
Operate massive cranes, terminal tractors and reach stackers in a realistic dock simulator. Play the story-driven Campaign to rebuild Port Wake or jump into Free Play Mode and take on cargo contracts with no mission constraints.
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): 1.14/day in the week to Aug 27 → 2.86/day in the week after.
About
Rebuild Port Wake after a devastating hurricane. Complete contracts, unlock new machinery, expand your infrastructure.
Two Ways to Play:
Campaign - Docked is a realistic port operations simulator. Take control of Ship-to-Shore cranes, Rubber-tired gantry cranes, terminal tractors, reach stackers, and straddle carriers - each with authentic handling, scale, and physics.
Free Play Mode - Explore a new mode without mission constraints and unload ships and trains.
From colossal ship-to-shore cranes to sturdy, heavy-duty tractors, take control of a fleet of powerful machinery engineered specifically to fulfill your contracts. Carefully tighten ropes to reposition raw materials and optimize weight distribution on flatbed trucks. Intricately navigate delicate cargo through tight spaces with little margin for error. Created with realistic size, scale and precise handling at the forefront, gain a first-hand understanding of what it means to work a dock.
Vehicle precision is vital to your rebuilding efforts. Sign new contracts to build up your resources, then complete high-priority cargo runs to fulfill your commitments. When wear and tear starts to drag your equipment down, execute repairs to keep operations moving. In Docked, every mission is a critical piece of the puzzle in your day-to-day life.
Pick contracts from the cargo plan tablet, load and unload container ships, move cargo between ship, yard, and rail, change the weather and time of day, all without campaign constraints.
Genres
Sums Steam only; PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 1.3Kreviews | 73% | — | $1.5M |
| $29.99 | 702ratings | 85% | — | not modelled | |
Engagement
Reviews
Themes across 129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⭐️⭐️ I’ve only played a bit of Docked, but I’m already getting the feeling I’ve bought the entrance ticket to a DLC store. The base game seriously lacks content. What is there becomes repetitive pretty quickly, and instead of making me excited to keep playing, I’m already seeing DLC being pushed for even more money. That’s the part that really annoys me. If your base game already feels lacking and repetitive, maybe fill the game I’ve already paid for before asking me to open my wallet again? DLC is fine when you’ve got a complete game and you’re adding genuinely worthwhile expansions. But selling me a game that feels short on content and then pointing towards paid DLC just feels greedy. **Developer:** “Thanks for buying our game!” **Me:** “Nice, where’s the rest of the content?” **Developer:** “That’ll be another £££.” The game itself has potential, which honestly makes this even more disappointing. I WANT to enjoy it, but turning a content-starved base game into a DLC shopping catalogue is a fantastic way to make me lose interest. Maybe focus on making the game I already bought worth the money before trying to sell me the rest of it separately.
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.5/day in the week to Jul 21 → 1.4/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.
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, Portuguese - Brazil, Russian, Simplified Chinese, Polish*languages with full audio support
| $29.99 |
| — |
| — |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 129 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Base game if we can call it that is just a tutorial, and the entire game feels like is ready to start when you in fact finish it. But this is the entire thing, is like the other guys with total war series, sell the game in small parts at HUGE prices. Call it how you want there are many ways to describe it DLC spam..., store front for dlc's, Anyway, game should be around 10$ for what it gives and DLC's like 2-3 a piece then sure, but you ask too much for too little!
The game is ok, only real problem is the fact that the physics engine is drunk and likes to yeet things for no reason. The concept is good, excution is subpar, and the gameplay loop is not intresting enough. I'd love to just have full load plans and the rest of the yard running automaticly as I just sit in the STS for eight hours doing exactly what the irl STS operators do
this is not a "snowrunner in a dock yard" game. pick a mission, load in with the machine and the 3 or 4 containers you need to move, then you get a job done screen and go back to the menus. the machines are fun to operate but everything else is pretty disappointing. there is a free drive mode where you drive around the yard and move boxes but it's go no progression, all the machines are unlocked and jobs just spawn. doing moves or no dosent change anything.
Due to severe bugs not recommend. Especialy the DLC missions suffer from them.
Okay am going to start with this is an okay game, But here's the thing it only has 29 hours of game play without getting the d l c that's already out. So is it worth getting well its okay for 29 hours but there is no end game once the main storyline is done that's it there is not randomly generated tasks to just work on with unlimited request or just unload this ship store and repeat stuff. all it does is opens the port tell you to go explore what's the point of that if you have not goals to work to then its just pointless waste of time
Ich bin überrascht, dass es ein solches Game noch einmal in dieser Form gibt. Ich bin über Seafarer bzw. über die Demo-Version von Docked darauf gestoßen – sehr spannend. Jedoch leider nicht besonders anspruchsvoll: Es ist sehr schnell durchgespielt, da diese Mini‑Missionen zu wenig hergeben. Die Aufgaben sind rasch abgearbeitet. Kann man im freien Modus nicht speichern, wird dieser Modus folglich auch nicht gespielt. Verbesserungsvorschläge hätte ich insofern einige: Man könnte das Thema erweitern, indem mehrere Häfen sowie ein Leercontainer‑Terminal‑Management eingebaut werden. Auch Binnenschifffahrt und Schienenabfertigung ließen sich weiter planen und betreiben – vielleicht sogar zwischen mehreren Inseln. Auf den Inseln könnte ein kleines, simples Schienennetz existieren, etwa im Stil von Thomas, die Holz‑Eisenbahn oder Jim Knopf, kombiniert mit einer einfachen Wirtschaftsmechanik und vollständigen Verladeaufträgen. Beispiele: „Entlade das Schiff“, „Belade die Bahn“, „Verlade das Binnenschiff“ – damit man einmal in den Genuss eines rhythmischen, entspannenden Aufgabenflusses kommt. Schön wäre außerdem, wenn einige Tätigkeiten im Hafen von NPCs übernommen würden. Wenn man beispielsweise die Bahn belädt oder entlädt, könnten Containerverbringung sowie Reachstacker‑ oder Straddle‑Carrier‑Aufgaben von NPCs ausgeführt werden – oder eben alles vom Spieler selbst oder einem Koop‑Team. Das würde dem Spiel deutlich mehr Pep verleihen. Ihr könnt das – und es könnte sogar dazu dienen, einen außergewöhnlich guten Truck‑Simulator zu entwickeln, der alles bisherige in den Schatten stellt und King of the Roads sowie ETS2 ablösen würde.
Docked is one of those indie gems that quietly pulls you in and refuses to let go. It’s calm, atmospheric, and beautifully crafted the kind of experience that feels small on the surface but hits surprisingly deep once you’re inside it. The world is simple yet incredibly expressive. Every detail feels intentional, every interaction meaningful. There’s a softness to the pacing that makes the whole experience feel almost meditative, but it never drifts into boredom. Instead, Docked keeps you curious, grounded, and emotionally invested from start to finish. The art style is clean and elegant, and the sound design wraps around you in a way that makes the game feel warm and personal. It’s the perfect game to play when you want something thoughtful, cozy, and genuinely heartfelt. 9/10 – A quiet, beautiful experience that stays with you long after you close it.
I really liked using the equipment. Top notch. Everything else was meh. The story went nowhere! (SPOILER: THE STORY CONTINUES IN DLC 1 AND 2 THAT DON'T EXIST YET.) The repair mechanic was just crappy minigames. Some of the scenarios were quite contrived. But the ending was what finalized my downvote. Or rather, as I said above, the lack of an ending.
The machinery simulation feels incredibly detailed and authentic. Driving and operating the huge cranes is satisfying and challenging — every vehicle has its own handling and controls. Nice atmosphere with good visuals, realistic dock sounds and a light story about rebuilding the family business. Missions are well-paced (10-20 minutes each), so they don’t overstay their welcome. There’s a good mix of hands-on operation and light management elements.
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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