
A mini action city-builder in a post-post-apocalyptic world. Grow your settlement. Fend off waves of enemies. Restore nature.
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): 0.43/day in the week to Sep 7 → 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
Part city builder, part retro vehicle shooter. Tear down the ruins of the old world and use what you find to build a settlement. Rescue survivors from the wastes. Defend your people against waves of attacks from the rogue AI that ruined the old world. Procedural levels and random build order make every run unique.

Carve your way through the post-post-apocalyptic sprawl to find valuable resources and rescue settlers.

Every building you construct and how you position it affects your settlement's chance of survival.

The dark remnants of humanity’s past are not friendly.

Work together with your community to restore each wasteland to its natural glory.

A small, focused experience made by two pals, not a global mega studio. We'd love to hear what you think in the Steam Discussions or on our Discord. We actually listen and roll that feedback into updates.
Genres
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun little game, a little simple, i'd like more tank customisation, but fun for sure
This is one of the best games I can't recommend out there. I love the look. The world has a grid system for item placement, but they conceal the lines of it juuuust well enough that everything looks vibrant and pleasant to look at, while keeping it obvious how much space there is between things when you're placing a building. The sound design is also great. The bomb and bullet hose sound powerful, the enemies make a threatening, characteristic chittering as they approach, the way the music changes is... Well, actually, there's this thing where it starts a guitar loop when an enemy wave appears, then starts a different invasion song when the enemies are close enough. That works really well when the enemies are close enough to your base, but it gets kinda silly when they're far away, because that build-up loop just keeps going. I also wish they had more songs. Maybe something like... whole new tracks that change with the different biomes? The problem is that there are serious balance issues, and they just spoil the whole game because it means you can be screwed by the RNG. Basically: the Gunsmith is, by far, the most powerful building in the game. Almost everything else needs a buff of some kind. In harder levels, you need to get a Gunsmith early enough just to have a chance. Getting two is much better. Also, houses take a lot of Settlers to fill, but they do barely anything for the buildings that produce special weapons, and are ridiculously powerful on other buildings, like the Repair Bay. Speaking of the Repair Bay! Sometimes I just don't get a Repair Bay or Glue Vat to fix broken buildings, or only get one when I have the option to build something even more crucial, like my first Gunsmith, so I have to risk it and wait for another one to show up, which it DOESN'T. On the other side of the coin, the Boost Battery is completely useless. It lets your tank go longer before needing a recharge, but not much longer, and the seeds from the Sower let you recharge in enemy territory by planting the grass you need, anyway. On top of that, the Tetris-shaped buildings mean that you can have a plan, with all your buildings laid out for it, but fail to get a house in the shape you need to fill things out. In theory, you can fix this by being flexible, but in practice, you get very little space to work with, especially at the start. That free building you get in the beginning? Yeah, you need to wait for the HQ to spread grass around. This is slow and random, which means you're delaying the ability of the Town Council to give you your second list of buildings if you're trying to follow an optimal plan that makes the best possible use of your limited space. Why not just give the HQ the ability to spread grass up to four tiles away, really, really fast, at the start of each level? The balance of the crew members isn't much better either. One just gives you a slight enhancement to your boost battery, which, again, is mooted by the Sower. Another one gives you extra Settler slots in your HQ, which is actually kind of a mixed blessing because it means you need more Settlers from the start. This guy would be MUCH better if you got the extra Settlers to fill those slots. It's frustrating, because the game gets some little details right. If you destroy the only Noise tower that's sending a wave, it will restart the timer rather than just switching to a different tower! If you mine out all the resources of a certain type, the game tells you! If your next building is waiting on resources of a certain type, your collectors prioritize that resource! So great!... So, how'd they mess up the BIG stuff?
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Traditional Chinese, Polish, Portuguese - Brazil, Spanish - Spain*languages with full audio support
Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What a find!
小人一直在那收集无关紧要的资源,建筑维护缺少的材料一直不捡,导致两波音浪攻击之间,只能放一个建筑的情况也屡见不鲜。
played for about 3 hours, gameplay got kinda stale and lacks variety tbh but the concept is firrrre and was fun for the price bro devs yall need to add hot demon ladies and funny elemental animals to this game bro
It's an annoying and repetitive grind
Great stuff, great stuff. At first I thought getting the split upgrade was a mistake, but it came in clutch on multiple occasions That is fun!
Game good. :D
Recommended, but it needs more depth I had a fun time with this game overall. It’s colorful, has a nice Borderlands-inspired art style, and feels very welcoming from the first minute. The gameplay is incredibly simple. You don’t need a tutorial, and if you’ve played similar games before, you’ll understand everything within seconds. Performance was excellent on my MacBook Pro M4 (around 2 GB RAM usage), with smooth gameplay and no noticeable bugs. Considering this was developed by just two people, it’s a very impressive achievement. That said, there are several areas I think could be improved. Resources * Trees are everywhere, but eventually there’s almost no wood left. At that point, the only reliable source is demolishing ruins. * Grass sometimes grows very slowly. * Without the seedling ammunition, it’s difficult to make meaningful progress. Towers & Buildings * Towers are currently far too weak to make a real difference. * Tower upgrades keep appearing even when I don’t have any towers or when all tower slots are already occupied. * The building selection feels too random. Sometimes I get multiple tower upgrades despite not owning a single tower. * The game frequently offers buildings I already have enough of. For example, after building two repair stations, I rarely need a third. A smarter selection system would make progression feel much better. * The Tavern currently doesn’t seem to provide any meaningful benefit. Weapons * The weapon variety is lacking. The starting weapon feels very ineffective against enemies. * Ammo for the rapid-fire weapon is produced very slowly and only if you’ve already built the Gunsmith. * The game would benefit from more weapon variety. * Ammo hotkeys should always stay fixed (1 = Standard, 2 = Rapid Fire, 3 = Dynamite, etc.). Currently the key assignments change when one ammo type runs out, which quickly becomes frustrating. * It should also be possible to switch ammunition while firing. Overall, this is a charming and well-crafted game, but after a while it becomes very repetitive. It lacks the depth needed to keep things interesting, especially regarding weapons and the building progression system. Being able to move buildings and towers after placing them would also be a great quality-of-life improvement. Right now, towers are nice to have, but they don’t really impact the gameplay in a meaningful way. Would I recommend it? Yes. It’s a fun game for a few relaxing sessions, especially if you’re looking for something casual. With more depth and better progression, it could become something truly great.
容易上手,爽塔防,内容太少,刚爽起来就通关了,两小时就结束了
Players by region
Where this game's players are, estimated from review languages.
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