
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
I can't believe they released a DLC, the core game isn't even complete!
In my eternal yearning for another They Are Billions, Cataclismo had long festered in my backlog; a half-built fortress waiting to be pieced together as I greedily munched on scrap of patch-note after scrap of patch-note. Arriving late to the celebrations, delayed by wrist injury and RSI-compatible mouse, I found a curious amalgamation of ideas and undeniably beautiful art, a feast for the senses wrapped around a somewhat clunky skeleton of colony-building and swarm defense. I tinkered with my digital Lego blocks, trying to convince myself that efficiency was fun. Tinker leads to tedium, and restrictive level design occasionally steals creativity, forcing a strict methodological work pace. Slow until it's not, then rewind to do it again. Cataclismo is an idea I'm thrilled to have experienced, but one that I will likely not return to after my 10 hour shift. 3/5
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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 |
| $14.99−50% | — | 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
I am happy that this game features a singleplayer campaign (I bought without checking first). Played the entire thing at normal difficulty, and just loved it. Building things is very satisfying. Having the rewind mechanic (a quick-load with extra flair) also adds to it, because during waves you cannot savescum so you either have to commit to your decisions or do the whole wave again. In most levels it's hard to get the economy right. Well, at least I did it all without looking online for a meta / optimal way of doing things, and while doing so I realized at my own pace what worked and what did not. I've bought it at full price, after getting a random recommendation from some Youtuber. No regrets at all, on the contrary I do recommend it if you are into strategy / management games.
This game is a bit of a mixed bag. On one hand, the devs do a really good job in creating the building gamplay, where you get to construct everything bricks by bricks, and rewarding you for doing so (taller buildings have more health, troops stand in certain height and position gains extra benefits, etc). What really frustrating is its difficulty, unlike other games in the same genre, higher difficulties not only increase the number of enemies, their health and damage, but also reduce day time. This means you will have LESS resource and build time (since day time is required for resources to be gathered and building construction to take place). On top of that, there are these random "holes" around your base that you can neither destroy, interact with nor do anything about them. Those holes are there to spawn boss enemies randomly. So you could build the most perfect defense ever, with all the high end troops stationed on top, just to then get destroyed because the boss enemies are spawned behind your wall. All of this is because the devs want to you use the Save & Reload Button, which they dress this up fancily as a "Time Travel Magic" lorewise. The idea is you get overwhelmed, see where enemies come from, then "Save Reload/Time Travel" back a few moments ago and try again. But that also means you have to go and re-build the whole thing. If you are looking for that satisfaction of building great colony, optimising its logistics, and watching its defense against waves and waves of enemies (like They Are Billions, Rift Breaker, Diplomacy is Not an Option, etc). This game won't get you any of that.
While the game is built mostly around siege defence and save scumming, its a very fun game imo. The story is also pretty good, and the campaign is pretty challenging especially Defense of Hogar. However, what I like the most about the game is that buildings can strategically be placed and "combined" with other structures. For example you can place Oxygen Pumps on certain buildings like the citadel and barracks. You can stack Shacks together into a condo of some sort. With enough creativity you can create buildings that not only looks cool but also serves a function. Its such an innovative mechanic that I feel like more strategy games should have such option tbh.
It's such a shame, its the kind of game I just want to love, and the genre is right up alley. b Its just too time consuming, especially since the time is spent building things that are mostly not that interesting, creative or fun. I love reving the eco engine but that's a small part of the game and the only one I enjoy. I feel like I'm halfway into the game and I'm just exhausted of losing and having to rebuild and replan. I don't even know if I can fault the developers, they have implemented A LOT of quality of life features. Autosaves trigger all the time, blueprint system works great and yet it is not enough. One thing it lacks is showing what enemies are attacking where, they have this weird system where you can time travel and go back in time (load previous save) moments before it all went to ♥♥♥♥. So why make me spend half an hour to build my defences not knowing what enemies comes where and then I die everything gets destroyed. Time to load and try "for real" to clear the wave now that I know what's coming? Why, its a terrible design choice. You get to know what is coming way too late and you only get vague estimates that doesn't help me and pictures of enemies I have a hard time telling apart. Not to mention the bloody rain, its my least favourite part of the game for sure. It literally means if your first building gets destroyed (where you build a roof to protect your units from rain) you're done its over. Why have a game where you are supposed to build tons of stuff and it is going to break and at the same time make it so that if it breaks you lose? Its the kind of mechanic that doesn't matter at all if you do well but makes it impossible to make a comback if you are struggling. Just anti fun
I have a LOT of negative reviews for games that have inexplicable blunders that, equally inexplicably, medium and big name reviewers just ignore, and these are things that really shoot "fun" in the foot. Let's be super, super clear with Cataclismo - you build bases, have a small army, and defend against waves. *The* defining element is that you place bricks, as others say, LEGO-like, that matter for how your defenses hold against the horde, and not in a "I built a ring around the base and it was good," way - you can build a spiral staircase tower for archers that looks and functions differently than mine, even if "optimal" gameplay results in a handful of designs. Everything about the execution of these core gameplay elements is executed either brilliantly, or very well. Positive review. Now for the "but," none of which should detract from the above - I don't feel like I got a USD$30 game. It's super, super close, and considering the bevvy of disappointments out there, I eagerly push this to the fore. I feel like the game requires a bit more... sustained concentration?... than I'm happy with for an evening cooldown game. Neither of these are big problems. I recommend the game. I think most people I know who enjoy genre games close to this would 100% be "missing out" to not get this. My -quibbles- are things the developers clearly have improved over time, so who knows? Maybe if this gets the audience it DESERVES, the developers will get that liiiiiiittttlee bit more time with the oven to nudge this high 9 to the 10.0 they're clearly on track for.
Игра очень неплоха, но глупые решения разработчиков, нулевая оптимизация (тупо тормозит на новом железе). Невозможно сделать светлее, у меня плохое зрение, я просто ничего не вижу, все сливается, при этом возможность сделать ярче гамму дебилойды которые это создали закрыли, якобы ради лучшего погружения в игру.. Бывают игры просто говнище, и там как бы все ясно, а тут реально хорошая игра, которую убили кривые руки которые не допилили самую мелочь. То что игра становится ♥♥♥♥ пошаговой даже на минимальных настройках уже в середине я вообще молчу, это просто днище адовое, для такой примитивной в плане графики по всем параметрам игры. Короче не покупайте, разочаруетесь..
the resource management is too intense and doesn't let you actually enjoy the "tower defense" / "base defense" part - that just basically amounts to strength via stacking as high as you can go. wonderful potential just needs some balancing to be enjoyable.
This game is underrated and I hope it gets the love it deserves. Not perfect, but you can't get this gameplay from other games. The allure of this game is the ability to lay down massive but intricate defenses at the drag of a mouse. Of course your are weak at the start, but resources start to pour in exponentially if your smart, and then you slather down stone walls like hot butter on toast. It becomes tedious to build structures and supports but the game almost becomes a puzzle at this point and the pause feature is perfect to slow the chaos down. There are CUSTOM BLUEPRINTS! They work amazing but integrating them into your other buildings can be a challenge, because, lets face it, you are playing architect managing space, weight and overall effectiveness of your designs. There is something special about slaughtering abominations by night, and spending the next 20 minutes designing the perfect efficient spiral staircase that has a side path to a lower custom made ledge where artillery is at its best elevation. The sandbox nature of the game is what keeps me coming back, storage filling up with stone? build a big dumb tower of stone 100 meters tall that you can recycle later when you need it! Sound design is punchy too with arrows whistling through a dark abyss. Units feel like beasts as they upgrade with experience. My big wishes: I wish we could get higher unit cap but I know for a fact they balanced this system so it wouldn't be too easy. I would pay again for a PVE, bright, colorful daytime game mode against other humans with castles that could scratch my itch to siege. TLDR I was looking for a fast paced castle defense game with intricate structure-based building on a massive scale and this one is the best so far.
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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.
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