
Build a civilization of real people, working together to advance society and stop a meteor, all without destroying the ecosystem in the process.
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.
Every market we collect.
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): 1.43/day in the week to Aug 7 → 4.43/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.
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Engagement
Reviews
Themes across 899 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A truly unique game, there are many good points unfortunately outweighed by the bad. The systems are immersive and configurable, but complicated & time consuming - too much effort and punishing of mistakes. [u][b]Good[/b][/u] Extremely immersive Social [u][b]Bad[/b][/u] Complicated & many pitfalls = disadvantage to new players Time consuming = disadvantage if you "only" play 4-5 hours a day The bad type of addictive [u]The bad in more detail:[/u] Unless you are unemployed in real life, you will be left behind by the rest of the server. This is because: [olist] [*]Your efforts are over-written by the next tier of technology, and again after that. The food or materials you could make will no longer sell. [*]Everything takes so much effort and time to do or craft. You must put more than normal working hours per day in to get it all done if you want to be successful. [*]The exhaustion system does not work to compensate for people who want to limit their playing hours, instead it's just frustrating when you run out of time. After hitting exhaustion: [list] [*]You still need to run around for hours to do trades and bring materials to your machines which you pre-charged with calories before exhaustion hit [*]You can still fish for hours after hitting exhaustion [*]For the last 30 mins of your exhaustion timer you will be sitting on a chair in-game so the timer is frozen, get up to put calories into your crafting machine, sit on chair again to wait 30 mins for the crafting to complete, then back again. SO DULL, and it still makes it a full time job. [*]Technology progression is not gated so you still get overtaken by the rest of the server because they all know about efficient levelling, skill choice and play styles, and how to game the exhaustion system [/list] [/olist] Everything is extremely complicated and there are so many pitfalls every step of the way: [list] [*]Knowing what you must prioritise (where to settle for profession/future town/power or water/housing, rooms, furniture/ and basic upgrades which give a bonkers 40-50% speed and materials bonus and requires trade with all other professions! And you must do that again at next tier and again next tier after that [*]Who on the server to collaborate with and how [*]What pitfall specialties to avoid until you have the deep knowledge [*]HOW to do the simplest things like creating the six room types, work station requirements, trading (the awful barter system!), forming a town with others and having laws and elections, just to mend your worn out crafting equipment needs parts and someone else with a different specialty, and so on. [*]Constantly managing your prices, then a currency emerges and you must do over, then the prices drop over-night so your buy orders are too expensive and nothing sold - you log in and your money is gone and stock has rotted, then yet another currency comes but this one is minted, so you must switch again, but half the things you need are in yet other currencies so you cant tell if they're over priced or even where you can get what you need to barter for them... [/list] [u]Some examples[/u] Even just learning a skill is hard and time consuming. If you choose the wrong one tough luck! They're limited. If someone else later chooses the same profession and undercuts you, tough luck! This can happen if their town collapses so they relocate into your town, or just because you went away for the weekend and the server was relying on your products, but still tough luck. The last few weeks of your time got you there, stars are limited number per player and take half a week to earn but only that fast if you made your house correctly and ate the correct food, and logged in every 24 hours to eat more of it. Building your house: Made rooms wrong size, or with wrong materials? Not put storage within range of crafting stations and given access correctly? Finding out what furniture makes a room a lounge or a kitchen or invalidates that. Then rebuild because you need next tier wall blocks for new crafting requirements or to earn better XP. Another example: simply getting one of the second tier upgrades to slot into one of your work stations "Advanced upgrade 3". If you don't get it, other players will both out-pace and under-cut you by between 40-50%!! I didn't notice an obvious catch-up mechanic. This requires a Laboratory, which you wouldn't realise but it's best rented from another player or town. You must trade and pay through the nose for the components to build upgrade 1 then 2 then 3, and somehow decide what you can charge for the one component you can make (which uses materials from long production chains and some materials from other professions, so it's expensive and time consuming but somehow everyone can still afford to undercut you). There is usually a couple of components which are scarce or very expensive. The scarcity in particular means others will overtake you. Then type "Laboratory" in a private chat message to yourself. Then mouse over it, notice within that wall of text if it says "x number exist in the world", mouse over that message, see the list, mouse-over each in turn if any are publicly available (for a fee), if not contact the player and request it. Carefully check the research materials needed for each stage of the process and don't mess up buying or bringing the wrong ones. Then run across the map to craft it by inputting the materials and calories. Takes 3 mins for the first upgrade, another 5 mins to evolve it to the second level, and 10 mins for the third level that gets you 40% speed and materials saving. Take a chair with you and sit on it getting bored but that way your exhaustion meter isn't running down. In the game, that would be considered fairly straight-forward compared to some systems. The game has had major patches over many years, so don't bother asking an AI how to do any of that, you get completely wrong information! I realise I've discussed far more the negatives, but there's a great deal of potential here too.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Italian, Spanish - Spain, French, Portuguese - Brazil, Korean, Russian, German, Japanese
Hours played at review time, across 905 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Eco is a social experiment based on the premise, "How do we develop a loyal, dedicated, motivated playerbase and then see how much frustration and tedium we can pile on them until they leave?" The game was going very well. A few bugs here and there, particularly revolving around performance issues and memory leaks, and some features were not fully fleshed out. However, that can be expected of an Early Access game. And the things that were actually done were done very well. While definitely a complex game to jump into, it does a good job of showing you all the information you need. You can clearly see what items you need to make something, who can make them (if applicable), whether there are any on the market, and otherwise where to find them. The map will show you the best spots for crops, areas to avoid due to heavy pollution, and where are the most populated. Infrastructure such as power, pipes, and others can take a while but once you've done it once you're basically a pro. And it is truly great seeing a server start from mud houses and progress to towering structures. That is, if the server lives long enough. Eco is not a game where you can slack off, even for a day. A lot of it has to do with the people you are playing with. It is truly Tragedy of the Commons: The Video Game. Disputes over territory, over pollution, over prices, and more are common-place and will happen in any collaborative multiplayer game. That is not necessarily the fault of the game. To say that the playerbase has the attention span of squirrels is putting it lightly. They will happily play through their preferred phase of the game and then jump ship when they feel "complete," or they tire of waiting for their preferred phase to arrive and will hop to another server instead. These are issues that no game developer can necessarily solve...however they can be mitigated with proper design. Eco lacks that design. What was once a game about setting up a server with your preferred playstyle in mind to take down a meteor within a specified timeframe has become a game focused on grinding and grinding only. Modules, which reduced costs of materials and calories and crafting time, were nerfed heavily in update 14. Now everything is more expensive to make, setting off massive inflation across servers that have lead to frustration, boredom, and abandonment. No longer can a group of people reasonably progress the server at a decent pace, making enough materials, food, etc. to satisfy the server as a whole. Now, every single player has to essentially be playing nonstop in order to get enough materials to make even a meager amount of what's needed. Not only that, the modules are now gated behind earning stars, which are earned after hours of real-time waiting. This feeds into the problems listed above: The playerbase does not have the patience for this style of gameplay being forced on servers. They will get bored. They will get frustrated. They will leave. The updates themselves are, quite honestly, half-baked as well, and the excuse of it being early access is becoming a meme at this point. This game was released almost 10 years ago, and yet it took until this year to flesh out the perks for the most basic logging specialty. Recycling is locked behind spoiled food, which takes days to show up unless you mod it (basically fixing their game for them). The new garbage and pollution systems are unamangeable with how big and resource-intensive the sorting machines and their required components are, and how late you can finally address all the garbage and tailings that have driven up. Recycling doesn't even get talents to help things along at this current stage. Paper Milling and Painting are so near-useless that they still don't have updated useful perks. Everything that people want in the game is at the very end, when the meteor is only a day or two away from being destroyed. And don't think you can just mod things to your liking. Every update will break your mod, and the development team will not always tell you what code changes were made so that you can work around it. You want access to the code, good modding tools for your server, and more that other games freely give? Better be ready to shell out over a hundred dollars. Got suggestions, complaints, or questions about trying to make your server actually enjoyable? Tough luck, the developers only care about their official servers. They regularly disparage players that don't play on them. They only take suggestions from the ones that do. They wave their hands and tell people to use mods if they don't like how things are going, forgetting that every update breaks it entirely as mentioned above. The results are plain when one can see the player count history. Eco was strong. Eco was thriving. It'll get little spikes of activity when new updates come out from people curious about the changes and additions, but they are short-lived as people realize, once again, that the game has gotten more grindy, more punishing, and further and further away from its premise: Strangers coming together to collaborate as a team to achieve a common goal. The devs have forgotten this mission statement, and their antagonism to their players is evident with each successive update. I wish I could recommend this game. It fills such a unique and special niche. But it's become harder and harder to justify the cost, both in terms of money and in terms of time and dedication. This update was, for me, the final straw and I will no longer be recommending it to anyone.
I've tried for so long to like this game and ultimately it's a great idea that's ruined by a player base that would rather micromanage one another than create any meaningful solutions to any problems. Every single server starts out as a silly minecraft village, where everyone is just oh so friendly. Within seven days it always feels like a pressure cooker with argument after argument flying in general chat about asinine stuff that could be so easily fixed. Like, adults genuinely arguing about fictional landlines and perceived unfairness and advantages in trade. Ultimately, this player base is no more cooperative than any other multiplayer game, and the casual player pays for it. You will be undercut. You will be griefed. You will have to learn just as many defensive strategies as any pvp multiplayer game. This game dresses itself as cute and fun and chill but the time requirement for mastery and atmosphere is anything but. If you are not online every single day you will fall behind. Or even better, if you dare make a mistake in this silly video game, you will be summoned to court... in a video game... If you do not want to Join a discord and make this the only game you play day in and day out, I can't recommend this game. I have really given it several tries throughout the years and every time I hope a meaningful change will help let people act more collaboratively, I am let down. There are more complicated and inscrutable rules, yes. These seemingly are mainly benefiting those who play this game an unhealthy amount of time (coming from my amount of hours, trust me I understand how much of a portion of your day is required to maintain a presence in any server). My last straw was a big posting in front of my friends shop summoning them to "court" for "improper disposal of waste" when their cart fell off a crappy little bridge and there was no way to get it back. Because it was at the bottom of the ocean. Informing them they had to "defend themselves in court" in their discord channel? This was on an official server. No message from the GMs or anyone, just a... court summons.... We were on almost every single day these past two weeks man. After trying to make it work for years, this game just isn't for me. The casual player. With only 500 hours. take that for what it is.
I love this game, and will continue to play, but the amount of time dedicated should come as a warning more than an encouragement. You will fall behind, people on the server will quit, and unless you or someone you know can buy or host a server, get ready to dedicate your time, because once you're the last carpenter on a server, you've unknowingly signed up for a full-time job, no pay.
Great idea. Terrible execution and now Microtransactions... I regret buying this when it released on steam.
I have played Eco for quite a few years while now. It was always about the community. Even if there were a few who wanted to solo it, and didn't last very long. The game I once loved turned into a grind. Too much resources and slower causing a grind that was not meant for s casual player. Instead of a fun experience the Dev turned this game for hard core players and no lifers. You can stack an unrealistic amount of beds into one room and other furniture to min/max your home for a star bonus. And instead of "focusing" stars into a few professions as I think the DEVS wanted, people branch out into 7-9 professions with 50 stars they can have eventually. It went from a community game to a solo game. With lack of resources more players only make items by request. With needed more resources I have found building nearly impossible unless that is ALL I do, and not engage in the community. Its not even possible to have a dinner party without the cook having like 20 stoves etc for a large server because it takes forever for something to cook and the "Freshness" at 100%. And then the utter annoyance of every creature in the game pushing your avatar to literally another continent with their agro. The settlements alone got rid of the community need for rented out apartments. now it has a grind that it felt like a brick wall rather to encourage creativity. the "Talents" are a joke. no one takes them hence why they take 7-9 professions and do it all themselves. This only pushes out the casual player who doesnt have the time, because of wor kand sleep to keep up with the no lifers. thanks Dev for turning my favorite game until something now i think about never coming back to.
Unfortunately it's so so reliant on real time participation and either having a group of people to play with or being able to find a group. The gameplay seems pretty cool but the grind is crazy difficult unfortunately, not really for casual players.
Its supposed to be PvE but the truth is you are actually engaged in a perma-trade war. The game doesn't respect your time. The amount of time I had to sink into a single like wipe of this game on a server than had some QoL mods, was more than the time I spent to beat borderlands 2 and all its DLCs twice over. Yet it felt like I had experienced less than 1/10 of the enjoyment. And i know they are completely different game types I am just talking about enjoyment. I enjoy Old School Runescape. I like Planet Crafter. I loved WoW. I love minecraft and other survival craft games like Valheim etc. So I should love this. But the vibe is just off. It doesn't play well with human psychology I think, and goes against it often. It might work in a clan of people but as a solo joining servers? nah not really. The Ecology simulation and economy simulations are very interesting. So is the tech tree. I will give it another whirl again someday but after playing one wipe for like a month weeks I was done. The feeling of relief I had when the server reset was like a huge weight off my shoulders. Like "finally I don't have to log into this anymore". Coming online everyday to make sure I wasn't made completely irrelevant was such a chore.
I used to love this game for being a chill game where you can spend couple of hours daily chilling with great people and slowly working towards the end goal together. With latest big update they threw balance out of window and made everything more expensive = more grind. As the game is now I wouldn't recommend it if you have a job. Jobless people will probably still enjoy it. Will probably recommend it again if they make it a bit more chill again.
As an Alpha backer, I have been here since the beginning, and when the game first came out, I absolutely loved it. The core premise was fantastic: you had to build and collaborate with others to take out a meteor that would wipe out everything, all without destroying the ecosystem in the process. It had a bit of a grind to it, but it was manageable and genuinely fun to tackle alongside others. I recently started playing again, and unfortunately, it is just not as enjoyable as it used to be. Right from the start, you are bombarded with extra steps just to get through the tutorial. The development has also taken some strange turns, adding weird features like hosting dinner parties. Now, instead of focusing on the meteor and the environment, it feels like everyone is just hosting dinner parties and handing out rep points based on how well their store is doing. On top of that, the grind has become incredibly tedious. The crafting system forces you to jump through ridiculous hoops. You find yourself needing to make a thousand wooden dowels just to craft a couple of hewn planks to build your house, all while you are somehow still doing the tutorial. Instead of encouraging the meaningful collaboration the game was built on, it just bogs you down with unnecessary busywork. It is a real shame to see a game with such a great foundation become more of a chore than a fun survival experience.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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