
Mistward is a survival city-builder set on a mysterious island enshrouded in a poisonous mist! Create light sources to keep the mist at bay, build houses and command humans to gather resources. Explore the island and find a way out!
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/day in the week to Aug 22 → 0/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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mistward is a compact yet surprisingly intricate survival strategy game developed and published by Sokpop Collective that distills the studio’s experimental philosophy into a focused, system-driven experience. Set on an island slowly being consumed by a deadly mist, the game places players in charge of founding and sustaining a settlement whose very existence depends on light. Rather than leaning on scripted narrative or dramatic exposition, Mistward tells its story through mechanics, using environmental pressure and logistical constraints to create a constant sense of urgency and purpose. At the center of the experience is the relationship between darkness and light. The poisonous mist relentlessly encroaches on the land, shrinking safe areas and threatening anything left unprotected. Light sources—fires, torches, lamps, and later more advanced structures—push the mist back, carving out pockets of safety where people can live and work. This simple idea becomes the foundation for every decision the player makes. Expanding territory is never purely beneficial; each new light source increases fuel consumption and maintenance demands, forcing careful consideration of how far and how fast the settlement should grow. Managing people is where the game’s strategic depth truly emerges. Survivors join the settlement and act as a flexible workforce, gathering wood, hunting for food, hauling resources, and tending to infrastructure. Assigning tasks feels intuitive at first, but complexity ramps up as population grows and resource chains intertwine. Food shortages, fuel depletion, and inefficient labor distribution can quickly spiral into collapse if left unchecked. The game excels at creating meaningful trade-offs, constantly asking whether stability should be prioritized over expansion, or whether risk is necessary to unlock new opportunities beyond the current perimeter of light. Exploration adds another layer of tension and reward. Venturing into the mist-covered wilderness is dangerous, but it is also the only way to access new materials, discover additional terrain types, and push the settlement’s boundaries forward. Each expedition feels deliberate, as players must ensure that new light sources can be sustained before committing to deeper expansion. This gradual unveiling of the island gives the game a strong sense of progression, where every new illuminated patch of land feels earned rather than given. While the systems are approachable, Mistward hides notable complexity beneath its calm surface. Resource cycles are tightly interconnected: food production supports population growth, population supports fuel gathering, fuel sustains light, and light enables further expansion. Automation tools help manage routine tasks, but they never fully remove the need for oversight. Instead, they shift the player’s role from direct control to optimization, encouraging constant refinement rather than set-and-forget solutions. This balance keeps the experience engaging over time without overwhelming players with micromanagement. Visually, the game embraces Sokpop’s signature pixel-art style, favoring clarity and mood over detail-heavy presentation. The mist itself is a standout element, clearly delineating danger zones while contributing heavily to atmosphere. The warm glow of lights cutting through the fog provides both visual satisfaction and immediate gameplay feedback, reinforcing how progress is measured not in territory alone but in safety and control. Sound design is subtle, with ambient effects and restrained music enhancing immersion without distracting from strategic planning. The game’s pacing is deliberately unhurried, encouraging thoughtful play rather than reactive decision-making. There is no single correct path to success, and failure often feels like a lesson rather than a punishment. That said, the experience is not without friction. Interface limitations and occasional clunkiness in task assignment can make managing larger settlements feel cumbersome, and late-game depth may feel limited for players seeking long-term complexity. These rough edges reflect the game’s experimental roots and the collective’s emphasis on ideas over polish. Ultimately, Mistward succeeds by committing fully to its core concept. The encroaching mist is not just a thematic backdrop but a constant mechanical force shaping every choice. For players who enjoy survival city-builders that emphasize systems, balance, and atmosphere over spectacle, the game offers a thoughtful and rewarding experience. While it may not appeal to those seeking expansive tech trees or heavily guided progression, it stands as a strong example of how a single, well-executed idea—survival through light—can sustain an entire game with clarity and purpose. Rating: 5/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I only made it 9 minutes before encountering a bug, People are saying its abandoned, I am not bothering, gave it a try though...
I like Sokpop, but this game is a mess. I even feel a little ripped off. This game is riddled with bugs. Mine carts not working. Item crates flickering obnoxiously. Chickens jumping out of their pen even though I have the cattle guard at the only exit. Items and chickens getting stuck in the ocean. Additionally, the character movement is painfully slow. You get caught up on everything making movement even more frustrating. Your villagers can only perform the most basic tasks and are finicky to command. None of the production times line up in a satisfying away. Resources don't always return when demolishing a building. I thought Mistward was going to be like Stacklands, but it brought me frustration and not much else. I like to 100% Sokpop games. But despite my best efforts to power through, Mistward is just not fun.
不能完全自动化,资源消耗严重。纯纯浪费时间的游戏
Nice survival, resource management game. Could use some more changes, like the villagers mowing the grass totally in stead of 2 times.
This game is needlessly frustrating. Tons of bugs as mentioned in previous reviews regarding flickering crates, bats not acting aggressively (which is fine honestly, they dont add much). But this doesnt matter to me, what matters is the way this game is designed. Which sucks. For example. bats (if they spawn) occasionally come out of their caves and steal your stuff, youre encouraged to create arrows to combat these bats. The arrows require you to build a work station, craft a stick, and mine 1 stone, all of which takes up tons of time, to create 1 arrow... or you can just but fences around the caves and permanently remove the threat for 6 wood (THEY EVEN DO THIS IN THE PROMO MATERIAL FOR THIS GAME. WHY DO WATCHTOWERS EXIST). This is a microcosm of how terribly this game is designed. The colony sim aspect is also just needlessly frustrating, these villiagers are so stupid. Grass is a respawnable resource, but you need leave it there for a couple minutes after harvesting it, if you harvest it more it goes away completely. The problem is when you assign a villager to grass, they dont care about this limit, thus removing the posibility of grass being an harvestable resource by villagers, since they'll remove all of the grass from the map instead of giving it time to regenerate. This isnt a matter of this being a puzzle game, its just bad. If i want a villager to refuel my campfires, then you'll pretty quickly run into villagers overfueling, because you cant set a timer to refuel, and they'll gladly refuel a fully fueled fire, making having villagers refueling less efficient then doing it yourself. WHY. On the topic of villagers, the command system is so complicated for no reason. You have 2 options, pick up/put own, after which they will go home. So I cant set 1 pick up and 1 put down for a tree, i need to repeat this up to 20 times. 20 TIMES. Depending on the tree type, otherwise they'll keep going home, making the process inefficient. WHY. Why isnt there a role system? Tree cutter. farmer. miner. with the pickup & dropdown system available for more advanced tasks like having a crafting villager, or a villager with multiple varied tasks. Dont even get me started on the swamp biome. I got luckly enough to have a huge swamp biome spawn in the middle of my map. So, instead of having to go around the map, since, swamp poisons you if you walk through it, i thought, okay, I'll build a railroad through it so i can get the desert resources on the opposite side of the map, crucial for progression. Oh cool i can build railroad tracks on the swamp. except NOPE, it still poisons you when you stand on the tracks... WHY. This is needlessly frustrating, the game is slow because of the time deducated to circumventing this arbitrary bs. At its core its a very satisfying game, but everything surrounding the gameplay loop completely brings it down for me
O jogo é com acesso antecipado, ou seja, não está completo. Eu não comprei o jogo, sou assinante do patreon dos devs e recebi uma cópia aqui na steam (o que vale muito a pena se você gosta do estilo de jogos desenvolvidos por eles!! Sai super em conta pra quem é BR) O jogo não te ensina nada, te joga em um mundo e você vai descobrindo o que fazer, é muito divertido e envolvente mas precisei recorrer ao youtube diversas vezes para entender alguma coisa do jogo que não tinha ficado claro, e, por ser um jogo "recente" não tem muitos criadores de conteúdo do jogo ainda, vi gameplay do felps e alguns outros ♥♥♥♥♥♥♥, que me ajudaram a entender como jogar Eu ainda não zerei, não fiz tudo que é possível ser feito no jogo. A mecânica não é fluida, mesmo sendo simples. Quase tudo é feito com o mouse apenas, não existe "atalhos de comando" para combate ou coleta (como existe em dont starve, por exemplo), por não existirem muitos atalhos para facilitar a jogabilidade, isso incomoda muito quando vc fica várias horas jogando sem parar :/ Sinto que até o momento não exploraram tudo que tornaria imersivo e divertido, sinto falta de possibilidades de plantação ou cultivo de animais, combate e exploração da caverna, os recursos também nao renascem e nao existe forma de produzir eles por conta própria com uma semente (posso estar equivocada) então os recursos sao "limitados". Recomendo muito esse jogo se estiver em promoção! Se não, recomendo comprar quando estiver 100% completo, visto que, sei que o dev vai ajeitar tudo que está faltando :D
Solid and well balanced sokpop game! Addicting!
joguinho divertido para passar um tempo só tive uns problemas que falarei logo embaixo mas tem spoiler de algo do jogo spoiler o mob morcego do jogo quando ele pega um item ele entra na caverna, mas quando não tem item para pegar acumula morcego em grande quantidade do lado de fora, e isso laga demais, eu tava a mó horas matando morcego na caverna e acabava nunca pq tinha se brinca mais de 100 ali junto e tudo tem 5 de vida entao demorava dms pq a chance de acertar o mesmo morcego era dificil. Mas para contornar essa situação vi a galinha morrendo e pensei e se a cerca tmb destroi tudo que estiver na frente? quando testei e botei cerca nos bixos começou a limpar, botei cerca ao redor da caverna e os bixos foram sumindo. Ai me deparei com outro problema... Eles não sumiram de fato, apenas foram para outra caverna, e isso fudeu pq encheu mais em outra caverna, ai tive que fazer em todas as cavernas para resolver. No fim não tive mais problemas com morcegos pq eles nao atravessam a cerca em nenhuma das cavernas e como não tem espaço eles não conseguem ficar fora. Por isso recomendo quanto antes você cercar as cavernas para n lagar seu jogo.
有创意,有潜力的小游戏,但是操作繁复且包含各种不方便,例如对不准、遮挡镜头、提示错误、流程混乱等等。今年至今也没有更新,如果没有改进的话,建议不要买。
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Players by region
Where this game's players are, estimated from review languages.
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