
Machinefall is a post-apocalyptic real time strategy game set on a fully playable global map. Lead humanity’s last survivors as they build bases, gather resources, and wage massive battles against an overwhelming machine swarm. Progress through technological eras from Stone Age to Atomic Age.
Modeled estimate, not a reported figure. How we estimate →
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): 0.43/day in the week to Aug 25 → 0.57/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.
About
Machinefall is a post-apocalyptic real time strategy game that combines base building, resource management, large-scale battles, and a massive world map. Lead the remnants of mankind in a desperate struggle for survival. The planet has been ravaged by an army of mechanical bugs, leaving cities in ruins and civilization in tatters. Starting with only a handful of survivors, you must rebuild from the ashes, gathering resources, establishing strongholds, and rallying humanity’s last hope against the relentless superiority of the machines.
Earth is your playground, offering unparalleled scale and immersion. Zoom seamlessly from a detailed orbital view of the planet down to street level skirmishes anywhere on the map. Control the action on both micro and macro levels, whether commanding individual units in the heat of battle or making high level strategic decisions to tip the war in your favor.
Prepare for breathtaking battles as you lead massive armies into combat. Experience the chaos and intensity of thousands of units clashing on the battlefield, with swarms of enemy bugs testing your strategy and resolve.
Begin with modest settlements and evolve into a network of industrial powerhouses spanning the globe. Construct and upgrade buildings, extract valuable resources, and process them in factories to fuel your war machine.
Advance through distinct technological eras, each bringing unique upgrades and abilities to the battlefield. Begin with primitive tools and basic strategies, then unlock advanced technologies as you progress. The tech tree offers a wealth of possibilities, enabling you to customize your approach to combat and resource management as you rise to meet the challenge.
With a mix of grand scale strategy, intense real time battles, and deep resource management, Machinefall offers an unparalleled gaming experience. Lead humanity in its darkest hour, fight for survival against all odds, and reclaim the Earth from the grip of mechanical dominance.
Engagement
Reviews
Themes across 122 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
7/10 - This is exactly the kind of game I've been looking for, from Rusted Warfare to Total War; but always come upon shortfalls like performance, depth, plot, scale and theme. And I say this lightly because it has the scale of Rimworld/Planetary Annihilation, with the intricacy of Songs of Syx, which I love. The depth, I have to say is pretty piss-poor. You can't build houses, only can you repair demolished ones that are prefabbed on scenario start? After the initial few waves, difficulty doesn't seem to ramp up. 2010 UI for building? I understand the theme but it feels janky. Make the building filters more strict, kind of redundant to have 20 categories of buildings but literally half of the buildings are in every category. Lag spikes, of course, with troop movements and lots of trade routes; kind of expected. There is no super AI or human opponents, just bugs. Like once you gather 100 veterans; you can one shot everything on normal difficulty. At this stage, it wouldn't be a bad idea to add mod support. Add scaling options for difficulty, and expand the City Halls to automate trade; if that's possible. Right now have to manually import/export based on supply and demand; which wouldn't be a gripe if I didn't have waves spawning every 5 minutes on hard difficulty TLDR; Needs more time to bake.
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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, Czech, Russian, Simplified Chinese, Italian, Japanese, Korean, Polish, Portuguese - Brazil
Hours played at review time, across 122 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun game with a great concept. Managing resources once you've got loads of cities is too much and the game doesn't explain/or have good enough ways of managing resources at scale. Wish I could recommend but until it becomes easier to manage at scale its a thumbs down from me.
할만한데?
The game is not finished. I would not recommend buying until it gets updates. The game cannot keep track of the number of units it allows when using certain transport units. Units inside zeppelins can go missing completely when transitioning between world view and regional view. Nukes completely break the game balance and give you the win. The game wants you to kill objectives around the globe but doesn't handle late game well, just nuke nests to win. Islands are completely unbalanced. Once taken over enemies do not spawn there and have no means of attacking. Game pushes you to turtle on an island and just nuke nests. There is no reason to not start in Japan. My biggest complaint is the lack of ability to manage more than one unit's backpack at a time. Dumping arrows for ammo or ammo for grenades is a monumental chore. I would also like to tell units exactly what they can resupply their pack with without having to gut the inventory of a building.
unplayable, buggs blocking progress
Она в целом неплохая, но на каком-то этапе становится слишком репететативно и однообразно - стоит набрать 200 лучников или пару десятков грузовиков с ними - и в принципе паровым катком гоняем по карте, иногда возвращаясь за пополнением и подхилом. Не нравится софтлок в развитии из-за заданий. Где-то на пару вечеров может затянуть.
Good so far. You got the whole world to conquer. You gotta do quests to get through your tech tree which is really helpful for learning the system. Do i dare say its, Fun? Well yes i do. What needs work, optimization for fast forward mode, its not game breaking and the Ai doesnt get stuck so its not a big deal but you might see what i see. Sound design is ok, The music is cool, the sound effects of attacking bots gives you a heads up when you might be busy doing other stuff. I had a tiny group i couldnt see attacking me and only cause i heard them i started looking closer and sure enough they were in a tree line assaulting one of my blockades. I quickly redirected a group of archers to that blockade and it has been secure since. Thanks for the cool game.
Do you know Eras Zombie Invasion? The fun map from Warcraft 3? - It's basically this plus some "They Are Billions" but in single-player. Start anywhere on the world with some soldiers and start expanding and building. It centers around a medium complex economy and unit production at its end goal. The attack waves grow, bosses spawn and your tech tree is more of a quest log, an innovative design. The automation system running in the back functions somewhat well but sometimes intransparent, so you might not understand some ruleset but the system will function even without your input so you can focus on expansion and combat. There are some kinks left and it sometimes feels janky. But maybe some of the profits made with sales can go back into refining and improving the system. A highlight would be if we could get a multiplayer like Eras had. Overall if you want to experience something innovative and never seen on this scale I recommend it.
Как и писали в других обзорах. Сейчас на релизе игра простенькая и топорная в управлении. Но это не делает её плохой, это именно те инди игры которые предлагают что-то новое и интересное, в отличии от ААА мусора от помойных компаний, которые тупо разучились делать игры. Но если у тебя компания с ♥♥♥♥♥♥♥♥ ты это не исправишь так просто, а добавить глубины и пофиксить косяки в этой игре довольно просто
Please note I checked out with less than an hour playtime due to my subjective expectations and refunded, I didn't even complete the tutorial. Really cool concept, needs more time in the oven. With the wealth of Horde survival games released over the last 10 years, there is a level of polish and onboarding you expect from this Genre. Other titles such as "They are Billons" had far better player onboarding in early access than this game does at full release. At some point I closed the tutorial and relaunched later on. I noticed heavy frame drops that didn't stabilize and made the rest of the tutorial unbearable to play, relaunching again didn't resolve the issue, if anything it seemed worse. This was enough for me to throw in the towel and refund. I'll come back at a later date assuming this gets further love and attention from the Dev.
Selling now
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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.
Players also reviewed
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