
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 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








Engagement
Reviews
Themes across 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Работа для тех, у кого нет работы. будьте готовы к играм 7/0 . Пропустили день-два ? вас уже заменили) . Если нет микрофона, то игра неинтересная , ведь смысл игры - это ДОМ 2 , но только без любви
Seid Jahren ein super Spiel macht immer wieder mal spass ne Runde zu machen
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 908 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Du zahlst 30 Euro dafür, dass sich das Spiel nach dem Einloggen/ Laden eines Spielstandes zu Tode Laggt Das kann teils bis zu 20 Minuten dauern, egal welches System!
Takes way to much time to play this game....
Literally the worst 'game' I've ever played in my life. Everything is a horrid grind which never pays off or gives you a sence of achieving anything you just unlock being able to grind more. I don't even think I've had a job in my life that I had a worse experience with than this full time job pretending to be a game.
Incredibly tedious.
Firstly, Why the negative review while this game is mostly positive? I have some major issues with this game I think a lot of others do it better in. It's one gimmick is it's only defining quality, and it doesn't even do that well enough. I've wanted to like this game, and tried to give it a fair try each major update, but each update doesn't compare with the new competition on the market now. Eco is a jack of all traits, master of none survival/builder sim in an oversaturated market. It's okay, but it's just not great. It's a game with the training wheels always locked on, that has a constant feeling like its sole purpose was to be originally used to teach kids in schools about Nature until someone decided instead, they thought a Minecraft clone would make more money. The Gimmick, Ecology. The world is dynamic and will change with you, on a server this can go from speed running global warming, to hippy commune living with nature. Some servers just turn it off. One factor to force you to choose to sacrifice nature for progress is big scary rock in sky. Which some unemployed speed-runner will knock out or admin will delete on day 2. Crisis adverted. IF you do find an extremely rare co-op server to work towards this goal, you'll be having the planning issues of a Dungeons and Dragons group. But can be fun if you find these rare groups, best done with around 4-8 friends. Survival - Terrible. There is no real threat, this is a game for casuals and children and that's not really a bad thing. But Minecraft is more punishing than Eco. For a game that prides itself on a complex ecology, you rarely are in danger of being apart of it besides roleplaying an 1800s British explorer. And even then, the AI for the Animals is so bad and oblivious, cheese is a more worthy prey and predator. The food system is decent, and on a server can be really nice. A server with an active farming/hunting/cooking members can keep a server happy and gaining XP fast. But if these people leave, it can quickly be GG for all. Building - It's grindy and compared to a lot of games, pretty limiting. On top of this, due to the teir system, one will have to either buy materials above their level on an already establish advance server, or constantly tear down and rebuild their bases ever single time, and replacing isn't easy. The materials themselves are bland, only recently was the invention of paint brought in, but the blocky nature combined with the half thought out depth on detail blocks can be jarring. The Toys - It's not all terrible, and even though a lot of stuff is locked in late game and will need some major infrastructure. Oh boy can the vehicles and equipment be a blast. But this is several hours, 100hrs of combine hours together to get. And once you get them, they make such quick work, you best start planning massive community projects otherwise they'll be nothing to do with them. But even I was enjoying the late game mining with an excavator. Servers - Can be hit and miss. Some can be lively and active, most dead. Getting in on a fresh restart sometimes was a fun experience, though could be ruined by those who I mention sped run to late game. So, some severs ever force playtime limits. Personally, this is where I think it's best if you're set on playing this game, it has to be done with friends. Overall, I would heavily say, DO NOT get this game for the following if you, - Mostly plan on playing Singleplayer (plan on pain) - Want a challenge (plan on boardom) - Want to do all jobs offered. (forever doomed to be a farmer) - Are a builder and love making cool things (you like boxes?) - There is an In-game store with cosmetics behind real money now. (Really? What's next, lootboxes?) Do get this game if - You have a group of friends you can play with on the regular and each do some jobs while wanting a chill easy experience that can be borderline grindy. You plan to donate at least 100hrs of your life. - If you love spending hours clicking over and over crafting 1 item a million times for a server. - want a mobile version of a survival game put in PC form! - Want to read data, but actually never use anything about it. This really game oversells and underdelievers. It's casual and playing on peaceful with the only issue being solvable in a days work. It's clunky, it's rough, and it says it's beautiful, but when you look closer it's clear, it's just lipstick on a pig. My personal final rating. 4/10 Not worth it, but not fully trash.
Наиграл 2700 часов. Нашёл отличную времяубиввалку
[h1]Recommended – 986 Hours Played[/h1] [hr][/hr] [h2]You Have to Want to Work Together[/h2] If you’re thinking about buying Eco, know this going in: you have to be willing to work with other people. This isn’t a survival game where you can ignore everyone and grind everything yourself. You specialize. You rely on others. The tools you use, the food you eat, the materials your house is built from — all of it comes from other players. That interdependence isn’t optional. It’s the foundation of the game. [hr][/hr] [h2]Towns, Countries, and Real Societies[/h2] People naturally grow and band together into towns and even full countries. Small settlements form at first, just a few players trying to survive. Then those settlements expand. Roads connect them. Trade starts flowing. Leadership roles emerge. Laws get proposed. Before you know it, you’re not just playing a survival game. You’re living inside a functioning society that players built from nothing. [hr][/hr] [h2]Progression Feels Shared[/h2] You start with stone tools and basic shelters. Slowly, as people choose professions and industries form, the world evolves. [list] [*]Roads get built [*]Markets stabilize [*]Infrastructure appears [*]Technology advances [/list] Eventually you’re working with advanced systems and lasers. And it doesn’t happen because one person carried the server. It happens because the group committed to building something together. [hr][/hr] [h2]The Economy Actually Matters[/h2] Everything is player-made and player-driven. Pricing isn’t just about maximizing profit. It’s about balance. You need to earn enough to afford what you need, but you also need other players to be able to afford your goods. If someone overharvests or hoards resources, the whole server feels it. If people cooperate and think long-term, the world thrives. [hr][/hr] [h2]Why I Keep Coming Back[/h2] Servers develop their own personalities. Inside jokes form. Certain players become known for what they contribute. Public projects bring people together. When a server ends, it feels bittersweet. You didn’t just beat a game. You built a society. Eco shows the best of what people can be when they choose to cooperate. It can also fall apart if that balance breaks down, and that tension is part of what makes it interesting. It’s also dangerously easy to lose track of time. You log in for one small thing and suddenly you’ve been online for hours helping someone finish a project or adjusting your shop to keep things running smoothly. [hr][/hr] [b]If you want something fast, flashy, or solo-focused, this probably isn’t for you.[/b] [b]If you want a game where community actually matters and progression feels shared, Eco is something special.[/b] 986 hours later, I’m still not tired of watching a world grow from nothing.
**A Review of *Eco*** *By Arthur Schopenhauer* A noble aspiration, immolated by its own ambition. Here, at last, a game that understands consequence. One does not craft for the vanity of accumulation; one crafts because the village requires a school, and the school requires lumber, and the lumber requires the felling of trees, and the felling of trees pollutes the river, and the polluted river starves the fish, and the starving fish unsettle the wolf, and the wolf, hungry, approaches the village. The ecosystem breathes, retaliates, *judges*. It is not decoration. It is the mechanic itself. The multiplayer, too, transcends the usual carnival of dominance. Here one collaborates—not out of virtue, but out of necessity. The meteor arrives whether you are prepared or not. The world ends unanimously. There is something almost spiritual in this shared vulnerability. But the machine rebels. The engine wheezes. The frame rate falters. The graphics card, that modern Atlas upon whose shoulders our digital firmament rests, *screams*. I have witnessed noble processors reduced to whimpering idlers. I have felt the chassis warm, then warm further, then achieve a temperature that invites existential reflection. The game simulates ecological collapse so faithfully that it induces *actual* hardware collapse. This is verisimilitude carried to cruelty. Thus *Eco* is a sermon delivered from a burning pulpit. I admire its truth. I cannot endure its cost.
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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