
They Are Billions is a Steampunk strategy game set on a post-apocalyptic planet. Build and defend colonies to survive against the billions of the infected that seek to annihilate the few remaining living humans. Can humanity survive after the zombie apocalypse?
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.
About







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, 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 | 51.5Kreviews | 85% | — | $28M |
| $29.99 | 1.5Kratings | 86% | — | 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 975 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I played it some time ago on the default setting, and now they added campaign, the game is much more fun! Was already worth recommending before.
太下饭了
Excelente!!
Media

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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $28M | 38.7K | 96% | $24.99 | |
| $28.1M | 31.6K | 66% | $29.99 | |
| $27.8M | 65.6K | 90% | $19.99 | |
| $27.8M | 61.1K | 93% | $19.99 | |
| $28.3M | 65.9K | 94% | $14.99 | |
| $28.3M | 38.1K | 93% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 4.3K | 89% | $29.99 | |
| $19.6M | 137.5K | 93% | $5.99 | |
| $3.6M | 3.1K | 72% | $29.99 | |
| $201.7K | 1.5K | 61% | $4.99 | |
| $102.3K | 464 | 76% | $9.99 | |
| $75.7K | 217 | 78% | $9.99 |
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*, Spanish - Spain, French, German, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Italian*languages with full audio support
| $29.99 |
| 189ratings |
| 76% |
| — |
| 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 981 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good game
Gran juego, campaña impresionante, solo tengo una pega, la forma de borrar tu partida, es muy fácil, los botones para esto estan muy cerco o nose que me pasó, en un descuido borré mi progreso y terminé sin mi campaña de 40 horas, es una pena, busqué soluciones pero no encontré ninguna clara así que dejé de intentar, seguiré con mi vida, despues de todo tengo como 100 juegos mas en mi biblioteca, pero a este lo tendré siempre cariño, fue bonito mientras duró.
好玩,rts就该这么做
This game is a bit.... odd. I like the general concept, but its like they deliberately built parts of the game to be pointlessly frustrating. First of all its very punishing and the moment you start to lose, the game tends to snowball against you. The game lacks certain QOL features that make RTS games enjoyable while others, though present, tend to be a bit underworked. For instance take the attack notifications. The alert that your units or your base structures are under attack only trigger some of time and almost always too late for you to actually do anything about it. Half the time the first notification I get that my troops are fighting is when I hear one of them give a death gurgle. The maps aren't exactly huge but they arent small either which makes it somewhat difficult to track everything all the time, so what often ends up happening is you'll be working on something on one end of the map only for a single zombie runner to run into your base and 2 tap a tent or a house which spawns 2-3 more zombies and then its just over. Thing is though theres no mid mission save- theres the auto save, sure but it auto saves when you close and as soon as you start to lose so its not exactly like you can go back and retry the mission from where you were.... I dont know why they built their save system to punish you and waste your time..... but they did..... pretty deliberately. Gameplay wise its not exactly hard.... its more about maintaining focus and sticking to a build plan, but let your focus slip for a few seconds and you lose an hour of progress. The big issue is that most of the time literally nothing is happening. You spend most of the game building and expanding your base until you meet the mission goal or you start getting swarmed but during this nothing there are just ambient zombies that meander around and into your base at completely random intervals. If you arent A. super on point with your focus and catch zombies before they can cause issues, B. Able to build walls around enough of your base to block their entrance or C. able to build a sufficiently large army able to patrol and protect your people - you civilization is going to get two tapped and stream rolled. 99.99% of the time I didnt lose to the big swarms - I almost always lost to a single zombie getting too close to a tent and the game not letting me know it was happening. which was really frustrating when I was 10-20 minutes deep in a mission. The Structure economy is also weird. Its like they built everything to be deliberately obtuse. For example, housing takes wood, money, gold, food, and electricity to build and maintain, in turn it supplies people. The people available are consumed when constructing buildings and training soldiers, but the housing space is still occupied, this makes it possible and pretty easy to accidentally gridlock yourself. You might be in a situation where you dont have enough power to build houses, but dont have enough available pop to build more power plants , but you cant get more pop without more houses. Most RTS games (and real life) use dedicated construction units to avoid this sort of issue, but it seems like they wanted you to have to deal with this.... you end up having to sell off structures or units to unstick yourself. It feels bad. I personally did not enjoy the level of focus this game demanded from me for such long periods of time without providing me the opportunity to save or checkpoint. Its PVE.... I dont see why they felt the need to waste so much of my time.
Great game
Many of the reviewers clearly only played the campaign. The survival missions are the core content of this game; the campaign is a giant tutorial. When you read players talk about "skill trees" and "trains" just know that none of that is in the survivial missions. These reviews are the equivalent of judging any other RTS by the campaign alone.
muito bom, estilo star craft
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.