
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 2,400 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
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
+BASE BUILDING +VISUAL STYLE -ENEMY VARIETY -STORY KINDA MEH -WEIRD DIFFICULTY JUMPS BETWEEN LEVELS AND EVEN WAVES WITHIN LEVEL
Плюсы: + Стильно. + Атмосферно. + Менеджмент ресурсов прост и понятен. + Обилие предметов для строительства позволяет реализовывать самые невероятные идеи. + Даже спустя 25 часов игры можно найти прикольный способ использовать какой то элемент, который казался бы ненужным. + Каждый юнит по своему уникальный и является экспертов своего узкого направления Минусы: - Компания кажется короткой и большинство миссий кажутся лишь обучением. - ИИ противников туповат [spoiler] так как все кошмары действуют по паттерну "идти бить стену", и нету каких то хаотичных специалистов по типу стреляющих\ летающих противников, единственную опасность для полностью подготовленной базы может выступить только сирена, которая может придти и демонтировать вам экономику. Но в сюжете она появляется исключительно на последних волнах, где экономика не нужна. + Так же она то же туповата и может просто уйти ломать какую то лесенку непонятно где. [/spoiler] - Не доверяйте каменным руинам/ постройкам которые стоят на карте сразу. Некоторые из них так подло построены, что потеря одного каменного блока ведет к обвалу практически всей конструкции. На кнопку T(по умолчанию) вы можете ломать такие постройки бойцами.
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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
I love this game, the lore is great, gameplay is great (especially building mechanics) However, a scripted loss in one of the missions is unfair. I spent a week building defences up to perfection just to find out that monsters take 0 damage. I would loved to be swarmed with thousands of monsters, but 0 damage is just unfair...
game is boring, resource management sucks. unclear build paths. no frontline units, no ladders, unit variety is lacking. art direction and voice acting was good but not enough to carry the gameplay loop of build wall put archer on wall.
Финал игры на максимальной сложности 30 минут геймплея и 4 часа на паузе (добавить возможность автоматического достраивания основания чертежа религия разрабам не позволяет + невозможность послойно рассмотреть и отредактировать постройку перед созданием)
Эта игра тот самый случай когда имеем неплохую идею, но крайне посредственное ее исполнение. Казалось бы, вот мы придумали стратегию, где нужно сделать стенку а потом расставлять на ней солдатиков, дабы они отстреливали монстров. Мысля хорошая, но надо пыхнуть. Пыхнули и решили сделать игру душной. А именно сделать все очень дорогим(солдат у вас будет с гулькин хрен, ибо дорого) и долгим(ресурсы капают со скоростью улитки при их расходе со скоростью гепарда). таким образом мы не будем строить красивую стенку, дабы любоваться отстрелом монстряков с оной при применении всей радости доступной, а именно всяких огненных стрел, спец усилителей для солдатиков и зубцов с переходами, нет, мы построим высокую фигню с зубцами наверху, ибо это даст максимум прочности при минимуме расходов постоянно кончающихся ресурсов и будем сидеть полуровня в паузе направляя солдатиков, на развитие которых также хрен и нихрен ресурсов (я в кампании таки не смог построить самые пафосные казармы, ибо расход ресов на них неадекват). Ну и вишенкой на торте тут зафигарили двух лесбух, что зачали главную героиню. При этом вот это они описали, а нормальную концовку и объяснение что за хрень и почему - не, впадлу, короче мы победили. В принципе этот кактус можно пожевать по большой скидке, но лучше не жевать
[h1][b]The World in Mist[/b][/h1] [quote]The world has been plunged into a mist, and humanity is on the brink of extinction. You play as Lady Iris, mankind's last hope. You must leave the last city, Hogar, and embark on an expedition to find the mysterious pearl that can save humanity. The adventure won't be easy, but the stakes are high.[/quote] [h2]Daylight[/h2] At first, you can not just stand at your Citadel – you need to explore the surrounding area and start gathering resources as fast as possible. You will collect wood from sawmills, stone and minerals from quarries, and oxygen by building air filters up high so they can work efficiently. Wood is essential early on for building basic structures and creating more workers. Stone is crucial for stronger defenses. Minerals are needed for advanced buildings and upgrades. Oxygen is required for buildings, units, and workers. Balancing these resources and placing your gathering buildings intelligently makes all the difference between barely surviving the night and holding your ground against swarms of horrors. At the beginning, it can feel hard, but once you learn all the mechanics and understand them correctly, you will be able to complete all levels even on extreme difficulty. [h2]The Night is Nearly Here[/h2] A campaign is not only about base building, but also includes expeditions where you have limited units, or you control only Lady Iris. It is a nice addition and perfect for storytelling, which I think is decent. The entire atmosphere of the game is well-crafted, thanks to its original visual style, engaging soundtrack, and interesting lore. After a story mission, you can try to prove your skills in skirmishes where you must survive four nights, or you can try to survive as long as possible in survival mode. Also, there is a sandbox where you can do whatever you want, or you can create your own level and publish it in a workshop that is useful for blueprints – premade structures too. [h2]The Horrors are Coming[/h2] I did not encounter any bugs during my playthrough. It is rare nowadays, but the optimization could be slightly better in survival mode. One thing that would need some correction is the prosperity levels that are used to unlock better buildings and units. There is no reason to upgrade beyond level two or three, as it requires a lot of resources that could be spent on upgrades for the three basic units: Bowmen, Lobbers, and Captors, or to produce more units and reach the army limit. Yes, higher prosperity means you can have more units. But playing on extreme difficulty, there was no time to collect enough resources. So my tactic was to stick with the basic units and combine them with boost buildings, such as fire arrows and damage boost flags. This works well on lower difficulties as well. Thanks to this, I was not able to use other units (if I do not count given units by script during missions): Cannoners, Ballistas, Hunters, and Partisans in city-building missions, even in my first playthrough on medium difficulty. [h2]Is it over? Yes, it is![/h2] I enjoyed the rest of the gameplay, especially building various walls and platforms to make them stable and strong. The wall physics are good, and you have to think about what will happen if one block is destroyed: will the rest of the wall stay up, or will it fall down too? For thinking, you can pause the game any time and if your plan fails, rewind time anchor (load save) is your saviour. [b]I highly recommend Cataclismo to anyone who enjoys RTS or tower defence games. Even if you don't usually like these genres, the game is still worth trying. It offers a unique combination of base building, a LEGO-like construction system, tower defence, and RTS mechanics packed into an original visual style.[/b] [table][tr][td][h2][b]Cataclismo 8.5/10[/b][/h2][/td][/tr][/table] [table][tr] [th]🟢 Wall building and physics 🟢 Campaign 🟢 Original idea 🟢 Atmosphere [/th][th]🔴 Prosperity is expensive [/th][/tr][/table]
Игра отличная для своего жанра, технически хороша, баланс на месте, приятно медитативно блоки друг на друга крепятся, приятная озвучка, есть озвучка всех юнитов зданий, сюжетик норм, но можно было и по драматичнее, слишком все ровненько и гладко в кампании было. Концовку вообще не выкупил - явно тут сыграл небольшой бюджет. Причем левел дизайн интересный, крутые миссии с экспедицией где нужно решать головоломки со строительством, но тот кто писал сюжет - определенно не докрутил ощущение тлена, безысходности, резни, как например миссия из WC3 Артаса про зачистку Стратхольма. Еще для увеличения реиграбельности хотелось бы видеть конвест механику на глобальной карте, типа строишь базу, завоевываешь тайл, укрепляешь, и у тебя в следующей миссии например +10 к дереву или дружественная поставка ресурсов раз в N минут на караване, в таком роде короче. В общем могу сравнить только с Diplomacy is not an option, и эта игра точно лучше во всем. Игра 8.78 из 10. В общем то че не понравилось: 1. босс сирена. Мы умеем строить 25 этажные стены, но не можем поставить обычную платформу 5 на 5 и закидать её тоннами камня или напалма когда она вылупляется - не реалистично. По итогу битва с ней превращается в тупую беготню вперед назад - стрельнул, отошел, подождал аоешку, подошел, стрельнул итд. 2. недостаток юнитов ближнего боя типа конницы для оперативного фикса прорывов. Когда дефаешь например 8 сторон и 1 прорвали тащишь юнитов со 100MS чтобы отбить. 3. где требушеты или какая нибудь царь-пушка? Человечество там определенно развилось до пороха(потому что есть мортиры), но пропустило как то важную веху вроде онагров, требушетов, мангонелей 4. меню строительства - это просто нет слов, все плохо. Когда открываешь все сооружения это превращается в ад - ну столько уже успешных реализаций на рынке, возьмите в пример какую нибудь Anno. поставьте ****** панельку строительства вниз, добавьте нормальные тогглы избранных построек - ВСЕ. Тут сидишь дрючишь этот скролл 5 минут вперед назад в маленькой модалке - это шок просто. Под конец кампании вместо того чтобы искать нужную постройку, легче найти постройку на базе и скопировать пипеткой - миллион стратегий сыграл нигде не было настолько неудобно. 5. Многоуровневое строительство замкнутых помещений - я просто отказался от затеи строить стены с комнатушками потому что техническая реализация - невероятно плохая. Да я знаю что там есть переключение уровней слоев, но разобрать эту полупрозрачную непонятную муть и еще закрепить туда блок - тут можно на тяге отправиться на луну. Тут тоже есть куча успешных реализаций с вертикальным строительством - возьмите TImberborn или going medieval например, просто прячьте все слои до переключенного - не нужно ничего придумывать, все уже есть и это хорошо работает и удобно играется.
Шикарная стратегия, с крутым визуалом 10/10
The style and the UI are pretty good, yet the game still lacks depth in its systems and level design. It sucks that there is so little to learn and gain in each level that I wish the levels didn't end at all. Also the game allows you to use the steam's workshop so early that it almost ended the way i wanted to solve things myself. It became kind of boring because problems I encountered could be solved too easily with the help of the workshop, which was kind of a bummer.
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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