
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 → 1.4/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!
***
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% | 4.7Kreviews | 84% | — | $1.1M |
| $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
[h1]蓋を開けたら全然コージーでもなんでもないゲームだった [/h1] [h2]痒いところに全く手が届かない [/h2] このゲームはプレイヤーにただ手間をかけさせたいのか、一度置いた建物の移動ができない。 ただの食べられる草から厚板を生み出すという超テクノロジーな文明はあるのに、 一度建物を置くと、一回壊してから、置きたい場所にまた素材を持ってかなくてはいけないという手間が発生する。 そして素材を運んでいるときに、視点を変えるために右クリックを一度でもクリックすると素材を全部落としてしまう。これが本当に腹立たしい。なぜ素材棚のように左クリック長押しでまとめて拾わせてくれないのか。 極めつけはクラフティング要素。 なぜ快適なサバイバルゲームを作ろうとする際、プレイヤーにまとめてクラフティングをさせようと思わなかったんだろうか? その素材が何十個もほしいときに、プレイヤーはただの間抜けなチンパンジーのように左クリックを長押ししたり、何度も連打しなきゃいけない。 本当に一体何を考えてるんだ?装飾アップデートする前にBulkアップデートを導入してくれよ!!!! [h2]なんにも考えてないロボット [/h2] このゲームにはミニオンと呼ばれる奴隷ロボットがいるのだが、 こいつらが究極に融通が効かないのである。 例えばある一定の機械に素材を補給するエンジニアという職に就かせたとする。 そうするとどうなるか。 その機械のリソースが1ポイントでも減ると、そいつは間抜けな顔でそのたった1ポイントを埋めるためだけに、50ポイントも回復するアイテムを持っていって使ってしまうのである。 だれがこんな仕様にしたんだ? もはやこの職というかミニオンは存在が不必要なレベルまである。 一番ミニオンに割り振るといいのはコレクターというただ素材を集めさせるだけの労働だろう。 なんにも考えずに仕事するだけの無能におすすめの仕事だ。色んな意味でな。 [h1]総評 [/h1] 星2点。 どこがコージーだ。二度と快適を名乗るな。 まだコージー◯ーナーでケーキやプリンを買って帰って食ったほうがストレス発散にもってこいだ。
Media

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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 2,402 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.
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 cozy, but there's not enough progress to feel like you're advancing. There's a lot of grinding, there's a lot of searching. It stalls out at multiple points. I tried it, but this might not be for everyone.
I'm a sucker for any setting that gets me up to solarpunk shenanigans on the rooftops of a flooded world. This combined with my love of tidying virtual areas (it's like popping bubble wrap, I swear) made this absolute catnip for several days. Scavenge some bits, make a thing, scavenge bits, upgrade a thing, convert some bits, unlock a new piece of equipment, scavenge more bits than before... It's a time tested feedback loop of dopamine. I did get lost briefly though. One of the unique upgrade items got lost in some weeds and I just flat out couldn't locate the thing for several hours. I'd estimate it padded out my time played by a fourth -- I spent a lot of time struggling against a current of progression that didn't pan out just because I couldn't locate this thing. I'd call that the only negative that I experienced though. It's otherwise a lovely little self-contained crafty experience.
Стилистически игра приятная, музыка норм, первый час интересно, но дальше всё становится хуже. Единственная катсцена в игре это в самом начале, и на этом всё. Постоянный гринд, неудобный и непродуманный интерфейс. Крафтить на верстаке можно по одному предмету, да, зажатием кнопки, но делается всё равно долго. А чтобы скрафтить составной предмет из более простых, нужно сначала накрафтить кучу примитивных, каждый раз зажимая кнопку и ожидая. То есть буквально ты можешь сидеть с зажатой кнопкой на верстаке минут 10 просто ожидая пока крафтятся предметы. Непродуманный геймдизайн. Да, прикольно что ресурсы обновляются, кусты, деревья. Но почему сорвал гриб или растение, а там снова растение? Это прям бесит. Ты вроде зачистил территорию, но растения каждый раз засоряют всё заново и ничего с этим не сделаешь, если сверху не разместишь постройку. Сделали карту, но сделали только 2 посещаемые локации, они кстати показаны трейлере и в описании, остальные просто картинка локаций с его описанием и кнопкой забрать ресурсы, это прям вверх лени. Отдельный вопрос, почему нет нормального пакетного строительства? После одной постройки она пропадает из курсора, приходится заходить в меню строительства, выбирать постройку и снова размещать. Пробовал зажимать шифт, контрл, но нет. Как и вся игра, сделано очень неудобно. Когда строишь много тех же солнечных батарей или хранилищ, это просто надоедает. Игра намеренно затягивает геймплей убирая банальные вещи, и тому кто отвечал за продумывание и реализацию механик нужно дать по шапке. Разрабы намеренно затягивают игру задержками и лагами. Чтобы хоть как-то ускорить процесс и разбавить монотонность, приходится использовать Cheat Engine, потому что разбор одного и того же предмета по несколько минут надоедает очень сильно. Сделать авторазборщик предметов, который допустим за пару минут разберёт предмет? Кому это нужно. У нас в игре есть телепорты, летающие дроны, миньоны, но нет примитивной автоматизации. Логично что в лейт гейме всё должно быть проще, нужно делать меньше бесполезных телодвижений, создавая cozy автоматизацию, но этого нет, тебе приходится всё делать ручками. Причём ничего нового эти разборы не приносят. Даже переключение между сундуками происходит с задержкой. Сделать чтобы ресурсы объединялись в одну сеть и подтягивались в верстак или на станки? Неее, кому это нужно, ищи каждый раз между хранилищами перекликивая. Миньоны это просто ад. Очень медленные даже на максимальном уровне, постоянно тупят, застревают, плохо передвигаются на большие расстояния, долго ищут необходимые ресурсы или не находят их и просто стоят ждут у моря погоды. Чтобы они хоть как-то работали, нужно раздать им задачи и просто идти спать или ускорять игру через CE. Так же они не передвигаются между разными уровнями крыши, а сортировка контейнеров через миньонов вообще не работает и сделана максимально неудобно. Концовка, её нет. В нормальной игре концовка показывает последствия, что стало с персонажами после твоего выбора. Тут нет даже катсцены, просто полотно текста со статистикой, которое ничего толком не объясняет и не раскрывает основной сюжет. Просто сам додумай. И зачем под конец давать выбор, если он за собой ничего не несёт? Просто бы закончили мол дальше будет конец, вы согласны, да/нет, а не давали мнимый выбор. Итог. Игра могла быть нормальной, если бы ей уделили больше времени и сил, но решили слепить из того что было, максимально затягивая процесс, сделали бы игру на пару вечеров, было бы отлично, но разрабы решили, что чем дольше тем лучше, хотя контента в игре очень мало, повторение одних и тех же действий и мини игр сложно назвать контентом. Сама по себе игра не жизнеспособна и это доказывают достижения. То же достижение "построить маяк" это по сути концовка, и на сайте Steam оно есть у 9.7% игроков. Для кози игры это очень мало, и за счёт всех перечисленных факторов игра вызывает только негативные ощущения.
[b]After all, I’d say I recommend this game.[/b] I don’t mind the repetitive gameplay, but you have to keep in mind that it’s REALLY monotonous. If you’re okay with that — this might be your cozy little escape. [b]+[/b] relaxing (cleaning the roofs was really calming) [b]+[/b] the characters you meet are fun and cute, you get to like them [b]+[/b] slowly paced gameplay. You want to decorate? Decorate. You want to clean the roofs? Go do it. The game never rushes you to do anything [b]+[/b] the only "enemies" can be turned off entirely. Even with them on, they barely affect gameplay (I ignored them almost completely, didn't put up almost any defenses) [b]-[/b] the gameplay is... OK. Well it's not bad, but distant; like it’s happening somewhere next to your gameplay, not within it. The ending is pretty bland too [b]-[/b] sometimes you can feel a little lost [b]-[/b] can get grindy, especially those rarest achievements
I want to love this game but it has a lot of downsides that ruin it's appeal in its current state. To name a few: - Poor movement/camera controls (Feels like it should be in first person or be able to have players move via clicking. Especially noticeable when trying to say access an inventory that you feel you're close enough to and you see a white ring around it and you but you get the message saying you're too far away and yet it feels like you should be able to access it or by clicking it in the ring you'd at least walk to the storage automatically) - Not enough options for volume (The robots voice are jarring/sharp and only turn down with the sfx slider) - Missing visual/audio queues when something is happening. (When you get the flying drone unlocked, you have the option for upgrades or for expeditions. When you click on expeditions, you can see the drone fly off and nothing else really happens but it completely locks your movement and camera controls for about 3 seconds until it shows you the expeditions map. I thought it was bugged at first because with nothing really telling me what's going on, I figured the drone was just going to do an expedition itself for a while and eventually come back with resources while I continued on my way clearing things.) - No visual for some important items/hand tools (for example the drill tool, I must have walked past it 100x within an hour of playing not once having seen that it was on a box, where as some of the other tools I had gotten the game would put a marker on it.) - Additionally to the above point, there's no option to highlight certain items to help you find them so if you're looking for say a pipe you'll have to hover over every single thing until you see it appear on your cursor or unless you know what you're looking for. - Character customisation is minimal with most appearance changes unlocking as you progress which in that regard isn't bad but there's no adjusting your character to how you may want to look outside of all the presets and default body shape. - A lot of the recipes/blueprints, especially early on are very cumbersome and take a long time to either find the resources for or actually transport. And if something is in a storage crate near by (say like 4 tiles away) you can't just fill in a recipe from it, at least not from the workbench so far, even after upgrading it once too, but from some other workstations you can with no upgrades and it just doesn't make sense. - Lastly from my dislikes so far, there's not much for decoration early on and thus not much for cosiness. Now, the game isn't all bad, I know what I've listed so far is negative but for what it is as a game. The visual design is fantastic, the idea of a cosiness scale/slider that can be changed at any time is great, the bot designs and characteristics are cute and unique, and some of the buildings are fun like the bot recharging station as shown in the pictures. Unfortunately, I just don't think this game was ready for a full release but I hope the devs will continue working on and updating this game to bring it up to the cosy level it claims to be and wants to be at.
如果是喜欢重复做某件事的人,可以试试这款游戏,我觉得还是蛮好玩的。本来想做全成就的,但是网上搜不到攻略我就放弃了。 1,如果是做全成就不想重开档的需要注意,“食不厌精”和"强硬"这个两个成就是需要在整个乔迁派对完成的,一个是在整个过程中不食用生物质,一个是在整个过程中不昏迷。错过了就只能重开档了,我实在是不想重开,所以放弃做了。 2,传送门个人感觉开的有些晚,好像是做好感度任务送的蓝图,但是那个时候我材料基本都捡完了,只是单纯为了任务才建的传送门,要是早点解锁就好了。 3,小机器人一次只能运一件物品,而且寻路时偶尔会被我或者我建造的东西挡住,不过他们泡澡的时候还是蛮可爱的。 4,前期缺U币的话,种子可以不买的,不着急的话,采集地图上的种子完全够用的,而且越种越多。 5,智能塔有个功能是箱子互通,这个很好用,但是我有点不明白这个箱子排序的机制是什么,用的有点不舒服。 6,中文会出现乱码的现象,但是基本上不影响,不过要是修复一下就更好了。
I Am Future: Cozy Apocalypse Survival presents an intriguing blend of survival mechanics wrapped in a charmingly cozy aesthetic that sets it apart from the usual bleak and harsh post-apocalyptic games. Developed by a small indie team, this title invites players into a world recovering from disaster, where the goal isn’t just to survive, but to rebuild a sense of home and community amid the ruins. This fresh take on the survival genre combines crafting, exploration, and narrative in a way that appeals both to fans of survival games and those looking for a more soothing, thoughtful experience. At its core, the gameplay revolves around scavenging for resources, crafting tools and shelter, and managing the needs of your character as you explore a softly rendered, pastel-colored world. Unlike many survival games that emphasize constant threat and high tension, I Am Future strikes a more relaxed tone. The pacing is gentle, encouraging players to take their time in gathering materials, tending to their base, and uncovering the story behind the apocalypse. This cozy atmosphere is supported by the game’s art style and music, both of which contribute to a calm, contemplative mood rather than one of urgency or dread. Exploration is a key aspect of the game, with a variety of environments to traverse — from overgrown urban ruins to quiet countryside and abandoned settlements. Each area holds secrets to discover and resources to collect, making exploration rewarding and engaging. The world design encourages curiosity, with subtle environmental storytelling that reveals the events leading up to the fall of civilization. Players often find themselves piecing together narratives from scattered notes, weathered objects, and lingering remnants of the past, adding depth to the experience beyond simple survival. Crafting and base-building mechanics are intuitive and satisfying, providing a steady sense of progression. Players can build and upgrade shelters, create useful tools, and customize their living space to reflect their personality and needs. Managing resources carefully is important, but the game avoids punishing scarcity; instead, it fosters a balanced loop where planning and creativity are more rewarding than mere endurance. This approach encourages players to experiment with different crafting recipes and layouts, enhancing the overall engagement. The character’s survival is influenced by factors like hunger, warmth, and mental well-being, but these systems are designed to support the game’s relaxed vibe rather than overwhelm. There are moments of tension, such as dealing with environmental hazards or hostile wildlife, but these challenges serve to spice up the gameplay rather than dominate it. The inclusion of a day-night cycle and changing weather adds layers of realism and strategic consideration without becoming a source of frustration. Narrative elements in I Am Future are subtle but meaningful. Through interactions with NPCs, exploration, and environmental cues, players gradually uncover a story about hope, resilience, and the human spirit’s capacity to rebuild even in the bleakest circumstances. The writing is thoughtful and avoids melodrama, fitting well with the game’s overall tone. This narrative focus makes the survival experience feel purposeful and emotionally resonant. Visually, the game is a standout for its warm, inviting art style. The soft pastel palette and hand-drawn textures create an atmosphere that is as comforting as it is melancholic. The animations are fluid and expressive, breathing life into the world and its inhabitants. Complementing the visuals is a gentle soundtrack featuring acoustic instruments and ambient sounds that further enhance the cozy, post-apocalyptic mood. While I Am Future excels in atmosphere and unique tone, it does have its limitations. Some players may find the slower pace and lower stakes less thrilling compared to more intense survival games. The crafting system, while deep, could benefit from more variety and complexity in later stages to maintain long-term engagement. Additionally, occasional technical hiccups and UI quirks can detract from the otherwise polished experience. Overall, I Am Future: Cozy Apocalypse Survival offers a refreshing and heartfelt take on the survival genre by emphasizing calm, creativity, and emotional storytelling over relentless challenge. Its soothing atmosphere, engaging exploration, and meaningful narrative make it an excellent choice for players looking to experience a post-apocalyptic world in a more gentle and contemplative way. For those tired of the grim and gritty survival games, this title provides a cozy refuge where survival feels less like a struggle and more like a journey toward rebuilding and hope. Rating: 8/10
Много мелочей, которые делают общий опыт неприятным, например вот то что мне не понравилось сильнее всего: - Джиттер камеры на ступеньках - Некуда деть некоторые(!) ресурсы, дезинтеграции и обмена с торговцами я не нашла за 100+ часов В какой-то момент при автоматизации процессов возникает избыток некоторых ресурсов, кафтить с ними других ресурсов не хватает, а строить под них отдельное хранилище не имеет смысла - Сама система общих хранилищ отвратительная Если уже пронумеровал сундуки, а потом переместил куда-то один из них то вся нумерация идет по звезде, они отображаются в списке не по алфавиту, а по близости к... какой-то точке на карте? И ещё моменты, которые меня выбесили, но не достаточно, чтобы пересилить мою лень их расписывать
boring as hell. its just tedious monotonous grinding with very little pay off. and the plot is uneventful so it feels like a giant waste of time by the end of the game.
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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