
Gather resources, craft components, build vehicles, and code their logic in a physics-driven engineering sandbox and full scale space sim.
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): 0.14/day in the week to Sep 11 → 0.43/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.
About
Archean is an immersive Engineering Sandbox and Space Sim.
The only tech tree is the one in your head. Archean simulates aerodynamics, orbital mechanics, fluids and electricity from the actual shape and wiring of your builds, then hands you an in-game programming language and gets out of your way.
No unlocks, no invisible stats doing the work. If your plane flies, it's because you built a plane that flies.
In other words, we simulate real physics and let you figure out the rest.
This game (and custom engine) is developed by a passionate team of two, and will stay that way.

Engineering is the game.
There's no separate build editor. You build everything in the world, in first person, standing on the half-finished wing.
If it looks like a wing, it flies like a wing.
There are no wing blocks. Lift, drag, stall, stability, control authority. All of it is computed from the actual shape of your build. Air and water run on the same physics too, so a wing turns into a hydrofoil as it dips underwater. Planes, boats, submarines, re-entry vehicles: same rules, different shapes.
Wire it. Program it. Trust it with your life.
Every build is a machine: power, fuel, fluids, sensors, thrust. Hook them up however you want, then program the behavior yourself in XenonCode, our in-game programming language, or drag wires in the visual node editor if that's more your thing. Autopilots, launch sequencers, docking computers, mining rigs. Yours to write, yours to debug.
Space, at full scale.
Planets are real-sized and real distances apart. You will never run out of map. Orbital mechanics run in real time: you can dock at your friend's station while both of you are tearing around the planet at orbital velocity. There's no speed limit either. Keep accelerating up to 0.99c, just remember that slowing down is your problem. And if a two-body approximation offends you, full n-body physics is one config line away.
Sunrise isn't a timer.
The day-night cycle isn't scripted. Planets actually spin, with axial tilt, while orbiting the sun. When dawn comes, it's because the ground under your feet rotated into the sunlight. Build a solar farm and you'll start caring exactly how long that takes.
Yes, you are walking on a sphere the size of the earth, not just a flat map.
The Earth, before anyone.
A full-scale young Earth: real topography, the Moon is huge in the sky, nothing alive yet but the green stuff. You're the first engineer this planet has ever had.
Seal it, pressurize it, live in it.
A cabin either holds pressure or it leaks. Compartments are scanned voxel by voxel for airtightness, and your spacecraft, submarine or airship has to actually pass that test. Then walk through the thing in first person, from the reactor room to the cockpit.
Voltage, plumbing, and thermodynamics.
Electricity comes in low and high voltage, with relays, junctions and converters in between. You design the grid, not just the generator.
Earn every part.
Adventure mode starts you with bare hands on a planet. Scan for ore, dig it up, crush it, craft it. Every part of your ship started as a rock somewhere. If you'd rather skip straight to engineering, Creative mode gives you everything from the start.
Damage isn't a health bar.
Things break the way they were built: physically. A damaged wing sheds lift and gains drag. Now you're wrestling a plane that pulls to one side. Take good care of your vehicles and they'll serve you well!
Gravity is something you engineer.
There is no gravity-generator block. Want weight in deep space? Burn at a steady 1 g, or spin your station and live on the inside of the ring. Centrifugal force is a thing, Coriolis wobble included.
Alone, or with people as obsessed as you.
Play solo, with friends, or on public servers. Each server sets its own rules, star systems and mods. And the whole thing is fully ray-traced, because we're rendering nerds too.
Your solar system is a config file.
Mass in kilograms, orbits in meters, atmospheric composition by mole fraction. Our default Moon orbits at geosynchronous distance, but a few edited lines give you the real present-day solar system, or one that never existed.
Built to be modded.
Create a mod from inside the game, model your component in Blender with our official plugin, script its behavior in XenonCode (screens, animations, ports and all), then drop in a YAML file to make it craftable. Every server picks which mods it runs. If you can imagine a component, you can ship it.
The short version:
Shape-based aerodynamics, no wing blocks
In-game programming: XenonCode + visual nodes
Real-time orbital mechanics
Full-scale planets
No artificial speed limit
Day-night cycle from real planet rotation
Pressurization and air-tightness
First-person, walk anywhere
Adventure and Creative modes
Explosions and destruction
Custom Dashboards and HUDs
Solo, co-op, or public servers
Fully ray-traced
Our five commandments
It's NOT arcade-style and we do not underestimate our players.
Seamless transitions, no loading screens, EVER!
No fake boundaries. No skyboxes. No predefined paths.
Immersive, first person controls and no cutscenes.
Everything has a realistic purpose based on science.
We have developed a new programming language designed to be easy to learn and optimal for in-game virtual computers.
The game has a built-in cooperative editor with syntax highlighting and multi-cursor support, as well as a node-based visual editor to facilitate scripting.


Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
C'est du top ! Si vous êtes prêt a vous brûlez quelque neurone ! foncer! sinon vous pouvez toujours faire une tentative ^^
This game has a lot of potential i am having fun, but if do not like programming this might not be for you.
no doubt the game is good but it needs improvment to optimazation. idk if its because i run linux and is somthing with proton. but i have a rtx 6650xt and it says i may not have a supported card. it gives me 14 fps idk why. otherwise this game has a lot of potential.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Italian, German, Spanish - Spain, Russian, Traditional Chinese
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game requires divine intellec
cool engineering fun
Nice!
More detail and freedom than I think I've seen in any other game
thats clearly a autism project, so u know its good <3
I already know I am going to play this for a couple thousand hours. Love your work Batcholi!
Scratches that itch for more hardcore engineering and tinkering.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $64.2M | 27.9K | 26% | $49.99 | |
| $6.3M | 5.6K | 75% | $23.99 | |
| $5M | 9.8K | 97% | $14.99 | |
| $643.3K | 2K | 54% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $198.4K | 587 | 58% | $9.74 | |
| $198.5K | 498 | 92% | $14.99 | |
| $198.1K | 680 | 98% | $14.99 | |
| $198.1K | 425 | 83% | $17.99 | |
| $198.6K | 268 | 82% | $19.99 | |
| $198.1K | 837 | 98% | $14.99 |