
Build a grand totalitarian colony and personally storm roguelite battlefields with your soldiers. Shape citizens fears, loyalties, bonds, and feuds. Capture enemies, convert them into true believers. Sacrifice the weak. Feed the strong. Wield absolute power and make every life bend to your will.
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Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Establish the greatest regime in history in this darkly satirical colony sim and FPS roguelite hybrid. Build a prosperous totalitarian state, enforce policies, and lead your troops into first-person battles that grow from desperate skirmishes into large-scale mechanized war.
Dictate wisely. Every choice shapes society, for better or worse.
Mold your citizens through fear, propaganda, surveillance, punishment or rule as a benevolent leader through comfort and prosperity.
While they work for the State, they may grow grateful, afraid, loyal, or quietly rebellious, until dissent becomes revolt.
Venture into the fractured territories of the Tyris System to gather resources, conscript new citizens, trade with wandering merchants, and feed the growth of your colony.
Fight beside your troops in roguelite FPS battles, from hostile ships to large-scale mechanized battlefields of infantry, tanks, and mechs, spreading your doctrine and eliminating threats to humanity.
Weakened foes can be captured and dragged back to your base.
Behind prison doors, resistance can be crushed through fear, indoctrination, execution, or conversion, until an enemy becomes a citizen, a warning to would-be rebels, or another tool of the regime.
Elite enemies, bosses, and Sector Overlords flood the battlefield with bullets, lasers, missiles, drones, artillery, and overlapping projectile patterns.
This is war at scale, but you are not alone. Order your troops to secure victory, or use them as expendable shields to achieve your ends.

Turn a handful of survivors into a vast, tightly run, self-sustaining colony.
Assign citizens to mine, gather, haul, research, and manufacture weapons, armor, food, and supplies. Watch fragile shelters become the machinery of the State.
Collect roguelite cores during each expedition to grow stronger, survive longer, and push deeper into enemy territory.
Weapon Cores reshape how your guns handle. Combination Cores create synergies between different core sets. Others strengthen the troops fighting beside you, or turn them into sacrificial shields for your survival.
Each run becomes a shifting war machine built around you, your squad, and the chaos you unleash together.

Pax Autocratica is a totalitarian colony sim and FPS roguelite hybrid that combines base building, citizen management, and first-person chaotic battlefields filled with infantry, vehicles and bullet hell. It offers a dynamic, accessible, and approachable gameplay experience for all in a sci-fi dystopian world.
It’s a game about power. How it’s built, how it corrupts, and how it consumes.
You will command armies, dictate laws, and witness consequences in every face that salutes you or fears you.
THE STATE OBSERVES ALL
How will history remember your reign?
This game contains flashing lights that may make it unsuitable for people with photosensitive epilepsy or other photosensitive conditions. Player discretion is advised.
Sums Steam only; Epic publishes 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 | 3.4Kreviews | 92% | — | $4.5M |
| Free | — | — | #91 | 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.
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 1741 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2] 公民们,向国家致敬! [/h2] 游戏的基础循环机制运行的简单且有效,玩家出去战斗射击俘获士兵收集资源、回过头来进行基地建设研究科技然后利用被俘获的士兵进行更多的产出,依此循环往复,《暗星铁律》的这一套变强的逻辑非常直接,并且给予始终前进的动力,你总是有事情可以去做 作为前半个循环的核心游戏的战斗部分做的非常出色,战斗由各个小规模战斗交织而成,节奏相当快的同时有着丰富的兵种战场布局设计。战斗还融入了肉鸽元素,这使得战斗体验并不会太快陷入重复疲乏 而后半个循环的核心游戏则放在殖民管理上,殖民过程充满了如叛乱之类的动态变化,将被俘获的敌人通过洗脑转化成忠诚的士兵颇有几分极权主义的味道。当然这不是唯一的选择,玩家也可以将这些士兵更当个“人”的去看待,但我已在《冰汽时代》中“享受”过了刁民的对待,这种仁慈的领袖已不是我的第一选择了 相较于单纯的聊《暗星铁律》, 我更想聊以《暗星铁律》展开的借鉴和融合的话题 《暗星铁律》在“融合”上和《幻兽帕鲁》看起来很有相似之处,甚至可以说《暗星铁律》在这方面做的还要比《幻兽帕鲁》更成熟,从借鉴对象上就可见一斑 实际上《幻兽帕鲁》所汲取的灵感来源多是《方舟生存计划》、《流放者柯南》等生存建造游戏,可能还有任天堂经营多年的美术公共资产。而《暗星铁律》则显得要复杂的多,它把相当多的类型熔炉般的融合进了游戏里,像基地建造、殖民管理、第一人称射击、生物收集还有肉鸽随机性等等,我甚至很难说全它像什么游戏,因为它容纳的太多导致已经很难分得清原貌了 粗略来看,在《暗星铁律》身上有《幸福工厂》、《地狱潜兵》、《雷神之锤》、《幻兽帕鲁》、《边缘世界》的影子,最难得的是,《暗星铁律》做到了在融合起来后让各个驳杂的元素类型难分彼此。在我看来在现在这个时代,游戏已很难做得到真正的令人眼前一亮的创新,如果要做到让玩家感到惊喜,不过是高完成度和融合的巧妙而已 换句话说,坏的借鉴叫“缝合”,好的借鉴叫“融合”,如何尽可能的不留针脚做成自己的东西,则可能是未来游戏开发的一大命题了,至于像《幻兽帕鲁》那样刻意显示针脚的游戏,则是另一个理不清的话题了 出自 网易 UU 鉴赏家培训计划 感谢由网易 UU 加速器免费提供的游戏 你出内容我出游戏,携手共创优质内容
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Latest in each market: best AU #63, worst RU #99 · 9 markets collected
US · last 30 days
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English*, French, German, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Your npcs, if left to their own devices for too long, will just...stop doing their job. I had 6 greenhouses and 2 animal farms going, the dudes just stopped harvesting, which meant no more food, which meant everyone starved. There was no reason they should have stopped; I wasn't out on an expedition with anyone, they were all still assigned to their respective posts, they all just stopped working This happens pretty frequently; the game *says* everyone keeps working while you're out and about, but they dont. Locking a person to a singular job doesn't work, they'll just get randomly assigned a different task anyway. You'll come back and 5 minute long construction projects will remain unfinished, your deep drilling platform willl have produced nothing, nobody picks up resources or drops them off in the warehouse even when thats literally their only job on base. You have a building dedicated to making NPCs go around collecting raw materials from various workplaces/ the world around the base, but they dont. do. anything. you'll come back from an expedition to find queues jammed, resources scattered on the ground, esp greenhouses the dude will just be standing there perpetually "working" but never actually doing *anything* its a mess YOU have to babysit these people. YOU, personally, have to take every product from every building, the NPC's just dont do it. Even Cult of the Lamb has better NPC AI, at least they'll keep doing their jobs when you're not watching their every move
[h1]基地建设+FPS肉鸽=很上头[/h1] 虽然《暗星铁律》目前还处于抢先体验阶段,但是从游戏当前近2000条评价+92%特别好评的销量和口碑来看,可见绝大多数玩家对游戏这一套基地建设+士兵管理+外出探索+FPS肉鸽的玩法框架还是相当认可的。从个人的实际体验来看,它属于又爽又肝的那种类型,甚至还带点策略性。 首先游戏的优化做的非常棒,我在一台2070的老爷机上都能60帧以上流畅运行,除了切换区域加载需要数秒之外,也未遇到卡死、黑屏等问题。而且由于做了非常优秀的手柄适配,晚点我甚至都想试试在Steamdeck的表现如何了。 其次作为一款战斗占据核心玩法之一的游戏,本作也有5档难度设置,方便各个层级的玩家体验。但是低难度下虽然敌人的强度有所降低,不过代价是相应的结算时获得的战利品也会减少,具体怎么选就需要玩家自己权衡了。个人感觉因为本作的养成其实有很多肝的成分,无需太在意那些战利品百分比的损失。 游戏的故事背景大致就是在某个架空的太阳历宇宙背景下,玩家所在的阵营在与一个叫作厄斯兰的敌人对抗,但是主角与大部队失联。在上级掌管一番审讯并确认过眼神后就开始在木卫二上扎根,建立起指挥中心并穿越虫洞向泰瑞斯星探索,征服敌人,实质上建立了一个殖民政权。 整体上游戏分为两个维度的玩法,即基地发展与探索战斗。在基地中玩家几乎可以从零开始打造帝国。具体来说就是先研究各类建筑蓝图,在获得蓝图所需的资源后就可以建造,各类设施五花八门,从生活起居、资源管理到装备制造都应有尽有。而这些资源的稳定来源则需要分配士兵们去采矿、伐木、采摘等等。每个士兵所擅长的工种还不尽相同,甚至还有自己的性格脾气。正所谓刁民无所不在,玩家可以采用暴力方式统治,当然也能相对怀柔一些,不过一切的目的就是体能人效。 探索战斗方面,EA版本开放了泰瑞斯星的三个星域,玩家可以挨个征服。不过游戏中的星图做的是简陋了些,你可以粗暴理解为能相对自由移动的爬塔模式。玩家可以航行至相应的点位上以QTE的方式开采资源,也能够深入到有着各种地貌的星球中杀敌搜刮战利品。玩家除了有AI还不错的队友相助外,也可以亲身杀敌。虽然核心玩法还是基于枪械、近战以及技能道具那一套,但是最为关键的增加了一个类似于肉鸽玩法的“破碎核心”机制,可以给自己的武器上各种增益,除了常规的额外伤害、增加暴击、拓充弹匣外,还能增加追踪锁定以及附带激光、电球等效果。虽然单次冒险所能携带的核心数量有限,但是相同的核心可以升级强化。 更值得一提的是,这些个跟你战斗的敌人或许也并非是敌人,因为你可以在枪林弹雨中趁他们濒死之际抓取回来,然后押运到基地中变成人矿,这不就成星际宝可梦了吗? 总的来说,现在入手本作完全不亏,制作组也贴出了完善的抢先体验更新图,未来还将有婚姻系统、危机事件、在线合作等玩法,并将开放第四星域,值得期待! [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
Pax Autocraticia currently feels more like a collection of unfinished systems than a finished game. There are a lot of ideas here, and I can see the potential, but unfortunately many of the systems feel underdeveloped and, more importantly, they don't seem to be connected well enough to each other yet. The game has a lot of individual mechanics, but they often don't reinforce one another. As a result, instead of creating interesting gameplay loops, many of them simply create additional chores and grinding. The base-building and customization are a major example. The system is extremely limited, despite looking like it wants to offer a lot of freedom. You can place decorations, but often not where they would actually make sense. For example, you may have plenty of space next to a building, yet the grid simply refuses to let you place something there and forces you to put it somewhere awkward instead. Basic things like railings are missing as well. It makes the base feel less like something you are building yourself and more like something you are arranging within very strict restrictions. The prisoner and NPC systems have a similar problem. In practice, the prisoner system often boils down to clicking one of two options, moving to the next prisoner, and repeating the process. Eventually, capturing people becomes less about finding interesting characters and more about grinding through a large number of them until you get the passive abilities or stats you need. This is especially unfortunate because there is a lot of potential for making the NPCs feel like actual members of your faction rather than disposable resources. For example, I would love to see a system where you can create and assign equipment for NPCs, with their actual combat roles being determined much more by their equipment. Instead of simply catching a pre-defined character, you could decide that one NPC becomes a heavy soldier, another a medic, another a ranged specialist, etc. The quality-up system could also become much more meaningful if, for example, upgrading a character allowed you to choose from a selection of skills or passives. Another possibility would be allowing NPCs to actually level up and train toward a specific role. That would create a reason to become attached to your troops and invest in them. Right now, the feeling is often closer to: "I need a better passive, so I'll replace this guy." Instead, I want the game to make me think: "This is one of my soldiers. I've invested in them, trained them and equipped them, so I don't want to lose them." That would make the prisoner, character development, equipment and combat systems reinforce each other instead of feeling like separate mechanics. The resource and economy systems also feel strangely designed. You are constantly pushed toward expeditions to obtain the things you need, but there is very little opportunity to build an actual economy around your base. You cannot properly sell things outside of missions, while your people still require salaries. This makes the economy feel less like a system you can manage and more like another reason to keep going on expeditions. I think the base progression and research system could also be pushed much further in this direction. Instead of simply limiting progression through levels and requiring higher-level expedition resources, research could gradually increase the economic and production complexity of the base. For example, producing certain advanced buildings or materials could require an actual production chain: Build farms. Grow specific crops. Use those crops to raise certain animals. Produce fats, fibers or other resources from them. Process those resources into materials needed for advanced metalworking. Eventually use those materials to construct more advanced buildings and equipment. This would give the base an actual economy and make the different buildings feel interconnected. At the same time, players who don't enjoy that kind of base management shouldn't necessarily be forced into it. Trading ships visiting your base could allow players to buy resources they don't want to produce themselves while selling their own surplus. That would create an economy where the player can decide how they want to play. If someone enjoys building a complex industrial base, they can do that. If someone doesn't care about base production and would rather go on expeditions, they can focus on expeditions and use their earnings to buy what they need. And if someone wants to spend a long time developing their settlement before starting a war, they should be able to do that as well. This would also make the game feel much more like building your own faction instead of simply following a progression path that constantly pushes you toward the next expedition. The vehicle system is another area where I think the existing mechanics could be connected better. At the moment, vehicles feel weaker than the player character and therefore don't provide much reason to use them. One way to solve this would be to make vehicles function more like another customizable combat platform. Let players equip vehicles with weapons and upgrades in a similar way to their own character. Research could unlock improved vehicle components, which the player then has to manufacture. Vehicles could also have their own 2–3 abilities and meaningful left- and right-click weapons. Improved versions of these components could then be added to the expedition loot pool. That would immediately give vehicles a much stronger gameplay purpose: they become another part of your faction's progression rather than simply weaker alternatives to the player character. There is also a noticeable lack of content and variety. Most areas seem to recycle a relatively small number of enemy types, with only around 5–8 regular types being added per area, excluding special characters. After a while, encounters start to feel very repetitive. Overall, I don't think the problem is that Pax Autocraticia has too few systems. If anything, it has a lot of systems. The bigger problem is that many of them currently feel like isolated mechanics that haven't been fully connected yet. The game has the foundations for something much more interesting: a faction-building game where you develop your base, build an economy, train and equip your troops, research technology, customize vehicles, trade with other factions and eventually decide when you are ready to go to war. Right now, however, too many of those systems lead back to the same thing: grinding expeditions, replacing NPCs and repeatedly performing simple interactions to progress. I don't think the game is hopeless at all. Quite the opposite—the amount of systems already present makes the potential pretty obvious. But they need to be given more depth and, most importantly, better connections to one another. At the moment, the game feels like it is trying to make me grind through its systems. I'd much rather have it make me feel like I'm building something worth protecting.
I bought Pax Autocratica a day after its release and it's the only game I've been playing since for hours on end. With 29 hours collected and defeated the last boss in the Early Access version in the name of The Father, it's time to decide whether this single player survival / rogue-like / bullet hell / base management is in my opinion a thumbs up or a thumbs down and why. Here's the TL;DR: [h3]The Positives[/h3] - It's compatible with full controller support. - You can choose to be either a benevolent Leader or a ruthless tyranical Leader offering two impacting playstyles for your base. You can care for your workers by asking how they are, providing food and shelter, giving gifts and rostering them reasonable work hours which increases morale, which results in higher Loyalty that leads with better overall production. Or you can be tyrannical instilling fear and obedience by making an example of others. You can choose to imprison and executing troublesome and non-effecient workers, whipping lazy workers back to work, sacrificing weak workers to enhance the stats of another, and grinding them down for resources. This increases their fear level to prevent strikes and protests but also increases the chance they have a mental breakdown. - AFK farming resources and doing research is awesome. All it takes is one button tap - not hold down - tap before doing research or gather resources and the game does the rest. You don't need to keep the game open if you alt-tab to look at Youtube or play another game because it still plays in the background. - It's well optimized. It's a rare occation where FPS drops. - An in-depth worker management system where you can assign a worker where they're most good by looking at their stats, and at will enable/disable where they can be auto-assigned to. - Once researched at the Vehicle Depot you can bring along a speed bike, a tank or a walking mech on your excursions. Unfortunately at the moment you can only bring one. [h3]The Negatives[/h3] - After the first few hours of combat, it gets stale. It's all the same by killing enemies who drop grenades upon death like the matyr perk from Call of Duty, evade the warning red spheres where grenades and missiles are about to hit, collect rewards, extract and repeat. The only things that changes is the mission type. - People with OCD will be agitated at base building later on in a fun way. Putting down anything whether it's foundations, buidlings or decorations comes with a tiled base with a square and a square on each corner. Align them up perfectly next to each and it feels good, but leave a gap anywhere or mis-align the squares and it'll make you rip your hair out. - Although it's not disclosed and I could be wrong, but there might be some AI generated content for images, namely for the portraits of NPCs. - It's been addressed but character models don't always represent the gender of the character. Female humans will share the same model as human males in bulking armour. Imagine a Warhammer 40K's Space Marine with a normal female voice. - If a worker is assigned to collecting dropped resources to bring back to a drop site, half the time they'll be stuck at the drop site when there's resources to be collected or dump them in bulk around the base during expeditions. [h3]The Verdict[/h3] As it stands I think Pax Autocratica is worth buying in its Early Access stage to support the devs. It's rough around the edges with bugs and poor AI pathfinding. But knowing the devs are actively listening to player feedback assures me it'll be bigger and better between here and full release.
I dunno, I got bored pretty quick, pretty repetetive. It might be a good game to someone else, but not for me. The base building feels like it was built for a mobile game, the rougelite or whatever its called feels pretty out of place. also, someone asked if there was gonna be a cash shop and the discussion was removed, so be aware that's entirely possible
P.S. Ждем русский язык в игре.
EDIT: Dev responded and I feel bad now. It's got potential. I just feel rug pulled. I was expecting something completely different. Maybe a bad advertising campaign on their part. I thought this was a grand strategy style game with basebuilding and FPS segments akin to Mount & Blade. Like Crusader Kings meets Hearts of Iron meets Fallout 4 or something. Military Emphasis, dictatorial emphasis, big imagery. Nope. This game isn't that. This game is a generic roguelike FPS, like any other. It's fun and it's fine and it's absolutely not what was advertised. The game literally takes just long enough to get the hang of that by the time you realize how boring the loop is, it's too late for a refund. If you don't mind losing half an hour of progress, getting enough upgrades to make yourself incrementally stronger, constructing facilities to do so, managing soldiers to aid you, etc, then going on another run and it playing the exact same as it did before no matter what gun or build you try and use, then go for it. It's meta twitch fps ♥♥♥♥♥♥♥♥. That's it. Shoot things fast in the head and collect loot. Problem is it has very little identity, it's Temu Warhammer 40k and Great Value Helldivers. ♥♥♥♥ this game. I thought it was Crusader Kings with an FPS slapped on it. It's not. It's Anthem. It's Starfield. It's Destiny Clone #2673 Generic as ♥♥♥♥, and if you complete an entire expedition, but die once at the 98.9% mark, you lose loot and have to repeat the previous half hour of gameplay. The game doesn't permit you to just finish.
要是也能像骑马与砍杀或者全面战争一样, 有大部队团战就好了。
It is a good game BUT it could be a lot better. The Gunplay: Surprisingly good and smooth. Every weapon feels unique in how it works and the sounddesign is also great. The Basebuilding: its okay nothin special but is very fluid and doesnt force you into the build menu every 2 seconds The Management autocracy management system is extremely lacking and dissapointing but i am sure it will evolve troughout development. Overall id give the game a 7/10 we shall see where the Devs take it from here
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