
New Cycle is a city building game with focus on survival. After an apocalyptic series of solar flares, human society has been thrown into disarray. Establish a settlement and develop it all the way from humble beginnings to industrial metropolis.
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): 0.14/day in the week to Aug 29 → 0.43/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I can't in good conscious recommend this at this point. The game has potential, but there are too many "small things" that pile up and make it absurdly annoying. First off, the road system, the logistics itself is 'fine', when it works. There were times I completely circled a building with roads that were connected to the main road, and it still marked this building as 'disconnected. Then there was the upgrade system, there is no centralized interface for upgrading things, no automation for upgrading things, you need to, manually go to a building, and upgrade one by one. And do you think the roads are different? no, they are not, they need to be upgraded ONE BY ONE, building over them with better roads also ♥♥♥♥♥ everything up, because the old road still counts as 'active' even being under the new road, so it counts towards the 'global road system' as inferior roads and reduces productivity And after upgrading the building, what do I have to do? SET IT UP AGAIN, they don't keep settings when you upgrade them. The storage system is laughable, you need to manually increase the limits of everything that is stored, because there are points in time at the end of the game when you have thousands of settlers that go through tens of thousands of food and water in less than a month, and the default storage for those is.... 1.000. No, I'm not kidding, it's that ridiculous. There are also a lot of techs that make no sense, like the conveyor belt. You unlock it when? when you already have TRUCKS, so in order to connect your entire factory to this new conveyor system YOU NEED TO REBUILD ABOUT EVERY SINGLE FACTORY, ALL OF THEM. And why are conveyor belts unlocked after trucks? Because the developers don't know history, probably, since the first usage of conveyor belts predates steam engines by almost 100 years, but I digress... The management of the entire colony also lacks a lot of functionalities, to assign workers there is no centralized location, you can at least see the buildings in a centralized UI, you can also see how many workers are in those buildings in the same UI, but you still need to manually select each building, one by one, to change the workforce. Can you upgrade buildings through that centralized interface? of course not. Can you change production settings through that centralized interface? of course not Can you turn the buildings on and off through that centralized interface? of course not Can you copy settings between buildings through that centralized interface? of course not, as a matter of fact, you can't copy settings ANYWHERE, if you have for example 10 smelters and need to focus on producing copper for a while, you need to manually edit each building. The exploration is also extremely subpar, there is no centralized UI for it, you need to manually cycle through regions to build and assign workers. They also don't predict resource availability for some demands depending on the zone you select to play, nor provide alternatives. For example, the zone I started was inland, did not have fish, do the settlers stop asking for sponges since it will not be available ever because I am inland? of course not. Speaking of sponges, they are a plant, and there are variations of this plant inland, why then only have the option for water sponges? probably similar reason to why conveyor belts are available so late, bad research or balance from developers. And the organization of the UI that displays available resources... Dear Lord... It's a complete and utter MESS, there is no logic for resources displaying, it's all mixed up, instead of having food items close together, then base resources, then clothes, metal items, etc. It's all mixed up, worse than a toddler's box of building blocks, borderline unusable. Right now It's a very badly polished diamond, that needs a lot of improvements to go from a barely average game to a great one, I hope the developers fix the issues I pointed because the overall idea is very interesting, just has a plethora of issues with it's current implementation of them.
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Reviews, worldwide (the counter carries no country): 45.5/day in the week to Jul 17 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Japanese, Korean, Russian, Traditional Chinese, Turkish, Spanish - Spain, Polish
Hours played at review time, across 74 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This review is written during early access. If you love Frostpunk, you will hate this game. It feels like a cheap copy, lacking challenges that overcomplicates resource management. It also has some logical bugs with the tree structure of development. Although it has potential and looks beautyful but becomes very boring after a few hours.
Destek için aldım. Müsait bir zamanımda oynarım inşallah.
In tutorial mode people need water, it tells me I have researched a well but when I go to build a well it says I have not researched it. Uninstalled
Игра супер, очень затягивает. Но конечно хотелось бы не просто выбора карт, а рандомайзера с выбором характеристик на создаваемой карте. И очень сильно хотелось бы, чтобы была возможность отключать появление квестов на весь экран. Во frostpunk это было вроде бы подходящим под стилистику игры, но тут хочется просто иметь возможность отключать это)
Lot's of potential, but feels incomplete.
Pros 1- Nice graphic with a good graphic card 2- Good music ( Like frost punk ) 3- Unique Resource Managements gameplay 4- There's a story. ( somewhat ) 5- Huge map CONS 1- No voice acting ( Corsair Cove game are full voice recorded for the same price at 40$ ) 2- SFX sounds limited ( no mining sound, no crowd sound, no nothing... @@ ) 3- Progression of the game feels regular. You simply have to manage the same resources all spread nearby. When resources is depleted, you build another facility nearby to gather more with the exception of the distance.. which doesn't seems to have any impact on the distribution speed. 4- Maps feels similar with same resources spread all around. 5- Unlock Research tree looks tedious. I've been waiting 2 years to unlock cycle 2... with no indication "how" to unlock the next cycle. Meaning, I am missing on clothing and medical facilities ( to boost morale ) but I don't know "how" to get to cycle 2.. which makes the game boring at a certain point. You also can't get MEAT from hunting since it's part of cycle 2. So you rely on mushroom soup for years... until cycle 2 actually unlocks... 5- To unlock meat hunting, you need iron... meaning you need to unlock The Forge ( cycle 2 ) first prior to unlocking meat, meaning, if you're out of mushrooms for soup = GG. 6- Winter is kinda short with no significant impact on the gameplay as long as you have tons of mushrooms, you get to move forward the next year no problem. In Frost Punk, there''s a challenge where if you don't get something done correctly, you pay the price dearly. That challenge is not in this game for winter. ( nor any season for that matter ). Conclusion: Not worth 40$ imo in this state. Maybe 15-20$ max. Fun... if you're patient to try to figure out how to unlock the next cycle while gathering mushroom and water every years indefinitely. The fact that there is no voice acting really makes the game dull tbh. I'll still play the game but... not very excited unfortunately. Corsair Cove is way better in every aspect of the game for the same price ( 40$ ) tbh. Note: I did unluck cycle 2 at some points... but, at the same time, I didn't feel any hype to continue as the game looks and feel very monotonous. I don't feel anything. That's the issue. Add some voice acting. Make the people more "alive" with SFX. Make people "angry" and we want to hear them angry. That's how you make the game more "immersive". The Devs should of known that since 2024. Strange that they ddidn't thought of it when all other games knows it like Frost Punk and Corsair Cove.
For some reason the a problematic situation with the game were it will not let me build a well or dirt roads. It really feels like there need to just do voiceover work for the tutorial or something because no matter what I do it don't have a effective solution to my problem.
A really fun early access city builder. I would say wait for full release but I got 20 hours out of it in early access so it's got plenty of content now, though you can see that parts of the game are very bare bones and unfinished. I'm a sucker for post-apocalyptic city building sims and there are just so few good ones. This is one of them.
Потенциал у игры есть, но похоже разработчики её забросили. Те из ранних доступов, где на игру забили. На данный момент, не рекомендую.
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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