
I Am Future is a relaxing single-player survival game about building a cozy rooftop camp amid a flooded post-apocalyptic city. Set up a farm, go fishing, tinker with gadgets, craft new tools, manage a team of cute robots to automate and expand your base, explore the mysterious world, and chill out!
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): 1.43/day in the week to Sep 14 → 1.25/day in the week after.
About
I Am Future invites you to build a rooftop base of your dreams, explore a mysterious world, start a farm, hire a team of cute robot minions, and make new friends, all while enjoying the chillest post-apocalypse ever.
Starting from scratch on an abandoned rooftop, build, decorate and expand the coziest camp ever! Unlock new buildings and furniture, set up electrical grids, and neatly organize your new life.
You are the last survivor on Earth, fresh from the sweet, long cryogenic sleep. It’s finally time to chill out and stop worrying about job tasks and inflation! Relax, build, wander around – the world is literally yours!
Nature is healing! Set up a farm, grow fruit, vegetables, cheese trees, and take care of your crops!
Play as Robin or Chris, and customize the protagonist to reflect your unique idea of the last person on Earth!
Find ancient artifacts from a bygone era, such as kettles, TVs, or microwaves, take them apart using a satisfying dismantling mechanic, and gather resources for your next crafting project!
Automate chores around the camp with the help of cute robots! Build a team of AI assistants, issue commands, and manage their workload. And when they’re done – let them chill in a charging bath!
Send out scouting drones on expeditions across the sunken megapolis. Discover new locations, bring something valuable back to the base, and, step by step, uncover the mystery behind the end of the world.
Collect fresh produce from your farm, catch some fish, and unleash your inner chef with numerous delicious recipes ripe for mastering!
The fact you’re the last human on Earth does not mean you can’t still make new friends! Meet quirky robot inhabitants of this new world, like Earl the Fridge or Bombshell Barbara, and grow your bond with them.
Your camp needs love and protection. Keep pesky mutant pests from destroying the crops or the electrical grid!
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If you are a fan of games like Stardew Valley, Coral Island, Sun Haven, My Time at Portia/Sandrock, Dave the Diver, or Palia, we are pretty sure I Am Future will become your next cozy adventure. Join our Discord to keep up with all things I Am Future!
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 4Kreviews | 84% | — | $975.4K |
| $19.99 | 370ratings | 77% | — | 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 870 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Six hours in and I can confidently say I am happy to have bought this game and to be playing it. Some of you definitely will fall off in liking this game due to repetitive-upgrady-grindy nature, but it is well balanced and this turns out to be a strong point. Hopefully this review helps those who will love it make that leap and buy it. My excitement in the beginning turned to caution after about an hour or two of play, but I continued on, struggling to understand why I liked it so much. Finally, after seeing the title again, I realized the one word that made a difference: Cozy. This game is absolutely cozy, meant for long hours of play and enjoyment, without the rise and fall of a grand adventure. The adventure is in the journey, every hour of play, balanced with mundane coziness of seeing your roof top slowly evolve. Maybe a little grindy by nature, but only with the wrong perspective and expectation is this grind a bad thing. It is the grind that slows it down, that balances the game, makes you earn every step, and ensures you keep playing on, hour after hour. This is not a grand adventure like Baulder's Gate, nor routine peaks of excitement every 7 days till death, nor an infinitely modifiable world of mining and crafting and blocks. It contains a slowly measured and dispersed system of upgrades, exploring, and revealing of new technology. Six hours in and I'm finally seeing my rooftop space come alive with my own sense of feng shui and function. I see the store page images of how grand it can be and think, "dang, I'm so far from that!" And that is what is so exciting, it will be a while for me to scale to that level, to figure out the other mechanics, and take time and love to get it done. This a game for sitting on the couch when you have a few calm hours to chill, getting high and enjoying the scenery of nature taking over, of letting your mind build your own space in beautiful world. Now I don't want this review to be misleading over over the top positive, so I'll be real here and more straightforward: Game elements or styles and my opinion: -Graphics: love it, nice and campy, good colors, simple, lovely to live in -POV or movement: 3rd person and able to zoom in or out, no issues with me, works well with WASD and cameral panning, even if I had more options like first person, I'm sure I would stick to how it is -Grindy: a little bit, but the way the available resources forces the timing and metered delivery of upgrades as you progress is actually a strong point and I think balances the game, maybe at times annoying but then I just remember that this is a cozy couch relaxing game and not meant to be some grand adventure, but a nice game to play while high and apreciating the small things -Rooftop home: love every aspect of this, tool upgrades are required to get access to other parts of the roof, keeping the reveal of this spaced out, and tool upgrades also required to fully clear a space, which is an awesome way to balance and drag out the space you already have access to, slowing down your ability to just clear everything at once, you have to grow with it and keeps your space evolving till mid or end game. So many more aspects to the rooftop: clearing and discovering it, moving all your built items and curating your space, slow clearing more with tool upgrades, weather and bugs, electricit, storage bins and crafting areas, etc. -Upgrades: you are forced to explore aspects of the game due to the cost of upgrades, meaning materials vs coins vs craftable items or food. For example, a tool upgrade was needed, but the only way to get it was by crafting 5 salads, oh boy did I learn the power of lettuce leaves and wish I hadn't just eaten them, anyway this forced me to dive into cooking, which I previously had not put any effort into but was very glad to begin learning about -Gardening: I am so excited to start a big garden, barely started this. FYI: torches attract the bugs that eat your crops, not repel... oops -Fishing: simple enough to get the goods, I hope there are more places to fish later on, gotta find that fishing line upgrade somewhere... -Robot helpers: just got my first one! Simple and intuitive, very excited more. There are more aspects to this game that I haven't delved into yet and look forward to (expeditions, radio, other upgrades that expand game play), but I admittedly play games like this much much slower than most. This game allows you to do that without being punished, spend an hour re organizing your rooftop, or fish a ton for supplies and food. There is plenty of time later for more serious things like game progression... those bushes aren't going to move themselves into a cool maze. Knowing me, I won't reach end game with everything achieved or discovered until hour 30 or 40, well worth the 10 bucks on sale. I will update this review as I dally along. And of course, great cozy game to play while high. Remember, it's a "cozy" game, and hopefully my review explains more what that means, for a ton of you out there are going to LOVE it for this. Cheers, -AT
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.67/day in the week to Aug 5 → 1.43/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 2,400 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, French, German, Spanish - Spain, Russian, Simplified Chinese, Japanese, Korean, Portuguese - Brazil
| $19.99 |
| 84ratings |
| 84% |
| — |
| not modelled |
| $11.99−40% | — | — | — | 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 874 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a fun game for like ten hours maybe, but after that it's just managing the ♥♥♥♥ load of resources you get and then making one build that needs way too many resources. If it's not lack of resources it's needing to wait for something to craft or grow or something else. It it's pretty fun, but there is just a lack of content to play it for a long time and the achievements are a real drag to get.
At first the game had some appeal but before long the grind set in... which in many ways is to be expected in builder/survival genre. I think you do need to give such games some decent hours of play to reach a point where things open up and flow. It just does NOT happen with I Am Future. It really is a stretch to call this a builder/survival game or even cozy. I abandoned my first game after an hour once I realised my initial approach had wasted precious resources and left me floundering. I started a new save and proceeded a little more cautiously. By trial and error I managed to get food sorted and eventually scrounge enough resources to slowly level-up. For a second there is a sense of reward (hardly an achievement) and back to solid grind. You'll need buckets of patience to persevere with the slow incremental unfolding of resource availability. When you finally get out of your compound you DON'T GO ANYWHERE interesting. It's simply a case of adding additional tap-hold-tap into the daily grind... and all you score are pitiful few resources. It just isn't fun at all. The game is puzzling, not a simulation or sandbox. It's not logical. There are fixed parameters and progress is only made when you figure out "what to do next". On that understanding I suppose it will appeal to people that like those idle tap games... grind... grind... grind. How is that cozy?
I really wanted to give the game a chance, but after 20 hours, I'm done with it. The first few hours were fine despite the softlock (I used a microchip where I shouldn't have and had to Google where to get another one). Unfortunately, there was more Googling in the later stages of the game. The graphics are nice, and at first glance, it was exactly what I was looking for. However, the longer I played, the more it became a grind and the gameplay became more boring. The story is drawn out and uninteresting, which didn't help to keep me in the game. Most of the time, it's not even clear what the main quest is and whats the goal. The game mechanics also become more annoying over time. Minions are useless—their pathfinding is terrible and they don't make the game any easier, inventory management is tedious, and you'll encounter annoying bugs here and there and you still need to micromanage everything. This game is not "cozy", it's just bunch of slow repating chores you have to do..
Могло быть намного лучше! (6 из 10) Если вы любите очень медленные игры, с кучей репетатива (аля посадил семечко, сходил за водой, вскипятил воду, полил, повторил 1000.. раз ) и вам будет нравится сам процесс, то игра вам может понравится. В игре действительно приятный визуал, спокойная музычка, и вот это вот всё. Сетинг неплохой, аля футуристический апокалипсис. Но в игре ужасно мало всего, и всё исскуственно растягивается. Не будь в игре жвачного\резинового гринда он проходилась бы минут за 10. Тут очень мало контента как такового. Есть несколько областей, и они закрыты, для открытия нужны либо какеи-то ресы, либо инструменты, которые нужно нагриндить, потом ещё тоже самое и снова и снова. И было бы здорово если бы гринд был интересным, а он приедается после первых 2-5 повторений. Глобальная карта на скринах, это не весь город по которому можно бегать, это тупо для дрона который летает туда сюда по клику и приносит ресы, никаких путешествий по миру нет. Кучи домов на заднем плане это просто декорация, вы будете играть на 1 крыше с парой пристроек открываемых позднее. Всякие дроны, автоматизация и прочее из заставки - фигня, пока это откроется и вы нагриндите ресов на это, оно уже будет не нужно и игра кончится. Готовьтесь разбирать 100500 мусора одними и теми же минииграми (аля нажми вправо-влево). Такая благодатная почва, а так уныло вышло.. жаль...
As beautiful as the game is, I cant recommend it in its current state. Played it for a little over 40 hours and I started losing interest around the 15-20 hour mark. The game is just lacking in too many areas right now. Hopefully there is more to come but until then its just not worth playing.
Just finished the game, so expect it to be kinda 20 hours long until main story finished. If you like calm cozy games that are kinda tedious to get things done, this game is for you. I cant's say for sure if it's worth the full price tag, but definitely worths a grab on discount. Pros === - Cute game with nice graphics and animations. - Cute cozy music. - One of these games where you get to cleanup whole locations and get the satisfaction out of it! Neutral ====== - Story is okayish - Mini games are cool but get tedious after a while due to the lack of variety and automation e.g. no fish robot or easier fishing with better rod or faster complex object dismantling - Could use some QoL e.g. batch crafting, auto crafting, auto dismantling etc... - Coop would have been nice since robots don't actually help that much. - Some tiny performance especially with containers or when exiting the game. - Would be great if you could have some more robots and make your base feel more "alive". Cons ==== - Game could have been a lot better honestly if more content existed or at least modding support! - Although at first it's nice to progress, find new stuff and unlock new locations, after a while you see that there aren't many locations or things. - No way to completely get rid the pest spawns (although not really a reason to) - Plenty of foods to make, but literally 0 reason to make them apart from some of them mainly for quests or to get some advanced resources at first. - Plenty of "defenses" but really 0 reason to use them. - Loading screens on elevators but not when teleporting???
看来是跑路了哦,跟新日程表都没有了!
Complete waste of the user's time, unresponsive devteam. Illogical tech tree layout means you'll be stuck doing the same thing for hours while you guess at what might possibly unlock the next area. Of the 13.5 hours I've played, I'd say perhaps maybe 5-6 hours of actual content and the rest is inflated playtime from forced grinding. If you've got all the time in the world to waste in an uninteresting uninspired world, this is for you. If you respect yourself and your time, find something else.
This review is not about whether I liked this game or not – I did like it. ... Sort of. This review is about: 'Would I [b]recommend[/b] it?' Spoiler alert: no, I wouldn't – because 'I am future' is the epitome of 'great idea, poor execution': in there, 'cozy' unfortunately just means 'slow and tedious'. The good: - The core idea feels somewhat innovative; - The world-building has some consistency; - The AD is simple – but not simplistic. It conveys exactly what it needs to make the player feel relaxed; - The music score changes at strategic moments (dawn, midday, dusk, sunset), allowing you to keep track of in-game time without having to think about it; - I liked the 'story', and I liked the NPCs; - I also liked the NPCs mini-games, especially that each has been designed relevantly for the NPC you get to play with; - Minions are really cute!; - The 'spraying' mechanic is well-made and feels really comfortable to use ; - Just enough variety was provided with the appliances you get to dismantle (as well as just the right amount of them); - Being able to paint the storage containers so we can color-code them – and seeing the chosen color showing next to the name of the container in the list when accessing the storage meta-network - is a great design choice; - I liked that the tools at our disposal are so various; - English translation is on point. The bad (in no particular order): - World-building really could have used more consistency ([spoiler]Are we a clone or an android? Please make up your mind... that's not the same at all[/spoiler] – [spoiler]Kindred spirit with Earl after what he pulled, with no narrative transition whatsoever?[/spoiler] – [spoiler]A machine selling food while there are no humans left on the planet?[/spoiler]); - While music was used the right way, the uninspired musical score gets annoying real fast (forget about the cool music from the ad, you won't ever hear it in-game) ; - It's really easy to get soft-locked: you get access to new areas and can clean them up almost entirely [b]before[/b] the story leads you there. You end up using materials that you have in limited supply, unaware of their rarity – and that you absolutely need them to unlock the next step in the story... Of course, you can demolish structures to get said materials back, so it's not a game-breaker. Still... - Yes, there's a 'demolishing structure' option – but it is only accessible via a very discrete button at the bottom left of your construction panel (not intuitive); - While you get to fish, the QTE becomes boring really fast; - While you can connect all your storage containers together via the storage meta-network, navigating said meta-network is a real pain; - The mechanic of picking up/dropping off large resources (metal sheets/planks/plexiglass) is really clunky: 1/ a mere pixel off when you're clicking to pick something up and you drop everything (also works when you unintentionally click somewhere you shouldn't); 2/ using the directional arrows while maintaining the right-button of your mouse clicked (so you can move the camera) often ends up in you unintentionally dropping off what you are carrying too; - Large resources storages can't be upgraded, so you can't have storages containing more than 10 units of metal sheets/planks/plexiglass; - Large resources storages are not connected to the storage meta-network, therefore can't be accessed from the manufacturing devices ; - You can build solar generators and a power grid... but your kitchen will only use planks (wood) to work – forever; - You get to discover recipes for many different dishes... but there's absolutely no use for them whatsoever in the long run; - You get to fix the roof – but someone forgot to 'activate' tiles within some fixable roof patches; - Someone also forgot to 'activate' dismantling for some items, so you get stuck with some pesky piles of paper and wooden structures on the ground... forever; - Most of your structures will need power to work, so you get to build an electrical grid. To ease the connecting process between structures, you can build electrical poles. But their connecting radius is so low that you end up having to build way more than feels necessary; - Moreover, electrical poles' 'connect mode' is automatically cancelled when you get too far – and the radius being so low, it's often impossible to connect poles located at different levels: you end up automatically exiting the 'connect mode' because you have to make a detour to take stairs; - You will need water for your crops and for cooking, and the most convenient way to get some is from water pumps. But you can't freely place water pumps... And you don't get one on every roof, while having no way of transporting water from one point to another other than by hand (... with a bucket, three units at a time...) – so forget the idea of building a farm just anywhere; - You get to pilot a drone to explore points of interest over the map, in what's called 'expedition mode'. But there's no indicator of the drone's battery level outside of 'expedition mode'. Can't remember how much battery left your drone has? Endure another loading screen to access 'expedition mode' again; - You can tear down just about anything... but can only recycle a selected handful of items; - You get a nano transporter to move structures around, but only one structure at a time. Try and move your entire farm(s), one garden bed at a time – then pray for an upgrade allowing players to transport multiple units of the same structure (that will never come: the nano transporter can't be upgraded like other tools can); - You can customize minions, but the available colors are not saturated enough – making most of them barely distinguishable from one another once applied. The ugly: - Sometimes, the game camera randomly enters 'ecstasy-addict mode' – it starts to frantically spin around your character for a couple seconds, for no particular reason (... if at least there was disco music playing when it does that, that could have been funny but... nope, there ain't) ; - We have access to a nano transporter. Although... we also have to manually pick up large resources and can only transport 6 units max at any given time ; - Said nano transporter can pick up bushes and trees, no problem – but moving a wild lettuce plant? Nope, can't do that... – there really should have had upgrades for the nano transporter ; - While you do have to provide power to a lot of structures for them to work, elevators do not need nor use power... they're magical! - Since elevators don't need nor use power, you can't connect them to any existing power grid – meaning if you want to start expanding to an area accessible only by elevator, you need to build a whole new power grid there; - Since minions can't use elevators nor teleporters... same point as above ; - Speaking of minions: they're a useless hindrance – slow, stupid, and they get stuck everywhere – I had written more about them, but Steam keeps pestering me my review is too long -_- (they're really cute though!); - The sprinklers watering radius is so low that once you've packed together your 24 garden beds (+ the cables to connect them together) within the sprinkler's area of effect, you end up unable to see anything at all (and close to unable to efficiently click on anything too) ; - Teleporters really feel like a late, not very well-thought addition. A quick band-aid to address a 'bigger than planned for' map. Bonus: they don't need electricity either... Conclusion: I spent a lot of time moving everything around – and testing everything that came to mind – so you wouldn't have to. Knowing what I know now, I wouldn't buy the game again. So, as announced: no, I can't recommend it. If you like this vibe, get yourself 'No place like home' instead. (Yes, I realize this is a passion project coming from an indie studio. That's why there are more things I could have listed, but ultimately have chosen not to.)
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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.
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