
Start a new life in the enchanting town of Portia! Restore your Pa's neglected workshop to its former glory by fulfilling commissions, growing crops, raising animals, and befriending the quirky inhabitants of this charming post-apocalyptic land!
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.
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): 0.29/day in the week to Sep 3 → 2.43/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 34.8Kreviews | 91% | — | $28.4M |
| $5.99−80% | 2.9Kratings | 84% | — | not modelled | |
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 875 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Çıktığı 2019 yılına göre yeni ve popüler olan ama şu an varlığı sıradanlaşan ve içerdiği mekaniklerle de kendisini diğer oyunlardan farklılaştıramayan çiftlik oyunu. Çiftlik oyunu bağımlıları için iyi , bu tür oyuna girişmek isteyen içinse ideal diyebilirim. Puan tablom ise; 50 < Oynanmaya değmez 51 - 59 = Çok Kötü 60 - 69 = Kötü 70 - 79 = İdare Eder 80 - 89 = İyi 90 - 95 = Çok iyi 96 - 99 = Mükemmel 100 = Yok öyle bir oyun. PUAN = 70
мне игра очень понравилась
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1894.4/day in the week to Jul 16 → 2.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, French, German, Traditional Chinese, Italian, Spanish - Spain, Japanese, Korean, Russian, Turkish, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 2Kratings |
| 76% |
| — |
| not modelled |
| $5.99−80% | 225ratings | 72% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 878 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing graphics and the official end doesnt actually feel like the end of the game.
比较不错的游戏,送给小时候看爱奇艺的自己,也送给长大的自己,能在不忙不累的情况下享受游戏 ------未完待续
초중반은 재밌었는데 콘텐츠가 많이부족함
[h1] Neutral [/h1] Not the best game you'll play in this genre, but not the worst one either. Has some positive things like the the whole concept, the design and the artstyle, many activities to do but it also has some negative things that I couldn't miss. For example having some crashing problems, feeling a bit grindy and repetitive at points and the NPC interactions felt a bit off sometimes.
É um ótimo jogo! Eu realmente não esperava ficar viciada nele ao ponto de jogar por horas e nem sentir o tempo passar. Tem várias coisas pra você fazer e a história principal é bem bacana. Achei que seria mais uma copia de stardew valley, mas a proposta de Portia é um pouco diferente, o foco aqui é você ajudar a construir a cidade e, aos poucos, você vai vendo a cidade mudando e crescendo com as coisas que você ajudou a construir. Recomendo de mais!!!
[h1]一款有着“国产星露谷物语“之称的模拟经营类(?)游戏[/h1] [h2]优点 和 缺点[/h2] [h3]1.玩法方面[/h3] 核心玩法是扮演一名工坊主,在名为波西亚的城市,打工(一个人建造了数不清的大型工程),赚钱(老实接订单赚钱还没养鱼卖鱼快的),攻略npc(还能攻略男的???),打怪(0交互式战斗,纯粹你打你的,我a我的)。 在打工赚钱这一块,由于任务对矿物的需求量很大,游戏很大一部时间,都在挖矿,挖矿,还是挖矿。挖矿也只是长按鼠标的事情,非常无聊。我比较喜欢一次性挖够很多矿石,这样就不用频繁下矿了。在前期,接取商会的各种订单还是很有意思的(每天8点准时在商会门口卡希金斯hhh),但到了后期,(反正别指望赚钱用订单赚了,不如养鱼),接订单的唯一目的也就是加工坊名誉了。后期玩法比较单一(不过这也是没办法的事情)。 攻略npc这一块,玩家可以攻略的npc还是比较多的,也给npc做了专属的好感度任务。npc虽然有配音,但内容真的很少很少,(可惜制作组太过贫穷了),可互动的内容也有限,玩耍/约会玩法初见挺有意思的,但本质小游戏,玩多了难免会腻,送礼物更好,攻略到最后可以结婚生子。哦对了这游戏可以养猫养狗,不过方式是增加好感度。只能说金钱限制了制作组的发挥啊。游戏内还有四季,季节内有着各种各样的节日(这些节日真的很有意思,比如黎明之日,骑马大赛),我比较喜欢这一部分,虽然在节日里这些npc还是和人机一样,但氛围感确实不错 打怪这一块,在推进的过程中,玩家不得不刷副本(下水道遗迹之类)来获取必要的资源。最想吐槽的是僵硬的闪避吧,emm我不确定闪避是否一定要能取消攻击后摇,但这里确实不行,贪刀就要挨打。和boss,小怪也是各打各的,不过这也不是游戏的主要玩法,可以接受 [h3]2.美术方面[/h3] 波西亚时光整体上给我一种很温馨(一部分来源于npc)很治愈的感觉,我个人比较喜欢这种画风。但这游戏的建模真的一言难尽...(就那几个葫芦兄弟谁绷得住啊??)有种只可远观而不可近看的感觉。场景建筑比较粗糙,没那么精细,以及会有贴图/建模bug,你甚至可以隔着墙打怪 [h3]3.剧情方面[/h3] 波西亚的剧情主要围绕着 “ 新来的工坊主(你)手搓包括但不限于大桥,风能发电机,飞机,公交车的故事(bushi)”,神秘武士的部分比较精彩,日子过着过着老豆还回来看你了(11年不见,一见面就比赛造飞机),剧情很好的服务于玩法 游戏的bug比较多,不过不太会影响体验,(看见马卡在公交车/地里,第一反应是释怀的笑了)。总的来说,游戏内容比较丰富,是一款不错的游戏,还是值得体验下的。
Das Spiel hat mich damals durch eine schwere Depressionsphase begleitet und sehr geholfen, und das, wobei ich es anfangs gar nicht kaufen wollte! Ich bin kein Grafikfetischist, aber der Look hat mich im ersten Augenblick sehr abgetörnt! Aber die inneren Werte des Spiels und seine Mechaniken, was es alles zu bieten hat... wieviel man erleben kann... und was alles zu tun ist... mega! Es hat durchaus seine Macken und ist keinesfalls perfekt, keine Frage. Aber es ist ein herrliches Cozygame, in dem man sich verlieren kann. Nun habe ich heute nach 2 Jahren wieder reingeschaut, weil ich demnächst mit Sandrock starten mag, und alleine die Titelmelodie löste bei mir Gänsehaut aus. 138 Stunden habe ich in wenigen Wochen bis zum Storyende hin durchgesuchtet und ich merke, das es keinesfalls alles gewesen ist... Für alle, die tatsächlich auch heute noch mit dem Kauf hadern, möchte ich eine Empfehlung aussprechen. Und ein Dank an das Entwicklerstudio :)))
Rating this game is tough. In a vacuum, it’s a worthy title. It can certainly hold itself against the other games in the genre. The problem is, Sandrock exists, and is fantastic — light years ahead, despite having a similar user score. So I’m hesitant to bridge the gap even more with a positive review. As a compromise, I’m giving Portia a thumbs up, but using the review to blast this game and glaze Sandrock. You know, in case someone actually reads it. Let’s start with a positive, though. The biggest draw of Portia, and why some still prefer it over the sequel, is simply the way it looks. The game has a specific artstyle, which, while generic, is also appealing and well-suited for a cozy game. The small houses of the eponymous town, the grassy fields, the shadowed groves, the waving stalks of wheat, all brought to life with simple, cute low-poly models and warm, pleasing colors (that unfortunately get washed out at night). It’s easy to imagine why someone would want to live here. It’s like inhabiting one of the small towns from Professor Layton games. That is especially true because the NPCs have the same “ugly cute” look to them as Layton’s townsfolk — albeit not as exaggerated. That point is notably divisive, as many players hate this character style. I do respect the vision, though, and it helps the game stand out. Unfortunately, the Professor Layton parallels don’t stop there, as these NPCs are about as complex, and don’t even give any puzzles to you (which would be pretty ace). Stardew is probably the most prominent title in the genre right now, and I don’t find its characters that far removed from their cardboard progenitors in Harvest Moon either. But there’s actual effort put in, with multiple context-sensitive lines, small personal stories that progress as you develop the relationships, and accompanying cutscenes. Portia is quite sad in comparison. Every NPC gets one standard line per day, some have an alternative one at certain times of day (like Django during training), and they do comment on festivals, but that’s it. They won’t adjust these lines based on your relationship, or even when they stop making sense. On top of that, most reactions to gifts are shared. Sometimes characters have a unique line after you complete a major mission. Unlike Sandrock, these are incredibly rare here. The climatic final battle apparently does not merit a few words! Friendship quests exist, but most of them are quite bland too. “Hey, <player>, I have a <problem>, get me an <item>.” — “The <item> is just what I need, thanks!”. Bam, you’re done. Sometimes they’ll throw an “actually, I need <another item> too” or “go ask <another character> how to make an <item>”, but not much more. Let’s take similar quests in Portia in Sandrock. Both start with their respective teachers for the local school requesting the player to decorate the classroom. The Portian teacher then asks for ideas on an additional course (crafting of gardening). You pick an option, you get tasked with bringing the materials for that course, and the quest’s over. You can later return to see the students exchange a few lines on the chosen course. This is actually pretty nice as far as Portia’s concerned — you get a small branching decision and an optional scene that differs based on your choice. And here’s Sandrock. After decorating, the player character accompanies the teacher to the library and strikes a conversation with her, which moves from books to the topic of edutainment. The teacher is a big proponent of it, but also worries that the more old-school parents won’t be too receptive to it, and is afraid to bring it up with them. So, a few days later, the player character accompanies her to the homes of these parents, witnesses a bunch of domestic shenanigans, and helps her convince them to give her idea a shot. Then you craft a few props and wait. Finally, the player character gets invited as one of the judges, as the kids enthusiastically play out an “election campaign”, presenting their programs for the town mayor position (like “let’s build awesome flying robots!”). At the same time, parents ooh and ahh from the gallery, hype up their kid and lightly banter with each other, judges chime in with feedback on the proposals, and you get to cast a decisive vote for your favorite. It’s great stuff. The goal is similar, but the writing is both moving and funny, and there’s just so much more of it. And it’s not even a particularly noteworthy quest when it comes to Sandrock! All this character talk may seem excessive, but this is Portia’s biggest shortcoming and the largest gap between it and Sandrock. There’s just little to appreciate about the people you’re supposed to get attached to, befriend and romance. You might think the story would remedy that, but no. Unlike Sandrock, who tries to involve almost everyone in the plot in some capacity, Portia only really has Gale and the Civil Corps — the rest is filled with some out-of-town NPCs. There is another character who is supposed to be important, but you get told that after they cease to be so. Woo! Not that there is much plot to speak of. There are two plot beats — “water goes bad” in the beginning and “let’s find an ancient relic” at the very end — the latter is where the actual story is concentrated. That’s maybe 20% of the storyline. The rest has all the plot of Cities Skylines: “Let’s build a thing to make our economy go brrr”. Exciting. It’s eyebrow-raising when I see people saying they prefer the plot of Portia to Sandrock — the comparison itself is insane. And it doesn’t stop there. Unlike its follow-up, MTaP is very stingy with cutscenes, even in regard to how little plot there is. And what you get can get… jarringly bad. Some characters are voiced, some are not — even in the same dialogue. The animation of the final boss unleashing a supposedly devastating attack is unbelievably, ridiculously low-effort, and has no sound to boot. The whole thing, no exaggerating, looks like a YouTube Poop. The sound in general is a pain point, and another area where Sandrock laps Portia. The voice acting is amateurish, though sometimes charming in a way. But there are times when the quality goes to the gutter, as if the line was recorded with a laptop mic. Sometimes the actor stops reading and starts over. Sometimes the voice line doesn’t match the text. And the one-sided voice acting is even more prominent in normal dialogues. At least the PC is voiced, unlike in Sandrock. So that’s a point in MtaP’s favor, I suppose. Unless you’ve skimmed through this wall of text — and I don’t blame you — you’ve probably been reading for a while. That’s probably enough time for your first metal bar to get smelted! You see, the starting machines are stupidly slow, you need a lot to get anywhere. All the crafting starts out annoying to some degree, with the most famous one being the station that requires you to put the necessary item into the quickbar and select it. Upgrades do solve all of it eventually — except cooking, which always requires you to remember the recipe and do the quickbar dance on a time limit. It’s awful, but also optional. Unlike combat. You can stunlock the overworld enemies forever — the issue is, they respawn almost immediately, so you can never clear out a group. And the encounters in dungeons are just varying degrees of terrible. “Flame” enemies waste your time by putting out a several seconds long autocorrecting hitbox. “Tanky” enemies take so long to kill, you push them out of the designated area and they start regenerating. Some bosses have no regard for if their hitboxes and active frames allow for rolling away or through the attack — and, yes, also autocorrect. The ranged weapons are almost useless, but you can also craft enough healing to facetank everything. The character limit won’t allow for more, so, in a nutshell. Maybe play Portia to have a decent time. And definitely play Sandrock — it’s amazing!
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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