
Design and build fortresses brick by brick to stand against endless hordes of Horrors in this real-time strategy game with resource management, siege defense, and exploration. Lead from the ramparts, push back the darkness, and hold fast against the creatures of the Mist.
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): 0.57/day in the week to Aug 20 → 6.43/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 2,402 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
Lead the last survivors in the aftermath of the Cataclismo as a corrupted world seeks to destroy all that remains of humanity. Build fortresses brick by brick, designing intricate, towering structures of wood and stone to fend off waves of Horrors as they attempt to overwhelm your band of survivors. Command powerful units in their stalwart defense, coordinating their varied capabilities as you race from breach to breach. Lead forays into the unknown to secure the vital resources needed to grow your military might and construction capabilities as you hold fast against the ever-growing onslaught – siege after siege, night after night.

Far from the relative safety of the Last City, your citadels and outposts hold back the hordes of Horrors before they can strike at the heart of humanity. Build impregnable fortresses across multiple biomes using an intricate building system that allows you to design your defenses with full freedom and strategic creativity, adapting your plans to the surrounding environment. Take advantage of natural chokepoints, height advantages, and local resources as you strategize for the challenge of each upcoming night’s attack.
A highly modular building system allows you to design your fortresses exactly as you desire – one piece at a time, with blueprints you have designed in advance, or using community creations shared by other players. Use your hard-earned resources to build structures that grant access to previously unreachable parts of the map, or construct fortifications that deny the Horrors access and provide your troops safe vantage points.
Build cheaply and quickly using wood, or establish quarries and use durable stone to better withstand the onslaught. Keep an eye on structural integrity and load-bearing columns as falling pieces will kill friend and foe alike, often creating unique opportunities to crush numerous enemies with cleverly placed vulnerabilities.
Adapt your fortress to growing needs as you acquire new tools and expand in an attempt to secure all the resources needed to sustain a powerful defensive force. Optimize the path from resource deposits to your warehouses with well placed structures and use rooftop construction to make the most of your limited space.

Though the Horrors may test your defenses during the day, only at night do they pour forth in full force. Spend your days exploring the world and pursuing the growth of your fortress, but as the sun starts to set, you would be wise to position your forces in preparation for the night’s onslaught.
Skillfully command soldiers ranging from sharp-eyed bowmen to explosive cannoneers to respond to an ever-evolving situation as new Horrors emerge. Draw the enemy into chokepoints lined with devastating traps and ambush them raining down fire arrows and pots of poison flung from your battlements. Maneuver your troops into precise tactical positions to take advantage of special traits and abilities made available as they upgrade, positioning them at heights that let them perform at their best – a wise architect can design fortresses that allow for a tiered defense.
Build vital structures to sustain your defenses against the growing threat and unlock higher levels of prosperity alongside new technologies. Resource gathering outposts, unit recruitment centers, and housing for your citizens all directly and indirectly support your troops in their efforts. Should the walls falter, even your citizens' homes can be used as a secondary layer of defense – you must protect the citadel at all costs.

Cataclismo contains all three of: an epic single-player narrative campaign; a skirmish mode featuring hand-crafted maps; and an endlessly replayable challenge mode that puts you to the test on procedurally generated maps where you fend off increasingly dangerous waves of Horrors. A complex map editor gives you the ability to design and share skirmish maps of your own to challenge the community while the intricate construction system will allow the architecturally inclined to build and share blueprints and help others in their defense against the Horrors.
The Cataclismo left the world devastated. But all hope is not lost – lead humanity through the darkness to a bright future as you design grand fortresses and command troops in real-time battles against a seemingly endless horde that will stop at nothing to see your people destroyed.
Sums Steam only; Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 896 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Overall, this game is incredibly fun and the building system is something that I deeply cherish even as it drove me insane trying to get everything done. The game is long, and most of your playtime will be spent building structures compared to actually progressing the in game clock. But a beautiful art style, compelling story and a good mix of different mission types help keep things going. Unfortunately I have yet to try the skirmish mode and endless survival mode, having only completed the story at 22 hours of play, so I cannot comment on those specific aspects of the game. Pros: - Beautiful art, easy to read visuals, and distinct characters and play styles. - In depth building system using multiple pieces, benefits and cons to each style, variable height buildings and more to create your defenses with. - Story mode has a good mix of base building, lore imparting and pure tower defense options, allowing replay of specific scenarios if the mood strikes you. In addition, each one has very specific scenarios which allow you to Cons: - Time consuming. Most of your time on a mission will be spent paused and building, and failing a mission or messing up your defenses means a rewind to a previous save and lots of progress lost. Note: A fairly robust save system with different auotmatic quicksaves does exist, meaning a full restart is rarely required unless you start off poorly. - Lower difficulties of story are somewhat less satisfying. For reference, on the final mission I spent 2 hours in paused mode trying to race the stilled clock and fight what I was assuming would be horrible waves of enemies from everywhere. In reality, it was one hour of unpaused gameplay where the waves were mostly unable to reach the walls, perhaps because of being overprepared. Higher difficulties might be required to make things more interesting for players more skilled than I. - A few poorly implemented mechanics can cause some grief. To describe these in brief, the wave indicator system should have allowed you to see which enemies were coming where, and in which numbers. In practice, they only showed where enemies were coming until night began, meaning you would need to reload a save if you needed to specifically counter something. As for Blueprints, they lack utility in some instances due to space and resource requirements. Complex blueprints rarely worked well due to terrain, and typically it was only useful for quickly plopping down towers for air generation rather than anything more substantial.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Korean, Polish, Hungarian +4 more
| $14.99−50% |
| 38ratings |
| 88% |
| — |
| not modelled |
| $29.99 | — | 88% | — | 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 898 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
game is fun, but game is more fast paced than you think it is with the 3 night system. Every level/map is only 3 nights and it is over. So you have to be quick. I was expecting a slower paced game. Once you realize this fact it is enjoyable.
Хороший, законченный продукт, как мне кажется, ценный в первую очередь своей компанией (от того я был удивлён, узнав что прошло игру всего пара процентов). Ничего явно плохого нельзя припомнить, но и нет какого либо вау эффекта. А теперь по существу. Механика тьмы. Я понимаю, что реализм и дополнительные челенджы, но для решения проблемы, нормальный разработчик всегда придумает механику и в данном случае это факелы. Всё бы хорошо, пока не зарождается нечестивая связь с другой механиками - бесплатная разборка. В итоге по карте расходятся гусеницы факелов оставляющая позади себя факела. Да и сама механика тьмы какая то слишком душная иной раз с заметностью для нашей армии. Заметил, что при нажатии на врага или вражескую постройку, армия стремиться подойти в плотную, хотя паттерны для всех стратегий говорят нам, что должна быть атака при первой же возможности достать по расстояния, на деле же приходиться постоянно использовать тактику "А клик", даже на одиночного противника, при этом местный "А клик" действует до первого врага и дальше до указанной точки они не будут иди. Ещё из минусов в среднем относительно неудобный интерфейс строительства. Из плюсов у нас интересная задумка, достаточно уникальный визуал и сюжетная компания. При этом стоит уделить внимание сюжету. Он есть, он хорош, где нужно наваливает пафоса, где нужно подносить драмы, когда надо, подкидывает трагедии. Единственное только, вопрос про концовку и порождаемой ею вагоном вопросов без ответов.
Love the premise and style, just to me unplayable because the resources are terrible to get, it's so slow. I wish there were settings for how many resources are gathered. The amount gathered not how many gatherable resources there are on any given map. And I don't mean the campaign, I mean the survival mode, because that's the only good way to play in my opinion. Also the skill things, to unlock upgrades and buildings and such, is very slow, my god. And the resource management is annoying. This kinda ties into my previous gripe. So much requires everything, not just one thing. This could just be a problem I have with the slow resource accumulation. I also think oxygen is annoying and shouldn't be in the game, even if it is tied to story who cares, it's dumb and doesn't work well at all, just a bit of extra difficulty for no reason. Gameplay comes first. I find the lack of time between waves doesn't give you the opportunity to gather, build and figure out where the enemies are coming from. Extend the time or increase the resources gathered, everything is a detriment to the core fun of the game: building. These types of games; single player games, benefit from options to increase or decrease what we like or dislike, that's part of the fun. At the moment, gameplay feels like I have to min max my playstyle or I can't beat anything. Difficulty doesn't always equate to fun for everyone at all times. Different options to gathering amounts, mob speed, mob density per wave, wave timer, mob variety ect, would benefit those of us that just want to have fun building something unique. Let us create our own personal difficulty.
The game was fun. I encountered some minor bugs, especially while building, like walls not upgrading or not being able to place a wall in a specific spot. However, after reloading the game, it was actually possible. Overall, it was enjoyable. Unfortunately, today my campaign save files were deleted for no apparent reason, and I would have to restart the campaign from scratch. Unfortunately, this is a major issue for me, and I cannot invest another 12 hours to redo everything I’ve already done.
If you like games in this genre Cataclismo is a great one. A fun City Builder/Tower Defense game where you build your defenses block-by-block rather than placing down premade structures. Almost every structure can be stacked on top of one another allowing you to quite literally "Build Tall" rather than wide based on preference or need. The building mechanics give you a lot of freedom in how you approach building your defenses. It's satisfying to use the freedom offered in Survival mode to slowly turn a sprawling city into a dense network of stairways and spires The loop is pretty straight forward, expand your economy/defenses during the day in preparation for the attacks/waves that come every night. Expand, tech up, build up, and hope you did enough to survive. Save scumming is built into the the lore/gameplay. Your saves are referred to as 'Time Anchors" explained as the ability to roll back time to a previous point. The only limitation on this is that anything that happened in the timeline after the anchor gets wiped; meaning you lose any saves made after the one you roll back to. This doesn't really change the feel of saving/reloading in a game of this genre, but the fact that the Devs decided to incorporate it into the story/lore of the game is a nice touch for immersion and story telling. The Story/campaign is quite good, if a bit short. Which is unfortunate, because I feel like the story is where Cataclismo shines. This is probably my biggest complaint, Cataclismo is the type of game that is at its best when played on hand-crafted levels with unique variables/challenges, endless mode is fun [strike]but randomly generated levels can rarely create the kind of scenarios that force the player to be flexible/creative in their approach[/strike] [b]After playing more of the endless mode I can say that this statement is incorrect. The endless mode is great and the map generation is good and adds a lot of replayability. [/b] That being said, it has fully integrated Workshop support for custom levels. Hopefully the kind of creativity Cataclismo allows will inspire some interesting maps from the community. The endless mode has it's own unique mechanics slightly different from the normal Campaign/Skirmish mode, It's actually where all the game's mechanics really shine, giving you freedom of approach to a level that the 4-Night maps just can't offer There is an element of randomness to the formula that creates more variation and replayability.
Honestly I found it boring.
Cool game so far, finished the first non tutorial mission and went right to sandbox to build blueprints. Then got met with probably the most ♥♥♥♥♥♥♥ design decision I have seen in a game in a long time. Some sort of 'bridge building' puzzle game where you just need to awkardly place blocks to move your character around. I am very concerned the rest of the game is going to require this as 'a skill' its very tedious and has a horrible UI. The game would be 1000x better if this entire mechanic was scrapped completley and you just kept the ladder stairs to the base building. I really hope this is a one off mission. Will come back and update it to positive if this does change, if I lose interest in the game because of this I will forget to come back and update the review...
Bitterly disappointed, this looks great but the third mission has a sequence breaking bug that means I can't progress. The devs have been aware of this bug, "Build a sawmill with a clear path," for at least a year from what I can tell, and haven't fixed it. Don't buy, I'm going to get a refund.
It's They Are Billions 2. Better graphics, better story, better gameplay. Same music.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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