
IXION is an unrelenting, city-building odyssey across the stars. As Administrator of the Tiqqun, DOLOS’ prototype space station, you are tasked with balancing preservation and exploration as you manage infrastructure, resources and crew. Can you keep the flame of humanity alight in the cold dark?
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 3/day in the week to Aug 29 → 9.86/day in the week after.
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.
About





Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 17.8Kreviews | 79% | — | $19.6M |
| $34.99 | 412ratings | 70% | — | 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 1042 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a difficult negative review for me. Because I like the "Frostpunk in space" gameplay, the music, the writing. But the game just takes too much of my time. And in a bad way. I do not know if this was an intentional "let's torment people with OCD" design, but all the buildings have such sizes that it is next to impossible to have a decent layout without spending insane amount of time for, in the end, a very little gain. The research that either drags forever or you sacrifice all the other options and push for the full upgrades for the research centre. And after that you can finally research everything with ease. On normal difficulty at that point you can just leave the game running for several hours - so by the time you are back, you have a lot of research points and can "buy" anything you want. On the higher difficulty that doesn't work. And it doesn't work on the higher difficulty, because incidents happen left and right. Even when the working conditions are normal and my people are happy. They still happen at random. It is not difficult to deal with, it is just tedious. Because a semi-permanent solution would be having 30 extra workers in each sector - to replace those injured. And having 2-3 infirmaries - to take care of injuries. But at the start of the game that would require a lot of additional food and energy infrastructure, as food is very inefficient at that stage. So I just have to micromanage all this mess - which is, again, not difficult, but tedious and time consuming. On top of this the ships that just want to fly to the same destination to pick stuff from the same point of interest. Despite the same type of cargo being available in a dozen of other places. So only one gets some cargo, others return empty. And then they do the same immediately again. Unless I micromanage them in some ways. An annoying bug that made a ship stuck in a docking bay - considering "unloading", so I couldn't unassign it from that dock. But not actually unloading. And preventing the other two ships from using the same dock. Had to dismantle the dock and to build it again to resolve it. EVA airlocks with their hull repairs. More micromanagement. Why can't I just say: "keep the hull at this percentage and pause automatically when the hull gets repaired above that"? In Chapter 2, for example, one airlock is not sufficient to keep the hull stable. Two airlocks are overkill - they just waste too many resources for nothing. So I end up toggling one on and off regularly. Very unfun gameplay element. And it is everything there like this. What could have been an awesome game with some quality of life features ends up being a micromanagement slog. I might finish it despite all this - just to have another go at the story (played the game on another platform at launch). But this excessive waste of time was a real feeling back then. And I start feeling it again now. Later UPD: I just can't. It gets better after the initial research and material collection are done - the economy gets enough breathing room, so I can simply ignore all the frequent warnings about accidents here and there. Now I can ignore most of the stuff and just finish the remaining 2.5 chapters. But I am so tired of this unpleasant gameplay.
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.
Latest in each market: best RU #29, worst CA #78 · 6 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, French, Italian*languages with full audio support
| $12.25−65% |
| 119ratings |
| 84% |
| — |
| not modelled |
| $34.99 | 61ratings | 84% | — | not modelled |
| $12.24−65% | — | 92% | — | 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pros: 1. A potentially interesting storyline, albeit very linear and somewhat predictable 2. A good soundtrack to immerse yourself in the atmosphere 3. There are many Easter eggs and references in the game Contras: 1. Strictly linear progression with no variety whatsoever. 2. Constant need to save before any event. Some game mechanics are completely illogical and were introduced solely to complicate the gameplay. You will have hundreds saves at the game's end. 3. The impossibility of completing the game due to a decision made in the distant past forces monotonous replays (see # 1) or reliance on guides or event databases, which in turn completely kills the joy of discovering something new on your own. 4. Very, very poor optimization. The game's 3D graphics are quite simple, but for some reason the gameplay is accompanied by the howling of the cooling system on a fairly powerful PC, as if you were playing a AAA shooter at 4K instead of reading text on the screen with a picture in the background. 5. The game interface is glaringly flawed, and the tutorial is minimal and boring. As an example, you learn about technology upgrades completely by accident, after yet another loss due to famine, riots, or ship loss. As a result, you're forced to start over and over and follow the developer's intended path, and nothing else. A lot of information is hidden behind a interface, and the game rarely warns you of potential problems. Usually, you have to restart the game afterward... 6. Resources. After the Nth game attempt, you realize that you need to build strictly according to the game's "hints," since you're given extremely limited resources and you'll find yourself replaying the game over and over again because it simply becomes impossible to complete. The game has incredible potential, but its completely linear plot ruins it. After yet another "unforeseen" event that was impossible to predict and therefore impossible to counter, you have to replay it. After a dozen attempts, you simply delete the game, and your curiosity is satisfied by watching a walkthrough on YouTube. Perhaps a remaster is in order and fixes the obvious flaws, at least those related to optimization and the interface. Something also needs to be done about the linearity. In the well-known "cold" game, which the developers clearly took inspiration from, linearity was also present, but the game did not punish so harshly for a mistake made a couple of hours earlier and in most cases allowed the situation to be corrected. Here to save yourself and avoid the hassle of seeding, as the game is unforgiving, you can only play after reading numerous guides, which completely kills the fun. Right now, you can just "beat" the game on YouTube. On normal difficulty, I'd only ever reached the 2nd system, and then everything would end in unrest, strikes, or the impossibility of further progress due to resource depletion or depletion of science points, which are replenished in an expensive laboratory building at a snail's speed. I deliberately avoided reading or watching other players' guides and tried to get to everything on my own, but used saves because quickly realized that without them, the game would have ended even earlier.
This isn't fun. Every system fights against you, making the game worse and worse as you progress. Give you an example: Built a refinery, which overloaded the power. it exploded just as it was built, preventing me from shutting it's power off, causing a district to miss a meal... there was plenty of food, but these "people" would rather starve than eat in the dark... causing 365 people to go starving... and instead of eating when the power was back on... they continued starving for 5 more cycles to the point where they started revolting, blowing up even more stuff and killing people. Don't even know *IF* I can recover from this, as there's no way to bolster the moral back up. All this.. because they REFUSED to eat in the dark and REFUSED to eat when the light came back on. Then there's the cargo ships. They won't go around filling up their cargo... they go to ONE place and pick up what they can and come back. If that's 1 piece of iron... They'll go right past all the other spots to carry that ONE piece alllllll the way across the system to the mother ship. Same with cargo trucks... they'll drive right past where they need to go to put them in storage and ONLY from storage can they go to their destination. You're under constant "time constraint" due to repairs require a constant source of iron AND staying in one system too long creates a massive dump to moral. If you like stress, this is the game for you. If you want something fun, or entertaining, look elsewhere.
I actually wanted to recommend IXION, because the core building gameplay really does make a strong first impression. The build loop is satisfying, the presentation is great, and the game looks and sounds excellent. The story also starts off pretty well. But the further it goes, the more it falls apart. By the final mission, the story completely lost me. Either someone seriously fumbled the writing toward the end, or I was suddenly too dumb to follow what the game was trying to do. Either way, it stopped feeling coherent. Now that I’ve finished it, my overall impression is that IXION is less a punishing survival city-builder and more a narrative game where you also get to build things on the side. The problem is that the decisions don’t feel very meaningful, resources are usually abundant, and because of that the game never really develops much mechanical tension.
IXION — 10/10 Beautiful game. Many might not enjoy it, but if you’re ready to be humbled by your own ship and your own population, this is for you. Long, brutal, unforgiving, and unforgettable. The story stays with you long after it ends. If you’re into space and heavy management survival games, you’ll love it. It is either a heaven-management game… or a literal hell of management. The soundtrack is incredible and elevates the entire experience — cold, emotional, and perfectly fitting the atmosphere. Oh! One last thing. Hope you made it, Administrator…
Well, what can I say… I have mixed feelings about this game. I love city-builders like Frostpunk, especially in a space setting, but this game really frustrated me. The atmosphere is great, the concept is awesome, and the gameplay is engaging and addictive, but… How is it possible that in four damn years the developers still haven’t fixed the resource transfer bug between sectors? It’s incredibly frustrating. I eventually just dropped the game because the resource transfer logic is poorly designed, unfinished, and on top of that is buggy. I’m giving this game a negative review specifically so the developers and publishers pay attention to this issue, and I don’t recommend buying it for the same reason.
Титанически кривой менеджмент ресурсов - чтобы перенести из сектора в сектор 1 деталь, нужно натурально сделать 500 000 нажатий. Сами по себе ползунки переноса ресурсов ощущаются *нормальными* только пока у вас не более 2 секторов. Как открываете 3(а их тут будет в итоге 5) - это все вообще превращается в дикий ад. Можно попробовать зайти в расширенную версию передачи ресурсов и сразу понять, что там даже разбираться не хочется. В экселе я за свою жизнь насиделся. Самое смешное, что это можно тупо исправить кнопочкой *автоматически переносить недостающий ресурс в сектор* и проблема будет решена. Один-два клика вместо миллиарда. Но нет...у нас тут типа тяжелый сити билдер в космосе. Реиграбельность компании заключается в ее крайне дикой заскриптованности - в игру заложена туча, и телега сверху, сюжетных и около сюжетных эвентов, которые убьют вас на 1 прохождении, если вы не будете знать про них заранее. И таких эвентов под каждую главу заложена туча. Точно так же по карте распределены ресурсы и активности. Это одна из тех игр, где можно проиграть просто из-за того, что ты делал 3 часа назад неверные выборы. Уже на 2 главе(тут их 5 + пролог) ЛЮБАЯ крупная ошибка на стандартной сложности ведет к поражению. Я натурально проиграл заход, где у меня склады ломились от ресурсов, но все так расстроились потере одного корабля, что я просто не смог от этого оправиться. Они начали бунтовать и сами убили мне всю экономику и себя ЛОЛ. Многие космические эвенты имеют выборы действий. Некоторые из низ могут привезти к смерти или ранениям экипажа и судна. Многие эти эвенты обходятся дополнительными апгрейдами команды и корабля. Заранее про это вы никогда не узнаете, а значит что при *новом заходе* будете заранее качать то, что уверенно продвинет вас вперед(чтобы откиснуть от другого рандомного эвента). По итогу даже в рамках 3 глав, что я успел сыграть, я могу прямо сказать, что тут ты либо идешь четким путем которые продумали разработчики в своей голове или проигрываешь. При чем как мне известно, в финальной главе на игрока бросают такой вызов, что там реально надо готовится чуть ли не с середины, иначе гг. Это очень важный момент тк в условном фроспанке вот эта *матерая* часть игры выпадает на первую треть. Дальше вы либо уже стабильно идете каким-то курсом, либо проигрываете. Тут вся игра выглядит как первая треть во фростпанке +, как я уже писал выше, дикая заскриптованность в событиях. Самое страшное, что вы можете быть на пороге проигрыша даже этого не осознавая. Баги и мистические ситуации - я более чем уверен, что в игре на уровне просчетов существуют крайне дикие баги. Так, например, при втором заходе в первые 2 часа игры я сделал все абсолютно тоже самое, что делал при первом и....все умерли от голода. Вот так просто. Одинаковое кол-во людей, одинаковое кол-во зданий и прозводства пищи, но неожиданно 200 голодающих и смерть. Вообще тема голода тут работает на каком-то диком уровне. У меня ощущение, что если ты просто прикоснешься к моменту, когда людям не хватает еды, то это автоматически сноуболит тебя на то, что голодают вообще все. И это происходит именно мгновенно. Итоги: Исследование космоса и эвентов реально забавные(пока ты не начнешь проходить их по 5 разу при переигровке). Я бы даже сказал, что оно намного забавнее чем во фростпанке. Процесс строительства ощущается очень приятно + в игру прямолинейно заложено, что за счет эвентов и апгрейдов вы будете ооооочень много делать перестроек на станции. Это реально приятно и круто. Нужно только заучить как стих что и когда строить(вместо того чтобы получать удовольствие от экспериментов). Менеджмент ресурсов - душен и очень убог. Ощущение, что они просто не смогли додумать то, что хотели сделать и сделали как смогли. В определенный момент игра превращается в 50 000 кликов по 10 000 складов ресурсов тк какой склад что принимает надо менять на лету. Очередная фича которая кроме времени и *клика* ничего не добавляет. История - самая сильная часть игры. Банально хочется узнать, что там будет дальше и какой итог. Игра встречает весьма приятными катсценами и синематиками и, честно, весьма быстро всасывает в себя как губка воду. По итогу могу сказать, что если бы не тонна крайне странных решений в балансе, управлениями ресурсов и заскриптованностью *страшных* событий - игра могла бы легко положить оба фростпанка на лопатки, но в итоге...имеем, что имеем. Ради истории на низкой сложности рекомендую(просто чтобы насладиться процессом строения и историей). Выше стоит идти только если время есть тк тут даже до 2 главы дойти занимает часов 5, и проиграть игру на 3 или 4 - это просто дикий удар по менталке. Можно создавать точки сохранения в определенных моментах игры, но при их загрузке на вас будет давить вот этот момент, что нужно опять заного строить тонны зданий, которые вы уже строили. Сам лично еще попробую пару заходов, но желания все меньше и меньше. Как никак я видел, дай бог, только половину игры + хочется банально отбить потраченные деньги. Ненавижу склады
Not sure what it is about this title. I've tried to play it several times but have always glanced off, usually about the time of the second chapter. The pacing feels off. The resource management seems to have been very finally tuned so you don't have much room for error. The optional objectives you get given are often traps, but if you don't take enough of them then you are penalised. The presentation is good, but empty, relying on music and vague dialogue to pretend to be more than it actually is. Though clearly I wouldn't have kept it installed all these years, and tried it on and off every one of them, if there wasn't something I wanted to get out of it. Well, I give up, I'm done trying, and can't recommend it to anyone. Under all the paint, I think there is a game of dull and ill conceived substance. There is not enough time on this planet to waste it here.
Frostpunk in space, but more focused on the interior building, hull repairs, resources, exploration and teching up rather than the moral choices. The best I've played in this genre, cause I also get to be the bosmang of a beltalowda station.
Я обожаю эту игру, так как люблю научную фантастику и космос. Но ставлю игре палец вниз. Ибо Kasedo Games решили, что так как я родился в РФ, я не должен иметь возможности покупать Warhammer 40,000: Mechanicus II. Сначала вскормим авторитарного диктатора в обмен на нефть и газ, будем закрывать глаза на беззаконие, цензуру и уничтожение институтов в какой-то там РФ, а как только диктатор закономерно развяжет войну на эти деньги, так накажем за это людей. Профит. А потом избивая простых людей, издатели делают вид, что "очень небезразличны" к войне, Украине и диктатуре.
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 |
|---|---|---|---|---|
| $19.6M | 137.4K | 93% | $5.99 | |
| $201.7K | 1.5K | 61% | $4.99 | |
| $107.3K | 161 | 47% | $19.99 | |
| — | 119 | 84% | $12.25 | |
| — | 0 | — | — | |
| $926.3K | 1.1K | 65% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.6M | 86.5K | 96% | $9.99 | |
| $19.6M | 29.1K | 92% | $19.99 | |
| $19.6M | 57.6K | 93% | $9.99 | |
| $19.6M | 36.5K | 96% | $19.99 | |
| $19.7M | 96.4K | 96% | $14.99 | |
| $19.7M | 16.4K | 75% | $39.99 |