
They Are Billions is a Steampunk strategy game set on a post-apocalyptic planet. Build and defend colonies to survive against the billions of the infected that seek to annihilate the few remaining living humans. Can humanity survive after the zombie apocalypse?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 613 reviews with recorded playtime.
Reviews
Themes across 609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
一个人无聊可以玩玩
Buen juego. Gran experiencia hace unos años. Pero que no esté en español me desincentiva jugarlo ahora
Many of the reviewers clearly only played the campaign. The survival missions are the core content of this game; the campaign is a giant tutorial. When you read players talk about "skill trees" and "trains" just know that none of that is in the survivial missions. These reviews are the equivalent of judging any other RTS by the campaign alone.
只玩戰役 還行 玩一般難度還是覺得難度偏高 常常漏怪就下一把
The pause button is your best friend and your worst enemy. Half the game is lovingly planning a beautiful, self-sufficient colony. The other half is watching a horde of the formerly-living pour through one gap in your wall and undo four hours of work in roughly the time it takes to make a cup of tea. The core loop is brilliant. You carve out territory, wall it off, balance food, energy, gold and workers, then hold your breath every time the game cheerfully announces that several thousand rotting gentlemen are strolling over to eat your peasants. When it works, it is the most satisfying tower defence-meets-city-builder I have played. When it does not, a single infected chap wanders in, gives one house a friendly bite, and within seconds your entire population is queuing up to join him. Your economy becomes the buffet. Your snipers become the starter. Nobody to blame but yourself, which is precisely why you slam "new game" before the screen has finished going red. The difficulty is genuinely steep and the game does not hold your hand, tuck you in, or apologise. Early on you will lose colonies for reasons you do not understand yet, then lose more once you do understand and simply got greedy near a tree line full of teeth. Stick with it. The moment it clicks, when you learn to scout early, wall smart and read the swarm arrows, it becomes very hard to put down. Right up until ten thousand zombies put it down for you. Campaign is decent but Survival mode is the real star. Randomised maps, tight timers and that lovely background hum of impending doom, punctuated by the occasional distant moan reminding you that payday is coming and payday has teeth. My one real gripe is the saving. There is no proper mid-run saving, which means one catastrophic mistake can vaporise a five-hour colony and there is nothing you can do but watch your citizens become citizens-adjacent. I understand the intent, and to be fair it is exactly this that makes the game so tense. Being unable to undo your mistakes is the whole point. Still, I would have loved a compromise, say five capped saves per run, enough to rescue you from a genuine disaster without opening the door to shameless save scumming after every wave. Would recommend to anyone who likes strategy games that respect your intelligence and feed your complacency to the swarm. 9/10, one wall short of surviving the night
Great game
Великолепная игра! Главное понять ее ритм. Отсутствие привычных сохранение/загрузка делает процесс очень напряженным и от этого победа ощущается гораздо острее! Один пропущенный по невнимательности зомби и колония превращается в ад!
做饭2小时,开饭1分钟
This game is a bit.... odd. I like the general concept, but its like they deliberately built parts of the game to be pointlessly frustrating. First of all its very punishing and the moment you start to lose, the game tends to snowball against you. The game lacks certain QOL features that make RTS games enjoyable while others, though present, tend to be a bit underworked. For instance take the attack notifications. The alert that your units or your base structures are under attack only trigger some of time and almost always too late for you to actually do anything about it. Half the time the first notification I get that my troops are fighting is when I hear one of them give a death gurgle. The maps aren't exactly huge but they arent small either which makes it somewhat difficult to track everything all the time, so what often ends up happening is you'll be working on something on one end of the map only for a single zombie runner to run into your base and 2 tap a tent or a house which spawns 2-3 more zombies and then its just over. Thing is though theres no mid mission save- theres the auto save, sure but it auto saves when you close and as soon as you start to lose so its not exactly like you can go back and retry the mission from where you were.... I dont know why they built their save system to punish you and waste your time..... but they did..... pretty deliberately. Gameplay wise its not exactly hard.... its more about maintaining focus and sticking to a build plan, but let your focus slip for a few seconds and you lose an hour of progress. The big issue is that most of the time literally nothing is happening. You spend most of the game building and expanding your base until you meet the mission goal or you start getting swarmed but during this nothing there are just ambient zombies that meander around and into your base at completely random intervals. If you arent A. super on point with your focus and catch zombies before they can cause issues, B. Able to build walls around enough of your base to block their entrance or C. able to build a sufficiently large army able to patrol and protect your people - you civilization is going to get two tapped and stream rolled. 99.99% of the time I didnt lose to the big swarms - I almost always lost to a single zombie getting too close to a tent and the game not letting me know it was happening. which was really frustrating when I was 10-20 minutes deep in a mission. The Structure economy is also weird. Its like they built everything to be deliberately obtuse. For example, housing takes wood, money, gold, food, and electricity to build and maintain, in turn it supplies people. The people available are consumed when constructing buildings and training soldiers, but the housing space is still occupied, this makes it possible and pretty easy to accidentally gridlock yourself. You might be in a situation where you dont have enough power to build houses, but dont have enough available pop to build more power plants , but you cant get more pop without more houses. Most RTS games (and real life) use dedicated construction units to avoid this sort of issue, but it seems like they wanted you to have to deal with this.... you end up having to sell off structures or units to unstick yourself. It feels bad. I personally did not enjoy the level of focus this game demanded from me for such long periods of time without providing me the opportunity to save or checkpoint. Its PVE.... I dont see why they felt the need to waste so much of my time.
Лучший Tower Defence на сегодня мне кажется
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English*, Spanish - Spain, French, German, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Italian*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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