
A colony-building game combined with grand strategy elements. Play as a tribal leader, guiding your people from the Stone Age to the Bronze Age. Survive, multiply, and compete for territory among ancient nations.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 20 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
作为一个91个小时的玩家,这款游戏我是玩明白了。先说结论,在游戏补足缺陷,成为完成品前,大家千万别买,浪费钱,浪费时间。 按理来说,游戏既有类似《宋上繁华》的运营建造,又弥补了宋上繁华缺少对抗战争的不足,从设计理念上看,是很有意思且耐玩的一款游戏。 但事实情况却是,游戏的BUG实在是太多了,多到了有多少玩法,就有多少BUG。BUG的数量甚至比玩法还多。 现在我来扒一扒我发现的问题: 1.养成方面 1.1农耕 1.1.1农民不会同步的自主耕种、浇灌或者收割。举例而言就是如果我们有10块地和100个农民,即便把农民分成10组,每组10人,他们也不会10组自动各耕一块地,而是若干农民耕地块1,剩下的不知道该干啥好。浇灌也是如此,低下的耕作效率直接影响粮食收成。 1.2畜牧 1.2.1不知道游戏设计者怎么设定的。游戏中的畜牧单位,主要是羊鸡,肉的产量极低。想要保证充足的肉类供应就需要大量养鸡养羊。后期几百只鸡和羊在屏幕里转来转去,卡得要死,每天收不到几斤肉,但是奶、鸡蛋收一大堆(吃不了),羊毛攒到上完,占大量存储空间,往外卖别的部落又买不起,换不了有用的资源。肉和其他乱七八糟辅料的收获完全不成比例,游戏体验极差。羊毛都爆仓了,肉还是不够吃。 1.2.2牧民和农民一样,每天不知道在干什么。反正就是不屠宰,设置自动屠宰也没用。 1.2.3手搓饲料的效率太低,是个工人趴在那搓饲料都供不上牲口的饮食。现实中,弄饲料有那么难吗? 1.2.3其他动物如猪、象、老虎没有饲料盆,跑到厨房和仓库里吃饭,一窝蜂卡得要命。后来发现可以把粮桶弄到他们的圈里,问题算是得到了解决。但既然鸡羊有饲料盆,为什么不给他们设计一个呢? 1.2.4一场瘟疫常常导致几百只牲口死亡。牲口死后尸体必须用火堆烧掉,每次每个火堆只能烧3只鸡。如果火堆建的少了,工人会因为目标错乱,引来系统报错,然后工人就都不烧尸体了,尸体就开始传播瘟疫。 1.3采集 1.3.1草种和树种只有前期能采集到,到了后期就完全的消失了。没有草种就没法人工种草,草制饲料的话,原材料可能供应不足。没有栽种的树林,木材也略显不足。 1.3.2浆果来源也莫名其妙的中断了。 1.4医疗 外伤药用处不大。战争之后,战士不会服用外伤药来治疗失血。按理说,这样的设定挺真实的,在战争中伤残,就该退役,由新兵来填补。但问题是,外伤药这个东西,除了给士兵疗伤好像也没有别的用途了。平常基本上没有消耗。 1.5厨房 单口锅的单位产量极低(以至于到了不合理的程度)。要供应300多人吃饭,10个厨子是不够用的。十几个厨子,十几口锅,结果就是厨房一片混乱。建议像工具台一样,设置优先级。 2.殖民战争方面 2.1将本族的人员移民到别的族群,对本族没有半点好处。包括: 2.1.1没有影响力加成,不会提高声望 2.1.2一个15人的部族,可以交易到最多1200肉,若干牲口和奴隶,20000贝壳。通过移民,把对面弄成115人,结果对方能交易的东西还是这么多(似乎是固定值),根本不能扩大贸易。 2.1.3即便对方部族的首领变成了我方派过去的人的后代,邀请对面出兵仍然需要消耗影响力。 2.2随着我方部落变强。科技全满,人口达到400+,我们宣化和战争获得的影响力反而变低了。现在的状况是,即便我们把敌人部落的人口打成4,也不可能占领对方的部落了。(战争和宣化只能收获负45的影响力。负值是不是挺不合理的) 2.3对方的部落人口只有4人。但是我们对他们发动战争,他们的实际参战人员却是60多人,也不知道人是哪来的。起初我以为是他们的友军,但战争结束后,对方同文化的部落并没有人员损失。不仅如此,在我付出一定代价(起码损失了弓箭)获得胜利后,也没能俘获奴隶。这显然是个BUG。 (归结而言,战争越往后越没法打。因为机制存在问题,永远不可能征服全图) 3.其他BUG 3.1人口超过300的时候,不知出于什么原因,经常所有人原地不动了。这种情常常是一个游戏日好几次。 3.2常常有人莫名其妙的原地不动,如果不注意右下角有人挨饿挨冻的提示,就挂在原地。 …… 总而言之,游戏不仅不是完全体,还因设计人员想的很好,但在逻辑算法方面,还有大量的不足,以至于游戏随着部落发展,人员增多,后期完全没法玩,纯属浪费时间。(想想满屏幕的鸡羊牛乱爬就知道了,战争也无法推进) 大家千万别上当入坑。
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| $3.8M | 7.7K | 95% | $24.99 | |
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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: Simplified Chinese, English, French, Japanese, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Russian, German, Italian, Korean
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
希望添加被黄河母亲肘击的环节,以及被洪水淹过的农田会变肥沃增加产量,能修改河道兴修水利的功能
This is a game that is similar to other city builders such as Dwarf Fortress or Rimworld in functionality. Its distinction is that it takes place at the start of the Bronze Age in Ancient China (there is talk about expanding the number of starting places in the future), and you can follow the path of the future Silk Road all the way to Mesopotamia through trade, raiding, or diplomacy. Like most of these types of games, there isn't a specific goal except to keep your community going. As your society advances culturally and technologically, you will go through many generations of villagers. A feature that the developers are very keen on is having family lineages and as I am writing this they are working on the implementation of these family trees. In addition to family lineages, you can also domesticate various animals (Dire Wolves that become dogs, Sheep, Chickens, Aurochs which become the first cattle, "Fishing Birds" or Cormorants, and even Sabre Tooth Tigers and Mammoths) and gradually improve their traits across generations. As it is a late Neolithic society, construction is limited to single-story structures, walls, and ziggurats made of clay. We will see if they add options for multistory homes in the future, but that leads me into the pros/cons section of this review. Pros: -Developers are very active with the community and frequently discuss future plans. They accept feedback. -Unlike Dwarf Fortress, this game can manage 200+ villagers without the framerate dropping. You can also directly assign villagers to handle critical tasks like building walls. -It's cool to feel like you're the one creating one of the first civilizations and one that is still around to this day. -Military squads level up across generations and gain access to different combat roles. Cons: -It is still in development and there are many opportunities for Quality of Life improvements. As an example, some stuff could use more automation like the education system for children or when to stop planting seeds for the year. -The graphics are not next generation, but most games in this genre use pixel art or even ASCII in the case of Dwarf Fortress. If you like the mechanics of the game, the graphics aren't the end of the world. -There are bugs, but they can usually be fixed by reloading a save. -Major milestones are not acknowledged by the game (first birth, first bronze weapon, etc.) -The music can get old after a while if you pay too much attention to it -There's not really a good way to keep track of which villager group is which because it displays the leader's given name and not the family name (which can go extinct). -Once you get into the late game and take in ludicrous amounts of tribute from neighbors, there's really not a whole lot left to do except steamroll the rest of the world and deport your old people to tributaries so you don't have to dig graves for them. All in all, it's a game I've enjoyed and I look forward to seeing what it becomes in the years to come.
this one is different, lots of variety, I really enjoy the town building but what definitely stands out is the progression as you develop and organize your population into social groups that directly effect your economy and military, the attention to detail is impressive, lots of little things like decorating individual bedrooms and it having an impact on birth rate/mood/workspeed to diet being a key factor in peoples "stats" and impacting their vitality over time, but you can also scratch that macro itch by then going and copy pasting those fancy rooms everywhere or casually throwing your workforce around as a jack of all trades instead of taking time to specialize the groups and their leaders, there's honestly not any other game like it from what i've seen. looks like a colony builder, and it has all that stuff, but im finding it to genuinely only be HALF of the game once you start figuring things out. managing the different groups is incredibly rewarding if you are meticulous and patient, even combat is heavily impacted by how loyal the person is to their squad commander, very fun spin on the genre i can't not give it a 10/10 for creativity. the updates are game changing too which is awesome while waiting for development to finish, that's also the only negative thing i can think of, it's not in a completed state yet, the global map needs some attention, more interactions with other tribes and ways to increase leader prestige, (maybe tea parties?) there are bugs the people occasionally get stuck and you'll be pinged to come draft/undraft them, mostly just annoying things like that, and the interface isn't the best so there's alot needed in the way of fleshing things out and polish but the bones are solid, having watched the pieces come together so far im incredibly satisfied with the purchase, would in fact, buy again.
激烈竞争难度统一需要经历什么? 1.获取雌性,无论女人还是母鸡,越多越好 2.小米吃到吐,人再笨,13岁的时候智力还能到不了100吗 3.子民要吃肉,一场禽流感带走了一千只鸡,六千格的养鸡场里,只剩一只母鸡和七只每天需要交配20次的公鸡 4.面对已经没有斗志的敌人,三十虎贲军围着一个敌人杀了七八个小时才杀了他一半血 5.猛犸军团,剑齿虎军团最大的作用,就是再抓一只极低属性的猛犸 6.十几个四人小队用一年时间,到地中海旅游一趟,随机统一世界
Build a tribe, ride a mammoth, accidentally become a slaver empire Primitive Society Simulator is one of those games where you start with a few villagers and 10 minutes later you’re thinking: “Alright… should I trade with my neighbors, conquer them, or just integrate them into my growing workforce?” And the game just shrugs and says: yes. After around 120 hours and plenty of experience with similar strategy/sandbox games, I can confidently say: this game does a lot right. What really makes it stand out is the freedom. You’re not locked into one playstyle. You can build a peaceful trading network, dominate other tribes, or create your own slightly questionable system involving slaves, vassals, and way too many animals. Speaking of animals: they’re not just decoration. They’re your economy, your army, and sometimes your biggest headache. Managing different animals for work and combat adds a lot of depth. That said, being limited to one animal type per leader can feel restrictive—mixing them would open up much more strategy (and probably more chaos, which would honestly be great). The research tree is actually meaningful and unlocks real new options instead of tiny stat boosts. Combined with the vassal system and leader progression, your decisions genuinely shape how your tribe evolves. Watching leaders rise through combat is satisfying—but it would be nice if they could also advance through something crazy like… working. Performance is surprisingly solid for an Early Access title. However, if you fully commit to becoming a prehistoric animal hoarder, you’ll start to notice that optimization still has room to improve. One thing that really deserves praise: the developers are extremely active on Discord. They communicate directly with players, listen to feedback, and actually react to your experiences. It’s not uncommon to report an issue or discuss a mechanic and see it improved or fixed shortly after. That kind of close interaction makes the game feel like it’s constantly evolving in the right direction. Unit variety is good and already offers solid options, but there’s definitely room to expand further. Who should play this? Fans of sandbox and strategy games Players who like experimenting instead of following strict rules People who enjoy complex, interconnected systems And especially those who want a real challenge — the game doesn’t hold your hand Overall: A surprisingly deep and flexible Early Access game with lots of freedom, strong core systems, and just enough chaos to keep things interesting. Not perfect yet, but already very addictive—especially if you enjoy figuring things out the hard way (and occasionally realizing that 10 sabertooth tigers are not, in fact, a flawless strategy).
爬科技树的殖民游戏 确实有上古先民开荒的乐趣 而且便于探索玩法 就是画风过于上古这一点不太好 如果能爬到中世纪开更多的图直接就是神作了 另外不确定科技树是否根据自然地貌决定的生产方式来的 如果自然地貌生成的东西更深刻地塑造了科技树的偏好 那这就是神作
印象中跟一兩年前看到的版本好像不太一樣,看評論果然有改版過 人物跟場景物件建模,地圖大小等相關應該是為了讓遊戲跑的順, 考量了很多最終呈現出來的遊戲美術, 個人能接受,頭像也很有自己遊戲特色不過頭像能再更美化點我會更開心(?) 目前的玩法有點像《Dawn of Man》《Banished》《Rimworld》《Going Medieval》 小玩一下的心得 =========UI介面========= 有些類似上面幾款的操作運用在大荒先民中反而有些不習慣(不直覺?)? 也說不上來好還是不好,玩了40小時之後印象中滿常在左上那個人物列表中開開關關跟調整設定, 雖然人多了之後組別列表縮起來比較簡潔,但要找某個人物的話還要把隊伍打開找名字, 要設定工作細節的話要多點一個"詳細" 左上名字列表感覺目的是養成隊伍等級, 隊長死亡之後自動給某隊員繼承這機制我覺得不錯(隊伍等級自動繼承), 但時間久了隊長名字都換過之後我反而有點混亂, 會變成那邊列表上誰是誰??這隊是做什麼的? 所以要再去點隊長名字看該隊是能率領幾個成員跟訓練度等資訊&再去工作任務那邊確認這組是做什麼的 上方各種訊息都能打開收合,個人是覺得有些好用又有些不方便,收起來真的介面清爽, 但有些物資我又習慣常駐打開,例如最右邊的原材料,東西少的時候還還好, 東西多了一整列下來會擋到右下的遊戲訊息 =========人物繁衍========= 平均的生一男孩之後生一女孩的這樣輪替,基本上一位女性族人到無法懷孕之前應該能生3-4個以上. 其中一次開局用開發模式創了1男9女,雖然二代的女性很難找到男性配偶, 但慢慢玩到後面還是能靠其他二代男性族人跟其他女性繁衍下去, (玩的時間不長不然也想測試全男性或全女性開局) 所以部落人口還是很好繁衍生存的,然後也希望有可以節育的方法 雖然有家族樹系統應該有各種後續麻煩...=v= 但以前滿期待家族樹系統,這個拿掉還滿可惜的 其次可惜的是遊戲方向是單純的看人口增加, 沒有類似Clanfolk或Rimworld那種可以看角色間互動的帶入感 =========科技樹========= 解鎖更多房間或更好的工具品質,農作物質量等等,一切都為了讓生活更好~ 但通常有科技樹的存在就還滿常遇到科技都研發完了之後莫名的失落感, 有幾局些科技效果不是很了解或是效果不是很明顯的後面開局就會放置 (我還是不知道放牧效果是什麼?派人用幾個草料製作動物飼料好像也餓不到牠們) =========建築裝飾========= 可以自由蓋房子,但可能為了符合世界觀設定?畢竟是部落, 所以可以選擇的房子材質樣式不多, 比較無法滿足裝修黨,挺希望至少木地板石地板可以選擇材質花紋, 營造出室內室外不同感覺的"路"跟室內地板 =========商人========= 時間久了商人會自己來,可以交易的東西挺固定的沒什麼稀奇,就是對方有的東西我也有, 我缺了什麼再拿多的物資跟跟對方換,慢慢玩後面資源都不缺, 然而科技樹還沒解開的無法換,例如沒有馴化豬,商人帶了豬來也無法買, 如果對方手上有我沒解開的科技,能從對方的物資上得到技術或研究想法可能會比較有趣 =========戰爭打鬥外交========= 老實說我比較偏好部落經營家族傳承這類的遊戲, 所以前面四十小時都專注在自己部落的建設種田畜牧培育人物繁衍之類的, 後面想說試試看外交戰爭擴張領土等,被凝聚力影響力,宣化跟侵略搞得有些一頭霧水, 原以為是像《成吉思汗》或《三國志》之類的侵略併吞遊戲, 但實際玩起來比較像是更加強藩屬國宗主國的概念, 跟以前自己玩得戰略遊戲有一些些不太一樣,但要了解大荒先民中這一部分的玩法可能要花更多時間, 所以還沒打到西方那邊的我,不知道能不能像成吉思汗那樣可以有得到別的部落稀有戰力武器兵種之類的機制 =========其他想到什麼說什麼========= 1.喜歡屯物資,覺得各種儲存空間不夠用,收穫下來的亞麻似乎只能放雜貨架, 希望也能跟草一樣放進4000物資箱 2.皮革羊毛後面爆棚,不知除了交易還有沒有其他作用,做成牆壁地毯等裝飾加成之類的 3.造了畜欄,但老虎,狼,豬等動物到了吃飯時間會群體跑出欄到我的糧倉吃東西畫面頗好笑www 4.廚房鍋子一次煮出來的食物10單位,但每個人一餐也是吃10單位!廚子忙不過來 5.希望有跟建物設施或材料禁止互動的開關選擇 6.房間自動分配制度不錯但還是希望能有自己手動分配床位臥室的選項 7.多餘的或不要的物品不知如何銷毀?還是只能外交給商人其他部落 8.死亡的族人能埋葬放祭壇增加威望,但覺得一人一墓的我覺得太佔土地空間所以銷毀墓碑, 或者能有部落碑刻上多個已故族人 9.藥草漿果可否也能自己種植?四處採集漿果的成效不大,所以幾乎沒有製作過漿果或果乾, 如果自己種植也能有科技術加成數量或許食物方面能多個選擇也不錯 10.小孩五歲到成人之間能做的工作少,但沒事就只能跟著該組的人身邊跑來跑去, 能某有個任務工作欄是長老或祭司之類的老師統一處理小朋友,統一教一群小孩的設施 11.每一隊伍有分配的工作任務,但分配的工作任務沒事做的時候他們就真的只會站著! 不能自主地去幫忙別隊工作嗎TvT (雖然知道遊戲任務表機制就是這樣) 12.能出戰的動物我個人希望他們也能有裝備加成 13.除了奴隸轉化成部落成員,會不會有外部族通婚聯姻機制? 14.會希望有天災或其他多種隨機事件增加驚喜感(或挑戰) 先寫到這了,基本上還是很推這遊戲,很想知道後續發展如何, 謝謝開發團隊,能認真更新並跟玩家互動到現在都很值得尊敬的, 期待遊戲越做越好!!
陆陆续续玩了很长时间了。一款非常又潜力的游戏,制作组在b站也经常互动。 说一说优点:游戏非常耐玩,有人说这是一款唯物主义的游戏,文化科技需要有人脱产进行研发,而研发效率又和相关专业技能有关,这点很符合常识:原始社会中老农民总是能更快找到更好的食物种植方法。同时新生儿的知识不是凭空产生的,是需要老人去讲故事进行传授的,而且石碑上留下的知识也可以帮助小孩进行学习。随着社会的发展,有的人凭借战功收获了更多人的认可,成为了贵族,贵族对生活水平会有更高的要求,同时也能提供更多的增益。这符合原始社会出现阶级分层的逻辑,同时前期收容大量奴隶可以使用更低的成本去经营自己的部落,说明无论哪种社会制度哪怕是奴隶制在一定的社会阶段也能极大促进生产力的进步,这一点确实让我眼前一亮。 然后说一下最近几个版本的一些小疑问和建议,我对社会发展的研究很少,仅从游戏性的角度来提出疑问:1、目前的建筑结构中将屋顶成本平摊进墙体成本中,挡房屋没有围起来的时候是无法生成屋顶的,这就导致了有的时候房屋的门没修好或是有损坏(入侵或者叛乱)导致屋顶凭空消失,在关闭屋顶显示的情况下很多生产力设施都会被雨水冲坏。建议考虑以下房屋屋顶这个设计是否合理或者给小人增加一个自动修复受损建筑的ai。2、关于动物伙伴和军备分配问题:在前期玩家经常会选择驯服牛和狼来作为动物伙伴,这两种动物在前期有个问题是既要作为生产工具也要作为战斗力,那么当我派遣战士出门狩猎或者入侵的时候就需要重新分配以下动物伙伴,同时因为前期人员比较少,如果10个战士但是只有4头牛4只狼,那么最佳配置是将他们编到一组来进战斗,但是在目前的游戏框架之下,需要独立设置两个战斗编队,再给他们单独设置动物伙伴,这会影响目前的科技研发的速度,也不利于指挥官获得战功。同时如果点出了大师武器和精锐武器,会出现这些武器优先装备给后勤人员的情况,甚至奴隶叛乱时也会出现拿着青铜弓的奴隶翻盘的现象,奴隶无法出征、抵抗入侵的情况下给奴隶配发武器是否合理,可以加一个武器库的房间选择,所有人出征也好保卫也好,都需要前往武器库获取武器,或者简单粗暴一点就是奴隶无法装备武器。还有就是后期远征都需要猛犸象,但是战斗队伍基本都带剑齿虎,就需要另外一只队伍单独携带猛犸象,也会出现之前我说的战斗编队的问题。 希望制作组能考虑一下这些个人建议,祝愿游戏越来越好
还是算很好玩的游戏,希望早日上正式版和创意工坊,还有更多人种的选择,想玩玩地中海的类似版本
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