
Screeps: World is an open source MMO strategy sandbox game for programming enthusiasts. You control your colony by writing JavaScript code that operates 24/7 in the huge persistent online open world.
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Screeps: World is an open source MMO strategy sandbox game for programming enthusiasts. You control your colony by writing JavaScript code that operates 24/7 in the huge persistent online open world.
Your colony can harvest resources, build units, conquer territory, trade with other colonies. As you conquer more territory, your influence in the game world grows, as well as your abilities to expand your footprint. But beware, multiple players aiming for the same territory may lead to conflict!
Screeps is developed for people with programming skills. Unlike some other RTS games, your units in Screeps can react to events without your participation – provided that you have programmed them properly. And, unlike other MMO, you do not have to play Screeps constantly to play well. It is quite enough just to check once in a while to see if everything goes well.
You play by writing JavaScript AI which controls your units 24/7 even while you're offline.
Units of all players coexist in the same real-time huge persistent world and obey the same rules.
Many kinds of units, base building, mining resources, territory control, economy, manufacturing, transporting, logistics, trading—all the attributes of a real strategy game which you need to program!
The better your scripts, the better your game—irrespective of the time played. Your creeps will mine, build, defend, and conquer as you just work, sleep, or walk your dog.
Only basic programming skills are required. However, if you are a pro developer, now is the chance to put your skills to the limit!
Edit your scripts from the in-game editor, or using your favorite external IDE.
Other languages are supported via WebAssembly: C/C++, Rust, TypeScript, Go, C#, F#, Kotlin, Swift, D, Pascal, Zig, the list is growing.
Permanent MMO access with 20 CPU limit included in the starter package. Unlock your full CPU in your account on the official server by purchasing a Lifetime CPU unlock or an in-game CPU Unlock consumable item (can be bought by in-game credits).
If you don't want to buy an unlock, that's fine—there is a standalone CPU-limited world shard where you can compete with other "CPU-locked" players on equal terms.
Host your own server, modify games rules and play with your friends via LAN or on the Internet. The server is an open source project.
The game is slow-paced (from 2 seconds to 5 seconds per game tick depending on a world shard where you start playing), since it allows you to debug your scripts in the real-time world. You can use your private server to develop and test with fast pace (up to 10 game ticks per second).
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Steam Playtime: 176.7 hrs Actual Playtime: wayyyyyyyyyy more than that. xD Why: 1. time spent daydreaming about the next fun feature to implement in your bot 2. time spent debugging said feature that is crashing your bot 3. time spent banging the keyboard why the is there a recursive loop somewhere. 10/10 will daydream the next feature again. Ok, now for some serious comments. I'm using the browser client to play and monitor the game more than the steam client. Just like it that way. It's a thinking game. You think about your strategy, then your bot's architecture, and implement it. Look at the progress ... or lack of progress of your goals, whatever that may be. And think, it could be better! At first i thought, there's no unit classes? different variety of units? And then I realize, we are given lego blocks that our code can mold and control at it's will, whether it fails to fallback after hp is low, or it doesn't engage that enemy just cause it didn't fit your code's logic criteria, all these play into complexity. and we haven't even talk about logic to manage your empire.... all in all, a worthy game worth years and years of play. =)
Screeps: World, developed and published by Screeps, LLC, is a strategy game that fundamentally redefines what it means to “play” an RTS. Rather than directly commanding units in real time, players are tasked with writing JavaScript code that governs every action their colony performs. This single design decision transforms the experience into something far more cerebral than traditional strategy titles, where success depends not on reflexes or multitasking speed, but on logic, planning, and the ability to build efficient, self-sustaining systems. At its core, the game places players in a persistent online world where they must establish and expand a colony across a grid of interconnected rooms. Resources are gathered, structures are built, and defenses are maintained, but all of these processes are handled by autonomous units known as creeps. Instead of issuing commands manually, players write scripts that define how these units behave—how they harvest energy, transport resources, construct buildings, and engage enemies. Once deployed, this code continues to run even when the player is offline, meaning the colony evolves continuously based on the quality of its underlying logic. This approach creates a unique form of strategy where the primary challenge lies in designing systems rather than executing actions. Early on, players may write simple scripts to handle basic tasks, but as the game progresses, the complexity increases significantly. Managing larger territories requires more advanced code capable of handling logistics, prioritizing tasks, and responding to dynamic threats. Over time, players often refine their scripts into highly optimized systems, turning their colonies into efficient, automated networks. This iterative process—writing, testing, debugging, and improving—becomes the central loop of the game, offering a level of depth that few strategy titles can match. The persistent, massively multiplayer environment adds another layer of complexity. Thousands of players share the same world, competing for space and resources while forming alliances or engaging in conflicts. Because everything operates in real time, the state of the world is constantly changing, and players must adapt their systems to survive in an environment shaped by both AI and human opponents. This creates a sense of ongoing progression that feels meaningful, as every improvement to your code directly impacts your colony’s ability to thrive over the long term. However, this depth comes with a significant barrier to entry. Screeps: World assumes a willingness to engage with programming at a fairly fundamental level, and while basic JavaScript knowledge is enough to get started, the game quickly demands more advanced problem-solving skills. Even with tutorials and documentation available, the learning curve can be steep, particularly for players without prior coding experience. It is a game that requires patience and persistence, and it does little to simplify its systems for newcomers. In terms of presentation, the game is functional rather than visually impressive. The interface is designed to support coding and system management, providing the tools necessary to monitor and adjust your colony, but it lacks the cinematic flair or polish of more traditional RTS games. For many players, this will be a minor concern, as the real appeal lies in the underlying systems and the satisfaction of seeing well-written code perform as intended. Watching a complex network of behaviors operate smoothly can be just as rewarding as any visual spectacle. One of the most compelling aspects of Screeps: World is how it blurs the line between game and practical skill-building. Players often find themselves improving their programming abilities as they play, learning to think more efficiently and structure their code more effectively. This gives the experience a unique dual purpose: it is both a game and a creative, problem-solving exercise. However, this also means that enjoyment is closely tied to an interest in coding; those who do not find satisfaction in writing and refining scripts may struggle to stay engaged. Ultimately, Screeps: World is a deeply specialized experience that rewards a particular kind of player. It is not designed for casual enjoyment or immediate gratification, but for those who appreciate systems, optimization, and the process of building something that can operate independently. Its complexity and steep learning curve may limit its appeal, but for players willing to invest the time, it offers a uniquely engaging and intellectually rewarding take on the strategy genre. Rating: 8/10
Fun on small servers. I have no interest in joining the huge servers with long-established bases though.
I just bought some Access Keys to settle down on the new shard "Shard X". I'm really glad I don't have to endure the old shards' tick for up to 4 seconds anymore. Yeah… a new shard… it's like starting a new story — new plans, new competition. …And then guess what happened? Twelve hours after the new shard launched, I found myself surrounded by a "local bully" from the old shards who had already claimed 40 rooms on the new shard. Yeah, just twelve hours in, and almost across the entire EN area. This player's name is Jasper_185. Apart from this typical example, there are plenty of other high-GCL, high-GPL players who've "invaded" from the old shards, and some of them seem to belong to the same alliance. More importantly, they're sending complete body parts and boosted creeps to help build new shard colonies. Their territory will hit level 8 in a few days, but the whole map is only this big. New players have almost no foothold — that's extremely unfair. AND EVEN MORE IMPORTANTLY, half the rooms in Shard X are NOT AVAILABLE. Is this the reason Shard X could to be 2× faster than the old shards? Or maybe rooms will be fully available in the future, but in the meantime the old shards' tick is limited after "Major" Upgrade Node.js v24?
Great way to get some motivation for coding. You'll need external sources if you want to learn it with this game though.
client allows hackers to install malware on your machine. do not install
A dynamically typed language makes this game almost unplayable from the start. Error messages do not include a stack trace. My rooms disappear along with my code the instant I log out having the game treat me as a new player. Tutorial is nonexistant (by which I mean it teaches you nothing about how to actually progress). And, worst of all, the game is just a browser for their website, so you have to wait for pages to load just too look through menues, and boy is their website slow.
I don't get it. and before u ask no I didnt play the tutorial
Really cool game, give it a try if you enjoy coding! It's surprising how there can be so much depth and complexity to a sandbox with such simple rules.
One of the longest and most boring tutorials I've ever had the displeasure of being subjected to
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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