
Mars has been colonized, and Earth's corporate titans fight to dominate this new market. Competition is fierce in this fast-paced economic RTS from Civilization IV Lead Designer, Soren Johnson.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 7 → 1/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 2,419 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.
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; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After nearly 14hrs of gameplay I would recommend this game for Single Player use at this point. Pros; - CAMPAIGN, the games' best feature for me is the way campaign builds up a number of rounds to not only compete in a final, but how you perform throughout the rounds influences your advantage/disadvantage in the final round. - RESOURCE MANAGEMENT, there are so many games that makes use of this particular game style but I believe OTC has it's own unique version of it. You cannot go around building anything you want without thinking about the cost of particular resources and how those resources affect the stock market etc; I really like that every move must be calculated. This also ties in with land claims, i really like the idea of not being able to just build anywhere, anytime; the intensity of strategic decisions increases the enjoyment. - FACTIONS/HQ'S/MAPS, the fact you can play as different factions and diversify through the campaign is also great, it allows the player to change up his/her strategy as they learn more about the game. The scanning of the map at the start makes it exciting to scramble for settling locations rather than being given a set start. - TIME, I have seen a lot of negative comments on length of rounds/games; while I slightly agree; I feel Marathon Mode is great for it's timing but maybe add a few more options for those wanting longer lasting games. I really like you can choose a 4, 7 or 10 round campaign as players will prefer shorter/longer games. Con's - ROUNDS, rounds are very similar yet not identical; however, I would like to see maybe just a few more resources to increase that depth a little further. - MULTIPLAYER, although I haven't actually played a multiplayer game yet, I am under the impression you can only simulate a "FINAL" week style game mode, this severely limits what people can do with their friends but I understand the game is still early access. What I Would Like To See? - MULTIPLAYER CAMPAIGN, this would create for an amazing game type where players can compete with each other over the amazing campaign scenario; I am a huge fan of the campaign so feel it would be wasted if it wasn't available for multiplayer. It can include up to 8 players where by players can select which colony they want to develop as in single player (as long as there is a minimum of two per colony). Deciding can be identical to finding your start position, quickest players get to jump into the colonies they choose. - MULTIPLAYER, i appreciate the pause is very handy whilst in single player so players can have limited pauses in multiplayer or they earn a 30s pause every time they upgrade their HQ for example; I know this will draw the game out but if someone pauses, other players have a change to asses their next move. This was a brief review and I have a lot of ideas of what I would like to see; but also I want to see how this game develops. Thank you sincerely for reading this review.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
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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 816 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
日本語化できません。
Shame there is no sequel.
Dope concept but it gets to the point it's way too hard and unfair.
Want an economically competitive game? I bought this game for its multiplayer. Its very good but it does not have many players and its graphics are low. I suggest the game developers to make a new version of this game.
Carbon Rush
multiplayer docent work.
An RTS that doesn't involve killing people (probably) and appreciates there is a market for stuff, except when in Limited Supply. Very original. My current favourite game.
Real Time Strategy with Pause - and one of the shining examples of that genre. So much replayability in the base game alone, and it's doubled and tripled again with the various DLCs. It's also fairly accessible to jump in and start playing, but that doesn't go hand in hand with a lack of depth - modifiers and constraints on scenarios can make each game a unique puzzle to solve with limited resources. Extremely fun, and you can play as much (or as little) as you feel up to playing at a time. Shines as a solo RTS even many years later - thus far, the industry has struggled to create a single player focused RTS that matches up to Offworld Trading Company.
Very turtle friendly.
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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