
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.
Most likely between $2.7M and $7.7M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 92% | approximately $4.5M |
| Epic | Free | — | #86 |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $13.84 on Steam · Ukraine (−54%). Compare 15 prices in 15 markets →
Reviews
Themes across 1797 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
The game is so good, the only thing is that the NPCs when fighting is kinda silly like the friendly tanks will get stuck in the rock or your friendly body guards will be miles behind/ not really helpful ima guess pathing bug but that's it, the game is so good that I hope you guys got plans for years to come.
TL;DR: Pax Autocratica feels like a Warhammer-esque first-person RimWorld with a dash of Kenshi and a weird creature-collector streak. The combat is smooth and fun, but the colony building, soldier interactions, and emergent storytelling have been the real hook for me. It still has some obvious Early Access rough edges and systems that need fleshing out, but after nearly 10 hours I've had no major technical issues and still have plenty left to see. 7/10 so far, with a pretty easy recommendation for RimWorld fans. ============================== I went into Pax Autocratica expecting something like a mashup of RimWorld, Kenshi, and a survivor-like. What I actually got was something closer to a Warhammer-esque first-person RimWorld, with an oddly creature-collector-ish element thrown in. And by creature collector, I don't mean obsessing over perfect stats. I mean seeing an enemy soldier who looks badass and immediately deciding: "You're mine now." Then imprisoning and indoctrinating them until they're part of my army. The biggest surprise, though, is that the combat isn't what has kept me playing. I originally expected training soldiers and going on expeditions to be the main attraction, but I've spent far more time building my base, managing the people living there, and reading what my soldiers are doing and saying to each other. That's probably Pax Autocratica's biggest strength for me. Unlike RimWorld, where you're essentially an all-seeing god staring down at your colony, you're physically there with everyone. You're walking through the settlement you built, passing your soldiers in the streets, fighting alongside them, and occasionally seeing them talking about you to each other. That simple change in perspective adds a surprising amount of personality to the colony-management side. Some soldiers I love. Some annoy me. Some I couldn't give two ♥♥♥♥♥ about. At first they can definitely feel like numbers on a spreadsheet that need food, morale, loyalty, fear, etc., but once you start paying attention to particular people it's very easy to begin constructing little stories around them. The emergent storytelling isn't incredibly deep yet. I'd probably put it somewhere around a 4-6/10 in its current state simply because the pool of interactions seems fairly small, but what's already there gives your imagination enough to work with. I'm especially looking forward to the relationship and eventual marriage systems being expanded, because soldier interactions with both each other and the player are probably the area I'd most like to see developed further. That personality extends into the base building as well. The controls are intuitive enough that it didn't take long for me to understand what I was doing, and I've had a lot of fun gradually turning the settlement into something that feels like mine. It can be a little janky if you don't plan things a step or two ahead, and the building system could definitely use some refinement, but nothing about it has seriously frustrated me. The tutorial deserves some praise here too. It explains enough that I walked away feeling confident about what I could do and what the major systems meant without constantly grabbing me by the hand. I've only really had one notable moment of confusion involving a resource-mining structure, which is pretty minor. When you do head outside the colony, the combat is smooth and enjoyable. I don't have an enormous amount of praise or criticism for it beyond that, which honestly isn't a bad thing. Movement feels good, weapons do their job, and once you get comfortable with everything you can zip around the battlefield wiping enemies out pretty effectively. Upgrading your equipment also has a noticeable effect, and once you learn what different expedition encounters reward, farming specific materials becomes fairly straightforward. Expeditions can get somewhat repetitive, although I've also spent basically my entire playtime stubbornly sitting in the first sector, so I'm partially doing that to myself. The battlefields change enough that it doesn't simply feel like cycling between the exact same handful of layouts, and repetition personally doesn't bother me much anyway. The progression system also deserves credit for letting you take things at your own pace. I've never felt like the game was standing behind me yelling "GO TO THE NEXT ZONE ALREADY." You can build, farm, recruit, experiment, and generally screw around for as long as you want. Eventually you do hit a point where something you need simply comes from the next sector, at which point the game naturally gives you that: "Alright. Guess it's time to stop screwing around, grind out the equipment I've been putting off, stomp the boss, and move on." That feels a lot better to me than constantly being pushed forward. Another area where Pax Autocratica has really impressed me is its tone. The setting takes itself seriously enough that the world feels legitimate, but it also knows when to be ridiculous. There's a very strong pseudo-Warhammer feeling running through the whole thing, yet the comedy never feels like it's undermining the setting. That's a surprisingly difficult balance to get right, and so far they've nailed it. Technically, my experience has also been excellent. I've had no crashes, noticeable FPS drops, broken saves, or NPCs doing anything catastrophically stupid. Visually it looks pretty good as well. There are areas that could use another layer of polish, but they're minor enough that I don't really think they're worth holding against the game right now. My biggest personal complaint is customization. I'd love more ways to customize my own character, but especially my soldiers. Being able to alter their appearance to some degree and create visual uniformity between different groups of troops would add a lot for me. Considering how much of the game's appeal comes from getting attached to individual soldiers, giving players more ways to make those soldiers visually their own feels like a natural fit. And that leads into the main caveat: It's Early Access. There is already plenty to do, but you can absolutely see where certain systems haven't reached their final form yet. The building tools could be more refined, emergent interactions need more variety, customization is limited, and there are clearly features still waiting to be expanded. Don't buy it expecting a completely finished 1.0 game. At the same time, if someone had handed Pax Autocratica to me without telling me it was Early Access, I could probably have believed it was simply a smaller finished game until I started reaching the edges of some of those systems. It doesn't feel like one of those Early Access releases where you're buying a tech demo and a promise. If what you've seen on the Steam page or in gameplay videos looks appealing, there's a pretty good chance you'll enjoy what is already here. I'd especially recommend it to RimWorld fans. Kenshi players may find a lot to like as well, but after playing it I'd make the RimWorld comparison much more strongly. As it currently stands for me: 7/10. That score could easily change without the developers adding a single new feature, simply because I've somehow managed to spend nearly my entire first 10 hours ♥♥♥♥♥♥♥ around in Sector 1. There's still a lot of the existing game I haven't even seen yet.
this is hands down the BEST and MOST enjoyable early access game I've EVER played. If you love simulation civ management, thrilling modern doom inspired combat, and ordering your soldiers into strategic positions PLAY THIS GAME. I am a picky SOB and honestly the end of of the game so far MADE ME CRY thats how much I enjoyed it. Seriously devs, I believe in you SO MUCH YOU ARE AMAZING. I only have my full fledged faith placed in you all and look forward to every little thing added into this beautiful game. Oh and the music, the music is PHENOMINAL, truly astoundingly good. I commend you all, devs, and players FOR AURORIA, FOR THE FATHER, AND FOR HUMANITY!
My colony forgot about the food shortage after my glorious rally. +10 Patriotism.
very good game
Ok... So what is this game? 3 building's tree + not really a base to build (the place where you land btw run) + 30 to 40 ennemies to kill * 5 runs to progress in a veryyyyyyy linear way. No more, no less. For so few content, i strongly not recommand it. It is less than a game, than an IA generated content. With bugs.
its fun. the aim feels nice . the goals have satisfaction. its addictive. and it should get better as long as greed doesnt overwhelm . overheated 1080ti and old i7 and it runs great at 1960
It's an absolute blast. Lots of QOL. No points for originality, but it doesn't hold it back at all. If you like 40k, Rimworld, Conan Exiles or Helldivers, you'll probably like this. Easily one of the best underdog games of the year.
only because the traveling sales envoy paid me a visit to make me feel less lonely, a review I shall leave.
好玩,潜力很大,但目前丰富度、深度、爽度都不太够,有几点问题,想法不一定成熟,仅供参考: 一是养成和战斗的关系,除了武器和抓捕弹还有战术局,其他的影响并不大,尤其是士兵的AI和作用发挥,感觉没有形成流派的潜力; 二是请高度重视在武器和核心设计中的差异化而不是平衡化,比如说狙击枪屎一样的射击手感和换弹设计,换来的还不如甩一发火箭弹,那我用它的动力是什么?要么远程一击秒杀(现有伤害太低)、要么偷袭不触发战斗(射程毫无意义),伤害和可玩性严重背离;高射速武器同质化严重,没有和核心进行精准匹配,以致于乏善可陈;最老火的问题来了,核心是非常好的设计,但是除了飞弹流强无敌,其他不具备可玩性,毒雾流的持续时间、持续伤害不足(建议朝高叠加层数、无视防御和护盾方向),电球流伤害太低、控制特点不凸显(大范围AOE式的强控,对BOSS也能控是电球的唯一出路)。星爆弩+飞弹流IMBA很好别砍了,至少我还能有一个刷得满意的流派,加强其他就行。 三是你们在搞设计特点差异化(再次强调不要乱平衡,不要找喷)时请务必注意可玩性,我为什么玩了40多个小时感觉只有星爆弩+飞弹流强无敌,因为星爆弩有自动瞄准,飞弹流伤害爆炸,我刷着不费劲;其他的武器要么操作费神却伤害不够(狙),要么操作复杂效果不突出(手枪面对群怪时乏力还要手动停锁定),要么收益太低(火箭和榴弹的爆炸范围太小也没有对应的核心来匹配,例如可以考虑火箭大范围高伤害+电球群控,榴弹多弹数小范围中伤害+毒雾叠层数等等),近战我没有怎么研究不好说,但是近战普攻不带群攻我没法理解,都冲到怪群了还得在光污染严重里面一个个和怪单挑刷着好费劲。 四是人物提升上,除了武器装备图纸,提升太有限了,装备改造(增加和核心适配度,流派特色更明显)考虑一下?士兵装备+天赋系统(如果短时间动不了基地养成环节,为什么不在装备和天赋上做文章)考虑一下?载具必须加强不然太弱了啊,地形适应差、操作不舒服、伤害没特色还低,带出去我基本不开都靠肉身成圣,载具模块化+战地指挥(开载具除了爽之外,能不能兼容战术指挥如同下棋)考虑一下? 五是关卡设计建议朝三个方向去调整:一是保持现有短平快的刷刷刷任务,获取材料、资金等基础要素,可以考虑在后期加入装备配件、士兵装备等,这些又可以通过基地制造或兑换交易的方式获取武器装备、核心等关键要素,解决不喜欢冗长任务玩家的需求;二是增加关卡丰富度(现有地图可以的,底子不错),比如潜行关卡、营救关卡、载具关卡等,对应匹配一些特殊物品或者装备或者养成要素;三是增加一些刷得更多更长的关卡来丰富剧情和世界观,收益更多更高,比如红色武器装备图纸、比如载具图纸等等,使选择更多一些。依托这些设计方向来解决游戏现在玩法丰富度不够,武器装备核心等特色差异化不明显,选择欲望不高的问题。 可玩性是不错的,但还是需要深度上的突破,底子好但起码先满足一个方向,要么养成上下功夫玩星际人型帕鲁(探索性还缺得多),要么战斗上让人有玩得爽、玩法多、一直想去刷的动力(目前这个方向靠谱一些)。加油!