
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 830 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Довольно интересная задумка. Но быстро надоедает.
Cmon devs you can't sell the game again. Only Todd can!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There's so much this game does amazingly and so much unfinished/unpolished stuff. Outside exploration/scavenge world is amazing, UI is trash. Specialists idea is amazing (different stats and characters), but that ends at that. Wood/log/planks loop is great, but it's mixed up and makes little sense. Some tech is obsolete too soon or of little benefit, some is beeline must. I feel like it's balanced towards max difficulty as playing it on lesser difficulty seems too boring. My favorite post-apocalyptic colony builder. Hope second part comes out in my lifetime.
Herausfordernd, aber macht sehr viel Spaß.
Что-то не то с балансом сложности, люди уходят потому что не построено развлечений, а чтобы их построить надо их сначала долго открывать в исследованиях. Понадергали механик из разных игр, но все вместе выглядит неуместно. Так же перебор с количеством одновременных событий, постоянно что-то происходит и все заспамлено уведомлениями.
Идея интересная но релизация токое
This is a slower, less flexible base management game than Rimworld, and priced above it. I Humble Bundled this game anyhow, but what you get is a vastly less customizable, much more frustrating user experience. Isometric graphics are better than Rimworld. But the mechanics of the game are also septic...for whatever reason, radioactive waste and sewage are interchangable. One of these is a problem we've dealt with for ten thousand years, but your hardened survivors can't. And by can't, let's call it what it is: that radioactive waste will then be something they walk through instead of around, then die. I didn't pay full price for this but $30 is absurd, really, just play Rimworld. I'm sure someone made a mod for 'random lethal sewage' in there somewhere, OR, you could decide that you don't like that mechanic and play a game without it. Your call. Objectively inferior game priced above Rimworld.
Not bad
Surviving the Aftermath is a pretty standard city builder. The genre sprawls a lot so whether this one will do it for you or not is hard to say. I did a single playthrough over about 70 hours on 75% difficulty with its three content DLC. The startup gives you a lot of customization options for difficulty which is nice. The good: - Easy navigation of the space - Minimal minutia; you don’t need to worry about separate layers for pipes or anything, you set something up, its there and done. - Good sound design - Good art design - Lots of content and events to keep you interested for a long time. I spent 90% of my play time on normal speed since there was regularly something to do, take care of or improve and only once I was basically at the end did I just want time to speed by to complete goals (more on that below). - Lots of meaningful choices The not so good: - The game is split into colony view and a sort of overworld map view. The overworld feels a little out of place but is a necessary component to the game so you'll be regularly pausing what feels like the 'main game' to jump into this, like, side quest management map. I had a bit of a bell curve with it where I disliked it in the beginning, found it interesting in the middle and then got tired of it again near the end of the game. - The game drags on a bit too long. About 30 hours in, once the colony was fully stable and self-sufficient, everything after was more akin to just going through the motions. Plenty of choices and touch and go situations up to that point felt good but once I could reliably produce or trade for everything the colony needed, there was nothing that posed a threat or challenge. After that it was just a bit of fun cleaning up and 'beautifying' the town while waiting for the completion percentages to go up. - The vehicle mechanic is not at all well explained. You can get and find vehicles before you have a garage building but if you bring them back to your colony, they just 'disappear' with no indication of what to do or why. They feel like one time use items until you get the garage building. They have a 'durability' stat that depletes as you use them but is 'repaired' with fuel(?) instead of just having a fuel stat. And to get someone out of a car, you click on the vehicle to cycle through each person in the vehicle you want to take out BUT you can't right click on an activity in the world to have them get out and go directly to it, you have to click somewhere else and then select the activity. Its all just not very well thought out. - The alliance system is a little clunky. If you explore the world and find other colonies, they'll ask you for things you can't possibly have access to until mid to late game and failing those requests reduces your reputation for some reason. So, the best thing to do is just let all of the first requests time out and not clear them so you don’t get new requests and just wait until you've unlocked all of the alliance-specific research before clearing one or two to take on a few requests at a time (so you don’t over tax your own resources trying to fulfill their request). If the game didn’t punish you for not fulfilling the request it'd be a different story. But, as it is, it's just very game-y and feels bad at the start. Still. I thoroughly enjoyed a good 50 hours of gameplay. I don’t think I'll do another run as I don’t feel it being harder would make it any more satisfying but, even still, well worth the price IMO.
The Unity engine is a nightmare. Overall poor performance. Game play not new, not captivating. Doesn't wort the money.
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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