
Build a mobile village and travel with your tribe toward the center of the world, called The Eye. This roguelike turn-based resource-management game is made of procedural situations, natural events, skill-trees and hard choices. Ready to move?
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/day in the week to Jul 24 → 0.14/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




Sums Steam only; GOG, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 2.1Kreviews | 72% | — | $1.5M |
| $24.99 | 49ratings | 72% | — | not modelled | |
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
良い雰囲気でゆるく楽しめそうを求めている人にはおすすめしません。 ゲームの雰囲気はとても良いと思います。ただ、私はゲームが下手なのでキャンペーン(チュートリアル)すらもクリアが難しく、5つあるうちの4つ目のキャンペーンで躓いてしまいました。 チュートリアルの導き方が中途半端なのでプレイでミスこともあり、1度ミスってしまうと最初からになってしまうのはやる気が無くなります。ゲームの導入となるキャンペーンが不親切なのは良くないので改善すべき点です。
The last game I've been immersed in, is As Far As The Eye, which is a French turnbased strategy game about resource management and rougelike survival. I have spent 48 hours in this game, and here are the things I would change with it. I would ensure that there are no tiles of the game that are only accessible if your pupil has the 'walk-on-water' trait. Right now, the game occasionally spawns maps with tiles that are are completely inaccessible unless there is the microscopic chance you have someone on a very small team with the ability to walk on water, where the lakes surround these tiles in a way so that they render them completely useless to the play through. This is not well tuned, an alternative is making the walk on water trait an additional trait that is much more frequent, but ideally I'd change it so that the maps have code that ensure these blocked of tiles that make the game look broken do not occur. Because what if the exact resources I need are on those inaccessible tiles? All the maps are automatically generated, so I understand it's not a matter of editing existing maps, but something that requires a code solution. As for the finetuning, the game is very hard, there are a lot of things that need to be tuned in this game especially in the higher levels. I would ensure that there are no situations where there is a copious amount of resources that needs to be collected in the higher levels when the resources are not available. To win my last round I was asked to (in addition to other goals) get 1400 spices, where 600 spices were available to harvest on the map. And yes there are additional ways of getting spiced there is a small chance you find 50 spices in a cave, that a passerby caravan lowers the goal with a quarter, or that you use the market place to trade for the additional resources, but the best exchange rate manageable is still 12 wood for 1 spice, or 6 rock for 1 spice. With the limited amount of time that the game gives you to complete the goal, getting a requirement that high, when the map is that inhospitable is not reasonable. I can't be expected to arrive at the map with 800 spices in my pocket, on top of everything else, when I don't even know what the requirements to pass are going to be for reaching the Eye. As for map changes, I would also ensure that the map before the Eye (the final boss level map) can never be a canyon (a map entirely or close to devoid of wood), it just heightens the difficulty level to such a high degree when there isn't even wood around to build buildings out of, and it is also required in all cooking. I mean I can see the point of having canyons earlier, you have to arrive at a map with lots of wood in your pocket, but having them as the final step is just to set up the player for failure and I don't think it's fair. The later stops are also hidden from the player so I don't know if the last level is going to be a canyon until much later in the game when I'm invested in the journey. There are eight goals in the game, four short journeys to the eye from each of the compass directions, and four long journeys to the eye from each of the compass directions. I completed the first set of four short journeys from each of the compass directions, North and East were very hard, I barely made it through at all, but after many attempts I made it. I've completed the West long journey, and I think I can win the South long journey too. But from where I'm standing the last two long journeys are completely unwinnable. South is entirely luck based, there are random catastrophic events that happen much more often than in any of the other seasons - this is the challenge. But the catastrophic events are so harsh, that it's practically impossible to keep buildings standing with how often they are damaged by lightning strikes, and fires, and flooding, and wind damage, and mountain rubble. The catastrophic events need to become milder in severity if they're going to happen that often. Just taking a few damage points off would go a long way. Or there needs to be another benefit that can compensate in the progressing towards the goal, like perhaps it could be made so that they don't eat as much as the other tribes? Right now there is simply not time enough to fix all the building, work towards the goals, and keep everyone fed at the same time. All in all it's a great game, I love that each time I go back to it, the maps are different, and that I need to adapt my player style for all of the different tribes, but it still could use some more polishing to become a truly gratifying experience that rewards the player's effort, and gives them honest chances to win. Right now, the randomly generated maps feature is very cool, but it steers the direction of the game a bit too much, it needs more guard rails in order to let the game become the most optimal version of itself that it can be.
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Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese
| $24.99 |
| 35ratings |
| 61% |
| — |
| not modelled |
| $24.99 | — | — | — | 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 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Good strategy game
非常失望,我期待这个游戏已经很久,开了好多把发现游戏内的平衡很差,随机性过高,90%以上全是负面随机,动不动给你减少30个回合,以下只是作为玩过类似游戏玩家的吐槽,不包含人身攻击。 这个游戏打了这么久,横竖里面只看到为了难而难,根本不考虑游戏的娱乐性,可以打包的建筑要放三回合,食物的获取制作两步走,加上随机到的食物交付需求,策划有考虑过不同资源的消耗速度吗?没食物了连个提醒特效都不做,要是想把玩家阴死另说。 常规模式下,这么讲究资源管理真实的游戏,合理性不考虑,我为什么不能选择人口消耗的食物资源类型呢,还必须优先食物总成资源,采集资源卡半辈子,核心不是资源管理游戏吗,怎么变成采集管控了? 采石场建2种,厨房建2种,农场建完资源还不能回收,伐伐伐伐伐木场建立才能有经验,难道说送到基地和伐木场只能用卡经验的方式加难度吗?资源送到伐木场变成资源获取率提高1.25倍不好吗? 太劝退了,一想到超过2小时不能退款,更窒息了。
Jogo bem divertido e dinâmico, com inovações e mecânicas únicas de gerenciamento. Pra quem gosta de gerenciamento com um pequeno toque de roguelike vai gostar
Очень интересная пошаговая стратегия с милой графикой. Очень большое влияние случайных событий на выживаемость и достижение цели. Очень серьёзные последствия от излишне потраченных ходов. Очень высокий фактор влияния неизвестности на шансы достижения цели. Можно превосходно начать и всё потерять на последнем этапе. А можно зайти в тупик и потерять всех уже в начале второй стоянки. Это игра в которой избыток ресурса увеличивает шансы проиграть, а недостаток ресурса приводит к 100% проигрышу. Не обманывайтесь милой графикой: персонажи умирают часто, быстро и внезапно.
I like the concept but it's not for me.
Very good cozy-vibe game. Pretty challenging when you get started. I still lose after 10 hours of play. I absolutely love the art style and chill soundtrack. The little whispers of the dudes can be weird after several hours of hearing them shush at you, so I turn them down to more background noise. I like the world-building of the story behind everything. Felt unique enough to be something different but similar to other board games (worker placements) or management sims. I really liked it. Definitely worth the $5 sale price. I don't know if I'd pay $25 for it. My one negative is that while the maps are different and generated rather than static (campaign mode is static and campaign is basically their tutorial)--and you can play custom maps too--there's not a lot of content. It would have been cool for the devs to add more to this: other challenges/campaign style mode, a tutorial that's more helpful, multiplayer or some kind of co-op situation, or really just other map or pupil (character) variants/mechanics. As it is, it's a $10-$15 game, $5 sale is very worth it. Updated this review to add more details after additional play time. Highly recommended.
7/20. Excellente DA et ambiance douce, oui, mais n'y jouez pas pour vous détendre. Le jeu est *difficile* au sens de *injuste* ; peu importe à quel point vous apprenez et anticipez, l'équilibrage à chier fait qu'un objectif bonus tombe parfois à 20 tours de la fin de la zone. Vous avez 1 chance sur 3 qu'il soit impossible à remplir car la ressource en question ne se trouve *pas* sur votre map. Vous voilà donc softlock au bout d'une run d'une heure où vous avez tout fait tout bien. Autre point négatif : après 10h de jeu j'ai largement fait le tour, tout ce qu'il me reste à débloquer, ce sont des traits de personnalité qui ont un impact minime sur le jeu. Avec 0 vrai côté roguelike. Donc à part si t'aimes manger des orties crues, t'as plus trop envie de relancer une partie. C'est dommage car y a des idées extraordinaires, mais clairement le jeu semble incomplet, sans direction et pose trop de softlocks.
Gra jest frustrująca. Tylko dla masochistów.
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Players by region
Where this game's players are, estimated from review languages.
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