
Experience a big adventure on a tiny scale! Enjoy multiplayer survival in a vast, hazardous world. Preparation is key when you're this small & at the bottom of the food chain. Craft weapons & armour, tame & ride creatures, build encampments & explore a strange new land.
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.
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.
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): 3.14/day in the week to Sep 1 → 6.14/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 10.5Kreviews | 82% | — | $6.7M |
| $34.99 | 1.9Kratings | 85% | — | not modelled | |
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 929 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Used to enjoy the game even with all the quirks, my favorite part was having a decent grapple system, but now, your grapple breaks after like 20 grapples and you have to stop and repair it. I just wish devs would STOP MAKING YOUR GEAR AS DURABLE AS PAPER. It's not fun, it's just a massive pain in the ass, when you make everything break after a few minutes of playing it's miserable, make the game fun to play not burdensome.
honestly if you played grounded you would not enjoy this the items decay so fast the story is hard to understand and where things are is even worse its not very welcoming
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Korean, Simplified Chinese, Traditional Chinese
| $34.99 |
| 902ratings |
| 82% |
| — |
| not modelled |
| $34.99 | — | — | — | 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 930 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
bought this a while ago and am disappointed to see theyre releasing a new game instead of actually just updating this one the way they should have. i'm not paying for a second smalland title when the first one was never done and never played well
I really wanted to love Smallands and sometimes I did. The problem is, those moments were usually followed immediately by okay but why is it like this though. The biggest standout here is the perspective. You’re tiny, humans are long gone, and the world feels massive, overgrown, and hostile in a way that actually works. It leans more gritty than something like Grounded, with skeletons and ruins reminding you things didn’t end great for the giants. It’s genuinely cool, and exploring it, especially vertically, is where the game shines. Building up in trees is not just a gimmick, it’s actually fun and gives you a lot of creative freedom. Taming bugs is another highlight. Running around with your little army of creatures is both useful and kind of adorable in a weird survivalcore way. But you’re limited in how many you can actively use, and in multiplayer it turns into a management headache real fast. What should feel like a fun system ends up feeling weirdly restrictive. Combat sits somewhere in that dodge, block, punish style you’d expect from games like Valheim. When it works, it feels great. When it doesn’t, it feels clunky. The early game especially can be rough. You’re underpowered, everything wants you dead, and your starting gear feels like it’s made of wet paper. Customization is another mixed bag. There are some really cute outfits, but it quickly becomes obvious there’s basically one correct set to wear if you care about stats. Fashion loses to survival efficiency, and not in a satisfying way. The world itself is beautiful, no notes there. Weather, seasons, and environmental effects add a lot to the atmosphere. But then you realize the NPCs are sparse, the story barely sticks, and you’re not really driven by anything other than I guess I need more materials again. It starts to feel a little hollow despite how good everything looks. And yeah, the grind. It’s there. Resource gathering and farming can drag, and some systems feel either overcomplicated or weirdly shallow at the same time. It’s a strange combo that makes progression feel slower than it should. Multiplayer should’ve been a huge win here, but it ended up being one of the more frustrating parts of my experience. Between clunky systems and general weirdness, it sometimes felt harder to enjoy the game together than it should have been. Overall, this is one of those games that keeps almost being amazing. It has great ideas, a really cool world, and moments where everything clicks. But it struggles with polish, balance, and making its systems feel consistently rewarding. Hit and miss, usually at the exact same time.
There is the skeleton of a game here, massively kneecapped by a lack of decent guardrails to prevent very frustrating circumstances. Firstly, to make this game even playable, I advise you to recommend turning off ‘drop inventory on death’ as you will die a lot from fall damage. Secondly, shelve any per-conceived notion of getting a dragonfly and flying around because this game employs an arbitrary stamina bar to any mount that might fulfill that fantasy, which is very strange because any grasshopper you get will immediately invalidate the choice to nerf flight as it can jump across the whole map. Third, the mechanics for interacting with your “companions” is… baffling? Tamed insect friends will fight for you, level up, and generally be mountable, but if they die, even with the ‘your companions are immortal’ setting turned on, it will be a slog to get them back up. You will try a revive stone, or you will try bringing them back to your home, and re summoning them, which is a fairly costly procedure, eventually you’ll realize ‘revive powder’ is the intended answer, making a lot of the other methods… pointless? But if you haven’t yet gotten to a point where you can make revive powder, a lot of this can feel rough, with little/zero explanation. But it doesn’t stop there. The main method to taming an insect is to incubate an egg randomly dropped by said insect. Incubating the egg summons a wave of that insect to come and absolutely trash your base. There are traps you can build, and they do work, however, because they work well, the game was “balanced” to make them about as annoying to set up as possible. Firstly, they aren’t constructed like any other part of your base, they are ‘crafted’ and then you ‘deploy’ them, which has you waiting for a good two second. This is a huge ask when you want to set up 20 of these guys, it’s going to be a minute before you get your spiritually disappointing insect companion. Next, if you HAVE insect companions, they will desire nothing else then to BULLDOZE through ALL of your traps, destroying them, and dying in the process. Only for some reason, death by trap falls through some weird balancing crack and is seen as… the player killing the insect? So your insect friend will be gone for good, regardless of the settings you’ve turned on/off. The obvious answer might be, tell your companion to stop moving, which you can do, but your insect companions have this very annoying trait of wanting to stand juuuust far enough away that talking to them means walking towards them, which then has them walk away from you, probably into a trap. It STILL doesn’t end there, if you die, your companion will hang around for a little bit, and if the thing that killed you was a big ol’ mantis, they will then cut through your companion, which is generally ok because they will just end up ‘knock out’ but at your base, but sometimes it just bugs out and your insect companion is knocked out… somewhere? Up in a branch? Do you remember where you were? Good luck! And FINALLY, there is this ‘petting’ mechanic, wherein you MUST pet your insect. You are morally and mechanically obligated to pet your insect because there is a ‘petting bar’ which fills up when you do, and if you don’t pet them, the bar depletes, not quickly, over a long period of time, but don’t forget about this completely mundane mechanic because if that bar empties your pet will just… leave. Great. Thanks. That’s a lot of frustration to contend with for the mechanic that, I would argue, was the draw for this game. But how is the game otherwise? If you turn off a lot of the mechanics that add to the slog-factor, like crafting taking real time, losing your items on death, you end up with a fairly generic RPG where you wander around collecting materials, beat up some bugs, collect materials, craft some items, collect materials, build a house with copious crafting benches, collect materials, organize your chests, collect materials, organize your chests because there’s no ‘deposit similar items to nearby chests’ button, collect materials some more, eventually fight a fairly generic boss for an NPC, maybe finally make some better armor with your materials, and then repeat that process. Leveling up is a thing, you can do, for some reason, because, I have no idea. You earn points you spend on your attributes, but the difference those points make are laughably diminutive. We all had a good chuckle when placing a point in ‘vigor’ resulted in a 1 point increase to our maximum health, rounding it out to a respectable 101 HP. Combat is fine, and feels like homeopathic Dark souls. You can dodge, block, swing your weapon, combo, and parry. But also, parrying is so quick you can almost spam it, and kind of makes combat very easy. This is all fine, and forgettable, but also doesn’t really amount to a game I can recommend.
I have completed the game and I want to recommend it, but I feel like I can't completely because the sudden end of content left me feeling disheartened. While the gameplay that is there is fun it feels like a game still in development. Honestly it feels like it should still be in very early development. For a game that retails for 50 dollars you are getting maybe an evening of content if you just play the quests. If it is on sale for 10ish dollars it is probably worth it but I would like to see the game expand before I would tell anyone to play it. The story also is hard to follow and I think needs fleshed out more. Stats on animals dont see to do anything and they add magic WAY too late into the game for it to be worth anything. By the time you get it the game is over. If they expand and add more achievements/collectibles.
o jogo só é bom pq eu jogo com a minha mulher👍
when has this left early access to start a sequel already? either they realised this game was too bad of a mess to fix, and they wanted to start anew, and make it better this time (in which case i can't recommend this game) or they are doing some shady stuff and i can't recommend whatever game they pull out
It's been well over 2 years since I last played and unfortunately the game leaves a lot to be wanted. From being able to have a farm to get resources at home to areas when unlocked should stop birds from diving you when crossing the bridge. It's tedious to have to go through a tunnel every time to get to the other side when it's something you have to do repeatedly for new items/progression. I was hopeful when I saw a small new content drop but when I returned I realized it was only just that. The game is done and dead.
dont bother trying this fellas the dev promised a lot of things,never happened..the game content feels like being cut down so many times..and now they sell the sell the cut content as sequel..to another game
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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