
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 | 3.1Kreviews | 72% | — | $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 829 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's bad, or to say I expected more from a game sold at this price and comes with a third party launcher. Bleak gameplay elongated by repetitive loops, and a lot of them is pointless and brain dead grind. For a city builder, this one is particularly poorly designed, no proper main quest while the lore being non-existent, not to mention gameplay plagiarized from other titles. The only near-good thing is its graphics, however, we are in 2024, graphics is just no longer a selling point. Avoid this game even if you like post apocalypse theme or city builder. Look elsewhere.
typical paradox scam game, with billion DLCs
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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 830 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Scam. Do not buy anything from this dev. They will never update or expand the game unless they can re-sell it for full price.
So sad that I loved the game in early access and I hated everything that was added after the full release. Further DLC and updates dug the grave deeper.
This game seems promising but definitely does not live up to the point. Firstly, most of the things is not explained, like item levels or sicknesses, you cannot even find any information at the help section. Even though core gameplay isn’t bad, DLCs make it much worse with a lot of combat or micro management. Also, they are half done. You can find the review of the DLCs below. In relation to that, new raider or blight creatures at the map are plain annoying. You get constant attacks from the raiders and other creatures at the map or your settlement. You can see that the game is half finished and not cared about. First implication of this is seeing half of the resource names being broken at the top bar. Then, you notice you cannot upgrade the roads automatically; clicking is hard sometimes, if your specialist is near the target; sometimes people not going to the hospital or eat food, you cannot control or slow down the births, while some of the warnings being misleading (like stock is full or someone is malnourished). If you save and load you can get rid of these fake warnings at least. After that, you notice that your pc with liquid cooling system is burning (top of the line games do not have this effect) and you find out that even the best computers are in the same situation. The reason for that developers promising that they will optimize the games 3 years ago and did not care at all. With that, you can see that the game is abandoned for more than 1 year. There were no updates after the last DLC and lot of things are left broken or half-done. Unfortunately, some of the achievements are not unlocked correctly (You have to not be an ally to the last settlement, while maximizing the relations.). Because of this game, I think I am not going to purchase any Paradox game in the future and definitely, I do not recommend this game to anyone. [b] Rebirth [/b] An annoying DLC which cancels some of the base game’s monsters (sandworms, some bandits at the settlement), while turning the game an action game. Also, blight buildings are mostly useless. One building allows you to terraform to increase the fertility but it is more like late game thing which will make it too late use. Other buildings are about blight only. Blight makes your game constant combat at map and at your settlement which was the main reason I hated this DLC. Plus, I had to pay more than the base game at sales for this DLC which was another annoying point for me. [b] Forgotten Tracks [/b] I got this one with the bundle without even trying the purchase this. However, this is the only decent DLC. [b] Shattered Hope [/b] Space rock DLC allows you to overtime your buildings for space rock. However, trying pick the areas again and again is another micro management. For some reason moon rock makes people work harder. By the way, how the hell the moon is shattered and falling apart piece by piece? It is not even trying to be plausible. Other than that, there is a new happiness-like mechanic named hope which feels like a chore. Because you have to treat the angry people at a new building. Sadly, that building can take 2 patients and for some reason hospitals don’t have psychiatry in this game. Also, you can have feast to give people hope but it is another late game thing (you won’t need it at late game), since it needs a lot of resources. [b] Ultimate Colony [/b] Only a short quest which gives you a regular specialist and also unlocks two useless buildings. Radio tower’s only use is to start the quest, Martian wind turbine is just a wind turbine. Plus, there are two skins for flags which is another unnecessary addon. [b] New Alliances [/b] A new system that makes the settlements more detailed. It gives some requests to increase the relationship. Weirdly, their only use is trading with them, while relationship status does not change the prices. There are building that you can build to the other settlements but buildings have no real impact. Sadly, alliance or federation do not stop the annoying sabotages as they said. The buildings that can protect you from the sabotages requires manpower with electricity. Also, probably one of them won’t be enough and there 4 different types. So, at least 4x2 buildings and that makes it too much to be viable. Other than that, there is no reason to sabotage other settlements or be their enemies. There are lots of thing to the at the map and since the raiders keep coming with this great DLC, there will be some other things to do. Obviously, like all DLCs, this one makes the game more painful with constant raiders at the map and sabotages at the settlement. Also, this DLC is overpriced like the other ones.
TLDR: Rating: 65 / 100 It's decent colony game. It resembles a game like "Banished" - where you have to protect your citizens from natural dissasters and establish a steady production of goods (good, medicine, clothes) for your colony and for trading purposes. Positives: - The game is quite intuitive. I didn't need to look for any external sources on how to handle things. - There is a reasonable diversity in the events that you encounter. Some are a bit more difficult (e.g. magnetic storm) but manageable. - Specialists are diverse enough and their difference is noticeable when their taks matches ttheir speciality. - It's quite easy to set up your colony. You can also rearrange quite fast. You do lose some ressource on reorg but generally that's not a big concern. - Although some research doesn't have much value, there is enough diversity in the research tree to make the player consider consider their choices. - I enjoy the "feel" of the game. I think it was a good representation of a wasteland challenges and surving a post appocalyptic world. Neutral: - I found the icon for manufactoing (boxes) a bit missleading. That's usually reserved for storage. I addapted but it seemd like an odd choice. Negatives: - The biggest problem that I have with the game is the notification system. There is a notification when a children is born, when someone becomes an adult, when someone gets old, when someone dies of old age...etc. When you have a big population, this happens all the time. My late game was a massive pop-up fest. There is no way to disable them. - Bulding notification is also problematic. A lot of buildings will show notifications that are not relevant. For example, if you build outposts, you are mostly keeping them unmanned - since it's a productivity loss if you have people stay there. And they work for defensive purposes without people in them. But you do get a permanent notification that the output is unmanned. - Upgrading buildings doesn't work "right away". The building effort is understandable but while it is being upgraded it stops functioning. This can be quite punishing - for example you upgrade your stable and the animals (that you have to breed) are removed. - There is no way to deal with happiness early in the game. So unless you know that you have to rush happiness generation buildings (which does require quite a bit of research), you will encounter significant problems - and possibly a death spiral. I think this is something that should happen gradually or have some early solution. - Removing polution deposits requires a lot of tech. This wouldn't be a problem if most maps wouldn't have polution right in the middle of your starting area. You end up map hunting for a map that allows to have a decent organized early setup and not a complete mess because you cannot place 3 buildings in a row without everyone getting irradiated (for which you have no solution until late game). Polution should not be in the starting area. - You have to micromanage the workers. On/Off on the gates, on/off on outposts. on/off of farms. It's not exactly fun to manually micromanage 50 workers just have a functional base. Some restrictions that would allow switching once per day for balance reasons would be an option. - Doing events in open world has AP innefficiency. Let's say you go for a fight and you pick a car for transport. 4 specialits do the event. When the event finishes, 1 specialists is out of AP and the others are full. You just have to camp with the other 3 since there is nothing to do. Would be more convenient if people that are engaged in the event keep the same AP (e.g. everyone loses half AP in the end instead of only 1). - A lot of the uprades are effectively worse that its predecessors. Upgrade solar panels are worse than tier 1 (more expensive, less power per resource spent). Same for wind turbines. Same for 2-story houses. Arguably same for fishing farms (they add polution). I finished the game with half of my buildings having no upgrades (even though I had the entire research done). - Food management is problematic. Even if you have Veggie based food and Meat based food, your colonists are not smart enough to pick what they are missing. So you get debuffs for not having veggie or meat in diet even if you are sitting on hundreds of each. You solve the problem later with mixed meals but research should not be to fix poor AI. - There is no benefits for food variance. I had 6 (7?) types of vegetables but whether you have one or another doesn't really make any difference. The output is the same. Other games have some benefits (e.g. carrots give you health bonus; grains give you faster heal recovery ...etc). - There is a lot of dead-end research. Like upgrade a specific building that becomes obsolete in a short period. Other games have usually double benefits. Example upgade: All houses get 10% more durability; Two-Story houses get +3 inhabbitants. This way if you do the upgrade, you have a benefit that is common for everything and one that is specific - and potentially obsolete later. This way you don't feel "bad" for doing an early research that has no benefit 1 hour later. - The building requirement is backwards. You need electricity? All electrical producers use components. Components require a building that use electricity. It's a circular requirement and you are at the mercy at scavange RNG. Components also require rare metals to manufacture, which is the last tech in the game. Rare metals producing building require microchips - which require componets. Again, a circular requirement. - Final objective is an abolute slog. I presssed 3x speed and I went afk for 2 hours (no joke). The build-up is to slow and there was nothing left for me to do than wait the 2% fill per day. The progress is limited by specialists - which come once every 4 days. There should be a way to buff the speed if you have a good economy (I had thousands of ressources - nothing left to do). Final Note: I don't think I will go for another play. There are to many QOL features missing that it is dissuading me for going for another run. And there are simply better similar colony games that do better. Still, not bad for one playthrough.
После хорошего Endzone, с которого началось моё путешествие по градостроям, я наткнулся на сее творение. Surviving The Aftermath виделась мне +- такой же игрой. Тот же постапок, та же завястка, но на деле я оказался крайне удивлён её комплексностью и разнообразностью. Каждая из механик не является чем то новым в жанре, но чтобы все они одновременно сочетались и не терялись друг в друге - это что-то новое. Если кратко, то я был приятно удивлён и получил много удовольствия пока играл и закрывал игру на 100%, но если рассматривать её поподробнее то можно выделить следующее: Графон: графика, как и в любых градостроительных симуляторах, звёзд с неба не хватает, но при этом и глаз не режет. Играть на минималках - ад, там прям вырвиглаз, но на высоких картинка крайне приятная. Компик у меня не самый слабый, но и с оптимизацией вроде всё хорошо. Лаги были, но исключительно в глубоком лейте, когда в игре становится настолько много болванчиков и строений, что игра просто не успевает всё просчитать и в следствии дропает кадры на землю. Причём это касается не только поселения, но и мировой карты. Перепроходя игру в последний раз заметил, что девственно чистая карта выглядит очень плавно и приятно, но как только открываются новые объекты, появляюся точки интереса - кадры неумалимо уходят. Музыка: Очень часто обращаю внимание на звуковое сопровождение игр и тут оно исполнено хорошо. В игре есть всего пару мотивов, которые играют в зависимости от действий вокруг. Разнообразия в них не особо много, но они вообще не надоедают. При этом саундтрек сделан в виде радио, станции которого можно в любое время поменять по настроению. Всего там есть около 8-9 станций, я послушал только 4-5 из них, поэтому особо ничего по этому поводу сказать не могу. Музыкальное сопровождение на уровне, но и не идеальное, явно не лучшее, что я слышал. Геймплей: играется Surviving The Aftermath очень бодро, а всё благодаря большому количеству самых разных механик, которые хорошо друг с дружкой переплетаются. Особенно вывозят специалисты. На моём опыте это первый градострой, в котором мне дают управление какого-то определённого персонажа, имеющего уникальные характеристики и особенности. Это ощущается как найм героя в RTS. При этом они могут делать практически всё, что и обычные жители. Они строят, атакуют живность, собирают ресурсы, лежащие на полу в виде куч, трупов или кустов. Но самое главное, они могут ходить на глобальную карту и заниматься какой-то деятельностью там. Сбор ресурсов, изучение окрестностей, выполнение заданий, охота на живность, атаки на бандитов, постройка аванпостов, налаживание отношений с другими общинами. Возможностей уйма, а это только специалисты. Основной геймплей особо не поменяешь. Строй здания, удовлетворяй основные потребности, расширяйся. Но помимо этого в игре СТОЛЬКО активностей, что иногда можно просто потеряться. И это круто. Мне искренне нравится методичный и расслабляющий геймплей большинства градостроев, но такой постоянный экшен меня тоже вполне устраивает. Сложности в игре особо нету, особенно если знать основные моменты и механики. Даже в кастомной игре на сложности 250%+ не испытал особых сложностей. Это вам не максимальная сложность Endzone, где, буквально, нужно математически точно рассчитать все ресурсы и возможности, иначе закономерный проёб. Здесь тебе не просто прощают ошибки, за них даже по жопе особо не дают Основные минусы: - Перевод местами калит, ОСОБЕННО, в достижениях. Как же я был в ♥♥♥♥, когда создавал кастомную игру ради ачивки за 100 дней на 250% сложности, а потом оказалось, что нужно было больше 250%) Или ачивка, где нужно было получить максимальную репутацию у 5 общин, а на деле ♥♥♥♥♥ не давали) класс короче, пусть переделывают(уже не переделают) - Скудность контента в лейте. После 200 дня объективно ♥♥♥♥♥ делать. Это и так много, где-то 20 часов геймплея, но есть достижение на 365 дней. Т.е. я буквально сидел 160+ дней с перемоткой, смотря в одну точку, не делая ровным счётом ничего. Контент с общинами кончается дне на 100. Изучения кончаются на 150. Все постройки кончаются к 200. При том они не просто кончаются, ты начинаешь строить всё подряд просто по фану, даже если тебе это не нужно. Не страшный минус, если вы не такой фрик, как я, но как факт. - Отсутствие возможности получать ачивки в кастомной игре. Почему? Зачем нужно было делать это? Я так и не понял если честно. Логически можно понять это решение, можно настроить игру так, чтобы вообще не было никаких трудностей, но в обычке можно сделать то же самое... При этом кастом можно настроить НАМНОГО жестче чем обычку, но ачивки всё равно не засчитывает - Рандом. Охуенно, когда тебе в самом начале игры кидает 2 ивента на радиактивные осадки и у тебя остается 10 жителей из 30 - КЛАСС. Но это скорее не минус, а крик души. Как же зае... этот рандом... ИТОГ Короче игра топ, но не за свои деньги явно. Игра, даже по скидке, со всем DLC стоит прилично, а контента в ней не то чтобы много за такую стоимость. Проект - добротный, но пробовать его или нет уже решать вам. Я своё мнение обозначил, дальше думайте сами, не маленькие уже 8 съеденых охранников во время зачистки гнёзд из 10
After eagerly waiting to purchase "Surviving the Aftermath," I found the game extremely DISAPPOINTING. It has a solid foundation but seemingly lacked post-launch development, missing the depth it desperately needed. The DLCs are underwhelming, failing to enhance the game's core and unnecessarily complicating it without a meaningful end goal. This approach seems to detract rather than add value to the gameplay. Even when you master the game's mechanics, the CHALLENGE is minimal, even on the highest difficulty levels. This lack of difficulty undermines the game's potential for engagement and excitement. One glaring flaw is in the TRADING system, where focusing on venison production leads to an unrealistic and endless supply of goods, breaking the game's economic balance. Building UPGRADES are inconsistent. Some require demolishing and rebuilding, while others upgrade in place. There’s no clear logic to this difference, and it seems like a missed opportunity for a more robust upgrade system. The RESEARCH tree is disappointingly short, and the lack of in-colony research options renders educational structures and perks like 'Educated' somewhat pointless. It's another aspect that feels only half-complete. The game also misses the chance to offer a vast WORLD MAP for exploration, which would have added greatly to its replayability. This limitation is another example of the game's lack of ambition. The EXPERTS mechanic is repetitive and lacks depth. The choice of experts seems inconsequential after the initial game days. The outpost system, especially the medical and storage types, feels like a tedious allocation rather than a strategic decision. The bandits at the GATE are an overhyped feature. Despite being portrayed as a critical aspect of the colony's defense, they pose little threat with a basic strategy of upgrading the gate and staffing guard towers. It turns into a set-and-forget scenario, lacking real engagement or CHALLENGE. DISASTERS in the game are more annoying than challenging. They fail to add complexity or difficulty, especially after mastering the core mechanics. Even on higher difficulties, they become frequent irritations rather than exciting challenges. In summary, "Surviving the Aftermath" is a game that I had high hopes for, but it turned out to be an unfinished product with a $10 value. It's a game with unfulfilled potential, leaving much to be desired in terms of depth and polish.
This game has definite potential, but the lack of renewable resources means you get to a certain point and cannot go farther. If there's a way around it, it isn't clear at all.
коротко об игре: вот кто в героев3 играл, у всех был такой герой, который был нанят для сбора ресурсов из мельниц, так вот разрабы этой игры, просто взяли и модернизировали эту концепцию, буквально построили игру вокруг этих ноунейм героев, отдали так сказать дань этим незамеченным воинам. в данной игре, в отличии от "эндзон", есть некоторая особенность, делающая эту игру чуть более уникальной, к примеру от того же фростпанка, но, эта самая концепция, реализована крайне примитивно, и чувствуется, что эта фича была допилина уже в конце проекта, хотя вероятно вокруг этого изначально и пытались строить концепцию. из серьезных минусов, создавая команду и посадив их в машину, почему я не могу управлять этой командой в полной мере? зачем эти танцы с бубнами, и постоянно высаживать их из машины? я хочу управлять этой группой а не заниматься любовью с ними с помощью мышки. касаемо локаций, то как вы их реализовали 1 локация - 1 постройка, ок, вопросов нет, если бы можно управлять группой, а то получается подлечить челика - нужно по 4 локации обегать, что бы всю группу подлечить, полнейшая бредятина. пвп максимально не играбельная штука, подходящая больше мобильным играм, а не полноценным проектам для пк бояр. что касается построения внутренней части игры, сомнительно, 4/10 более нечего сказать, экономика чуть лучше чем в эндзоне, но по прежнему, не интересно. у игры есть концепция, но реализация максимально наплевательская, в общем эта та игра, которую лучше один раз пройти на ютубе, и не более того.
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