessant und Erfolgreich macht. Für Hardcoregamer die nie genügend Druck, Ärger, Frust oder "Ansporn" haben können, bestimmt ein gutes Spiel. Alle anderen sollten sich dann doch lieber ein anderes Spiel suchen.
The game is the right level of challenging and one of the best resource management games I've played recently.
Honestly it's just kind of boring. It's like playing a civilization game but without all the fun mechanics like research and diplomacy.
better than civ
Terraformers is basically a complex Avalon Hill style board game. At least that is what it would look like if the computer would not make that complexity bearable, that forced AV to put an ungodly number of small cardboard pieces into some of their games. Even without its three DLCs the game already shows an enormous depth as so many factors can be utilized to pave the path to a victory. However, the game is even playable on normal difficulty if the player is not really willing to go into this depth and just wants to have a fun time. However, should you feel that urge to dive deeper, and say, flood halve of the planet in water so it looks blue from orbit... that can be done and provides one of the many roads to winning the game... if you don't drown your people in the process. Or go the red road, keeping the planet mostly unperturbed and focusing on the cities you build instead, making them more and more powerful and maybe building a megastructure or two... exploring space, etc. etc. etc. (DLC). There are so many ways to win the game - it doesn't really run any danger of being boring. The game's for you if you like board games. People that like to explore the complexity that is hidden in the gameplay will also have their fun and optimizers are welcome to try one of the higher difficulties. The game is also very cheap for the content provided. This one gets a "buy" recommendation from me and also for the first two DLCs. Especially if bought during one of the many sales.
BGMがチルい
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $233.1K | 598 | 90% | $14.99 | |
| $81.7K | 237 | 54% | $12.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 144 | 82% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $515.6K | 603 | 76% | $24.99 | |
| $515.9K | 4.3K | 95% | $3.99 | |
| $515.2K | 825 | 91% | $19.99 | |
| $516.1K | 1.4K | 79% | $19.99 | |
| $516.1K | 687 | 76% | $29.99 | |
| $515K | 1.9K | 72% | $9.99 |