
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 900 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like this game but Development is really really slow and we are 8 years in Development rn. Wait for full release
Eco est tout simplement un excellent jeu, et je peux le dire en connaissance de cause : j’ai déjà accumulé plus de 2 170 heures dessus. Autant dire qu’il est franchement addictif ! Ce qui fait la force d’Eco, c’est sa dimension coopérative. Le jeu prend tout son sens quand on travaille ensemble : chacun choisit un rôle, développe ses compétences, et toute la progression repose sur une vraie collaboration entre les joueurs. On construit, on organise, on planifie… et on voit petit à petit une civilisation entière prendre forme. Le côté construction est vraiment satisfaisant, et le gameplay encourage constamment la communication et la coordination. C’est un jeu qui demande du temps mais si vous accrochez au concept, vous risquez de ne pas voir les heures défiler. D’ailleurs, je vous conseille vraiment d’avoir un peu de temps devant vous avant de lancer une partie, car une fois dedans… difficile d’en sortir ! En bref : Eco est un jeu profondément immersif, pensé pour ceux qui aiment bâtir, coopérer. Une pépite à découvrir absolument.
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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 906 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a reluctant thumbs up. The game has a lot of very cool features and ideas, but also a number of very visible bugs and QOL issues. The Good: Game has a really cool premise, everyone has to work together to build an ECOnomy while preserving the ECOsystem to save the planet from an asteroid that kills everyone in 30 real life days. There's an expansive voxel world with a decent amount of variety between biomes. There's a large number of professions and a lot of depth to the crafting, designed in a way that forces players to rely on one another. There's an entire governance system including forming societies, setting laws, and developing currencies for trade. There's enough to do most of the time that you don't need to idle, despite it being a game developed and balanced around a real-world clock. Performance is decent for a unity game with voxel (which is usually a problem for developers.) The bad: The game is very clearly early access with a lot of features that are janky or just not present. Some professions only have two specializations and feel very barebones while others have five. There's a lot to be desired with animals. While the game expects you to very meticulously manage plants and trees and sea life, animals seem to just spawn every where you walk in your proximity. Additionally, the animals behavior is not very complex and their traversal and animations are buggy, causing all kinds of frustration for hunters. Examples: The mountain goats when leaping up or down a block can just disappear, pretty much all of the animals make unrealistic hairpin turns. The animals stop all animations and just sit still for a full second before stepping up or down a block in height. Some animals attack, but only once or twice and then run away, so there's very little danger from wildlife. Animals seem to spawn infinitely. Etc. The whole system needs a lot of work. Some of the games defaults are oppressive in bad ways. You don't get a lot of land to build on which is reasonable given the number of players and the world size, however the game lets you build vertically effectively without any limits and the devs were forgiving enough to allow crafting from containers. However, there's a lot of issues with the current implementation, as they gave the containers limited range so there's all kinds of problems moving items between containers, or crafting from containers because the bench is too far away. Additionally, there seems to be problems with the game showing all of the containers in your base if you have too many. This is pretty frustrating even in the early game and gets worse as the economy and crafting gets more complex and requires a lot more space for storage. Frankly the stack sizes inside of containers need to dramatically increase, and the containers need at least triple the default range. The inventory tetris is very real and not at all satisfying. Vehicles have a lot of problems with physics, especially underground. There's no way to upgrade building materials easily, despite needing to do it multiple times throughout the game. It is very unfun to rebuild everything block-by-block with a new material so your higher tier crafting benches work. Undecided: I can't really comment on the late game because both servers that I have tried have had players quit before the 30 days were up that had critical professions and killed the server economy. You need a lot of players and redundancy to succeed, apparently. There's not a lot of guidance on how professions interrelate and how to build an effective character that doesn't spend more time shopping than building things. Equipment and clothing seems to be severely limited. Overall: I've enjoyed my 100+ hours in the game, but there's a lot of bugs and balance issues that have made it pretty frustrating at times. It needs a lot more updates to mechanics, a lot more bug fixes, and a lot more work before calling it a done game. The fact that they have microtransactions in a game in this condition is also not great, but maybe they need to raise more money for development costs. Right now it's a 10/10 idea with a 6/10 execution and a lot of potential as early access continues.
Die sollen mal endlich an einer Bugfreien Welt arbeiten. Aber neee.. Updates für Tiere die aggressiv werden. Die Tiere sind in Ihrer Intelligenz und Wegfindung dümmer als CS Bots im Jahr 2000, aber hey wir machen die dazu auch noch ätzender. Wäre schön wenn man man mehr an Performance und Stabilität arbeiten würde. Und warum sind die Welten so winzig?
Très bon jeu, je recommande ! Mais l'expérience peut vraiment varier d'un serveur à l'autre : il faut savoir que ce sont essentiellement les gens que vous rencontrerez qui feront de votre partie une expérience inoubliable ! Cette année, nous avons accueilli un nouveau membre dans notre petite communauté de Funky Town, et cela a changé beaucoup de choses... Comme à notre habitude, nous nous dépêchions de raser, creuser et exterminer tout ce qui se trouvait à notre portée dans le but d'évoluer plus vite que les autres. L'objectif : asseoir notre domination capitaliste et proposer à la vente les objets les plus évolués, sans vraiment nous soucier de l'écologie (histoire de rendre l'expérience la plus réaliste possible). S'il y a des problèmes suite à notre activité destructrice, eh bien, on verra ça plus tard ! Mais que nenni ! Notre nouveau membre avait, lui, décidé de sauver le monde... un utopiste. Son métier était bûcheron, mais finalement, c'était plutôt un sylviculteur. Chaque fois que je coupais un arbre, je me faisais engueuler ! « Faut pas couper les arbres, c'est pas bien, la pollution, blablabla... » Moi qui pensais avoir presque tout vu dans ce jeu, j'étais loin d'imaginer la suite. Il a planté des arbres partout ! Sur toute la map, il allait en replanter dans les autres villes, sur des îles isolées où il n'y avait personne, dans des biomes où les arbres ne poussent normalement pas... Il a probablement même essayé d'en planter sous l'océan ! Bref, vous avez compris l'idée : s'il avait pu, il en aurait planté sur l'astéroïde. Heureusement, le jeu ne le permet pas ! Vous l'aurez compris, l'expérience Eco ne se résume pas aux graphismes, ni à un style de jeu, mais bel et bien aux interactions entre joueurs. L'expérience sera différente à chaque fois. Cela fait 4 ans que nous y jouons à chaque vacances de Noël, et chaque partie a été unique. Ce jeu est développé par une petite équipe de passionnés qui mérite d'être soutenue. J'espère vraiment qu'un jour ce titre aura le succès qui lui est dû ! Je vois des commentaires négatifs, de joueurs ayant 2000, voire 4000 heures de jeu, parce que soi-disant la boutique d'objets cosmétiques ruine leur expérience ! J'ai été très choqué au début, puisque personnellement, cela ne m'a jamais dérangé que certaines personnes soutiennent les développeurs en achetant des items purement décoratifs (ce sont des variantes d'objets déjà présents dans le jeu). Mais en y réfléchissant bien, je me suis dit qu'après avoir passé plusieurs milliers d'heures à taper sur un arbre ou un rocher, le cerveau a dû en prendre un coup... c'est inévitable ! Eco n'est pas juste un jeu de survie de plus, mais une véritable simulation de société et d'interactions humaines. Funky Town Forever !!!
This game is not viable solo or with a group of 4 people, you basically need like 20 people playing this to get anything done at a reasonable rate because everything is on timer and getting resources takes absolute ages and crafting it into usable stuff takes even longer. Then you have to EXTREMELY slowly level up each individual skill to unlock anything else
HOA the game. A bunch of discord mods competing to see who's is smallest.
Minecraft with added autism. Pros - You can create an Absolute Monarchy. - You can tax everyone for cutting trees down and use said money for personal gain. - Declare Wolves a protect species. - Make Campfire Stew a forbidden food due to religious reasons? - Hunt Turkeys to extinction. - Cut down Old Growth Redwoods and watch everyone scream. - Drive into a sharp corner too fast, crash into an incoming tractor that sends your little steam truck into the stratosphere causing a rollback. - Declaring said "incident" as the Kingdoms first manned space flight and forcing citizens into future manned missions. - Recreate a functioning Dunder Mifflin. - Witness relationships end over in-game politics Cons - Landscaping. - Narrow Bridges. - People who can't build. - Finding wolves you can't kill in your house. - Being jump scared in the woods when someone screams in their mic.
This game asks quite a lot of its players (in terms of learning curve, consistency, attention), and if you're in a position to fulfill these, it's great. You don't have to spend ALL your time on this game, especially if you plan in advance and think about what you're doing, instead of just responding. You don't have to engage in drama, same as any online game. It exists, but is usually the vocal minority. For better or worse, this game fully succeeds at being a society sim type thing and its hard to deny it is a great litmus test for peoples personalities. I've made many a friend in this game, joined lots of servers, introduced players to one another, and am quite fortunate that I've been able to build up a solid community of likeminded friends to play and enjoy this game with... something that as an almost 40 year old gamer is second only to my World of Warcraft years..! So while a lot of people will have valid complaints about this game (too demanding, too complex, too social), those issues are kinda navigable... It DOES offer something new, unique, and fairly damn wholesome, and it certainly deserves praise for that.
It's been in early access for 8 years and you still fall below the world if you sleep on a bed too close to a wall.
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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