
Enter the creative paradise of Scrap Mechanic! Build fantastic machines, go on adventures with your friends and defend against waves of evil Farmbots in this imaginative multiplayer survival sandbox. With Scrap Mechanic’s powerful creation tools you can engineer your own adventures!
Modeled estimate, not a reported figure. How we estimate →
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.
Latest in each market: best RU #94, worst PL #97 · 2 markets collected
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): 33.43/day in the week to Sep 1 → 32.86/day in the week after.
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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 2958 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR: I love Scrap Mechanic. I mean that sincerely. There is something genuinely special about a game that gives you a pile of junk and basically says, “figure it out.” I’ve spent an absurd amount of time building things that absolutely should work, and then laughing while they spectacularly fail. When Scrap Mechanic works, it creates moments of genuine ingenuity that feel magical. And yet, despite how much I love it, I cannot honestly recommend it to most people. The problem isn't that the game is difficult, grindy, janky, or very ... very frustrating. It is, and those things can be part of its charm. The problem is that Scrap Mechanic repeatedly makes understanding its problems part of the skill requirement while doing remarkably little to help players develop that understanding. Its physics make building harder than it needs to be, its progression makes mistakes disproportionately expensive, the Seeker Bot adds frustration without enough payoff, and its quests largely miss an opportunity to teach players how to actually become a Scrap Mechanic. After 45 years of development, it feels like a game designed for engineers who got bored with real physics and wanted to wrestle with cartoon physics instead. THE REVIEW: This is a game about building contraptions for resource collection, mining, transportation, farming, and defense. You have bearings, engines, suspension, weight distribution, logic gates, sensors, controllers, and countless other systems to learn. Then, on top of all that, you have to learn how the physics engine itself misbehaves when you combine them. Most of my friends who played eventually left because they couldn't make a vehicle behave. Their car flips, slides uphill, or bounces while parked on flat ground. To someone who understands the physics, these are funny engineering puzzles. To everyone else, it feels like the game is refusing to cooperate, like the physics are broken. When 1.0 added vehicle-related building quests, I thought this might finally bridge that gap. Instead, they were essentially visually different versions of the tutorial car. That was a huge missed opportunity. The game could have given players a competent explorer, driller, and hauler, each demonstrating different mechanical concepts. Lorenzo could even have found an old mining vehicle blueprint in a trash pile, with an emphasis on sticky wheel / suspension interaction. Nothing spectacular, just understandable and spark creativity. Beginners could simply use the machines to progress. Intermediate players could take them apart and learn from them. Veterans could ignore it, or just built it for the unlockables. Instead, the builder quests often feel like game playtime padding. They mostly serve as cute diversions without adding much to the game itself. The community has had to fill that gap. There are countless tutorials explaining Scrap Mechanic's mechanics and countless Steam Workshop creations that function as examples and teaching tools. That's wonderful, but the sheer prevalence of them is also evidence of the problem. Players clearly need instruction the game isn't providing. The Workshop could have been the perfect answer: download a functioning machine, use it, take it apart, modify it, and learn from it. The problem is that many of the players who need that help never make it that far. By the time the Workshop becomes a useful survival resource (in Scrap City Garage), they've already quit. The community has built the scaffolding, but the game puts the scaffolding on the other side of the wall. The component kit grind compounds this problem enormously. I don't mind grinding in games. Resource gathering fits Scrap Mechanic. The problem is when grinding becomes the price of making a mistake. Other than affecting players who want to build enormous monstrosities it disproportionately affects players who simply don't know what they're doing yet. There is something uniquely demoralizing about spending 60 component kits upgrading four suspensions, only to discover that the suspension wasn't actually the issue. You've effectively been charged for being wrong. For a beginner, that's dangerous territory. You're asking a frustrated player to spend another three or more hours grinding before they can afford another attempt at the problem they were already struggling with. That's rage-quit territory. It's not simply, “This game has a grind.” It's, “This game has made experimentation expensive.” It gets worse in the late game. Once a wall and spudling gun aren't enough to defend your farm, a full blueberry farm require multiple heavily upgraded components costing hundreds of kits. You're potentially looking at 10+ hours of grinding just to reach the next difficulty level, only to risk losing those upgrades in a raid. For an experienced player, perhaps that's part of the challenge. For everyone else, it's a tremendous punishment for engaging with one of the game's core systems. Then there is the Seeker Bot. I suspect it affects different players differently because I'm not particularly bothered by it. And yet even I have had moments where I think, what is fecking the point of this thing? An invincible, rocket-launching, roaming no-go zone is strange choice. It feels like Scrap Mechanic violates a major design principle: don't put something in your game that the player is not supposed to play with. There are games that use this idea extremely well. Subnautica's Ghost Leviathans patrol the Void outside the playable world, clearly establish a boundary, create tension, and reinforce the idea that there are places you simply aren't meant to go. More importantly, you understand exactly why they're there. I don't get that same feeling from the Seeker Bot. Maybe it's for tension, or lore, or keeping players away from roads. Even so, I don't think the Seeker Bot is a particularly good solution to any of those. Even if you're not bothered it can still be frustrating. I've had the thought: “Okay, I'm going to head back to base, unload my junk, get my materials processing, feed my Glowbies, maybe build a roof, and then go to bed.” *sees Seeker Bot in my way* “...Fine game. I'll just go to bed.” That's friction. And that's the larger problem with Scrap Mechanic: too much of its difficulty comes from friction instead of challenge. A good engineering challenge asks you to understand a system and use that knowledge creatively. Scrap Mechanic asks you to understand the systems, understand the 10 physics jank options, grind the resources, avoid an invincible missile robot, and then hope your machine doesn't misbehave. When all of that works, Scrap Mechanic is incredible. When it doesn't, it feels like fighting the game not playing it. I can't help wondering whether the game needed to be in the hands of players much more aggressively throughout the entire development period (or at all). Not simply playtesting, but continual exposure to people who weren't already good at the game. Because I think it's the missing perspective. Someone who already understands the jank can't understand the lack of intuition new players have for it. The irony is that Scrap Mechanic already has what it needs to teach players. It just doesn't provide enough examples. give a machine that works that I can take apart. Let me see why it works, modify it, break it. Give me a faulty farm defense to fix quest. That would turn the game's jank from a wall into a language. I don't want Scrap Mechanic to become a perfectly polished engineering simulator. The absurd physics, ridiculous machines, and spectacular failures are part of what makes it special. I just want that weirdness to be accessible. And that's why I can't recommend it without a huge asterisk. If you're down to spend dozens of hours grinding and troubleshooting why a simple design fails half the time, you may love this game. If not there's a good chance you'll quit long before you discover what makes Scrap Mechanic great.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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: English, French, Italian, German, Spanish - Spain, Polish, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Russian
Hours played at review time, across 3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Uwielbiam to uczucie, gdy przejeżdżasz po mapie na zapisie w którym masz 56h i nagle wpadasz pod mapę i utykasz nieodwracalnie blokując zapis
Одна из самых дизайнерско-механически вылизанных игр, в которой любой предмет или робот - загляденье, сообщающее игроку что ожидать от чего-либо. Каждый отдельный элемент понятен, как и то, как связать его с другими, и что он должен делать, таким образом игру отлично описывает лозунг старого Хартстоуна: "Обманчиво простая, невероятно интересная", ведь эти вполне простые элементы позволяют создавать поистине удивительные машины и механизмы.
最开始是初中还是小学看小佐创造联机入的坑,没怎么玩过生存,创造游戏里感觉上手很容易而且创造上限也很高,在搞出自己觉得很复杂的机械结构和电路连接后看总体的成就感是很足的,MOD也挺多的,玩这个游戏我认为就是需要耐心搞一个大工程(个人观点啊)
i got this game when i was 17. now im 27 and it just got 1.0? sorry but i dont give a ♥♥♥♥ anymore. too little and too late. 12gbs of vram for 10 year old game is just funny. they dacided that they dont need to optimise the game if they wait like a decade xd
ch2 tommorow is real
1.0 Trash Updait mit dem scheiß Seekerbot , eine kuh rennt in die base der ballert alles in klein holz ohne Gnade . Unter einem dach soll mann nicht gesehen werden wenn aber ne dumme Kuh rein rennt weil die angeschossen wird ist alles in Kleinholz werwandelt worden . Schützen botz schießen durch die kleinste lücke mit einer treffer rate die weit über Angeblicher 90% Rate liegt 100% treffer rate , duch die kleinsten Lücken Bescheuert , vorher war es ja noch angenehem im Survival aber jetzt F....ck dich das Game und die Endwiekler richtig . mit dem scheiß seekerbot ist das spiel für mich gestorben 48h An meiner base Gearbeitet eine Scheiß Kuh alles im arsch wegen disem piss Bot danke Endwikler Für den Arsch tritt ins negative ......... WER HAT SICH DEN SCHWACHSINS BOT ausgedacht absurd dumm . So ansich ist das spiel ja gut aber mit dem seekerbot bin ich raus . Öl ist 2km weit weg , im wasser wird mann zerlegt von Blauen paddel bots die selbst an land Sau schnell sind ...... keine Inventar erweiterrung , Keine Karte , keine Minimap , und alle Baubarren sachen must du erst finden und freischalten das ist ok aber so schwer wie noch nie die zu finden oder gar freizuschalten .......... unverständlich : immer noch keine Karte bcw Mini map oder vergleichbarres ... irgendwo im niregend wo 4km weg gestorben wo auch das auto steht leufst hin , Schützen bot mit 3000% Trefferrate aus über 100Meter tot ... Ende Des scheiß Games , und ich hab die jahre gewarte bis 1.0 mal raus kommt und dann kommt son Schwachsin raus .............. war ohne den SeekerBot 10 Mal besser Danke Euch das ihr mir mein Game gekillt habt ......
kurva jó de nincs update
лагает
Bought in January 2016 and had fun building vehicles in creative mode. Came back when Survival was introduced in 2020, but stopped because there was no sprint toggle. Tried again with 1.0 and it's still missing a sprint toggle (or any other accessibility option).
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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