
Set in a post-apoc version of Earth, Revival is a 4x strategy game where the world and its rules can change at key moments, creating a deep and highly replayable experience.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Set in a post-apoc version of Earth, Revival is a 4x strategy game where the world and its rules can change at key moments, creating a deep and highly replayable experience. Explore a transformed planet, negotiate or conquer new territories and bring the light of civilization to regressing human colonies in order to prepare mankind for war with a despotic entity.
Revival generates a vast possibility space for you to play around with. From sudden weather changes to zombie infestations and bans on certain weapon types – boy, you are in for a surprise.
Adapt to new conditions with the help of the nuanced edict system that allows you to terraform the planet and fine-tune the game rules on specific regions of the map. Protect your settlement from changes by building special shield constructs or by accepting the blessings of your tribe’s totem tree.
Survivors of the terrible catastrophe that almost destroyed mankind have unique traits and bonuses that affect your gameplay style. Pick the right clan to take under your wing and help your followers evolve through four distinct epochs, all the way to futuristic settlements and breakthrough technology.
Command an army that is suited to your play style by gearing up troops with a variety of components, which can also be crafted. Adapt your tactics in intense turn-based battles by mixing and matching different parts, as well as smartly using destructible cover to defeat your enemies.
Revival takes place on our own home planet whose landscape and climate have been dramatically transformed. Discover pre-cataclysm artifacts and anomalies with unexpected behaviors. Face off against wild beasts that have evolved to survive in these conditions, as well as fearsome mechanical automatons that roam the lands.
Genres
Sums Steam only; Xbox, PlayStation, Nintendo, Epic publish 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 | 427reviews | 69% | — | $332.5K |
| $29.99 | 38ratings | 66% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I had really high hopes for Revival: Recolonization. The game had great potential and could have become one of the greatest 4X games ever but the developers fumbles hard and made the game unfun to play. The game is set on a post-apocalyptic earth. Scientists created a powerful Ai called the All-Mind that rebelled against it's creators and went to war with mankind. The cowardly scientists responsible for this decided to hide in cryo sleep hoping that the AI will be gone in the future. They awake a century later, humanity still exists but the All-Mind, still active, controls all the technology and makes sure they stay in a primitive state. The scientists, now calling themselves Emissaries, plan to revive civilization by leading one of the many tribes in the world. The All-Mind who notices this decides to make a contest out of it, the Emissary who can proof their worth will gain full control of the planet and all it's technology. Theoverall premise of the game is cool, we have to rebuild a broken world that was devastated by along war between humans and the AI. A big aspect of this is terraforming. The Emissaries have access to advanced technology called edicts, these are capsules that can be placed to change the terrain. Each Emissary starts with the ability to increase or decrease the temperature, changing the climate on tiles. This is important because every tribe in the world has their own preferred climate and will only generate resources from tiles with the same climate. Besides changing the climate you can also use rain to grow trees, use gravity manipulation to increase or decrease the yield from strategic resources and even create volcanos or earthquakes to devastate regions. The entire gameplay around these edicts is actually briliant and clearly the main attraction here. You get more of those edicts by claiming them from old ruins which are guarded by automatons of the All-Mind. The player has to integrate tribes into their society, the first tribe you take will define what folk you have which means what climate and benefits you get. People of the desert for example are traders and mercenaries, they got good money generation and have some combat techs like increased range on weapons. The people of the arctic are battle hungry berserkers that thrive in combat and are willing to sacrifice their own people for benefits. Additionally each tribe has three random traits that you can add to your society by adding that tribe to your civilization, even if they don't belong to the same people. Some of these traits are mutually exclusive which means while you can still assimilate that clan, you won't get traits that are not compatible with your clan. Thieves for example don't work well with lawmakers together, so you can have only one of the two, depending on what you get first. Each clan also has different worldviews and can ask you to fulfill various oaths, little quests if you will. Fulfilling oaths earns loyalty towards the clan which allows eventual assimilation but another player might beat you at that which coudl loose you one of your cities if you don't pay attention. It's best to take notice of what actions your clans like and dislike and don't do anything that might make them upset. One of the annoying aspects of the game is the victory condition and probably my main reason why I don't like this game. The game has only three ways to win the game, the usual "I kill all of you" victory, a science victory in which you simply reach the end of the tech tree and finally the standard victory, proving your worth to the All-Mind. And that system is incredibly annoying. At the start of the game and every 50 turns you get an objective., stuff liek having the most trades, getting the most of a specific resource or killing the most units and so on. The player who manages to be the best at the objective gets a victoryx point, reach three of those points and you win the game. The problem is, these objectives are completely random each match, you could get an objkective that you are good at or you could get something you cannot do at all. Locking a victory condition completely behind RNG seems like abad design decision to me. Another annoying aspect of the game is "automation tolerance". Certain actions inside your territory will alert the automatons stationed there, do too much and the All-Mind will drop in a very powerful unit that starts placing edicts to mess with your region. You can prevent this by destroying all the automatons in your region but guess what, this also alerts the All-Mind and for some reason also reinforces all remaining automatons, making future battles harder. Speaking of combat, I like it but also dislike it. The game has acool concept in which you can equip units with various weapons and other gadgets. Want war elephants with ballistas? Possible. How about a giant tank that has a flamethrower? Also possible. Equip your infantry with nuclear grenades, why not, what could go wrong. There are a lot of items here and you can create some cool combinations and customize your army to your liking... if you can pay. Almost everything costs strategic resources that you can find on the map, this isn't that unuusal for a 4X, the problem is that the requirements for building just a single unit is insane. This means in practise you will still use simple guys with clubs very late into the game because you cannot afford guns and tanks in masses. You can be lucky if you could build one tank. And for some reason do the AI players never face this problem, they always have all the resources they want in their territories. Everything seems to be falling into place for the Ai which brings me to my next issue, blatant cheating. That AI cheats in strategy games is nothing new, the AI needs a handicap or else it would get dominated quickly. In this game it is however extremely obvious and unfair, even on normal difficulty. Winning the game isn't hard but it feels liek the AI gets all the cool tools while you run around with cavemen. Lastly, the tech tree. Oh god, the tech tree. This is a good example of "less is more", the devs cluttered it full with techs, many which aren't really good or interesting. Not to mention that the UI for the tech tree is really bad, you have to click on every single tech to learn what it does and even then it doesn't explain well enough what the tech does. And for some reason the game never tells you your total science gain or how much science a tech costs. Even outside the tech tree the Ai needs some work. For example city management. Cities can only build districts if you have population but the game doesn't tell you how many districts you currently have for your city, it only tells you when you cannot build a district. And for some reason the game always is unresponsive, especially when controlling units. I always have to click two or three times until it registers my command and moves a unit. This is overall my full experience of the game, it has agreat foundation with mechanics like unit customization and terraforming but these cool gimmicks don't help with all the other crap you have to endure in this game. The devs also compeltely dropped the ball on it to no one's surprise, the game didn't sell well, so they didn't bother to fix the issues. It just feels unfinished and unpolished.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean, French, German, Polish
| $23.99−20% |
| 19ratings |
| 73% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
| $20.99−30% | — | — | — | 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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
世界观和科技设定都不错,但就是不好玩。 最主要原因就是那部落的设定过于繁杂, 完全可以将部落合并于地块征服简化为简单的正负buff加成,而不是现在这样三天两头消耗玩家的耐心 跟同类型的《无尽帝国ENDLESS™ Legend》《人类HUMANKIND》《奇迹时代Age of Wonders》等游戏相比完全无法相比,更别说《文明》了 给人感觉就像为了和其他游戏做出差异而特意增加的部落设定一样
Jeux assez moyen et malheureusement mal peaufiné (et qui restera dans cet état, vu qu'il n'y a plus d'updates) : De bonnes idées de départ mais qui manque de finitions et de profondeurs : par exemple l'une des idées principale du jeu est que vous n'avez pas de colons mais vous devez convaincre des clans de vous rejoindre grâce à de la diplomatie (ce n'est pas exactement de la diplomatie, mais c'est semblable) et ainsi de créer des villes, ... mais même une fois la ville créé, vous devez continuer à les convaincre de rester dans votre faction. c'est un point essentiel du jeu mais réussir à garder les différents clans est galère par ce que ça ne se fait qu'avec de la diplomatie et rien d'autres ! or il y a peu de moyens diplomatique et trop de contraintes sur ces moyens. Si on essaye de créer un empire contigu, on se retrouve avec de clans qui ne veulent pas du tout la même chose => quand on réussi à augmenter la loyauté d'un clan, la loyauté des autres clan baissent jusqu'à ce qu'il nous quittent pour une autre faction. Et si on ne prend que des clans qui veulent plus ou moins la même chose (en supposant qu'on est assez rapide pour les convaincre avant les adversaires), notre empire est trop dispersé et on se fait laminer par des IA souvent agressives. L'IA est aussi un problème : elle devient très rapidement agressive => La guerre avec les autres factions est systématique à mi-partie alors qu'on est censé coopérer avec l'IA afin d'échanger des ressources stratégiques auxquels on a pas accès. Bref beaucoup d'autres bonnes idées mais qui manquent cruellement de finition... ça ne fonctionne pas en l'état actuel.
游戏狗屎的一比,发到现在还是一个半成品,而且好像已经放弃治疗了,辣鸡
There are more interesting games within 4x strategy genre.
还行,买的cdk很划算,文明6代餐
Unbalanced, AI cheats, very bad victory point sytems. They tried something with internal politics and failed. I tried very hard to like this game but it is just frustrating pile of unbalanced garbage. You build your city too quickly and you use "magical staff" the only thing that make this not CIV apocalypse and you get punished by armies of bots 5x stronger than you in era I. I am so ♥♥♥♥♥♥♥ angry that i really tried so hard to like this for 5h. now i can't even refund.
Developed and published by HeroCraft PC, Revival: Recolonization delivers a fresh interpretation of the classic 4X strategy formula by transporting players to a far-future Earth where humanity is attempting to rebuild after a civilization-ending catastrophe. Rather than presenting a straightforward empire-building experience, the game introduces a world that has been permanently altered by disaster, creating a setting where survival, expansion, and adaptation are equally important. Players take control of one of several unique factions determined to reclaim the planet while uncovering the mysteries surrounding its downfall and confronting a powerful force that threatens humanity's second chance. The result is a strategy game that combines familiar mechanics with a distinctive science-fiction identity and a strong emphasis on unpredictability. The foundation of the gameplay revolves around exploring unknown territory, founding settlements, researching new technologies, managing resources, and expanding influence across a hostile world. What distinguishes Revival from many other strategy titles is its commitment to keeping every campaign dynamic through an evolving ruleset. Environmental disasters, unexpected global events, mutated wildlife, and other changing conditions can dramatically alter the course of a playthrough, forcing players to rethink their long-term plans. Instead of relying on a single optimized strategy from beginning to end, success comes from responding intelligently to changing circumstances. This design philosophy creates campaigns that remain engaging even after multiple playthroughs, as the world itself constantly introduces new opportunities and challenges that reshape strategic priorities. Another highlight is the game's innovative regional management system, which allows players to influence the land itself instead of merely occupying it. Through specialized edicts and other strategic decisions, regions can be transformed to better suit economic production, military defense, or expansion goals. Defensive technologies help settlements endure environmental changes, while mystical relics and tribal totems offer blessings that further diversify empire development. These interconnected systems encourage experimentation, rewarding players who adapt their civilization to the evolving landscape rather than simply expanding as quickly as possible. Combined with multiple playable factions that each possess distinctive traits and advantages, the game offers meaningful variety that extends well beyond cosmetic differences. Technological advancement provides a satisfying sense of progression throughout each campaign. Civilizations gradually evolve from struggling survivors into advanced societies equipped with futuristic technologies, unlocking increasingly powerful buildings, military options, and strategic possibilities along the way. Exploration remains rewarding because the world is filled with remnants of the old civilization, valuable artifacts, mysterious anomalies, and dangerous autonomous machines left behind from humanity's previous age. Every discovery contributes to a stronger understanding of the world's history while also providing practical benefits that can influence military strength, scientific development, or economic growth. This constant sense of discovery helps maintain momentum throughout even lengthy campaigns. Combat adopts a tactical turn-based approach that complements the larger strategic layer. Instead of relying on generic military units, players can customize their armies by equipping different weapons, gear, and upgrades suited to specific battlefield roles. Positioning, terrain, destructible cover, and careful planning all play major roles during engagements, encouraging thoughtful decision-making instead of reckless assaults. Because enemies and battlefield conditions vary considerably, army composition often becomes just as important as economic management. The combat system offers enough flexibility to support different playstyles while reinforcing the game's overall emphasis on adapting to unpredictable situations. Visually, Revival presents an appealing blend of post-apocalyptic decay and futuristic optimism. Crumbling remnants of the old world coexist with flourishing new settlements, strange ecosystems, and advanced technology, creating an environment that feels both familiar and alien. The artistic direction successfully captures the idea of humanity rebuilding from the ashes without relying solely on bleak wasteland imagery. Meanwhile, the soundtrack and atmospheric presentation reinforce the feeling of leading civilization through an uncertain but hopeful future. Although the interface can initially appear intimidating due to the number of available mechanics and management systems, players willing to invest time in learning its intricacies will discover a strategy experience with considerable depth. Revival: Recolonization stands out because it refuses to settle for being another traditional empire-building game. Its constantly shifting world, flexible regional development, meaningful exploration, customizable combat, and evolving strategic systems combine to create a rewarding experience that consistently challenges players to think beyond conventional 4X strategies. While its complexity and steep learning curve may require patience, those who enjoy deep strategic planning and highly replayable campaigns will find plenty to appreciate. HeroCraft PC has crafted an ambitious post-apocalyptic strategy title that successfully blends innovation with familiar genre foundations, making it a worthwhile choice for fans looking for a fresh take on large-scale turn-based civilization building. Rating: 7/10
有卡 有中文 有成就
游戏机制一般,再加上一堆设定槽点。一开始教程就雷人,主角白人部落,接到黑人部落求助,一看强盗是黄种人部落,要不要这么正确。后面各个千奇百怪的矫情部落要讨好,一个后启示录世界你跟我玩白左?
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