
ATC is a base building game set in a post-apocalyptic world featuring urban environments. Build a base across several layers with dozens of survivors. Fight other factions for the control of the remaining production centers and explore the world to find long forgotten resources and technologies.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Jul 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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







Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to like this game, it has z levels, some good economic depth but it's flawed in many cases. Some things i observed Combat is abit lackluster, there is no cover or ai intelligence for your pawns, they just stand and shoot or melee attack. Majority of animals seem to be on the same side. According to this game wheat is only useful for animals.. last i checked wheat makes flour and great bread. Traders appear in a vehicle but have no personality, they don't get out or check the area, just static. Making mashed potato from potatos literally produces 1 meal despite alot of time to do so, i guess the developer needs to make mash in real life to see that's not the case. Cows apparently don't produce milk, go figure. No medical system, just health, which is very disappointing. Pawns simply feel like they have no persona or real intelligence, something we've all come to expect from games like rimworld. Things i do like? Diverse creature roster Z levels for underground ( something rimworld should have added )
A very positive surprise, its a complex labor of love with excellent developer support. Originally I looked for some Rimworld "light" game... post apocalyptics sci-fi setting, I gave a swing... at first glance it looked like a simple base builder, but as I progressed and spent more and more time - and got questions asnswered by the dev himself on the official discord, it turned out this game has much-much more than it looks at the beginning, basically have everything what we need in such game: - good storyline and other unique game modes - perfectly working colonists - base management works well and stable - optional manual combat - if you are not satisfied what the colonists do or want to micromanage a bit, it is possible - lots of QoL features - the strategic map is an important and well integrated feature - looting is key :) Im really looking forward to the DLC coming out soon.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This deserves to be more popular than it is. Yes, Rimworld is better in general, but they're different, and this is far from just a worse version of that. This is definitely a case of "if you like Rimworld, you'll like this" ... not "Play Rimworld instead of this."
I don't write a lot of reviews, however, this is such a unique take on an apocalypse survival game and the dev seems to care and be active. Definitely recommend and can't wait to see where this game goes.
Very fun game. After I finished it i just wished there was more. Hit my rimworld itch hard.
160 reviews? Can't remember last time I saw a game with this few reviews. No YT coverage, very hard to get into because of that. Always 0 people playing according to Steam. OTOH, regular updates, modable, regular communication, looks good, plays good. I'm really confused by what went wrong here, dozens of worse city builders have thousands of reviews and online tutorials. Dev, use my 10€ to pay somebody to stream it or make a YT video.
Dejo mi traducción al español, es seguro que contenga fallos y errores,les agradecería si pueden informármelo así lo arreglo lo más pronto posible. https://steamcommunity.com/sharedfiles/filedetails/?id=3246152533
Really good so far. Haven't progressed much yet but this title is a well fleshed out colony sim with good controls, UI, tutorial, and even a built in wiki. The setting is really interesting and it has z-levels unlike Rimworld. Recommended!
i love the story mode, the gameplay is gripping. one can easily lose track of time playing it. theres a few criticisms i have but they are minor. like not being able to wipe an enemy HQ (that is spread too thin) out when they hold territory, despite them being able to attack yours direct when you have territory, and a few other UI/gameplay things that are very minor. they are easy to work around or adapt to. its like rimworld without all the wackiness for wackiness sake. overall i give it 8/10.
This game, sadly, doesn't hit the mark. If you like zombies and don't like how Rimworld constantly ramps up it's pressure until the game is unplayable, this game might sound appealing at first glance. The issue is the most basic concepts that it DOESN'T take from Rimworld. There is very little flexibility in how you optimize your workload and how you map out your projects. The UI interface is awful, favouring vague iconography over just telling you what the function is. Zones cannot deviate from a 4 sided shape. Prioritization cannot be equal, one thing must have a greater or lesser priority over another. Mapping what each villager can and cannot do is tedious, but necessary. Individual crafting tasks cannot be prioritised over another, only the overarching job it applies to can. There is no 'storage zone', everything must be stored within a construct, so get used to building a ton of these that fill up instantly. The dev, for some inexplicable reason, has decided to put googly cartoon eyes on all his mutated monster enemies. UI Icons for domesticated animals are cutesy, and I imagine the creative process was to use the first free asset pack he found in a google search. Everything in the underground layers can be seen from the very start of the game, and every monster has just been haphazardly generated with zero thought put into it's function or purpose. They all start killing eachother as soon as you load into your world, and the game gives you credit for the kills, so you start unlocking a bunch of achievements for doing absolutely zero combat, within undergound layers that you shouldn't even know exist until much later on. There is nothing exciting underground, no incentive to explore, you can see it all already, there is no fog, and it's just full of pointless death. There is no intelligence on how your villagers construct things. This was solved pretty well in Rimworld, this dev decided to make it take forever, for no good or compelling reason, other than what I assume to be chronic laziness. And music was ripped directly from Cataclysm: Dark Days Ahead. tldr: I don't think the dev cares about the game he's made at all. I think he just wants certain people in certain circles to notice him.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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