
The ultimate block building game. Start with nothing and build an empire. Smooth voxel worlds, settlers, crafting, vehicles, and Steam multiplayer. Survival or Just Build — every item in your inventory is also a building block.
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 Sep 1 → 0.29/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
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Какой же ужас... тупо мрак. Я отказывался верить отзывам, что всё так плохо. Ведь когда-то в далёком 2014 году впервые поиграв, я понял, насколько эта игра прекрасна. Но, зайдя сейчас... сказать, что я в полном axye, значит, ничего не сказать. Начну по порядку: 1) Оптимизация. Она в такой Ж, она так глубоко там застряла, что складывается ощущение, что никакие ловкие ручки её не вытащат. 2) Интерфейс. Я думал, что он станет лучше... как же я ошибался. Ни хрена непонятно, такое ощущение, что ты зашёл в какую-то древнюю программу. В которой, под силу разобраться только тем, кто хорошо шарит. 3) Дыры в картах. Они повсюду, постоянно их вижу, и это опять отголосок хреновой оптимизации. 4) Вылеты. Разраб, боже, тебе вот настолько, что называется "по барабану"? Каждое строение к которому, я подошёл в игре вызывает ВЫЛЕТ. И не дай боже вы не будете сохраняться каждые 5-10 минут игры. Будете начинать сначала постоянно, ибо автор не слышал, что такое автосохранение. В общем, я разочарован. Только недавно вспомнил об этой игре, столько приятных воспоминаний с ней связано. Я даже отказался верить негативным отзывам... КАКОЙ Я ДУРАК! По итогу, мы имеем игру застрявшую всё в том же 2014 году. Да и ладно бы, но она стала ХУЖЕ. У меня слов нету, сплошной мат.
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Es difícil reseñar el estado actual del juego en Steam pues realmente, no es posible dar una nota media, por el momento no recomiendo comprarlo por el lema de "El juego definitivo de construcción de bloques" pero si te pica la curiosidad pues igual esta bien que le eches un ojo El estado actual y el futuro de el juego no es prometedor, pues el desarrollador paso un año sin dar actualizaciones, a sacar una mensualmente y al día de hoy, volver a desaparecer El juego es entretenido pero extremadamente complicado si no sabes que estás haciendo, los gráficos son decentes y en cuanto a diseño en general es bonito, pero se nota que tiene mucho camino por delante y lo que ofrece es poco pero se le puede sacar provecho; me gustaria que en una de esas actualizaciones repentinas que saca el desarrollador trabajara en una IU mas intuitiva y fácil de entender ACTUALIZACION DEL 11/11/25 Decidí cambiar la reseña a negativa, no porque el juego de repente me parezca malo, sino porque el juego esta casi en un estado injugable y da la impresión de estar abandonado El desempeño que tiene es posiblemente el peor aspecto; entiendo que por ser un juego basado en voxeles utiliza bastante memoria, pero comparado con otros juegos del estilo este es por mucho el que peor optimización posee. Comprendo también que es un juego pequeño, hecho por una sola persona, pero aparentemente el dev esta enfocado en agregar cosas en lugar de limpiar y arreglar la base del todo En su estado actual, no lo recomiendo, para nada. Personalmente esperaría a que el juego fuese optimizado aunque fuese un poco para poder probarlo apropiadamente
Blockscape ist eines der EA-Spiele, die niemals auch nur annähernd fertig gestellt werden. Und gleichzeitig auch (neben anderen) der Grund, dass ich keine EA Spiele mehr kaufe. Zu 80% sind diese EA Spiele Scams, mittel zum zweck, schnell viel Kohle zu machen. Steam unterstützt diese Machenschaft natürlich, sonst gäbe es nicht so viele (tote) EA Titel.....
Hey, i've been keeping up with the development of this game since... I don't remember, 2016? WHERE D ♥♥♥♥ IS THE DEVELOPER? HEEEEY JENSEEN (Is jensen right?) KEEP UP WITH A.I AGENTS TO REFACTOR THIS GAME - I LOVE IT. Please, create a full blank world for creative. Lova you
MUITO MAL OTIMIZADO
développement très lent, mais les maj sorte bac a sable contemplatif, pas vraiment un jeu l'ajout de l'eau et ces mécanisme est vraiment bien de temps en temps oui
Had fun
Edit 2025: At last, the bug concerning the "near-house-crash-to-desktop" is gone and I can play more than 5 minutes. It's nice to see some updates, continue like this! To other players: if you consider buying this game, know that it will probably never be finished, but it can rub your itch of building. Man :( It's been one year (since august 2022, my last bug report) since this bug is here --> The first house I approach --> Crash to desktop. --> Uninstalling the game, frustrated. Today, I tried the new version and it happened again. Do you know what happens when a player/customer is frustrated? He uninstall the game, and will tell his friends and other customers to not buy this game. Sorry but now I will leave a bad review. I really want to like this game, there's a lot that is well done. I really like the voxel terrain and how we can manipulate it, the feeling/ambiance of mystery in the game is nice, I also like to build things before it crashes. I never had the patience to build something big enough to play with the "manage your NPCs" side of things, but I think this is a really nice idea. I know this is a one man alpha-state or beta-state game, but you really should at least make your game playable. I don't care if it is a bit "rough on the edges", you know, some things that don't work in the game, but you can work around in wait for the next patch. But those crashes to desktop are a real downer. I'd rather play a version of the game without the crashing things inside instead of having the fear of doing any action in the game, knowing it can lead to a CTD. And saving my game every second is not a thing I want to do when I play. For now it will be another of those games lingering in my library, I won't get any hopes of getting it in a playable state before long because the bugs that I encounter (other players too) and report are not being taken in consideration for a long time, the dev is still adding more things in the game(and possibly more bugs) without removing the big bad bugs that makes the game unplayable anyway. Another thing: if you have the slightest hope of selling your game one day (and I think you do, because otherwise you won't be trying to sell it on steam), you really should communicate more often with your community. Just a few lines in a news post on the steam page to tell your players on what you work - no need to do a big wall of text - every month or two months can suffice to keep an engaged community. Being in the dark for almost one year without any news is too much for players. And no, don't tell us to follow your twitter or any other social media. Here we are on Steam. We, as players, have many games to play and we must choose wisely where to spend our money. The videogame marketplace is flooded with small projects like yours with passionate developpers who cares about their projects but also to their players. TL:DR: If you sell a game, even if it's an early access release, make it playable for your customers, or make it free till it's in a playable state, or squash the damn "crash to desktop" bugs! Post-scriptum: I know this post can be seen as rude. It's not the intent. I care about this game because I won't be taking my time to write something this long not in my former language to express my feelings about it. Please don't take this personally. And if I see this game getting love and attention, I will gladly change my bad review into a good one. (In comparison to your game, go take a look at "Rising World". It's a Voxel sandbox game a little bit like yours, made by one dev too, I think. They don't communicate much more than you, but they show really great progress each time and they take the time to answer some posts in their steam forums. Look at their reviews: mostly positive. They got a first version in Java and they decided in 2020 to restart their game from scratch to change the engine. What an amazing work they have done so far! I'm sure your game can easily reach something like that with a little more polishing!)
Blockscape is an ambitious open-world voxel sandbox built around the idea of beginning with almost nothing and gradually transforming a procedurally generated wilderness into a functioning settlement or even a sprawling civilization. Developed and published by ioneo, it combines construction, survival, exploration, crafting, simulation, and multiplayer elements within a highly editable world. Rather than concentrating exclusively on placing cubes, the game attempts to make practically every part of the environment usable, alterable, or incorporated into a player's creations. One of its most distinctive qualities is the smooth voxel terrain. Mountains, cliffs, caves, rivers, coastlines, and other geographical features have a more natural appearance than the rigid cube formations normally associated with voxel games. More importantly, the terrain can be mined and sculpted. This gives builders considerable control over the landscape surrounding their creations, allowing the player to reshape hillsides, excavate underground spaces, flatten construction areas, or alter natural formations to suit a larger project. Construction remains the centerpiece of the experience. Hundreds of available block types and materials provide substantial freedom, but the unusual concept that almost everything can become a building block makes the system particularly interesting. Tools, furniture, equipment, armor, and even creatures can be placed within the environment. Consequently, building extends beyond assembling walls and roofs and becomes a broader form of world manipulation. Players who enjoy designing detailed structures can spend considerable time experimenting with combinations that would not be possible in a more conventional block-building game. There are two major approaches to playing. Survival provides the more progression-oriented experience, beginning with limited resources and requiring the player to explore, mine, hunt, discover recipes, craft equipment, manage warmth, and establish a settlement while dealing with hostile creatures. Just Build removes most of these restrictions by providing infinite resources, immediate mining, peaceful conditions, and protection from death. This second mode is especially appealing for players primarily interested in architecture or landscape design because it allows ambitious projects to begin without lengthy resource gathering. Settlement mechanics introduce an additional simulation layer. Constructing beds allows people to move into the settlement, while supplying them with food enables them to work. NPCs can contribute to activities such as farming, crafting, and construction. Although these systems do not transform the game into an exceptionally deep colony-management simulator, they give buildings a functional purpose. A large structure feels more meaningful when it becomes part of an inhabited community rather than remaining an impressive but empty monument. Crafting also extends into machinery and infrastructure. Players can establish electrical networks that operate components such as lights and doors, while water networks can supply generators and other machinery. Coal and wind generators contribute to this engineering aspect, giving technically minded builders reasons to consider how their settlements function internally. Vehicles provide another progression path, including equipment designed for excavation and aerial transportation. These features make the sandbox broader than its straightforward block-building appearance initially suggests. Exploration benefits from fully procedural worlds and multiple world styles. Because landscapes are generated rather than fixed, starting a new world can provide substantially different geography and construction opportunities. Searching for resources, recipes, creatures, and promising locations helps connect exploration with settlement development. The ability to manipulate whatever terrain is discovered means an inconvenient landscape can often become part of the player's design instead of simply being an obstacle. Multiplayer further strengthens the sandbox concept by allowing friends to inhabit the same world and cooperate in building, exploration, and combat. Important elements such as inventories, settlers, vehicles, and world activity can be synchronized between players. Steam Workshop functionality also supports the creative side of the game by allowing community-created models and related content to complement the building experience. The game's greatest weakness is the unevenness that accompanies its continuing Early Access status. Blockscape contains an impressive collection of ideas, but players should expect bugs, rough edges, performance inconsistencies, and systems that may not feel equally polished. The developer describes the current version as close to the intended complete experience, with survival, building, procedural worlds, settlers, machines, vehicles, creatures, multiplayer, electricity, and water already playable. Even so, additional polishing and fixes remain necessary before all these components feel completely cohesive. Its long development history inevitably makes the unfinished aspects more noticeable. There is considerable potential in the combination of sophisticated terrain manipulation, construction, settlement simulation, survival, engineering, vehicles, and cooperative play, but ambition alone cannot eliminate technical roughness. Players expecting the consistency of a thoroughly polished survival game may therefore have difficulty overlooking its shortcomings. Creative builders are more likely to tolerate these issues because the construction technology itself remains the strongest reason to play. Steam Deck compatibility is currently not officially confirmed. The Steam listing identifies Windows support but does not provide an official Steam Deck Verified or Playable classification. Because of this, Blockscape should be regarded as having an unverified Steam Deck experience rather than guaranteed compatibility. Players attempting to run it through Proton may encounter control, interface, performance, or compatibility issues, so it is better suited to a conventional Windows PC unless its handheld support improves or receives official validation. Overall, Blockscape is a fascinating but imperfect sandbox whose greatest strength is the freedom it provides to reshape both structures and entire landscapes. Its survival systems, settlers, crafting, utilities, machines, vehicles, procedural environments, multiplayer, and creative mode give players numerous ways to approach the world. The persistent Early Access roughness prevents it from reaching the level of polish its impressive feature set deserves, but patient players who primarily enjoy unrestricted construction can still discover a surprisingly flexible creative playground. Rating: 6/10
Players by region
Where this game's players are, estimated from review languages.
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