
Citalis is a fast paced city simulation game where you must carefully manage your city to avoid crime and disasters such as floods and droughts - all whilst making a profit!
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 Aug 25 → 0/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

Stats
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
💋
Citalis, developed by Matt Hooper and published by Sometimes You, is a compact city-building simulation that deliberately trims down the complexity of the genre into something faster, more reactive, and easier to approach. Rather than offering sprawling infrastructure systems or deep economic modeling, it focuses on a handful of interconnected mechanics—profit, environmental balance, and citizen satisfaction—wrapped in a grid-based building system. It’s a game that clearly aims to deliver the essence of city management in a more condensed form, though that simplification ultimately shapes both its appeal and its limitations. The core gameplay revolves around placing different types of zones across a floating island landscape. Residential, commercial, and recreational areas must be arranged in a way that keeps the city functional while generating income. Businesses act as the primary source of revenue, but they are sensitive to the surrounding conditions. If crime rises, the environment deteriorates, or the city becomes unattractive, those businesses can fail, cutting off income and triggering a downward spiral. This creates a constant balancing act, where growth must be carefully managed rather than pursued aggressively. What distinguishes Citalis from more traditional city builders is its pace. The game unfolds quickly, with changes happening in real time and consequences appearing almost immediately. Players are expected to respond to problems as they arise, whether it’s a drop in happiness or an environmental imbalance that threatens to disrupt the entire city. This sense of urgency gives the game an almost arcade-like quality, where success depends on quick adjustments rather than long-term planning. It’s a refreshing shift for players who prefer shorter, more dynamic sessions, but it can also feel stressful when multiple issues occur at once. Environmental management plays a central role in maintaining stability. Water levels, for example, must be carefully controlled to avoid disasters such as flooding or drought. These systems add a layer of tension, as small mistakes can quickly escalate into larger problems. However, the game does not always communicate these mechanics clearly, which can lead to confusion, especially for new players. Understanding why a city begins to fail often requires experimentation, and the lack of detailed guidance can make early attempts feel frustrating. Despite the presence of multiple systems, the overall depth remains limited. The mechanics are interconnected, but they do not evolve significantly as the game progresses. Once players understand how to maintain balance, the challenge shifts toward efficiency rather than discovery. This can make the experience feel repetitive over time, as the same strategies tend to work consistently. The simplicity that makes the game accessible also prevents it from offering the complexity that many players expect from the genre. Visually, Citalis adopts a clean and stylized presentation. The floating island setting and small, animated buildings give the game a distinct look, even if the level of detail is relatively modest. The interface is straightforward and easy to read, which is important given the game’s fast pace. While the visuals do not stand out in a significant way, they support the gameplay effectively and contribute to the overall clarity of the experience. The game includes different modes that offer slight variations on the core formula, such as goal-oriented challenges and more open-ended building scenarios. These modes provide some variety, but they do not fundamentally change how the game is played. The central loop remains the same, and while this consistency can be satisfying in short bursts, it also limits the sense of progression. Over time, the lack of new mechanics or evolving systems becomes more noticeable. Replayability is modest. Players can attempt to improve their performance or refine their city layouts, but there is little incentive to return once the core systems have been mastered. The experience is best suited to short sessions, where its quick pace and immediate feedback can be appreciated without becoming repetitive. In the end, Citalis is a streamlined and accessible take on city-building that captures the basic appeal of the genre without its usual complexity. It offers a fast, engaging loop that works well for casual play, but its limited depth and occasional lack of clarity prevent it from standing out in a more meaningful way. It’s a game that succeeds in delivering a simplified version of city management, even if it doesn’t expand far beyond that concept. Rating: 6/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
呃...一下就結束了 有點無聊 還行吧
Es como CitySkylines pero chafa jaja
play it at your own risk
the literal waiting game
遊戲深度不足 打到骨折再考慮
нет
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.6M | 93.2K | 96% | $4.99 | |
| $4.2M | 32.8K | 99% | $5.99 | |
| $4.1M | 15.7K | 94% | $6.99 | |
| $2.9M | 6.2K | 81% | $12.99 | |
| $2.5M | 9.6K | 95% | $6.99 | |
| $2.4M | 8.2K | 89% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.5K | 246 | 94% | $2.99 | |
| $14.6K | 115 | 65% | $7.99 | |
| $14.6K | 80 | 81% | $7.99 | |
| $14.5K | 149 | 56% | $4.99 | |
| $14.6K | 191 | 59% | $4.99 | |
| $14.6K | 278 | 65% | $2.59 |