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Critias Empire

Critias Empire Steam metadata

Crystalline Green Ltd. | 2026 | game

Coming Soon

GameSteam Store content

SimulationStrategy

  • Steam app typegame
  • Steam App ID1949260
  • PriceNo longer available on Steam Store
  • Release date2026
  • DeveloperCrystalline Green Ltd.

Critias Empire metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Steam app typegame
  • Steam App ID1949260
  • PriceNo longer available on Steam Store
  • Release date2026
  • DeveloperCrystalline Green Ltd.
  • PublisherCrystalline Green Ltd.
  • Parent gameNot available

Genres: Simulation, Strategy

Company pages: Developer: Crystalline Green Ltd.Publisher: Crystalline Green Ltd.

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Critias Empire Steam metadata

Critias Empire metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/1949260/metadata
Steam Communityhttps://steamcommunity.com/app/1949260
PCGamingWiki search
IGDB searchSearch IGDB for Critias Empire

Reviews, pricing, and metadata

Review summary

No user reviews

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows

Categories

Single-player, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • Devlog 21: Emergence - 9 March 2026

    Emergence New tools are finally speeding up development of Critias Empire after a long pause. Cinders After the last update, I spent a long time working on tools that would let me create and balance the in-game Decisions system more quickly. Unfortunately just making the tools themselves became a massive grind and I could feel myself getting burned out. That, along with a couple of other factors, led me to pause work on Critias Empire in the autumn of 2025. However, I somewhat unexpectedly got accepted for Turn Based Thursday Steam Festival earlier this year and that spurred me to get back into development with the game in the last couple of weeks. Bronze Seas Way back last year, there were two scenarios available in the demo. After making the Decision system and refactoring various other things, the Bronze Seas scenario no longer worked and needed updating. Revisiting it has been a use…

  • Devlog 20: Fire - 4 September 2025

    Fire I added a new disaster to the game: Fire. It took longer than I anticipated but I'm quite pleased with the results. Warning: Flashing lights. Gifs in this blog may not be suitable for those with photosensitive epilepsy. Burn It Down When a fire type disaster occurs in Critias Empire, it will spread flames over a number of adjacent tiles based on the presence (or otherwise) of vegetation and how the land is being used (i.e. are there any buildings on the tile). This makes vegetation in the game, like forests and scrubland have a greater meaning than just giving slight bonuses or penalties to production and build costs. As well, fires create a subtle risk to concentrating buildings together, which is in tension with clustering buildings to get bonuses. Conversely, unlike other disasters, the player can see the relative risk of a fire when building their empire without having to get t…

  • Devlog 19: Festivals - 11 August 2025

    Celebrations Festivals allow players to make medium-term tradeoffs, spending resources to throw celebrations and festivities, but with ongoing costs to match. Meanwhile, the game itself has been in a number of digital festivals on Steam. Throwing a Party There are various pre-defined Festivals in Critias Empire can be instituted by the player. Each festival runs for a fixed length of time and cannot be cancelled. Most festivals involve paying some resource every turn for the whole time the festival is running, in exchange for bonuses or other types of resources. Players often end up with an excess of one resource that they can't easily or immediately do anything with. The idea behind festivals is to let players trade those resources in for something they want. But rather than a straight swap, the festival, and thus the costs and benefits, last for many years. In this time, the player's…

  • Devlog 18: Mystics & Oracles - 30 May 2025

    Predicting the Future The decision system is finally implemented in the demo, heralding a new way to interact with the Gods. Plus the predictions feature is back! In this devlog I'll give more details on both as well as future plans for the game. Decisions Decisions God anger and patience, which affect when and where disasters are spawned, are now largely driven by the "decision" system - The little story snippets and choices you make as a player around them mean your actions and the mechanics actually correlate to the story of the game. It's much easier now to know a) when the Gods are angry and b) why! It does though somewhat rely on my skill as a writer to weave this all together. I'm happy with the stories so far, though I'll be refining them over time to emphasise that Greek-myth feeling of big personalities and ironic twists. The writing time needed is why the Bronze Seas scenario…

  • Devlog 17: Long Journey - 29 January 2025

    Tempus Fugit It's been a long time since my last update, way back in August. The second half of 2024 really pulled me in too many different directions; I spent most of my time trying to balance working on 3 different game projects and in the end, none of them made anything like the progress I wanted. Shorter Focus Partly for financial reasons, and partly for my own sanity, I've started 2025 by focusing on smaller games. I've managed to finish Ambient Dark, which will come out until March. And I've a second small game that will be announced in the next few days, that similarly is close to completion and should release in the next couple of months. Both those games will be in Steam NextFest, alongside Critias Empire. My plan is to spend February before the festival on Critias Empire, finishing up as many features as I can before NextFest, with a view to release the full game a couple of m…

  • Devlog 16: Fortune and Favour - 15 August 2024

    Favours The decision system has been implemented and I'm now in the process of creating the content for it. In this update I'll preview that, and the changes I want to make to the tutorial afterwards. Think About I've talked previously about plans for the "Decisions" system in the game: Various player actions have a chance of spawning a story snippet, that asks the player to choose between a number of options, each with various possible outcomes. Which is a very dry way of saying that the Gods are now much more reactive to how you play, throwing you tricky conundrums which you need to respond to. I'm hoping this will make the game feel much more connected to the ancient Greek mythological theme and be a much more intuitive way of interacting with the Gods. I've finally implemented this! I'm pretty happy with how it works, but it does mean I need to now go and write a whole bunch of stor…

  • Devlog 15: Tempest - 20 June 2024

    Tempest The latest version of the demo is out now. It comes with a new scenario, and a new disaster! In this devlog I'll be detailing the changes to the game, plus the facepalm-inducing bugs that I fixed and lots of other small improvements. Sea Change As covered in the previous update, Critias Empire now has "scenarios". Each scenario has its own rules and balance, including different resources and buildings, all wrapped up in a bit of story. The maps are still procedurally (randomly) generated for now. I want to see how people find them before thinking about whether to support scenarios with pre-made maps. Originally I was thinking scenarios would be a relatively easy way to keep adding fresh content into the game, as well as compartmentalise new features or ideas around game balance. However, it's taken a lot more effort than I anticipated to create just the two scenarios in this upd…

  • Devlog 14: Distant Thunder - 14 May 2024

    Distant Thunder Thank you once again for all the feedback on the demo. It's answered a lot of questions I had in my own head about what works and doesn't in the game. As well your feedback and bug reports have assisted in finding and crushing a host of bugs. Also in helping shaping my thinking about the direction of the game. In this update I'll be going into exactly what has been happening and the next steps on the Critias Empire road. Empty Handed I finally got around to improving the survey / exploration feature. Adding in search hints means no survey ever leaves you with nothing at all, which given the relatively high cost of surveying, is a good thing. Or at least the survey hints will tell you when there's nothing to be found, so you don't waste time and resources. Combined with the priorities filter, the hints also allow you to sniff down the resource you actually want, and over…

  • Devlog 13: Set Sail - 3 April 2024

    Set Sail The Critias Empire demo is out now! Go check it out (download link is on the Steam page). The demo launch coincides with TurnBasedThursday Festival on Steam. I've also set up a discord server where you can hang out and discuss the game. Plus in this update I'll guide you through the work done this month and future plans and roadmap for the game. Demonstrating The demo is a cut-down version of Critias Empire. There is only 1 wonder needed for victory, rather than the usual 3. As well, it is played on a small map with reduced number of products and land uses (buildings). And there are only 2 Gods and 2 disasters. I'm hoping this, along with all the future planned content teased in the New Game screen, will be enough to excite people for the final game. If you enjoyed the demo, click that wishlist button - it's free and will massively help support the game, especially when it come…

  • Devlog 12: Trials - 6 March 2024

    Trials Back at the start of February, I put out a call on a few discord servers where I regularly hang out for people to privately test the Critias Empire demo. I am eternally grateful to those who gave their time to play it and give feedback! You've massively helped both from a technical perspective, and also in terms of both inspiration, motivation and helping clarify the path forward for the game. Bugs Bugs Bugs - Part 2 Just about every player who tried the demo found some bugs. Some really obscure ones floated to the surface, which was great. Perhaps more usefully, a variety of people played the game in ways that are just completely different from how I approach it. This in turn gave me a huge list of small improvements to make to the game. Some things players just didn't understand, whilst other parts of the game that are awkward or fiddly to play, that I've got used to, were made…

  • Devlog 11: The Return - 29 January 2024

    The Return After spending the last 3 months of 2023 travelling South America, I am back to working on Critias Empire. A lot (lot lot!) of bugs have been fixed, the demo is ready and there's even a tutorial now! Bugs Bugs Bugs Way back in August, I took Critias Empire to devcom conference in Cologne, Germany. Mostly for pitching the game to publishers, but I also had a table at the show on which I had the game running. I got a huge amount of feedback from watching and talking to people who played the game. There were a lot of bugs, UX issues and things which as the developer, I could ignore or work around, but which tripped up new players completely unfamiliar with the game. Since returning from my travels at the start of this month, I've been hard at work fixing more small things than I could possibly list in this update. More heartening was seeing people understand the game and enjoy i…

  • Devlog 10: Double Trouble - 18 August 2023

    Double Trouble In preparation for the demo, the game has once again been re-balanced, this time focusing on the gods Poseidon and Hephaestus respectively. With this has come new God related features, plus a lot of bug fixing and user experience improvements. Gods Get Tough After meeting lots of publishers at Develop conference in Brighton in July, I realised, perhaps unsurprisingly, that they all want to get their hands on a demo of the game. So they can see if it's fun, or at the very lease see that it has the seeds for something great in it. To that end, I decided to rebalance the game yet again. This time however, the focus was on making a really great demo to convey the essence of the game to potential publishers. That meant making what was already in the game more coherent and less a bunch of parts that would "eventually come together". Then making that shine. In particular, the co…

  • Devlog 9: Impressions - 5 July 2023

    New Sights While there's not much visually to show off recent progress on Critias Empire, a lot has been happening in the background. As well as taking a much needed vacation (2 short ones in-fact!), I've been polishing the game for pitching to publishers and an eventual demo. Trailer Time Critias Empire has evolved over the past year and a half since the first trailer was released. It was high time a new trailer with updated graphics was made, and that's exactly what happened in June. For those of you who haven't checked out the Steam Store Page recently, you can also see new screenshots of the game, in addition to the new trailer. Pitch Perfect I'm currently looking for a publisher for Critias Empire, and I must admit I underestimated the amount of effort that goes into the process. Not only does the game need to look great (which benefits everyone), but putting together all the dispa…

  • Devlog 8: Smoking Hot - 3 May 2023

    Disaster Optics Throughout the game's life, the disasters in Critias Empire have been limited to earthquakes and the terrain shifting they induced. As cool as they are, it's time to add in more different disaster types, which is the focus of this update. Eerie Silence It's important that the player knows when a disaster is imminent. Not only so they can prepare, but just as importantly, to give them a sense of tension and anticipation. Already in the turn before a disaster, the music changes from baroque/romantic classical music to an eerie ambient background track. But that can be easy to miss if music volume is turned down, as can other signals such as the disaster countdown turning red. To fix this and add extra immersion, the map now gains a grey pall, the seas turn a stormy grey and the clouds that fringe the game map turn to brooding thunderclouds. All in the turn before disaster…

  • Devlog 7: Waves of Change - 6 April 2023

    Looking Better Improving the user experience and look of the game with both big and subtle changes has been the focus of recent work on Critias Empire, the details of which are covered in this update. Water World The water graphics in Critias Empire were created many many years ago, to the point that some people were commenting that the game has a retro feel. Whilst the game was never going to compete with the latest AAA graphics, the visuals of the game were not supposed to look that old! Rather than reinvent the wheel, I decided any one of the many water graphics packs that are available off-the-shelf would be a significant improvement on what was being used before. After some experimenting, I eventually found one such water plugin that I liked (and works with the technical limitations of the game). Are You Experienced? The UI is finally starting to improve in line with the plans I've…

  • Devlog 6: Exploration - 20 February 2023

    What Lies There With the global bonus system implemented, focus has shifted to balancing other parts of the game, and the implementation of a long-planned feature - exploration! But how does exploration work in a game with no units and the map already revealed? All will be... revealed... Hidden Riches Like many resource management games, Critias Empire has advanced resource types that can only be made by combining or changing more basic resources. For example, to make bronze, copper and tin must be combined in a Forge type building. Some of these basic resources have infinite supply. A mine will never run out of stone and a farm will always produce food. But copper and tin only occur in certain places on the map and in limited quantities. However it would suck for the player if they were trying to build the Colossus, only to find out there wasn't quite enough copper and tin on the map.…

  • Devlog 5: Enter the Gods - 1 January 2023

    Global Good As the end of the year rolls in, development of Critias Empire continues to progress apace. The global bonus system foundations have been implemented, along with about half the planned bonus types. While I didn't (yet) start on to the UI improvements mentioned last blog, the game did receive some new art, which I'm very excited about. Wondrous The global bonus system gives the player bonuses (or penalties) right across their empire, rather than being limited to specific land uses (buildings). Amazingly, I've worked on the game for years without ever actually needing such a system, at least until now. However, it's now key to make wonders... well, wondrous! To give you a flavour of what this means by way of example, the Temple of Artemis wonder provides a bonus to certain special resources: All "Fish" now get an extra 15 food added to their reserves, meaning they last longer…

  • Devlog 3: New Worlds - 27 October 2022

    Land Ho! A number of people have mentioned disappointment when looking at the Critias Empire store page that the game only seems to have island type maps. Well be disappointed no more! The game now supports multiple map types. So far I have re-implemented the "Islands" map type, and also added a "Coast" map type. New Range For both the new map types, I took a different approach to topology, with the map gen algorithm creating either areas of uplift or long chains of mountains. These are then surrounded by foothills that gently slope down to plains below. This gives the terrain a much more natural feel than the somewhat random distribution used before. A Wide World I also implemented configurable map size, but in the end, I concluded that a much bigger map gave the feel I was looking for: Something on a grander scale than a city builder, but not the globe spanning scale of games like Civ…

  • Devlog 2: Sands of Time - 28 August 2022

    Time Marches It's August! In fact, nearly the end of August, and this month, my provisional penciled-in date for when the game would be released has been and gone. While disappointing for all, it's not a bad thing in the long term. In this update, I'll explain why, and how development and the road to release has changed. First off, what has been done on the game since the last update in June? Balancing data spreadsheets have been massively improved. Buildings (Land Uses) have a whole suite of new variables that affect them. The city / population growth algorithm has been changed UIs have been tweaked and improved. Lost in the Details Most of the code changes to the game of late have been about giving myself as many possible tools and techniques to balance the game. For example, I added construction timers to buildings. I added restrictions to where buildings can be placed. I added build…

  • Devlog 1: Shifting Grounds - 2 June 2022

    Rebalance, Replay Back in April, Critias Empire was looking in pretty good shape. It felt polished and robust. I knew the game needed rebalancing, but I also had a nagging feeling this meant more than just adjusting the numbers. A round of intensive internal testing confirmed a number of my suspicions: Disasters were a bit too random / arbitrary Spamming quarries/pastures made the game too easy The shrines next to wonders winning strategy removed the late-game challenge of keeping wonders alive Population growth/decline was unintuitive and opaque Wonders were not very wonderous. They didn't do anything Moreover, these things contributed to the game being overall less replayable than I had hoped. To tackle this, I decided to take each problem on one at a time. The biggest was the disaster randomness and that's the subject for today's update. As you may have guessed by the title and the f…

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID1949260
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release date2026
DeveloperCrystalline Green Ltd.
PublisherCrystalline Green Ltd.
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNo user reviews
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLNot available on Steam Store

Short description

Turn-Based 4X-like Strategy: Build the peaceful kingdom of Atlantis into a flourishing civilization. Plan carefully or be ready to adapt as the ancient Gods of Olympus rain down floods, earthquakes, volcanoes and all types of disaster.

About this game

Critias Empire is a Turn-Based Strategy game where you build your empire without war, combat and rival civilizations. Instead danger comes from Disasters rained down by the Gods of Olympus. This is a game for those who like the empire building of 4X games, as opposed to war and conflict, but still want a challenging dynamic world to play in. In Critias Empire, the ancient Gods are vengeful and scheming. They will rain disasters down on your civilization, altering the map as volcanoes spew lava, floods wash away the land and earthquakes cause mountains to rise or crumble. Each God has their own personality, desires and their own signature disaster. Give too much attention to Zeus and Poseidon may get angry, washing away your coastal settlements with a terrible storm! Critias Empire rewards those who plan carefully or are quick to adapt. As disasters unfold, the changing map will present you with new opportunities and dangers. Focus on your economy and build transport networks between flourishing cities. Or devote your resources to prayer and worship of the Gods. How you rule will determine the fate of Atlantis.

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus10Medo
steam germany6Ängstigende Inhalte
igrs18Horor

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Sep 23, 2026 to Sep 23, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

Critias Empire's USD price history spans from Sep 23, 2026 to Sep 23, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $0.00, the highest is $0.00, and the first visible tracked price is $0.00. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

Critias Empire's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $0.00, from Sep 23, 2026 through Sep 23, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $0.00. The latest run records $0.00 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $0.00
  • Current list price: $0.00
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Critias Empire at $0.00 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$0.00$0.000%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $0.00.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$0.00$0.00No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $0.00.

DateCurrent priceOriginal priceDiscountSource
2026-09-23$0.00$0.00No discountSteam Store

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