
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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 904 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Excellent
good game
It is good. but having to get multible stars to get the higher skills sucks
Media

Related
Related
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 910 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I would love to try this game with controller support: for both dualsense/dualshock and xbox, if possible.
I have a few hours but im In love with the game and will continue playing while im in a server and honestly i want too see this game publish fully and i cant wait for it :D
I recommend Eco because I believe in it as a game, I think it fulfills a niche very well and I hope to see it get better. Right now I think the game has a very obvious route for improvement, which will help with automation, making the experience feel "bigger", and create some new ways for players to get ahead. This would all be done by Implementing some kind of AI citizen presence, kind of like in Necesse, so that the players at least have the option to have a more full server/community than the interest level in their server might allow. I get that the game is about community, but a community built by people who have lives outside of the game is gonna have holes, and cause the experience feel a bit underwhelming sometimes.
Нет серверов играть не могу, решений в интернете нет
I find the premise very interesting and I found the town aspect super intriguing & unique as well. In many multiplayer survival games, I love to make a town or create a store to engage with other players, so this was a very promising aspect of the game to me. Making towns or shops in other games isn't always perfectly integrated and doesn't guarantee traffic, it is often just seen as a novel little RP thing to engage in. But with this game having it be a crucial mechanic seemed really cool and downright promised engagement in this type of stuff. However, the game proved to be tedious and frustrating in many aspects. [h3]BUILDING & FURNISHING:[/h3] The economy and town building works out decently - but the first thing I find disappointing is the balance around building mechanics. As a person who loves building I was very disappointed with the sheer amount of unreal grind you have to put up just to get some cool construction materials. Mortar/hewn materials were bearable... But once it was time for "tier 3" (bricks), the grind just became unreal. It gets better later down the line, but I still personally found it incredibly tedious to do a substantial amount of town building in our smaller server (unless you like ugly box houses). It's also silly how inconsistent the building blocks are. Some of them have less blocks to choose from, some of them have more. Some connect their walls/fences automatically, some don't. You can't even rotate some of the blocks (walls, from what I remember). The painting mechanic was really disappointing too. It's just glorified screenshots, unless I'm missing something. I was hoping to run a little shop where I make custom shop signs or other requests, but it's not possible. [h3]OVERALL PROGRESSION:[/h3] After a week or two of playing on a 10 person server, progression came to a halt. Everyone got confused and tangled up in their businesses, beginning to take all sorts of specializations and just doing everything and nothing at once. For a while I wasn't sure if we're just bad or if the game failed to convey something to us. Ultimately, I just feel like it isn't balanced very well towards smaller groups - there are config settings for this, but a new group of players will not know how to tweak them accordingly (and I don't think the default settings do the game any justice). In mid-game, a new player group will typically get lost in setting up political positions (that will be able to organize progress and funds for the said progress) long enough for people to get discouraged and bored of the server. [h3]CONCLUSION: [/h3] I think the game requires some fine tuning. A pretty decent foundation is laid down, but a lot of things need to be rebalanced or polished. I think the game needs to communicate a bit better how important political positions are. It also needs to cater towards smaller groups better. Specializations could use some streamlining. Also, more QoL for crafting or inventory management would be handy (better sorting options, automatic distribution to chests, more compact menus). Aside from that, it's a cool unique game, worth a try if you have a few spare bucks - as long as you have a ton of time to dump and someone who actually knows this game well. Perhaps this works better on a full server, or a group with 15+ people.
As a Minecraft player, I love that vehicles are actually needed to transport things around in this game, and the driving is my favorite aspect of the game so far.
It is absolutely an incredible game, with the most interesting economic simulations with real players I've ever seen. It takes about as much effort as a full-time job to play properly though, so I don't expect to be enjoying it again unless I get hit by a bus and become permanently disabled.
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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