
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 am not generally a fan of brick-based builders but this masters the genre and is easy to pick up, and the storyline and atmosphere is 10/10. A great and very positive surprise.
8/10 Чудова гра! Гарний і самобутній артдизайн. Цікавий сюжет. Окремий лайк за баланс складності: на високій гра вимагає розуміння всіх механік і дійсно кидає виклик. Сильний представник свого жанру
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
죽은게임. 돔황챠!!!! 이래서 얼엑은 사는게 아닌데 또 속았음
The game is fun and will definitely play again! The game has good repeatable content, However I agree with the reviews that base building is very tedious at times. Having to make sure your walls meet height requirements to have good level of integrity, and troops are able to traverse up and down the walls to make sure they are able to be placed in position. Still overall a solid game. 8/10.
Cataclismo is a very athmospheric horde fighter/city builder game and one of the most unique and interesting RTS games I've ever played. Interestingly enough, the builder aspect gives you nearly compelte control over how you build your city and their defenses, similar to building blocks or legos, you could stack houses on top of houses, and it is encouraged to build walls higher so that they're harder to take down. Different units fare better in different scenarios (AoE, CC, single target...) and you can customize your units both with the defenses (Some buildings change their attack types), with ingame upgrades or in the skill tree. Furthermore, you create blueprints of the structures, so you have fast access to your favourite user-made buildings, such as resource gathering outlets, fire towers, different types of walls or traps. You can also share them with your friends and download their blueprints. Don't be fooled, this game is more than meets the eye and I cannot recommend it enough.
A pretty great tower-defence-city-builder-horde-fighter game. Provides adequate amount of playtime for the price, and is highly replayable, while also featuring a level designer. It's pretty hard to get the macro right though, and I feel like from the POV of RTS genre it's more of a heavily macro focused game, so you have to keep it in mind. The story is alright, but feels kind of short with several filler missions lacking any substantial gameplay, which is disappointing, but other than that it's pretty solid. Additional info after a replay Actually, on a replay I found the wall building -- a core selling point of the game and a core mechanic -- a lot more tedious and annoying, compared to the other horde-defence-RTS games. And while at first it's quite interesting, it wears its welcome thin I feel on consecutive playthroughs. The fact that walls only get better with the growth of their height is a bit limiting. For this reason some ways of building walls are more beneficial than the others. For example, putting vertical 3 x 1 blocks at the bottom of the wall is almost necessary on higher difficulties, since they have the most amount of health and occupy just one tile, minimizing the amount of cells that lose support in case of its destruction. In fact I feel like this is a problem that a lot of games like this have, where wall layering and not using entrances like gates is a more advantageous strategy than building the walls the way they were kind of intended to be built and simply having fun. Instead you find yourself just piling stone blocks on top of each other as quickly as possible and trying to build an equally high and expensive wooden staircases to house your troops and mods for them. Paradoxically, this core mechanic sours the game for me now, where instead of playing the game I spend hours in pause trying to figure out how to build the highest possible wall with limited resources, and this is not that much fun. I still would recommend this game if this sounds right up your alley, but be aware of these shortcomings on top of a very short and narratively not that exciting campaign.
Я поиграл на данный момент 54 минуты и даже за такое короткое время я понял насколько это игра приятно хорошо продумана, незамудренная экономика и защита поселения. Очень хорошо. Если тебе нравится такие жанры то это хороший выбор с гибкой растоновкой обороны
A pretty great and competent wave survival zombie RTS. The voxel building is very fun and engaging. And even though wall & defense building ends up the same, there is still little variations that keep you on your toe; you can't just plop one of you or community's blueprints and call it a night. They also have constraints and limitation to your instant building, which makes proper defense planning a must and hording up resources a good strategy. However, the unit controls are rather bad. Starting at the least, the hero unit doesn't seem to have any way to bind her abilities. Then there's the fact that your unit spaz out when you try to micro them, if you manually order your units to attack these targets, they spaz out and stop attacking until you reposition them and break them from their glitch. Yet the game commits the worst sin against the player: forcing us to watch an unskippable and [spoiler]where you lose no matter what you do! It's not sin to have you lose, they can tell it like that. However, they made me watch for a LONG-ASS-TIME as these unkillable invincible weak horrors rip thru my layers of near impregnable defenses. Just because I got really good at this game I was punished![/spoiler] For playing very well, it felt like they punished me and I had to wait for over 15 minutes for this cutscene; that mission completes in a slow and agonizing end. Atleast, it's only in the campaign but makes it annoying to replay. What am I suppose to do, rip out my entire defense just before the boss dies...
O jogo tem pontos positivos e negativos. Gostei do sistema de construções, mas logo ele perde a graça e o jogador vai acabar fazendo sempre as construções básicas que dão resultado. Por outro lado, a economia do jogo me incomoda bastante. Sempre falta madeira, mesmo trocando oxigênio por madeira nunca é suficiente. A mecânica de chuva, que exige a construção de telhados, não tem graça nenhuma, é só pra incomodar o jogador. É um bom jogo pra quem gosta de construção de bases e defesa contra hordas de inimigos, vale a pena pegar em promoção.
Highly, highly recommend. Been playing on the hardest difficulty as I've had a ton of hours into various RTS and TDs. They do a great job of merging the genres. You build through a light tech tree to make it to the night to face hordes instead of going to kill a base. To keep you from being bored with the same gameplay repeatedly, they also have two other modes. One is reminiscent of Starcraft where you control your hero and some units, with no base building. Another is totally optional, and forces you into a tower defense with no base. You can't block the enemies and you must beat theme as they traverse the equivalent of a river you can't enter or build on. All of this is in the story mode. The units are creative. The are some that benefit from being low vs high. You can't just put everyone high up and away for maximum damage. I'm sure you need to take advantage on the hardest difficulty as they are narrow wins. You also have to prioritize what to sacrifice, and when, to survive. The solution is never obvious, but it's there. I have yet to touch the other games modes - but even if they were horrible - the campaign is worth all of the above.
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
The games this title's players most often review too — audience affinity.
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