
No revenue estimate for GOG — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $3.4M — a different platform, not this one.
Your goal is to build a thriving village in the wilderness, supplied with a wide selection of food, clothing, tools, books, and magical artifacts that you produce from raw materials. Worker units can help you move goods between production buildings and markets, but as much workload as possible will need to be automated using mechanical transportation systems. Use a combination of gravity-powered chutes, conveyor belts, railroads, pipes, sorters and filters to route items around the map so they can be processed and sold. As your earnings rise, you can research new technology to improve your supply chains and grow your civilization. There's no enemies or starvation to worry about, so you can enjoy a stress-free logistics challenge to maximize production and happiness. Play through eight built-in campaign maps with unique goals, or start your own customized/random map from scratch Build complex logical systems with gates, triggers, and filters to make sure resources get to the right destination Unlock magical technology to boost your production buildings to absurd output rates Terrain sculpting tools to shape the world to suit your needs Creative/Sandbox mode let you build whatever kind of huge factory you want
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
About
Genres
How fast this game is gaining ratings — the activity signal available where a store publishes no sales or install numbers.
Measured from our own daily snapshots, not reported by the store. Deliberately not converted into sales: a one-tap rating's ratio to copies sold is unknown on this platform, and guessing it would be worse than leaving it out.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
GOGYou are here | $19.99 | 50ratings | 82% | — | not modelled |
| $19.99 | 4.5Kreviews | 91% | — | $3.4M |
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.
Media
Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across GOG · Trending · United States over the last 30 days: the 141 chart moves that followed a price cut of more than 20% went a median of 2 places away from #1, and the 6,571 moves with no price cut behind them went nowhere. 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.
Stats
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 33 | 68% | $5.49 | |
| — | 30 | 82% | $24.99 | |
| — | 120 | 82% | $9.99 | |
| — | 35 | 80% | $8.99 | |
| — | 12 | 60% | $5.15 | |
| — | 17 | 84% | $12.49 |