
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
Слегка душновато изучать все нюансы и механики. Вообще нет никакого гайда, но графон приятный)
这是一个相当好的游戏。我的电脑本身配置相当差,也因此在最初的版本中我并不能很好的体验这款游戏。不过最近重新下回来发现有了中文版本,游戏优化也做得好了很多。 不过有几个问题: 1.游戏中的载具:马车,船只等等,在古典时代以及中世纪还不错,但是文艺复兴时期开始就非常出戏,我实在没法想象工业革命时代还在使用早期柯克船甚至于河流上跑的还是古典时期的船模……希望制作组能够在以后可以改进。 2.我个人认为地图可以进一步扩大……目前的地图已经相当不错了,但是事实上为了满足城市发展需要大概只能使用百分之60甚至50的地块且还有不少限制。以后可能也可以引入AI,类似庄园领主来多样化地图。 3.关于城镇地块的构思:我觉得目前的城镇地块设计相当有趣且引人入胜,然而,目前的城区地块还是相当单调,且仓储区的美术我个人不太能欣赏。或许可以加入类似天际线II的建筑升级或个性化设计,让城市在纵向上形成一个更加错落有致的天际线。此外,装饰这一栏我个人认为也比较单调且会干扰城区的发展,也可以参考其他游戏的装饰设计。 4.关于资源:目前的资源总体上是没什么问题的。然而,在后期,除了木材以外的资源都可以认为是相当紧张的,这不仅仅是因为资源本身有限且城市发展限制了资源开采,更是因为目前勘探工坊的机制相当有问题,且不说能够像造林工坊那样能够做到高速资源再生,能否做到低效率的自动化生产都是问题,需要人手动调控。或许这是制作组的本意,然而我认为这是相当不合适的。我认为可以让勘探工坊获得类似造林攻防的高速资源再生以达到自动化开采,或者将其本身就作为一个开采设施低速稳定地开采资源。此外可以加入每种资源的对应仓储建筑来达到高效的储存而不是改造城区、破坏造景与游戏进程。 总而言之,这个游戏具有相当的深度,本身容易上手也能够带来相当的乐趣。然而上述的问题也不免让部分玩家感到些许困扰,希望制作组能够看到我的推荐与建议并让这个游戏为更多的玩家带来快乐。
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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
I played by few hours by curiousity and at the moment I liked, the only problem is the fault of tutorials, but don't mind about that as say many, is easy to play, just only get patient and read the codex of the game.
CK meets Civ.... I can dig it as an interesting time user (I would say "waster" but I actually am enjoying this).
Bevore the last update i din't like the game, becouse of the progression system. Now it's great, you have time to build your city in pace and explore the game deeply. The game guider is also very clear compared to the old one. What I hope it inproves, are the graphiks. When you zoom in, it's very bloory, mostly when it snows (I'm playing with the max. quality).
Das Spiel ist schön anzusehen, es macht auch irgendwo Spaß, allerdings nichts großartiges spannendes, politische Entscheidungen haben nicht wirklichen Einfluss, generell gibt es keinen wirklichen Tiefgang im Spiel. Im Prinzip baut man nur Ressourcen ab und baut jedes einzigartige Gebäude im Spiel, das wars im Prinzip. Die Städtegenerierung sieht sehr hübsch aus und für 20 Euro kann man es mal spielen, viel mehr ist und wäre es mir allerdings nicht wert.
is like having a job, but u get addicted. it seams really difficult to grasp initially, but just go with the flow and give urself a bit of time and is really nice.
Not worth the full price. Interesting concept indeed, but the game has too simple mechanics to justify the €32 / $32 / 138 PLN price tag. That's an AA price for indie quality. I'll buy it again once the price falls below $20 to experience the mid and late game
关于遇到的问题: 1、建筑演化,不同派系文化建筑互相转换,导致我必须每次建好后都要关停相关建筑,演化建筑不能回退,有时没注意,演化错误,抱憾一整局; 2、矿区分布太广,尤其是那个黏土矿,我必须挖出一定安全范围才能摆文化建筑; 3、路网的伪随意性,虽然我知道他都是找的最近点,但有时确实不符合审美; 4、为保持街区的美观,要花大量时间观察街区的形成; 5、外层围墙会跨区域连接,形成空地。 关于游戏优化的建议: 1、提供可编辑路网; 2、摆放文化建筑前,展示街区形成的可视性; 3、资源采集建筑改为固定建筑+资源采集指定范围的形式,资源采集建筑周边可形成对应仓库; 4、每把游戏后建成的奇观,可在下次游戏中作为文化建筑建设; 5、虽不要地图编辑器,至少给个随机地图的选项; 6、派系间的天命强度不一。 关于游戏的攻略: 1、前期不必在乎安全区、派系好感度,人民满意度、只要人口增长不停,其他都可以忽略; 2、优先贸易搞钱,拿来贿赂那六个活爹; 3、第三、四阶段贸易有提升满意度贸易站线路,使劲的薅。 总结:100分满分的话,给个70分。游戏易于上手、也易于精通、深度不够,可支撑的游戏时长太短。希望制作组能够好好打磨。
8/653853
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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