
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.
About


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 81 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
hala çıkmamış olması korkunc erken erişim destek ve merak için aldığım oyun beni terk edip gitti fazla üzdü
Nice game with good graphics. A lot to do.
віакпп
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 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.
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 81 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
zaman geçirmek için eğlenceli ve streteji oyunu
Did like the game but it kept on getting too overwhelming to manage. like the types of resources. It got hard to handle like 100 different types resourcest. Didnt know what was running out at one point so had to stop the game
After playing it for 20 hours, I think this is going to be one of my all-time favourite survival city-builders! I really loved the theme and the storyline. It has hints of Frostpunk with an added layer of complex production from games like Dyson Sphere Program and Satisfactory. Oh man, the production, class demands and all the other dynamics keep you on edge while the story keeps surprising you with environmental disasters. It's a very gripping game in that respect. The overall art direction is great, and I really like how they've portrayed the post-apocalyptic theme. It could definitely benefit from more variety in the music, especially tracks that sync up with what's happening in the game, but the overall feeling is pretty on point. Class demands are very similar to others in the genre, and they're actually not too hard to fulfil once you've set up your production lines efficiently. The difference between Craftsman and Specialist is especially hard to notice (I've only played on normal mode!). So it might be worth spicing things up a little for the Specialist class, maybe having them demand a different set of services alongside supplies. Right now all classes are happy living in the same housing type. The UI and UX are pretty intuitive, and the mental load is very low, so you can really focus on the tasks. I do wish you could zoom out a bit more, since it's hard to get a sense of the map and plan ahead. I had to demolish so many buildings in the mid and late game just to make space for larger roads and other transport connections. But I think that's pretty unavoidable in most games of this type. On that note, I also wish there was a cleaner way to connect roads. It's almost impossible to connect them, especially different types, without ending up with spaghetti. And it's hard to tell how pedestrian movement actually works. People seem to just stroll around the map at random, and you'll often find them wandering in places completely unrelated to their workplace. It's not extremely buggy. Early and mid game are quite smooth, though you can run into some glitches in the late game when there's a lot going on. Still nothing major. Sometimes you get false production feedback, like a low Diesel warning even when you have plenty of diesel for your trucks, both in storage and at your Central Freight Station. Trade feels a little gimmicky and needs more thought. Early game trade materials aren't very useful. Maybe this could be tied to the map you're playing, so there are alternative ways to get resources you need but lack in your main territory. Honestly, I ignored trade entirely once I'd built up a strong economy. That said, I really like how the scouts work and how they can support the economy. Some of the logic around how buildings function could be improved too. For example, you can demolish a Warehouse without losing any of the goods inside, because your whole inventory is pooled into one set of numbers rather than tied to a specific warehouse. I also wish there was a way to restrict certain goods to certain warehouses. That would really help with creating districts that each serve a different purpose. Lastly, the main objective: building the Bunker itself. This is where the game gets really gripping! You have to keep managing your economy while racing against the clock to save your citizens. I think a few major things are missing in this phase: - Social dynamics could play a bigger role here. Uprisings, riots and so on, so it's not just an extension of the production chain. - The sectors are super cool! But I can't really tell whether every sector demand needs to be perfectly managed, or whether, say, a sector running at -1 production would or wouldn't affect the rest. It might be worth adding more indicators on the Bunker level to show how each sector is balancing internally and what the consolidated numbers look like. - I think there could be more excitement around how the game ends (probably just an early access issue), but right now you only get a static screen with some text. It was a little disappointing not knowing how well my bunker actually did! I'll keep playing and update my feedback if needed. But guys, very well done! I can't wait to see how this game develops ;) Amazing work! Peace, Alp
jest ok
Plenty of mechanics to understand and get your head round. On medium difficulty it seems easy!
Много интересно было бы больше интерес повились бы машины или трамваи самолёты и параходы... Убрать бы глюки с сейвоом!!!... и проблема с глобальной картой а так развить город мне понравилось я дошол до максимума и перестраиваю город в нормальное состояние
Very Good Game
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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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