
Memoriapolis is a historical city builder where your city grows organically across 5 ages, from Antiquity to the Industrial Revolution. Manage resources, interact with factions, and shape your dynasty toward building a final Wonder with easy, normal, or hard difficulty levels.
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.
Every market we collect.
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 20 → 1.14/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

Place the buildings. The city grows organically and districts expand. Manage resources, navigate faction demands, and guide your dynasty to its final goal : building one of three Industrial Revolution Wonders — the Eiffel Tower, Neuschwanstein Castle, or the Statue of Liberty.
Relaxed or challenging : difficulty settings adjust objectives, faction pressure, and resource balance to match how you want to play.

Factions now have personalities: Altruist, Warrior, Expansionist, and more. They don't all want the same thing, and they won't all negotiate the same way.
Your dynasty's goal : reach the Industrial Revolution and build one of three final Wonders — the Eiffel Tower, Neuschwanstein Castle, or the Statue of Liberty.
The city is more open than before. No more cycle limits. No more closed districts. New maps, Steam achievements, difficulty levels have also been added and more!
At the heart of it all : the Dynastic House that grows with your city across every age.

Memoriapolis spans five historical eras : Antiquity, the Middle Ages, the Renaissance, the Age of Enlightenment, and the Industrial Revolution. Each age transforms your city with new architecture, new challenges, new Monuments to unlock.
No rigid grid. Your city develops naturally, expanding through districts shaped by your choices and your citizens. No two playthroughs look the same.
Construct iconic landmarks like the Library of Alexandria, Windsor Castle, Leaning Tower of Pisa, Palace of Versailles and more to give your city a unique identity through time.
Factions have personalities — Altruist, Warrior, Expansionist, and more — and they have demands. You can accept proposals directly, negotiate terms, or choose to favor one faction over another. Engage as much or as little as the game calls for.

Your city grows organically and you guide your dynasty across the ages. Factions add depth but you are free to engage with these systems at your own pace.
Banners & Wonders is the biggest update since launch. Factions now have personalities, construction is more open, new maps have been added, and your dynasty now has a final goal : build one of three Industrial Era Wonders.
Yes and no! Select your difficulty at the start of a run: resources, faction pressure, objectives and more… all vary depending on the level you choose.
Each playthrough is different thanks to different maps, different factions, different Wonder to build at the end. The organic growth of your city means no two runs look the same.
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 79 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's nice but I can't recomend it due to performance issues: it is literally impossible to play after the medieval age with half a map occupied. Everything is painfully slow, it makes no sense. something is eating up all cpu and ram. my pc is decent btw. 32gb ram old nvidia 2060 but reliable. I've played simulations way more complex than this game with this pc and was no where near all the lag I had in medieval time. When I passed to rennacense it made no sense, I can't play this anymore.
After finishing a full playthrough, I think I have a good idea of the game and what it offers. In short, Memoriapolis is a good, interesting city builder... and a bit of a strange one. In it, you create and grow a city with the sole aim of building a wonder, moving through eras while managing the people's needs. Aaand babysitting political leaders. To address the elephant in the room: no, that's no Caesar 3, nor does it has to be. The negative reviews, I feel, come from players that expected a "regular city builder", and didn't find it. Well, yes. Memoriapolis takes a somewhat opposed approach to the genre. The upset is understandable though: in here, production chains are reduced to the strict minimum, there's no logistics, no road layout, no house placement, no worforce micromanagement. Thus, the game is "empty", "lacking" and "boring" to some. Yet, playing this game made me realise that other city builders - the big ones first of all - didn't expect me to be a mayor, a city leader. They expected me to be an entrepreneur, a company director. One quick example: money has little use in construction. Researches and buildings don't require it, except a few unique buildings. It's used mostly in political actions, bribery, and event management. And it comes only as a cut from the factions taxing their own people - you don't tax people yourself -, or from resources selling. You don't need to swim in money, thus, the game doesn't give you a way to mint money from gold. Instead, gold is used to make gold leaves. Basilica and ambassies' ornament, y'know. Memoriapolis doesn't ask you to make, distribute and export furnitures, olive oil and jewelry, because that's not your job. It asks you to lead a city, not to build your own international megastore. That's a bit of an unfair claim, of course. Cities too must take care of their commercial balance, that doesn't make them entreprises. Still, the focus is clearly not on the commercial or production side of things. All you collect and produce is aimed at construction: wood turned into beams, stone into blocks, clay into bricks, sand into glass... That's all fair and good, but then what the heck do you do in Memoriapolis? The answer, in short, is: you manage the political turf war. This is a game of influence. Six factions will spread across the districts, and you're here as an arbiter. You can let them do whatever they want, of course, and they'll like it. You can play favourites, and the favourites will like it. Or you can undermine them, and they won't like it. Why should you care if you're popular among the factions leaders, or interfere in their turf war? Because *they* are on the council voting on laws and decrees. If the two elected factions don't like what you did to them in the past... it'll cost you to do anything politicaly. But it's a city *builder*, so what do you build exactly? Why, public buildings, of course. Were you expecting to build stores? :) It doesn't seem revolutionary, yet it changes how to manage and grow your city. The buildings you erect are landmarks that attract settlers to create new housing districts and roads, provides a flat number of people's needs, and spread the influence of one or another faction. Depending on how you put them down, these buildings can create a dense megalopole, a tiny town with many faraway suburbs, a clear cut of faction holdings, or a complete chaos of districts switching from one faction to another as everyone tries to up eachother. The bigger the faction, the more the taxes, and the more chances they'll end up on the city council, hopefully liking you enough to let you do what you want. In short: put a building here to grow your religious district. Careful not to let it spread too close to the nearby military stronghold. There is a whole building upgrade mechanic, that sometimes switches the affiliated faction: a military castrum can evolve into a political castle. Ruins appear at some point too, and repairing them can lead to a faction building right next to your carefully grown other faction neighborhood. And thus, more frictions occur. The turf war. The turf war never ends. So why subject yourself to all of this? The lack of political control, playing arbiter for faction leaders, the absence of logistic or workers management, the poor production chains? Well. To build a wonder. The Eiffel Tower, the Crystal Palace - you see the kind. All of your city, its struggles, its spread, its (in)stability, the researches, the resources management, the political riffraff, everything has for final goal to build that damn thing. You'll need ample stocks of various resources, both for the construction itself and to unlock the wonder's researches, some free space despite your rampant city growth and the absurd amount of farms you'll need to feed everyone, and the approval of the faction leaders to actually start the construction. And you'll have to repeat all that for each of the wonder's steps. Good luck o7 Memoriapolis is a good city builder, that actually puts you in the shoes of a mayor having no control over businesses and needing to tend to the endless political scuffles. It becomes a boring waiting game if you expect another Caesar clone. The city evolves, spread, its political map changes, its leaders and their agendas changes. It's honestly a nice take on the genre, far from perfect but quite enjoyable.
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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, Russian, Simplified Chinese, Polish, Portuguese - Brazil
Hours played at review time, across 79 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game but keeps crashing when I progress in ages
Terrible game. Clunky and less than appealing to anyone who's ever played a city builder. This is a HARD PASS!!! Save your money... it is trash!
TLDR A fun game full of potential, but the new systems added need more depth to them. but again its a fun play I have thoughts. It seems like the game is pivoting in a new direction, Its fun don't get me wrong, but the new systems show so much potential for mechanical depth that they don't seem to have yet. I love the factions idea, but I would want more variety and personality with them and their quests. The citizen needs bar is a cool idea but overall seems to not matter much after the first two ages. the scenarios are a cool idea, but they lack variety and actually impacting your game. I love the building evolution and unlocking, I just wish there were more options and choice, especially in the late stages. I want more out of the research tree than just the production buildings, maybe passive buffs... If anything my biggest gripe is I find frusturating is the amount food needs fluctuates. The way I can go to having +300 to -972 because the factions passed an increase in food by 10% is just really jarring, especially when the factions then decide to remove it.
Much improved from the first time I played it, no more forcing you to move to the next age, systems are fully flushed out, a good fun city builder
Really innovative city builder but sometimes it feels like watching paint dry. I can see why the achievements show only 0.2% of players complete a city. Ran fine for me otherwise, 80+ fps and never encountered a bug or a crash.
As of right now there are two issues that need to get fixed, one is the crashes. I am getting near the late game and the is the second crash I've had. I also would like to see better/ lower camera angles. If you could do angles like in city skylines that would be nice.
There is a lot of depth to this game, and I am enjoying finding every little bit of history, and following every single one of the research trees. I love how each age builds in to the next!
Thank you to those who recommended trying the game again after the Banners and Wonders update. I'm having a great time with it.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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