
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.
Modeled estimate, not a reported figure. How we estimate →
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.
No United States chart position — it charts only in the markets below.
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 | — | — | #90 | 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 1784 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good game havent run into any bugs as of yet but i did run into a one of a kind salesman and thats the first unique way ive ever seen for a game company to get you to look at their games and i genuinely laughed when he showed up
Juegazo hermano, se lo ♥♥♥♥ a mi abuela y despues le mostre el juego. -Gestion de Bases y npc - Farmeo tipo warframe - shooter 1 persona medio rogelike
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Stats
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 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A Traveling Sales Envoy sends his regards.
The game I was waiting for!
This games concept is super cool, the capturing is really fun and you can choose what kind of leader you want to be, however combat is quite repetitive and the grind is very intense. This game is however in early access and the content is still yet to be fully available but I am exited to see what else this game has to offer in the future. If this game was a painting all that would be left is the color.
Curva de aprendizaje sencilla, emocion y retos epicos
makes fun
Quite a solid game for straight out of the box EA, been fun so far and not run into any problems albeit the long loading screens get a bit tedious on the short early game maps and could do with some optimizations, unless thats a me problem and my SSD is just getting ♥♥♥♥♥, a mash up of different genres, bit of basebuilding with some Palworld and Helldivers vibes, Doomy style combat with roguelite elements. It comes together pretty well imo. With enough time and effort put into fleshing out and deepening all the systems this could end up pretty epic.
Pax Autocratica is honestly my cup of tea and I do think the game is fun but right now it feels more like a melting pot of a bunch of cool ideas that haven't fully been connected yet. There is a lot here that I really like and can see working extremely well if the devs keep expanding it but at the moment the game becomes repetitive pretty fast and just doesn't have enough depth. The biggest thing for me is that almost every system feels like the beginning of something rather than a fully developed system. Base building for example is fine but progression is way too linear. I would much rather see some kind of research/tree structure where I actually have choices on how I want my colony to develop. Maybe I focus heavily on military stuff, maybe industry, maybe space, logistics, whatever. Right now it feels like I'm basically just checking boxes until I unlock the next thing. Same thing with the soldiers. I have basically no reason to care about any of them. I would love if soldiers were something you actually invested into. Let me give them equipment, armor, weapons, attachments, roles, skills, etc. Let me take some random guy and slowly turn him into my heavy gunner, medic, squad leader, sniper, whatever. Maybe they level up or gain traits from surviving missions. I want to eventually have that feeling of: "oh I don't want this guy to die, he's been with me forever." Instead right now soldiers mostly feel disposable. If I find somebody better I replace them and move on. This would also help the ground combat a lot because combat itself can actually be pretty fun, but once you have a bunch of people fighting it becomes a giant cluttered mess. There isn't really enough squad tactics or control. I would love actual squads with formations, roles, orders, positioning, maybe suppression, medics, heavies, etc. Difficulty also needs work. Higher difficulty mostly feels like enemies suddenly have insane health and damage instead of actually becoming smarter. Different factions especially should fight differently. One faction might rush you constantly, another could use ranged units and defensive positions, another could flank, use vehicles, ambushes, whatever. Right now a lot of fights eventually become enemies spawning and running straight at you while everyone creates a giant blob in the middle. Vehicles are another system that I basically forget exists. The maps are so small and linear that I don't really understand why I would bother using them most of the time. If maps eventually become larger and more open then I could see vehicles making WAY more sense. Especially if vehicles themselves become customizable with different weapons, armor, upgrades and crew. Then there is the gear system. I'm actually fine with grinding for gear and blueprints. I like loot games. The problem is you progress so quickly that a lot of the stuff you unlock becomes irrelevant almost immediately. I think blueprints would make more sense if you mostly unlocked the weapon/item itself and then continued upgrading it over time. Better barrels, optics, armor components, attachments, modifications, whatever. Maybe higher rarity blueprints later unlock unique versions or more advanced upgrades. Right now it feels like: build thing -> find better blueprint -> replace thing -> repeat. The star/quality system has the same problem. It becomes obsolete really quickly and doesn't feel like something I'm actually investing into. But the part I REALLY want them to expand is space. This game is literally about hopping between planets, gathering resources, building up your forces and fighting for basically the God Emperor. The space side of the game could be so much bigger. Give me a very scaled down Stellaris type layer. Nothing insanely complicated, but let me have multiple colonies across different planets. Let me build and maintain a small fleet. Let me assign soldiers to protect colonies. Let enemies attack my territory. Let me decide where my resources and troops are going. Maybe one planet becomes my industrial world while another produces food or rare resources. Maybe I have to protect trade/resource routes between them. Maybe I have a fleet stationed around an important colony because another faction keeps attacking it. That would connect SO MANY of the systems already in the game. Right now the story is basically telling me that I'm taking territory back and fighting this massive war, but I never really feel like I'm defending anything. I'm always moving forward. Go here. Kill everyone. Take resources. Go to next area. Repeat. There isn't much consequence because once I take something it basically feels safe forever. If I'm supposedly rebuilding some giant empire then make me actually defend the empire I'm building. Let enemies counterattack colonies. Let me build defenses. Let me station soldiers there. Give me a reason to maintain multiple squads instead of just bringing my best guys everywhere. Suddenly losing soldiers matters. Base building matters. Vehicles matter. Space matters. Resources matter. Research matters. All those currently separate systems would start feeding into each other. The romance system is probably the strangest thing in the game to me though. I genuinely don't understand what it is doing here right now lol. It almost feels like somebody took part of The Sims and dropped it into the game without the rest of the systems needed to make it make sense. We basically live in military barracks/shelters while fighting a giant war across planets and somehow I'm also playing a relationship simulator. Maybe if characters had much deeper personalities, friendships, rivalries, families, permanent settlements, houses, etc then I could understand it. Right now it just feels disconnected from everything else. And thats kinda my overall problem with Pax Autocratica. It has A LOT of systems. Base building. Soldiers. Loot. Blueprints. Vehicles. Relationships. Colonies. Space travel. Resource gathering. Combat. Research. All of these sound awesome together on paper. But right now most of them feel like separate little systems sitting next to each other instead of parts of one bigger game. Because of that the main gameplay loop eventually becomes pretty repetitive. Go on expedition, kill enemies, collect stuff, upgrade something, go on another expedition. I don't think Pax Autocratica needs another 20 random mechanics added on top of what it already has. I think the systems already here just need way more depth and need to actually interact with each other. There is genuinely a game here that I would probably dump an absurd amount of time into if they pull that off. Give me colonies I actually care about. Give me soldiers I don't want to lose. Give me planets worth defending. Give me fleets worth building. Give factions different ways of fighting. Give me meaningful choices in how I build my empire instead of a linear progression path. The foundation is there. As of right now though I can't recommend it yet. It's fun, definitely my type of game, and there are moments where you can see what it could become, but after a while the repetition and lack of depth catches up with it. I'll definitely keep watching the updates because I think this could turn into something really good. Right now it feels less like I'm building an empire worth protecting and more like I'm grinding through a bunch of systems that eventually lead me back to the same expedition loop. **Not recommended for now, but very interested in where it goes.**
Excellent game so far! There are some missing features and rough edges, but overall it's much better than most newly-released games I've played in the past couple years. I'm a sucker for genre mashups done well, and this one is up there. In that aspect, it's maybe closest to The Riftbreaker, where you're building up your base and armor/weapons/items between expeditions to gather resources and advance the story. No base defense, though. There's also enemy capturing, upgrading, and breeding, which I've heard is similar to Palworld but I haven't played that so for me it's closest to Ark, with a bit of Rimworld-esque emotional states. The combat feels closest to Gunfire Reborn, which is my favorite FPS Roguelite. So far I haven't made any builds as crazy as in Gunfire, but that's not a bad thing. And the fact that you take your carefully-curated squad with you into battle is great! The defensive troops are a huge help. Although the screen can get a bit cluttered since most troops are much larger than you are. I have 16 coming into battle with me, and I need to keep some distance from them or I just can't see anything. There's a lot of weapon types, and there's a character ability/trait tree as well. You spend points gained on level up to purchase passive and active abilities. You can have as many passives as you can afford, but you only have 5 abilities on your active bar. Those include things like health potions, shoulder-mounted flamethrowers, a black hole-type ability to suck enemies in, and an essential ability that allows you to mark an enemy for capture, doubling their capture chance and making them immune to damage. Everything is locked behind upgrading your base, and all actions take a decent amount of real time from your troops, so you often set things up between expeditions and then head out again while those get worked on. Several things are also locked to 1/day, so the loop often becomes: - Torture and indoctrinate any prisoners you have that you want as recruits (otherwise the useless ones get pulped to improve my other soldiers) - Address any issues with personnel, such as low mood. Maybe hang a poor-performing troop in my central plaza to let the rest know the expectations. - Collect all resources that were being made since last time (food, crafting/building resources) - Start up food crafting for your troops, if needed - Start a next batch of research items at the various workshops - Construct/upgrade base buildings - Start crafting any desired new armor/weapons/items from the blueprints you just picked up (some are crafted quickly, like 1 minute, others are like 10 minutes so you'll probably pick those up after next expedition) - Adjust your loadouts, personal and troops, and head out for another expedition! The daily-ish loop reminds me most of Schedule 1 in a lot of ways. I'm sure there are more apt examples, but that's what comes to mind first. In expeditions, you travel between points of interest on a big map in your ships. As you travel, and as you conquer places, the enemy strength increases. Conquer enough places, and the boss event unlocks. Beat that one, and you add 1 of 3 progress points to unlocking the next zone. Each zone has an arena boss as the final challenge. In combat, you progress across a medium-to-large scale map with spawning enemies to accomplish any number of goals assigned randomly. Things like: kill 50 regular enemies and 2 Chiefs, or go blow up 3 artillery towers. As you kill and progress in a map, upgrade nodes spawn. Those are just like Gunfire, where you have 3 choices that might boost an equipped gun or give you special abilities, like creating toxic clouds as you hit enemies. Keep choosing those toxic cloud options and eventually it'll slow enemies by 50%, reduce their damage by a lot, and cause huge damage over time. And some of the weapon abilities are great, too. I got one for my bow that turns the arrows into giant spinning crosses that pierce through enemies. Combine that with the toxic clouds and you cover a map in crawling, weakened mobs that die slowly on their own so you can focus on the elites. And that's just one random combo I got in my last expedition. And importantly for my partner and I, co-op is on the roadmap! We loved it when Riftbreaker added that, and I know we'll play the ♥♥♥♥ out of this one too. CONS Check out their Roadmap, they have a lot of my gripes already on there. There are some downsides that bug me, but most of those are on their roadmap: - The existing character models are great, but many of the females don't have their own; they juse use the male models (on roadmap) - Building base floor foundations can be a bit clunky. The ground itself is not flat, so unless you started off your base by connecting foundations (very expensive when you first start), your base buildings will be at slightly different elevations. There are stairs, but overall it still just makes things a bit awkward. - A way to shrink the size of your troops so you aren't just staring at subordinate asses during a firefight.
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