
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.
Modeled estimate, not a reported figure. How we estimate →
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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
A persistent multiplayer world for my JavaScript colony to live, grow and expand in. It's such a cool concept, and very well implemented. Writing code for my colony is a really creative, rewarding and FUN experience. Don't let the combat put you off — I've been playing on and off for 8 years and still haven't written any combat code beyond the automated towers from the tutorial :)
> Купил игру чтобы писать код > Купил подписку на Claude чтобы не писать код > Заплатил дважды чтобы работать мясной прослойкой между двумя ИИ
10年后又更新了,支持一波
Will steal weeks of your life
program tioktiktik
好玩
Peak
有时会卡奇怪的bug,进不了游戏。 (或许与设备有关,但没有任何线索可以排查。
Mon avis ci-dessous est mixé entre le jeu de base "World" et le client Steam. Même si je recommande le jeu, je vais aussi donner les points négatifs. Le concept du jeu est intéressant : un RTS, "tour par tour", en MMO et le tout dirigé par du code. Certes le langage par défaut est JavaScript, mais il existe des manières de passer par le "WebAssembly" pour pouvoir travailler sur des langages différents. Le jeu est en anglais, pas trop complexe, mais il faut le savoir. Je suis d'accord qu'au début, c'est un peu le bazar, mais en lisant bien la documentation, on peut s'y retrouver. De plus, le code du serveur est open-source sur leur [url=https://github.com/screeps/screeps]Github officiel[/url] J'entends souvent parler de personnes qui demande "est-ce un jeu qui permet d'apprendre à développer ?" - Je dis direct : "Non". Ce n'est pas un jeu pour apprendre à développer. Certains y arrivent, mais on n'est pas tous identique. Si vous voulez vraiment jouer à ce jeu, prenez le temps d'apprendre l'algorithmie, voir le JavaScript et ensuite lancer vous dans le jeu. Pour le client Steam, je conseille aux personnes de tester en premier sur le site, c'est gratuit et contient un bac à sable et tutoriel basique pour ceux qui souhaite débuter sans y mettre d'argent. Si vous appréciez le jeu ensuite, n'hésiter par à prendre le client, car il permet l'accès au serveur World par défaut, mais surtout aux serveurs privés. Les serveurs privés peuvent permettre de tester son code sans l'envoyer sur le monde principal et avec les mods, on peut customiser son serveur. Exemple avec notre serveur "[url=https://discord.gg/mpymHrQ]Screeps France[/url]", n'hésitez pas à venir dessus. ;) Je fais cet avis en lien avec les avis négatif récent, je ne donnerai pas de détail sur le sujet complet, mais je suis un peu d'accord sur le sujet du temps de réponse des développeurs à ce propos. À date de cet avis (Mars 2026), les développeurs ont réalisé une bonne partie de la roadmap récente, mais on a eu un long silence radio pendant plusieurs années, c'est le seul point que je reproche.
coding bots in the most efficient way to fight other bots
Related
Related
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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