
Endzone is a post-apocalyptic survival city builder, where you start a new civilization with a group of people after an ecological disaster. Build them a new home and ensure their survival in a shattered world, threatened by constant radiation, toxic rain, sandstorms and droughts.
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): 0.71/day in the week to Aug 27 → 2.71/day in the week after.
About

In 2021, a global ecological disaster plunged the world into chaos and brought humanity to the verge of extinction. Only few were able to escape into underground facilities called "Endzones". 150 years later, mankind returns to the surface - under your command! In an extremely hostile environment full of radioactivity, contaminated rain and extreme climate change, you'll have to prove your worth as a leader.

Build a settlement on the hostile surface of the earth with over 70 different buildings and take care of your men, women and children.
Gather & refine many different resources and manage your economy by building an efficient infrastructure with streets and depositories.
Experience dynamically simulated, believable environments! Every ground cell in the game has its own humidity and radiation values.
Survive in a world of constant threats including radioactively contaminated ground, droughts, toxic rain, sandstorms, and raiders.
Send expeditions to forgotten places and make meaningful decisions that change the fate of your people.
Experience a living settlement and fulfill side missions to cater for your settlers needs.
A variety of challenging scenarios with specific winning conditions and a distinct storyline will put your survival skills to the test.
The world as we know it is gone. Build a new home for the last human survivors on earth! Give them shelter and a house. Fulfill their basic needs with steady water and food supplies, educate them, ensure their survival and help them stay motivated with over 50 different buildings.
As the leader of your settlement, coordinate and assign different professions and tasks. Let your people gather & refine many different resources and manage your economy by building an efficient infrastructure with streets, depositories and markets.
Every ground cell in the game features dynamically simulated humidity and radiation. Watch as rain clouds irrigate your soil or prepare for constant fights against contaminated rain bringing devastating radiation to your lands.
The climate has changed! Prepare for recurring and agonizing droughts and plan ahead by stocking up food and water. Every cycle is a new challenge! Withstand the unstoppable sandstorm, as it destroys buildings and brings deadly radiation.
The invisible danger of radiation is still haunting the surface with contaminated rain. Protect your people from radiation sickness with special gear. Clean water with active coal filters, build roofs on your fields and dig up the ground as a last resort to remove radiation from your land.
The world is in shambles but some of the manmade fragments still remain. Send expeditions to ruins and long forgotten places and make meaningful decisions that change the fate of your people.
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 8.3Kreviews | 76% | — | $6.7M |
| $49.99 | 613ratings | 67% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 875 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Not Recommended I kept waiting for the game to "get good." Then I realized I had accidentally spent four hours supervising a very depressing Excel spreadsheet. Every time I solved one problem, the game rewarded me with three more. "Congratulations, your people won't starve! Unfortunately, they're thirsty, irradiated, homeless, and somehow forgot how to make clothes." The colony never really felt alive. The settlers are less "people" and more tiny, interchangeable employees silently waiting for me to optimize their workflow. I wanted to build a community. Instead, I became the world's saddest middle manager. The post-apocalyptic atmosphere is certainly committed to the bit. Everything is brown. The dirt is brown. The buildings are brown. The future is brown. Even success somehow feels beige. To be fair, the mechanics seem solid, and if your idea of a relaxing evening is balancing production chains while Mother Nature actively hates you, you'll probably enjoy it. I discovered I don't actually like surviving the apocalypse. I like decorating it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Simplified Chinese, Japanese, Russian, Korean, French, Spanish - Spain, Portuguese - Brazil
| $1.99−92% |
| 194ratings |
| 74% |
| #165 |
| 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 879 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a game that I would love to be able to recommend, but I can't. On the surface, it seems like something I should love, but there are some things going on under the hood that mystify me. I honestly wonder if they're bugs, or if they're some kind of ham-fisted attempt to create arbitrary/artificial difficulty. The fact that neither of those is a good thing is what has led to this negative review. I love the initial stages of setting up a new settlement. The game looks and plays beautifully, and I absolutely love this genre. Then, just when things start taking off for you, weird stuff starts to happen that makes it difficult to progress. The biggest and most obvious example is the case of the missing clothing/tools. In this game, your people need clothing to protect them from the environment, and tools to do their work. No matter how many resources you acquire, or how many people you have dedicated to the production of these two resources, you will NEVER have enough. Ever. Most of my campaigns end the same way: Start getting to a place where you feel like you're thriving, rather than just surviving...only to have some resource (food, tools, clothing, clean water, etc.) suddenly start to become impossible to keep up with. No matter how many resources/people you put into trying to increase the supply, it just keeps falling until people start dying of starvation, thirst, exposure, etc. These losses ought to make it easier to keep up with demand. After all, there are fewer people who need supplies. It never seems to. Once you have a shortfall, you can never seem to dig yourself out of the hole, and your settlement starts a death-spiral that you feel powerless to reverse. I've owned this game for some years, and every once in a while I'll boot it up and try again. Things always seem to end up in about the same place. I had hoped that the creators might get around to fixing this, but it would seem that their studio has been shuttered, which precludes any sort of solution. This one makes me really sad. I feel like this is a game that I should have sunk hundreds of happy hours into by now, but at this point, I doubt if I'll revisit it.
Tihs game is good, but it's unfinished. The studio made bad business decisions, decided to make an Endzone 2 instead of finishing this game and then they went out of business (no surprise really and it's amazing how studios think they can succeed at this). To give a comparison, dozens of studios will pop up every year thinking that they can be the next RimWorld or the next Dwarf Fortress but absolutely none of them seem to understand that what makes these games successful is that the developers stick with their game and develop it instead of forking their resources into new games. And it boggles the mind, because everyone whose ever run a business as volatile and shaky as a game studio knows that you're never going to win if you split your limited budget and time into multiple projects. Anyway, the game is worth playing, but the tutorial is way too long and you'll be burned out on the game by the time you finish it. I gave up on the tutorial after about 3 hours and just played skirmish games, but that got boring quickly too because you can't really keep up with the game's demands as the resource gathering, crafting, and population growth all need tweaks and reworking.
Addictive interesting game but SADLY one aspect is broken taking it from 7-8/10 to 4-6/10. This game poses an interesting question: what if absolute MORONS and ♥♥♥♥♥♥♥♥ f-ing ret***ds would be in charge of logistics in a logistics simulator + city builder. And it answers this question: we would get citizens who run all across the map for miles, to gather wood for a small house, even though they are surrounded by trees 5 meters away and they got order to cut down the trees for wood, and they have tools and they have manpower assigned to the tress. Instead idiots cut the trees and carry them miles away to a depo, and other idiots who build house 5 meters away run the miles to that warehouse and bring wood back - which can take literally many days-seasons and in the meantime your population can decline due to lack of housing. LAMAO, what were the devs/QA team thinking? Besides that, it's a micro management of idiots who fail to assign themselves jobs, besides failing to assing good routes to resources (see above). Weirdly, game does lots of GOOD stuff, they try to figure good way, they intelligently do some things... Game is like 80% done, but it lacks (or messed up) the last 20%, citizens fail to - assign other route if they have resourc nearby - there is no mechanics to "pull" resources in a place they know it will be needed (lile building new district so I need wood to be brought here) nor to "push "resources... much... ok there are water points and food cabins, but that is just water and food, not all other stuff. Also it lacks trains, cars, anything, in game about logistics. It's a shame since they did 98% of work needed IMO. If they would fix the last bit game would be good. Otherwise it is interesting and can pull you in. despite how SILLY (idiotic) it is, it is still somewhat fun to play, it just breaks immersion how idiotic this is, and game is in large part about working around absolutely commicaly dumb citizens, once the city grows a little bit. Game is relaxed. Compared to Frostpunk (1), it seems much less dramatic, and much much chill. Too chil a bit for me, but personal preference. Would be 7-8/10 if they would make citizens NOT dumb and add trains or stuff.
I love this game! It's one of the more unique builder games I've played, and what I love most about it is that it pushed me to learn a different approach. Where many builders reward (or at least don't punish) early rapid expansion and over-production, Endzone demands a careful awareness of balancing what you have against what you absolutely need. If you over extend right out of the gate, you will rapidly find yourself unable to support even the most basic needs of your colony, and the dreaded death spiral will pull you down into oblivion. I know some players have disliked Endzone for that very reason, but to me, that's what makes Endzone so fun and so replayable. It's not just an apocalypse themed version of every other builder. I had to learn the intricacies of THIS game in order for my colonies to thrive. I've really enjoyed rising to this challenge. Your colony will require a lot of micro-management. That's one of the aspects that draws me to builder games, so I really like it, but in case you don't... I also highly recommend the scenarios. Although they are not called tutorials, they do teach important concepts like how to provide water even in lengthy droughts and things like that, super helpful to know when it comes to the free-play colony.
If you enjoyed Banished then this is for you. Endzone is better balanced, the housing AI works and its actually possible to hit a stable population. Can't say I prefer the dingy post apocalypse art style but thats not what i play this type of game for! For those of you who didn't play Banished, Endzone is survival meets city builder/resource management game on the 'serious' end of the casual/hardcore gamer scale. Endzone is easy enough for a veteran of the genre, not too difficult for a sim/tycoon/city builder enthusiast but punishing for anyone new to this style of game. [u]If you are after a cozy sim style difficulty or afk play this is not for you[/u] - I add this as most of the negative reviews I've seen complain about difficulty/learning curve. The game will be challenging to most people but it is not the most difficult game of its type and i don't think its accurate to call it too hard, its just not a game style for everyone. I enjoyed the scenarios however I feel they could of been a bit harder as only one was difficult enough that i didn't complete it first try. They could of been a little more variety there too if i'm totally honest. All in all well worth a play if you already enjoy this style game
Damn, how I misjudged this game from videos and reviews. It looks nice, but it's very bad. Apart from the fact that it's all very classic (in a mediocre way) for the genre and has nothing at least slightly brilliant, resulting in a very boring game even from the most benevolent perspective, it's one of those strategy games that feel like building a house of cards. You build the basic things, then you have to build something additional upon them as a second layer, then more basic things to build more second layer so that you can build a third layer, and so on. All the while, if just one card falls, the whole thing comes down. Translating from the similitude, if you have some bottleneck in the production, everything comes to a halt, if you build something before something else you get some drawback that hits you very hard, and so on. You waste time just watching the game run at max speed waiting for that one resource to be produced in enough quantity to unclog something, meanwhile another problem forms somewhere. Someone will say that this is how strategy games work, but it isn't. Not for decent strategy games, and certainly not in the way it works here. In good strategy games, you can fail as a consequence of your bad decisions, here you don't even fail, you just get stuck in a limbo where time passes, but nothing changes; a recursive hell where you have to micromanage certain buildings continuously, and especially have to micromanage citizens' jobs (and with those annoyingly tiny buttons), waste more time looking for that one building that you need to check on a bland flat map full of buildings that all look like each other (you can highlight the buildings of the type you're looking for by selecting a new one of that type to build, but that's impractical), meanwhile nothing interesting ever happens. Oh, yeah, bandits come and add to your trouble, then they flee or die, and citizens ask for cake. Wow, very interesting. Another minor thing that doesn't make sense is that, when you save manually, you can't overwrite a previous save. It always makes you create a new one, even if you type the same name, and you must delete the previous ones manually, if you want to clean up. Why? Good question.
The game has a cool concept but the CONSTANT need to assign workers to different tasks becomes very micro intensive. Not to mention the game has a grainy look to it which makes it hard to visually distinguish between different structures, especially when your colony gets large. 5/10
还是别弄第二部了,不如出个丧尸DLC
I got fed up with this because my villagers were starving despite every warm body going directly into food production. I think the root problem is probably that food and water production is opaque. I had no idea how much food or water any given job produced. I had farms, fishing, berry gathering, and herding going on, but I had no idea what any of those were producing. My only real feedback was that my overall food stores were going down. The other problem is out of control population growth. If you give your villagers decent housing, they'll reproduce, and they reproduce much faster than your food and clothing production. The game then suggests you build slums to keep this in check, because villagers living in squalid tents don't reproduce. It's a really screwy, unsatisfying game mechanic.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 1.1K | 67% | $29.99 | |
| $0 | 1.7K | 89% | Free | |
| $71.6K | 911 | 71% | $2.99 | |
| — | 194 | 74% | $1.99 | |
| $19.6M | 17.8K | 79% | $34.99 | |
| $1.4M | 1.5K | 82% | $17.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6.7M | 16.9K | 82% | $9.99 | |
| $6.7M | 14.2K | 92% | $19.99 | |
| $6.6M | 14.4K | 90% | $14.99 | |
| $6.7M | 27.2K | 94% | $9.99 | |
| $6.6M | 3.3K | 55% | $34.99 | |
| $6.6M | 2.4K | 52% | $69.99 |