
Jump straight into managing your own planets as you guide a civilization through the ages. Build the ultimate empire in The Universim, a new breed of God Game in development by Crytivo.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
WHAT WOULD YOU DO WITH THE POWER?
🔵Play God!
Guide your fledgling sentient species (lovingly called “nuggets”) from Stone Age cave painters to star-faring explorers.
Command more than 15 godly powers to guide, protect — or discipline — your followers. Create devastating tornadoes, smite naughty followers with lightning bolts, or shake and sunder the very earth.
Observe Nuggets' every move as they work and fight to survive.
Research more than 200 technological and societal advancements.
Discover and colonize a galaxy of procedurally generated planets, each with unique ecosystems and challenges to conquer.
Manage the delicate balance of planetary ecosystems to help nuggets thrive. Your decisions and your followers’ ' actions influence global climates and have real environmental consequences. (Try not to kill them in an ecological disaster — well, unless you want to, of course.)
Unravel the layers of a deeper cosmic story that challenges your perception of who and what you are — and reveals unexpected twists!
The Universim is a strategy city builder game with “God” elements where you guide a civilization (Nuggets) from the Stone Age to the Space Age. Manage resources, dynamic challenges, and ensure your Nuggets can survive, thrive, and spread to the stars.
The Universim features more than 200 research perks that will help you to shape your civilization. Be as benevolent or malevolent as you like to drive nuggets to evolve, advance, and expand. (Even the best civilizations need an occasional smiting).
Every planet in The Universim is procedurally generated and offers unique characteristics and challenges, ensuring that every world and every game is unique and engaging. Ecological balance and resource management are critical to success. Nuggets have their own needs and behaviors you must attend to. Your guidance will shape how they deal with conflicts, natural disasters, alien creatures, and other civilizations. Their growth and evolution depends on you!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Abandoned game
I spend a little over half of my game time sitting around waiting for research to complete. And I am constantly forcing my nuggets to marry manually in order to keep my population above 100, which uses all of my creator points so I can't really do anything else besides refill the lakes.
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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, Portuguese - Brazil, Russian, Korean, Simplified Chinese*languages with full audio support
Hours played at review time, across 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]好玩儿但是存在一些问题[/h1] 好的地方就不说了,说下感觉可以改进的地方 [h1]流民的机制[/h1] 流民的科技似乎是与玩家绑定的,无论多晚开局的流民都是最新的科技水平,这不太好,因为在一个沙盒游戏来说,我最大的乐趣精心培养的文明与这些其他文明竞争,我们跟他们的关系现在过于简单,也许还可以包括殖民,附属等等,而且现在只要敌对,流民简直全民皆兵,都没有平民(征服后的成就感太小, 在这个上面改进我认为很有必要),他们似乎不需要像玩家一样造许多资源设施就能运转。总的来说我认为流民是这个游戏占比很大很大的一部分,现在几乎只有一点 [h1]多星球殖民[/h1] 这个系统目前的感觉似乎为了延长游戏时常准备的,到了另一个星球之后需要重新开始,考虑实际,加载也需要时间,感觉不如先做好流民,或者改成只做本星和几个卫星,能够实时切换 [h1]市政府机制[/h1] 星球很大规模之后很多地方还需要手操,这跟游戏的主旨不符,其实可以考虑给小人们完全的自主(甚至从最开始),玩家只是可选择性的微操,现在的市政府机制的自主性太小了 [h2]总的来说,玩家不应该当保姆,他们应该至少能够自给自足,甚至做出创新,玩家只负责引导,手操是被允许而非必要的 [/h2] [h1]其他[/h1] 还有很多小地方,比如改进和增加法术种类,动植物机制等等 [h1] It's fun, but there are some issues [/h1] [b] I will not talk about the good parts, [/b] and mainly pay attention to the areas that I feel can be improved [h1] The mechanism of refugees [/h1] The technology of refugees seems to be tied to players, and no matter how late they start, the refugees are always at the latest level of technology. This is not good because in a sandbox game, my greatest pleasure is to cultivate a civilization that competes with these other civilizations. Our relationship with them is too simple now, and may even include colonization, affiliation, and so on. Moreover, as long as there is hostility, refugees are almost all soldiers without civilians (the sense of achievement after conquest is too small. I think it necessary to improve on this). They don't seem to need to build many resource facilities like players to operate. Overall, I believe that refugees make up a significant portion of this game, with only a small portion now [h1] The current feeling of the multi planet colonization [/h1] System seems to be that it is often prepared to prolong the game. After arriving on another planet, it needs to be restarted. Considering the reality, loading also takes time. I feel that it is better to prepare refugees first, or change to only do this planet and a few satellites, which can switch in real time [h1] The city government mechanism [/h1] After the civilization becomes very large, many places still require manual operation, which is not in line with the theme of the game. In fact, it can be considered to give the characters complete autonomy (even from the beginning), and players can only choose to perform micro operations. The autonomy of the current city government mechanism is too small. [h2] In conclusion, players should not be nannies. They should be able to be self-sufficient and even innovate. Players are only responsible for guidance, and manual dexterity is allowed rather than necessary[/h2] [h1]Others[/h1] There are many other small areas, such as improving and adding spell types, animal and plant mechanisms, and so on
still lots of issues to fix, especially at the beginning of late game the game often just decides to stop doing anything or just letting your nuggets die and have you wait for hours until it has recovered. balancing is a huge issue. e.g. energy grid is down because for quite some time, because the game has decided there will be no sun and wind at all for almost an hour playtime.
The early access was better and now they released trash, then out right abandoned the game in a buggy mess. I know I will never buy another game from this dev.
Prima di acquistare il gioco mi compariva tutto in italiano e ad un certo punto completamente a caso mi ci ritrovo senza. Cioè lho acquistato x giocarci in ITA non in ENG SOLDI SPRECATI 👎👎👎👎👎👎👎👎👎 -------------------------------------------------------------------------------------------------------------------------- Ho modificato la recensione: quella originale era fatta un po’ di fretta, ora è leggermente più curata Sembra un gioco interessante, ma non ho potuto sperimentare appieno il suo potenziale, in quanto la lingua italiana, che precedentemente faceva parte del team "Vogliamo essere accessibili a tutti", ha deciso di quittare e silurare l'italiano a colpi di cafonaggine. Il genio del male di quest'idea se la spassa con birre e fragole nella sua location di sfruttatori dei casual gamer, come è tipico nel mondo del gaming. Detto ciò, voglio solo dire una cosa:"Signori adesso me vedete così, domani non sarà già più così o sto pomeriggio non sarà più così, perchè io sono infermabile, io sono Cicciogamer89, sono il capobranco dei miei paguri e vi giuro che la pagheranno tutti dal primo all'ultimo."
Abandoned by the devs. Don't waste your money.
Its abandonware. Crazy part is that it had really good potential.
Abandonware
Abandoned
Selling now
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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
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