
Incremental clicker strategy, where you expand, construct, research, fight, collect heroes and make choices between good and evil. Ascend through difficulty tiers by playing through challenge campaign going back and forth through history. Mammoths included.
Modeled estimate, not a reported figure. How we estimate →
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About
In Microcivilization you explore, expand, exploit and exterminate all together in a pixel-art strategy-clicker game blend. Start the growth of your population and economical strength while discovering government combinations, hundreds of unique heroes and experimenting with ability builds for combat and construction.
You have many ways to build an obscenely rich and powerful nation. If oppressing your people by furious button smashing is your thing, master the clicker features to your benefit. If faith in your micro-people's good-will and productivity is your style, make use of your workshops and their passive and active abilities. Advancing in technology tree will unlock upgrades, military units, bonuses and new abilities to help you grow and steel yourself for threats to come.
Face hundreds of disasters, wars, diseases, social unrests, invasions and independence declarations that threaten your people. Sometimes you will get beaten, descend into dark ages, famine or ideological mayhem. But have no fear, losing is impossible. In fact, the harder the struggle, the more likely a grand hero emerges from the ashes.
Every crisis you overcome gives you a chance to gain a hero. For your micro-civilization heroes act as inventory items which boost your power. Though you can only have a handful of them equipped at any time, collecting heroes opens endless new effects on your industry, wealth, strength and stability. As you move forward, you will collect higher tiers of heroes, merge them with recipes and form sets to gain absurd powers.
Disasters in this game are no mere random number generator roll. You are in full control of all disaster risks. In fact you know the chance of them happening at any given time so you have chance to mitigate. Uninhabited houses? Chance of fire. Too many people crammed in tight space? Small-pox will probably visit you soon.
Whether by bad luck, or your risk neglect, when a crisis occurs it can be overcome by combat. Fire can be extinguished, disease can be withstood or cured, invasion can be repelled. Regardless of what the problem is, it is always a number of brave micro-people willing to give their lives, who defeat the crisis. In every fight, People are your life, Economy is your strength and Heroes are your weapons. Combine these with workshop abilities and master the combat to become a force to be reckoned with.
History has too many stories to tell in one go. In order to reach the metaphorical stars, you will need to trace back to ancient ages several times, each with a higher purpose. Your Ascension tree contains many challenges organized into Difficulty Tiers each brining new features into the game, more difficult enemies but also access to more powerful heroes, world wonders and ability modifications.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I do not get the negative commentary on this, it is an excellent time killer.
Trochu jsem si myslel, že to bude typ kde postupuju pomalu se svou civilizací na jedné obrazovce, ale celá hra je rozdělena ro kol podle různých epoch. To mi mi nevyhovuje a trochu to postrádá onen budovatelský smysl. Jinak ve hře se dost kliká na suroviny aby se dalo stavět pod. Ale co mi vadilo nejvíce byla nemožnost měnit rozlišení a hru to stahuje na mizernou úroveň mobilních her, což je škoda, protože to má velký potenciál.
This is one of the most fun and interesting incremental games I have played. A compelling blend of the civ-like civilization building, roguelite progression and juggling active abilities. Probably not for those who want to kick something off and come back to it every few hours or days to see how it progressed, this one requires pretty active play and attention - while some things can take a long time, you are rarely every focusing on just one thing. Strong recommend.
Very good dad gamer type of game. Plays well, goes indepth enough without too heavy a learning curve. Easy mode has its moments. Support for issues is low but, I havent had too many issues I needed support. Give it a go!
Highly addictive. You sit down for a quick 40-minute session, and get up three hours later. The game looks simple on surface, but there is layer upon layer. Some of those Crises are tough mfers
Many of the mechanics felt poorly explained. The most clear example was in the combat system, but many aspects could have used some tool tips.
This game is amazing, I have been playing daily one or two rounds. It is an incremental game that's for sure and we all know how hard it is to reach 99.9% of it. It's just like trying to reach the speed of light, you have to understand some basics like golden tiles, tiering up the golden tiles, adjacent tile bonuses, and the power curve that a level 1 to 113 crysis is very manageable with one unit, yet from 114 onward the scaling goes crazy. Even so with the extreme incremental increase, the game is pretty balanced in my opinion. If you fail some runs, that is part of the process, you unlock more things and you learn more. 9.7/10
The game is enjoyable; however, a core issue remains the lack of distinct enemies or clear motivation to progress through the mid-to-late game stages. Of course there is hostile civilizations yet almost zero logic or competition going on with them. Furthermore, fighting crises feels boring after all, and the tower-leveling system has not been enough to sustain the gameplay but good touch.
Este é um jogo de construção de civilização, 4X, clicker, idle, rogue-like. O problema? Todas as escolhas mecânicas do jogo conflitam entre si. Criando uma experiência horrível. Quanto mais você joga mais ele desacelera, os reinícios são horríveis por esse fato, ele é muito, muito mal balanceado, ele não comunica bem o suficiente a forma que o jogo escala e se a gente deveria jogar ele como idle ou não. Idles e Roguelikes tem elementos muito conflitantes em sua composição. Eles precisam entender o que querem, se querem um jogo incremental clicker com aceleração ou se querem um simulador de civilização histórico episódico com recompensas leves mas altamente engajante. Os três elementos estão EXTREMAMENTE conflituosos e fazendo uma experiência de jogatina sofrida. Me fez mal de jogar esses dias, odiei.
It's alright. I'm giving it a recommendation because I do think the game is absolutely worth it in the first half. The first two tiers were really good and the post-reset nomadic tier was also really fun because it diverged from the standard gameplay of the other half enough to not feel like a downgrade. Tier 3 is when the whole thing genuinely falls apart. You're just doing the same thing you did in the first half but without any of the bonuses you spent hours grinding for. It's the same hat but everything is "harder" and "slower" and you're just collecting new currencies in more difficult ways to get back things the game took away from you. It's just not satisfying. I still think the game is worth it because most people won't ever spend that much time pushing into the latter half of the game, and the first half is genuinely a lot of fun. But it really should have just continued from there instead of forcing a reset upon you. I have spent a little time with adventure mode, but it just feels like another reset, again, except this time you can't progress cleanly. Some objectives are deliberately impossible to achieve until you acquire enough nodes to add to your overall growth, and while I will still play it through, I need a break to temper my expectations if I'm going to enjoy it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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