
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
I am giving this game a positive review - although I will not play it anymore. Here is why: The game is well made and I did not encounter any bugs. It would be unfair to rate it negatively, it does well what it is supposed to do. For me, however, it is not a game I enjoy playing, because the gameplay progression is largely scripted - it is an interactive adventure, more or less. I enjoy sandbox games, no scrpted events, no goals to meet to progress. Here we are held by the hand and ushered from taks to task - complete it and the next goal becomes visible. A bit like Schedule I, where you unlock new stuff with your progression, but the path is predetermined. I just wish the description of this kind of playstyle would have been more clear on the product page.
I want to like it, but every time I tried to start again or replay I'm turned off again because the game is so finicky and punishing in basic areas like building space, storage, and even building/resource transportation speed. I dont mind hard games, and I often play them, but it feels like Ixion focusses on making all the wrong parts hard instead of adding challenge to the engaging parts. Plus, the science unlocks after tier 2 which are extremely important are very poorly signposted.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
它有着整个游戏界影视界最浪漫的跃迁,但却杂糅了所有经营建造游戏的缺点。当我不小心让刁民加了2分钟班,5个车间爆炸的同时,我还要拯救迷失在宇宙风暴的采矿船,SL整整30次也无法避免采矿船碎成渣渣的命运。[b]这一刻,我觉得自己就是伊克西翁,先是背叛了人,之后又背叛了神,被绑在这个旋转的太坤号上永受火刑。[/b]
WOW!! honestly just WOW!! this was amazing on all counts and has had me addicted all weekend. If you love city builders, or any sort of resource managment games this is for you. I would describe it simply as it scratched an itch I didn't know I had from games like frost punk and FTL Visualy 10/10 Musicaly 11/10 (HONESTLY THE MUSIC IS PHENOMINAL) Game mechanics 9/10 Plot 9/10 voice acting 10/10 I was not expecting to get so into this game.
表面上是有一定自由度的末世宇宙自动化建造游戏,实际上是毫无自由度的流程式RPG。利用极其有限的资源和缓慢的科技来控制(教)玩家按照既定的顺序进行游戏,甚至探索并完成哪颗星球事件都需要既定的先后顺序,不然卡着资源就是刁民暴毙,甚至死党。推荐喜欢背板的玩家来狠狠受折磨。
美术和音乐是顶级的,但整体就是一个视觉小说,游戏基本是线性的,没有什么种田的自由度。只要你想停下来正常地种会儿田,它就用各种游戏机制和恶心的数值逼着你往前走,像赶着送死一样。 和《冰气时代》一样,都是开发者想要教玩家做人的典型。不像《边缘世界》(RimWorld)的泰南那样,能慷慨地提供一个广阔的舞台让玩家去自由发挥,这游戏它完全就是定死了一个剧本,把你按在座位上,非要让你去了解开发者的创意和想法,显得比较狭隘。
This game. Stresses. Me. Out. I hate it. I know for a fact though that there are people who enjoy panic-inducing resource management sims, and it is fantastic at doing that. Inducing panic, I mean.
I really enjoyed this game. In many reviews, you can read comparisons like "Frostpunk in space" or "a survival game in space." But in my opinion, this is not a very accurate comparison. It might seem that way after completing the prologue, but once you play through at least the end of the first chapter, you realize: this game is primarily about production and building the most optimal logistical chains under conditions of limited resources. The core gameplay mechanics felt very interesting to me. The building aspect was simply excellent - sometimes you need to reshuffle buildings, swap their positions, so that the robots can deliver resources faster. It was really satisfying when you change just a couple of things in the ship's layout and food production doubles as a result. I also enjoyed sending probes into space to extract resources. I also felt a pleasant sense of anticipation every time a probe was about to reveal a new planet, asteroid, or human-made ruins. It was always exciting to discover a new piece of the story hidden behind them. What I liked about the plot is that it doesn’t answer all the questions, leaving a lot to the player’s imagination. At the same time, it keeps you in constant suspense. Sometimes, when you lack motivation to push through a difficult building challenge, you still continue just to reach a new planet or uncover the next story fragment. I also really liked the ending. Every choice has its own advantages and disadvantages, but each one interestingly develops the main narrative conflict.
UA Ну що ж шановне панство, що можу додати. Рекомендую - якось банально. Розписувати детально? Якось давно то все було. Спогади ще лишились, але віддалені. Пам'ятаю, що пройшов її досить швидко, бо було цікаво, що ж далі. Гра затягнула надовго, як у свій час Frostpunk. Навіть не хотілось нівщо інше грати. Таких ігор в моєму не маленькому досвіді було близько 10 штук. Гра цікава, медитативна, може інколи потримати в напрузі, навіть можливо декілька разів пограти - реіграбельність присутня. Але суб'єктивний мінус, якщо грати трохи в довгу, досліджувати кожен куточок і добувати ресурси по максимуму. Не скільки треба по основному сюжетному завданні і все, то між ''Главами'' досить швидко забиваються ресурсами усі склади і не знаєш, як боротись з перелімітом. (Таким грішать багато ігор на середніх-пізніх етапах, та я спромігся і на почтковому) =) Гра хороша, цікава, музика повторюється, але не набридає. Суб'єктивно 10 з 10 Дякую за увагу =) Гарної вам гри! ENG Well then, dear audience, what can I add. Recommendation – sounds kind of trivial. Describe in detail? It all happened quite a while ago. The memories remain, but they’re distant. I remember finishing it rather quickly, because I was curious what would come next. The game pulled me in for a long time, just like Frostpunk did back in the day. I didn’t even want to play anything else. In my not-so-small experience, there have been about 10 such games. The game is interesting, meditative, sometimes it can keep you tense, and it even has replay value – you might play it several times. But a subjective downside: if you play for the long run, exploring every corner and extracting resources to the maximum, not just what’s needed for the main story task, then between the “Chapters” all the storages quickly get overloaded with resources, and you don’t know how to deal with the surplus. (Many games suffer from this in mid-to-late stages, but I managed to hit it even at the start) =) The game is good, interesting, the music repeats but doesn’t get annoying. Subjectively, 10 out of 10. Thank you for your attention =) Enjoy the game! JP さて、皆様、何を付け加えられるでしょうか。 おすすめする――少しありふれた感じ。 詳しく書く? もうずいぶん前のことだ。記憶は残っているが、遠い。かなり早くクリアしたのを覚えている、次が気になって仕方なかったからだ。ゲームは長く夢中にさせてくれた、かつての『Frostpunk』のように。他の何も遊びたくないほどだった。私の少なくない経験の中で、そんなゲームは10本ほどしかない。 ゲームは面白く、瞑想的で、ときに緊張感を与え、何度か遊ぶこともできる――リプレイ性はある。ただし主観的なマイナス点として、長くプレイして隅々まで探索し、資源を最大限に集めると、メインのストーリー任務に必要な分だけではなく、「章」と「章」の間で倉庫がすぐに資源でいっぱいになり、余剰分にどう対処するか分からなくなる。(多くのゲームが中盤から後半でこの問題を抱えるが、私は序盤でもやってしまった) =) ゲームは良くできていて、面白い。音楽は繰り返されるが、飽きさせない。 主観的には10点満点中10点。 ご清聴ありがとうございました =) 良いゲーム体験を!
这不是经典经营游戏,而是关于探索“定义人类”的的思考 很多人批评《IXION》资源匮乏、空间站持续破损、整体氛围压抑向下,认为它缺乏传统建造游戏“积累-突破-胜利”的正向反馈。但这源于用错了评价标准。 《IXION》的核心设计意图非常明确:它不是一款以数值成长或基地扩张为目标的管理游戏。资源限制、系统衰减与派系内耗是刻意为之的机制,目的是还原长期深空任务的实际状态:没有外部支援,没有阶段性胜利,只有维持生存的持续消耗。 游戏直接给出了一个清晰的结论:探索与求知是人类区别于其他物种的根本属性。人类文明的延续不仅依赖物质生存,更依赖对未知的好奇与向外拓展的意愿。 当“太坤号”最终选择放弃探索、转向内部封闭与维稳时,游戏明确表达了它的立场:失去探索精神的生存只是机械的自我循环;停止向外追问的文明,已经不再具备人类的本质。 这种“向下”的氛围不是设计缺陷,而是对“文明停滞”的直观呈现。如果你用传统经营游戏的标准衡量它,自然会感到挫败;但如果你接受它作为一场关于人类星际旅行面临的“困难”,以及生存的严肃讨论,它会清晰地告诉你:我们之所以为人,是因为我们永远选择走向未知,而不是在安全中停止脚步。 推荐。 本作不适合追求轻松建造与持续正反馈的玩家,但适合愿意在游戏中直面文明存续命题、理解“探索即人性”的受众。 Not a Management Game, But a Clear Statement on Exploration and Humanity Many criticize IXION for scarce resources, constant station decay, and a consistently bleak atmosphere, arguing it lacks the progression and payoff of traditional survival-builders. This misses the game’s actual design intent. IXION is not focused on base expansion or numerical growth. Its resource constraints, systemic degradation, and factional friction are deliberate. They simulate the reality of long-term deep-space operations: no external rescue, no milestone victories, only the continuous cost of staying alive. The game states its conclusion directly: Exploration and curiosity are fundamental to human identity. Human civilization depends not only on physical survival, but on the drive to seek out the unknown and push beyond established boundaries. When the station ultimately abandons exploration in favor of internal control and isolation, the game makes its position unambiguous: survival without the drive to explore is merely mechanical maintenance. A civilization that stops asking questions ceases to be human. The “downward” atmosphere is not a flaw. It is a direct representation of cultural and intellectual stagnation. If you judge it by standard management-game metrics, you will feel frustrated. If you approach it as a structured examination of human purpose, it delivers a clear message: we remain human only as long as we choose to move toward the unknown, rather than settling for safe stagnation. Recommended. Not for players seeking relaxed building or constant positive feedback, but for those willing to engage with a serious narrative about why exploration defines humanity.
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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