
Survive and thrive in a post-apocalyptic future — resources are scarce, but opportunity calls! Build the ultimate disaster proof colony, protect your colonists, and restore civilization to a devastated world.
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.
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): 0.29/day in the week to Aug 17 → 0.86/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.
About




Sums Steam only; PlayStation, GOG, Epic, 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 | $29.99 | 4.6Kreviews | 71% | — | $3.6M |
| $29.99 | 2.3Kratings | 78% | — | 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 828 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Get paradoxed lmao I had high hopes for this game, but after time and after paradox Inc., The game has totally failed. Feeling quite unfinished. A very stranded thing for companies involved with Paradox. They force the devs to focus entirely on pushing dlcs as fast as they can and totally ruin the games they touch by doing that. If we are lucky, Paradox will go out of business and stop destroying all that is good in the gaming industry.
Surviving the Aftermath (v1.25.0.2775) https://steamcommunity.com/sharedfiles/filedetails/?id=3059003422 [b]POSITIVES[/b] + Endzeit-Setting + drei unterschiedliche Radiosender (zwei weitere als DLC) + Logo und Farbe des Banners kann ausgewählt werden, welches man im Spiel dann auch sieht + unterschiedliche Biome: Ebene, Berge, See, Ödland + Basenbau mit etwa 130 unterschiedlichen Gebäuden die auch vor dem Bau in die gewünschte Richtung gedreht werden können + diverse unterschiedliche Ressourcen + Spezialisten: Kämpfer, Späher, Wissenschaftler und Plünderer + Zuweisung von Arbeitszonen die zudem auch vom Radius her vergrößert werden können + Nahrungs-, Wasser- und Energieversorgung + Tag- und Nachtwechsel + jederzeit pausierbar und Spielgeschwindigkeit kann in drei Stufen angepasst werden + regelmäßige Zufallsereignisse (die besser als in Endzone umgesetzt wurden) mit Entscheidungsmöglichkeiten + durch das Tor-Konzept kann man Ankömmlinge reinlassen oder abwimmeln + Katastrophen wie Radioaktiver Niederschlag, Saurer Regen, Hitzewelle, Meteoritenschauer, Pandemien, Magnetsturm und Winterstürme + Weltuntergangsbunker als Hauptziel, der in mehreren Etappen gebaut werden muss + Weltkarte mit unterschiedlichen Sektoren, auf der man seine Spezialisten aussenden kann + sehr detaillierte und motivierende Forschungsbäume im Bereich der Nahrung, Ressourcen, Infrastruktur, Gemeinschaft und Sicherheit + man kann sogar Fahrzeuge finden mit denen sich Spezialisten schneller auf der Karte bewegen und Ressourcen effizienter transportiert werden können; und es können Spezialisten-Teams gebildet werden, die dann zusammen zum Einsatzort fahren + Handel mit anderen Kolonien mittels Währung oder Ressourcen + Normales Spiel, Benutzerdefiniert oder Szenario + Schwierigkeitsgrad kann sehr detailliert festgelegt werden + Einbindung von Twitch-Abstimmungen über Entscheidungen und auch die nächste Katastrophe (aber nicht getestet) https://steamcommunity.com/sharedfiles/filedetails/?id=3062721779 [b]NEGATIVES[/b] - zur Begrüßung erst mal eine Endbenutzervereinbarung und im Anschluss bekommt man gleich noch eine Datenschutzerklärung hinterher reingewürgt - Intro bricht ab sobald man einen Screenshot macht, was dazu führt dass man das Spiel direkt nochmal gleich Neustarten muss um zu sehen wie das Intro weitergeht - Grafik ist klar schwächer und weniger Realistisch als die von Endzone und zudem auch zu hell und etwas zu Farbenfroh - Vertonung und Kommentare nur auf Englisch (aber Deutsche Texte und Menüs) - kein wirkliches Tutorial - Kamera kann nicht so weit rausgezoomt werden wie in Endzone - Größe der Siedler passt nicht zur Größe der Gebäude (in Endzone passt das) - Erkundung ist insgesamt weniger innovativ, spannend und detailliert als in Endzone - zu schnelles Randscrolling, das sich nicht verlangsamen lässt (man kann es zwar deaktivieren, aber dann muss man die Kamera dann mit der Tastatur bewegen) - Fahrzeuge verschwinden wenn man mit einem erbeuteten Kfz zurück in die Siedlung fährt, wenn man dort keine Garage hat - Paradoxe DLC-Politik (wobei diese hier nicht ganz so schlimm betrieben wird) - war 1 Jahr Epic-Store exklusive (wovon ich überhaupt nichts halte) https://steamcommunity.com/sharedfiles/filedetails/?id=3062718684 [b]FAZIT[/b] Surviving the Aftermath von Ende 2021 ist der direkte Strategie-Konkurrent von Endzone: A World Apart, das fast zur gleichen Zeit erschienen ist und sich sehr ähnlich spielt. Auch hier muss man in einer Postapokalypse in einer zufallsgenerierten Spielwelt eine Siedlung errichten, spärliche Rohstoffe managen und dafür sorgen dass die Bewohner überleben. Der größten Unterschiede sind, dass Surviving the Aftermath seine Bewohner automatisch zuteilt und bei Endzone weißt man diese selbst zu. Am Anfang bevorzugte ich die Variante von Endzone, aber mittlerweile finde ich die Lösung wie sie hier umgesetzt wurde, besser. Bei Endzone liegt der Fokus also etwas mehr auf dem Micromanagement der Bevölkerung. In beiden Spielen steuert man seine Einwohner nicht direkt, sondern legt Arbeitsbereiche fest, was sich sehr angenehm spielt. Dafür kann man aber in Surviving the Aftermath die Weltkarte rundenbasiert erkunden was etwas übersichtlicher umgesetzt wurde als die Echtzeit-Erkundung in Endzone. Dafür wird diese in Letzterem viel detaillierter Beschrieben und auch dargestellt, da dort sogar Raum für Raum erkundet werden kann. Beides hat wohl seine Vor- und Nachteile. Es gibt also viele Überschneidungen und Ähnlichkeiten aber auch genügend Unterschiede. Mir haben beide Strategiespiele sehr gut besser gefallen und es ist schwer zu sagen welches das bessere Spiel ist. Surviving the Aftermath hat sich insgesamt besser gebalanced angefühlt. So oder so also eine klare Empfehlung. Wenn ihr an weiteren Reviews von mir interessiert seid, dann folgt meiner [url=http://store.steampowered.com/curator/10868887-Dark-Chummer%27s-Reviews/?appid=63110]Gruppe[/url].
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America
| $8.99−70% |
| 33ratings |
| 74% |
| — |
| not modelled |
| $26.99−10% | — | — | — | not modelled |
| $29.99 | — | — | — | 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 829 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Все жалуются на то, что игра сложная, и это на самом деле так. Слово "Выживание" в названии поставлено не просто так. Вместе с тем, выживать здесь интересно. Нужно наладить производство еды, которое здесь вполне себе комплексное, ресурсов, медикаментов, привести в порядок окружающее пространство, сражаться с бандитами, дикими животными и мутантами, и прочее. Вполне себе бывают случаи, когда благополучная колония падает в ноль за пару дней. Добавьте к этому отличную графику, неплохие квесты и получите захватывающее путешествие на 100+ часов, которые пролетят незаметно. Есть несколько огрехов в игре по типу отсутствия мини-карт и странных реакций на клики, но они в общем впечатление не портят.
The game is a tedious mess. It lacks the basic Quality of Life features - like being able to select available guardians (soldiers) and to send them to attack hostiles inside of your base, you have to go to every guard structure one by one, select one soldier assigned to it one by one, as the soldier could be wandering somewhere, then direct the soldier to an enemy and then repeat with all your other soldiers. The other examples of absent QoL is not being able to turn on or off all your burners (heaters) at once. The logic of the game is simple: when you get cold temperatures - you are supposed to turn on heating. But you have to do it individually for every burner structure. And locating specific structures is a pain on itself. I do not see how to go to the next structure of the same type. So I just have to scroll through my whole map and try to guess where in this mess of a base building exercise specific buildings are. Research tree is disappointing. I struggle all the time with finding a specific technology in those several separate trees. The tree itself doesn't make much sense - why do I have to research saunas first if I want to research construction of a more sturdy gate?! End-game resources are scarce. So I never built anything related to electricity - first it seemed infeasible, then - I didn't need it anymore, as I was in the end-game. And you can't clear contamination without electricity. For some reason - your workers are able to remove contamination from surrounding buildings when they are in the "maintenance shack", but pollution from the ground - no. So those blobs of uninhabitable land stayed with me throughout the whole game. And as long as you do not build anything on them - you can really just forget about those. Tools, clothes, medications and so on are so hard to produce and they are of so little effect that I just kept scavenging them if I could, but otherwise ignored those mechanics. A trader coming to your gates offers to sell you some seeds? It is even not possible to check, which type of seeds. You might already have them, and having a copy o f them is pointless. I regret spending time on this game.
Overall I would recommend this game, it is Banished in a post apocalyptic world. Pros: Fun and challenging resource management, exploration of world map, and overall a relaxing game play Cons: Bad DLC(would only recommend Rebirth rest add more headaches then fun), lack of variety in games(in surviving mars you had different sponsors and breakthrough techs that made each play through a little different), and some UI annoyances(can I please an overview map for both the colony and the world so I can locate resources)
狗篮子东西 不配赚中国钱 滚出中国市场 ♥♥♥♥ off
Caveat recommend. Maybe wait for a sale, unless you're really struggling to play a post apocalyptic city builder. Nothing here is strictly bad, not a lot is really good. It's got everything it needs to work, it's entertaining enough for like 10 to 15 hours. As with many city builders, there comes a point where to sustain your society, i.e. advance to the higher tech stuff, you need to build a ridiculous amount of stuff. To operate all that stuff you need people, which exacerbates the problems. More people = more housing = more food/resources. You need water and electricity, tools and weapons, metals, minerals, plastics ... some of that stuff is relatively easy to get, other things not so much. And at some point, imho, it just stops being fun, you know? It's like late game Civ or Anno ... the FUN part is getting there, not being there for some reason. Your colony also has a non-negotiable shelf life: Once the map is mined out of resources, that's it. There is no going on after that point. Granted, that will take you way longer than the time required to actually "win" the game, but still. For those who want an endless colony... na-ah. The overworld will be picked clean, the few permanent resources there are cannot sustain you. The actual colony map will be strip mined, and trade doesn't even begin to cover it, since the other societies do not nearly have enough on offer for a late game colony. The overworld is fine, but also kind of annoying, since it CONSTANTLY takes you out of the actual colony building, especially on higher speeds, which are necessary later on. Movement is buggy, because symbols are in your way, as well as the actual UI, and it happens quite frequently, that while scrolling with the right mouse button you actually give a move command you didn't want to give. Research, unfortunately, is tedious at first, not netting you anything if you're unlucky enough not to find research nodes, while useless after you've actually unlocked everything (though I do not know how or if you can actually unlock the highest tier weapons/clothes, maybe you need to trade for a blue print). As with most city builders you're unfamiliar with, planning goes out of the window fast, and since your guys need to be everywhere physically, a colony can easily fall prey to hunger, tiredness or even infection, despite everything being there in abundance. Yes, that's how reality works, mates. You don't get to live next to your work place and have an eatery next door, either. It works in normal society, pack a lunch kit, damn it. Here, it doesn't, sadly. I wish there were things like market buildings or sth that would supply food to an area without actually having to produce it at that location. The last thing I like to do is actually play inventory tetris to make sure all the right ingredients get everywhere, since, of course, every piece needs to be delivered physically. Your ware houses are not shared. I know that's realism, but it just devolves into a mess later on. Combat is ... ugh. And the only DLC I had (Rebirth or whatever) increased it by a lot, actually hampering your exploration massively, since you always need like 2 of your specialists at home, instead of scouring the map. Once you beat back the blight and terraform the landscape, of course an immediate doomsday attack gets triggered. No warning, no time to prepare. Same with the actual base game. Once you're done, IF you can actually beat that ridiculous final location, then an attack is triggered on your colony, and enemies are simply spawned on the inside. How? Why? The attacks on your gate are also annoying after a while. Even at max level upgrades there is no guarantee they will hold, and then 1 remaining guy becomes 3 or 4 magically. I wish you could actually reinforce it more. Add some extra fire power, watch towers, etc. Tutorial, sadly, doesn't really do a good job covering all the basics, so you need to study the tech tree yourself in order to not miss essential things, like ♥♥♥♥♥♥♥ entertainment. Seriously, there is no entertainment building unlocked, and your villagers are really picky when it comes to that and threaten to leave en masse if they feel bored. I'm so sorry the post-apocalypse is boring you. Same with food. Took me a while to realize all my villagers were dying, because I ran out of berries on the entire map (!) in the early game already and hadn't figured out how to actually make farms viable yet, because farming takes ages, and winter ... well, winter kills all your produce, and lasts forever, so have fun with that. Every disaster feels like it lasts for decades. Lastly, game needs a ♥♥♥♥♥♥♥♥ mini map. The overworld is huge, and even the colony map is gigantic. I have no idea what kind of colony you want to build there, but so be it. I won with maybe like 20% of the map covered. If that. I have an excess of 8,000 food, but not clothes and no tools, despite plenty of shops, but to maintain more, I'd need to produce more scrap and stuff, and for that I'd need more metal extractors, and you get the idea. When there's nothing else left to do, that's just not doing it for me. The doomsday project is annoying as well, costing you SO much time and resources that by that point your colony, again, is already fully developed, and you're not even halfway done with the ♥♥♥♥♥♥♥♥ bunker. Not worth it, to be honest. The other DLC sound irrelevant. I'd actually not get any of them in hindsight. The Rebirth one is okay, like I said, but it just makes the game exponentially harder and more frustrating, because of the stupid combat mechanics. Yes, you can build guard posts, but those do little damage, don't take a lot of damage, need to be supplied with burners and firewood for the winter, need to be manned by villagers, etc. It feels not thought through. Get it at your own peril. And the sound effects. My god. If I could just disable the ♥♥♥♥♥♥♥ warnings and their sounds. EVERY infected citizen a ♥♥♥♥♥♥♥♥ ear-splitting sound. And the quacking! And the narrator (at least that guy can be silenced). Jesus, get rid of that.
Unplayable for as long as they don't fix the AI of the game. ♥♥♥♥ happens all the time and at the same time. Colonists get sick, but they won't go to medical tent?! Colonists get hungry, but they won't go to eat?! Colonists are homeless, but they won't go to build the tent I set to be built?! What the heck really. They just aimlessly walk around crying and dying. I set to repair outhouse, but no one does ♥♥♥♥ for it. I even set specialist to fix it, but they just stand still and do nothing.. wtf..
Apparently they have the resources to put of a swarm of DLC's, but not the resources to fix the multitude of bugs that are still present in the base game. Game itself is rather boring and to annoying. Constantly spammed with pointless messages and an annoying sound effect for EVERY....SINGLE...ONE. Most of you time is spent just staring at the screen waiting on time to pass.
I was writing a pretty comprehensive review of why the game is bad, and my Steam restarted. So I'll give you a shorter one. The game IS BAD. It tries to be Frostpunk, but it's Frostpunk's from a dollar store. The storyline is boring and almost nonexistent. More resources don't make a better game, they make it irritating. Mining for concrete blocks from the ground made me laugh out loud. Building structures that require resources that themselves produce is mind-boggling. Okay, you can go to wastelands and get some. It will take days, and don't think there are many on the map. Or that they're close-by. Or that your fellow cites will have some to trade. I get it, you want us to go, explore, have fun. It was a chore, it was not fun, I mean it. It wasn't one, two or three structures that needed these resources. At one point it got ridiculous, you spend half of the game searching for a speck of needed resources, and in the end you find out that you need ten times more for another building to make said resource. And mind you, I only got to the point when the city had only 200 inhabitants. At EASY mode. You can think, that on easy you can beat the main (?) storyline quickly. Like, I don't know, in 24h of game-time? Maybe 36? I'm at almost 35 hours, and I'm not even close to building the second stage of doomsday bunker, like below 25% of acquired knowledge. And it's not a skill issue, all obstacles I encountered were annoying and unescapable. At one point, disasters got repetitive and just tiresome. Oh wow, another raid! It's the same five scenarios and enemies going over and over again. Side missions only require going to this place, and that place, not bearing any actual weight on the game. Do it or don't you will get some resources and get annoyed. Go there, get this. Go there, get that. Oh man, another ragged bunch at my doors, who would have thought! This is the whole point of this game, doing the same thing over and over again and not getting any results. Research tree is really basic and doesn't make much sense. Things are developed at weird rates, in inconsequential order, don't naturally evolve from one another. The buildings and their improvements are made in this order because the developers said so, that's it. So, you want to tell me that people will develop field irrigation and insect farms first, and only at the very end find out how to make flour and bake bread??? And a scroll bar on research tree? Sideways? That you can't scroll with mouse wheel? Was it made by a sadist? Polish translation has bugs, some words don't match, so have fun searching for “a desert” when the name of the place you need to go is translated as “a wasteland”. I could leave the game for a long period of time and not worry that my city will collapse or that I miss something. There were points in the game that nothing new happened for HOURS. Do some tweaks to optimize the town, send specialists to do a scavenge hunt, and you can put the game aside and do something more interesting. To be fair, if they did it as a mobile game, it would make more sense. I was fun for a moment, but it got very repetitive very fast. I don't get how it could get better at higher difficulty levels, usually the easy mode is for fun and experiencing story, then when the story in fun to explore once again you go on harder difficulty to make it challenging. For now, the only challenge I'got is how to not be distracted, be bored or fall asleep while playing. If it were to work, this game would need a major story and mechanics overhaul. The premise was really promising, but the execution failed miserably.
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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