SPSTEAMPULSELIVE ANALYTICS
Ascent of Ashes

Ascent of Ashes Steam metadata

Vivid Storm Interactive | Jul 25, 2025 | game

Released

0players observed · 25 September 2026 - 14:22:29 UTC

AdventureIndieSimulationStrategyEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak51
  • Units sold (VGI)5,506
  • Revenue (VGI)$66,029
  • Review score70% positive

Ascent of Ashes metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed playersNot available
  • SteamPulse tracked peak51
  • Units sold (VGI)5,506
  • Revenue (VGI)$66,029
  • Review score70% positive
  • Total reviews304
  • Release dateJul 25, 2025
  • DeveloperVivid Storm Interactive
  • PublisherVivid Storm Interactive

Genres: Adventure, Indie, Simulation, Strategy, Early Access

Company pages: Developer: Vivid Storm InteractivePublisher: Vivid Storm Interactive

Top Steam chartsTop 100 gamesGame directorySteam Store page

Ascent of Ashes Steam metadata

Ascent of Ashes 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/2209140/metadata
Steam Storehttps://store.steampowered.com/app/2209140/
Steam Communityhttps://steamcommunity.com/app/2209140
PCGamingWiki search
IGDB searchSearch IGDB for Ascent of Ashes

Reviews, pricing, and metadata

Review summary

Mostly Positive

70% positive, 213 positive, 91 negative

Price and discount

$14.99

Platforms

Windows

Categories

Single-player, Family Sharing

Achievements

Not available

Platform releases
  • Steam 25 July 2025

Latest Steam announcements

  • Version 0.2.0 Progress - 21 May 2026

    Hey guys,Let's talk about the upcoming update, new features and some related news.Animation OverhaulTo start with, I completely overhauled the game's animation system and changed how animations are controlled under the hood. The old animation system relied on a fixed animation tree and signals from various other systems to transition states, then it would wait for animations to play before sending signals back to those systems to trigger gameplay events. This didn't scale well with the complexity of the game at all and was prone to causing a lot of spaghetti code and gamebreaking bugs. It also came with some major limitations that were preventing the implementation of more advanced combat features. As such I replaced it with a new implementation where all gameplay functionality runs completely independent of animations and the animation state merely reflects what's going on internally.…

  • November 2025 Progress - 7 December 2025

    Hey guys,Let's talk about animation systems.Animation Trees and AI InteractionLast time we concluded the AI refactor portion of this upcoming update, this month we took a pass at the animation system that's interconnected with the AI. Until now we've been using Godot's built-in animation tree to handle transitions and playback. You can think of an animation tree as a series of branching animation nodes, transitions and blend values that are combined together to calculate a final animation. This allows for easy layering of different animations for upper and lower body, smoothing cross-fades, etc. To control this tree structure, AI systems would send transition requests to the animation system to trigger animation changes, then listen for callback events that happened at certain frames in the animation to trigger gameplay behavior (for example picking up an item for hauling midway through…

  • October 2025 Progress - 8 November 2025

    Hey guys,It's time for a brief progress update.AI RefactorI mentioned last time that this update will focus on a major under-the-hood overhaul of the AI and animation system in preparation for a new combat control scheme. The AI portion of that refactor is now complete. It took a bit longer than originally expected, partly because it turned out there were more issues than anticipated, partly because of some personal health matters keeping me from dedicating as many hours as I would've liked over the last few weeks.The previous AI setup was a rather convoluted mess where AI agents would sometimes pull tasks from a behavior tree, sometimes other systems would push tasks directly on them and fight each other for control. Mental states acted as a magic second behavior tree that was completely hardcoded and could lock out other tasks through a complicated system of priority layers. Then we h…

  • v0.1.6 Update - 6 October 2025

    Minor hotfix update addressing several smaller issues.FixesFixed an error that occurred when a portal was destroyed while agents were trying to path through it.Corpses no longer incorrectly show as blobs in the fog of war.Fixed context menu not opening for corpses and storage containers.

  • Tutorial Update, AI Progress - 29 September 2025

    Hey guys,Let's talk about some progress.Version 0.1.5 passed beta testing and went live earlier today. We've already talked about the new additions in our previous dev log, so I won't go into detail here. That said, while this update was undergoing testing we've already started work on the next upcoming release. Right now there are three main areas of gameplay we want to address in the near future: combat, survivor/base management and visitor mechanics.Combat is rather skeletal at the moment. The foundational mechanics of melee and gunplay are there, but we still have many basic and advanced features planned that need to be added for a fleshed out experience. Management has a number of features that were almost ready for launch but ultimately had to be cut before the deadline. Now that there's less time pressure we want to finish them and get them into the game proper. Visitor mechanics…

  • v0.1.5 Update - 29 September 2025

    New feature update featuring various UI improvements. We've added a basic tutorial popup system to teach new players how to play the game. Events now have a dedicated notification UI instead of spawning an immediate popup dialog. A new alert system notifies you of ongoing issues requiring your attention.Additionally, we added several new apparel variants and fixed various bugs and issues, including a save game issue that caused games not to load if they were saved while an animal was fleeing.AdditionsNew ballistic vest armor, can be looted from gun stores or found on elite raiders.Added several new outfit variants.Implemented a new tutorial UI. Tutorial messages will pop up throughout the game and inform the player about mechanics.New UI will display alerts about ongoing issues the player needs to address.Events now create notifications on a new dedicated UI instead of popups.ChangesRai…

  • August 2025 Progress - 2 September 2025

    Hey guys,Let's talk about update progress.Last month was split between feature development and dealing with various logistical matters. Aside from some smaller fixes (including one for the save issue people have experienced when saving with animals in the fleeing state) this upcoming update will focus on improving UI usability, making it easier to learn the mechanics of the game.AMD Driver IssuesFirst off I'd like to talk about an issue a number of users with AMD graphics cards have been reporting where upon starting the game they are met with a grey screen, only UI being rendered properly. We've investigated the issue and found that it is caused by AMD's 25.8.1 driver update. The update was released shortly after the game and breaks the shader compiler used by the Vulkan renderer. This is a general issue with this particular driver version and affects any game using the same renderer.…

  • v0.1.4 Update - 4 August 2025

    AdditionsAnimals now flee from hunters when attacked.New auto-save feature to periodically save the game. The feature can be configured through the settings menu.Map generation now shows a loadscreen instead of locking up the game for several seconds.Added new exploration and combat music. Exploration ambience plays during expeditions, while combat music turns on whenever the player enters combat.Added a console warning if crafting task is running in an invalid state.ChangesWhen selecting things, plants are now sorted lower than items, meaning clicking on a tile with an item on it will select the item before any grass/bushes.Hunting and crafting bills now default to "do until x" instead of "do forever."FixesFixed a VFX-related error when returning from expeditions.Fixed several errors around visiting NPCs and save games.Fixed a save load error that sometimes happened when field-dressing…

  • Update Progress, Forum Launch - 2 August 2025

    Hey guys,Let's talk about some news.Update ProgressOver the last few days we've been working on various quality-of-life improvements. We've taken in player feedback and focused on some of the more straight-forward issues to get them resolved quickly. One issue we've seen repeatedly is people starting the game and getting confused by the map generation, thinking the game had crashed while it was calculating the map. To solve this, we've added a load screen to indicate progress while map generation is going on.We've made a number of additional fixes to save games and added an auto-save feature to help prevent loss of progress. The game will now create periodic saves, as well as save whenever the player goes on or returns from an expedition. The feature can be configured through the game's settings. The game's soundtrack has been expanded with a new ambience and combat track that play on e…

  • v0.1.3 Hotfix - 30 July 2025

    ChangesAdjusted font scaling to reduce blurriness on lower resolution screens.FixesFixed various save errors when corpses or visitors were on the map.Blood loss now properly decreases when injuries have been treated.Fixed an animation issue that occurred when picking up multiple items in a row.Crafting tasks now check if a required ingredient is reserved by someone else before starting.Visitors now correctly go to the center of the player base.When a visitor is recruited they correctly update fog of war now.Fixed an issue around weapons in loadouts not being counted properly.Leaving expeditions now properly clears and recalculates wall meshes.Storage now displays the correct state when loading the game.Drafted survivors will no longer consider animals as hostile targets.Fixed various issues around the field-dressing task.

  • Post-Launch Update - 28 July 2025

    Hey guys,Let's talk about the launch.Where we are currentlyAll in all the launch went about as we expected, which is to say not great. We did what we could to get as many features ready for release as possible, but given the strict budget there was never much hope for anything but a very basic release. Since we're a small team we didn't have much of a testing setup either, the result being a lot of bugs slipped past us when we tested the game internally.While this type of release is not that uncommon among small indie teams, they usually launch through vendors other than Steam to smaller audiences that are more dedicated. We found that our core base that has been following the state of development and our news updates has been able to enjoy the game a lot, even in this early state. Unfortunately, launching on Steam exposed the game to a large crowd of people with very different expectat…

  • v0.1.2 Hotfix - 27 July 2025

    ChangesIncreased frequency of random events triggering on the home map. Wandering scavengers should now show up sooner and more often, allowing the player to recruit and talk to them for new expedition targets.FixesOptimized pathfinding to opt out early on unreachable destinations. This should significantly reduce lag spikes in cases where lots of build sites have been placed in unreachable locations.Crafting recipes now account for all possible ingredients on the map correctly.Fixed another save game issue that happened when a survivor was in the middle of equipping or picking up an item.Corrected build site pathing to once again path correctly to roof and floor build sites.Picking up weapons and apparel from storage no longer picks up the whole stack.Survivor animations no longer get stuck when trying to pick up an immediately adjacent item.Plugged a memory leak caused by VFX on exped…

  • v0.1.1 Hotfix - 26 July 2025

    New AdditionsAdded a version string to the main menu for easier bug reporting.Different types of bed now define a rest quality stat, with lower quality beds filling the sleep need slower.Added a popup dialog when saves fail because of an error. Previously saves would encounter errors mid-save, causing the save to fail with no feedback, leading to a lot of lost save files and making it hard to find these issues in testing.Survivors now initialize with a default assignment of work priorities based on their work preferences.ChangesSurvivors now prioritize sleeping more during night-time.FixesFixed an issue with sleep recovery speed, causing survivors to refill their sleep need way too fast.Drafted survivors didn't give the option to tend injuries while drafted. They can now tend regardless of drafted state.Fixed various save game related errors that would prevent a game from saving properl…

  • Video Log #1 - 16 July 2025

    Hey guys,We've released a new video update talking about the state of the game, Early Access and future plans.An important point to note concerning the release date: unfortunately we've encountered a number of critical bugs in QA that took longer than expected to resolve. Because of this, we've decided to move the release day from Monday the 21st to Friday the 25th. While we don't like to delay the launch, we'd rather not release the game in a dysfunctional state. The new release date is fixed and there won't be any more delays beyond that. While we understand that many of you are keen to get your hands on the game, at the end of the day we want to deliver a functioning product, even if it is "only" an initial Early Access version.That’s it for today. Until next time, stay safe and keep surviving!

  • May 2025 Progress - 31 May 2025

    Hey guys, Let's talk about some progress. Visual Improvements, Wall Optimizations Following up from last month, we wrapped up our work on the game's visuals. The new outline algorithm we were working on ran into some unexpected engine bugs. While we could fix or work around those bugs, doing so would have taken an indeterminate amount of time. Given that it's a relatively minor feature we decided it's not worth putting in what could well be multiple weeks of dev time at this point and went with a stop-gap fix to Godot's built-in outline shader instead. It's hardly perfect, but fixes the most glaring problems with the default outline and will hold us over until we can put some time towards addressing those engine issues. Walls and floors received some visual improvements as well. Previously every wall mesh was rendered individually, leading to missing corner pieces, performance problems…

  • April 2025 Progress - 3 May 2025

    Hey guys, Let's talk about last month's progress. Rooms, Rocks and Visuals As we're nearing our release date, we want to get some more promotional material out. We've been picking up the pieces since our publisher's bankruptcy and while we don't have the resources to do a full-blown PR campaign we do want to put out at least one or two brief videos showcasing gameplay before July. While our publisher's marketing made heavy use of mockups based on future plans and what the game is meant to look like someday, we believe it is important that we give you guys an honest presentation of the game and what Early Access is going to look like. That's why last month we put some effort into polishing up the game's visuals. Before we rework store page screenshots, press kits and videos we want to get the game looking more or less how it will on release, so when we show off new features you'll know w…

  • March 2025 Update - 31 March 2025

    Hey guys, Time for another progress update. Finishing up base building On the base building side of things, we finished the crafting system: you can now build crafting stations, assign and manage bills, and survivors will carry them out. We added a number of new crafting stations and recipes, as well as some new floor and furniture options. We also implemented the last couple survivor needs, finalizing that part of the game. In addition to new features, we did an initial QA pass, fixing various bugs, performance problems, UI and quality-of-life issues, with a total of over 50 bugs squashed. Combat, stealth and expeditions With base building in a decent state, we’re now moving on to combat and exploration mechanics. Since combat requires weaponry, we’re starting with the loadout management system. Survivors in AoA need to carry all kinds of gear in their pockets, from food and ammo to co…

  • Roadmap Update - 25 January 2025

    Hey guys, As you recall, in our last update we talked about how our publisher went insolvent and we have to work around a reduced Early Access budget as a result. Today I'd like to go into more detail on what that means for the roadmap, what our plans are for the initial release and what the implications of the new budget are. As always, you can find the full roadmap over on our homepage at: https://vivid-storm.com/roadmap/ Base Management This milestone focuses on building a home base and keeping your survivors' needs met. At a basic level, you have your survivors with a basic set of needs: food, sleep, purpose, comfort and beauty. That means you'll need to assign survivors work types they enjoy, provide them with bedrooms and dining areas, and farm crops to turn into meals and clothing. Failure to meet your survivors' needs will lower mood and trigger mental breaks at lower levels. It…

  • January '25 Update - 17 January 2025

    Hey guys, With the new year it is time we give you another update on the game, where we are development-wise, and how things are set to go forward this year. On Budgets and Publishers As you may recall, shortly after our Kickstarter finished, we signed up with publisher Camlann Games to handle the marketing and distribution for the game. After our Unity-related issues they also offered to fund the Godot port, which eventually extended into a larger deal to finance a more extensive Early Access release and additional team members to help speed things along. With the new budget agreed on, we drafted up a timeline, hired new team members and soon got to work. While the new team members were a major boost to productivity, things unfortunately didn't last very long. Soon after we began work on the Godot port, Camlann ran into severe financial troubles. It started with missed or severely dela…

  • Roadmap Progress - Oct 2024 - 28 October 2024

    Hey Survivors, Progress being made on the roadmap to Early Access. Focus is on getting to a core gameplay loop of: Build -> Explore -> Fight -> Loot -> Upgrade More to come as we head into Nov...

Patch notes and updates

S.noRelease datePatch nameGID number
16 October 2025v0.1.6 Update1811772772598230
24 August 2025v0.1.4 Update1806698490805083
330 July 2025v0.1.3 Hotfix1806698490643740
427 July 2025v0.1.2 Hotfix1806064758701518
526 July 2025v0.1.1 Hotfix1806064758673242
617 October 2023Featured in Most Played Demos for NextFest. Hotfix Live!6438516944137791670
715 October 2023Demo Hotfix Live6438516944129599191

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID2209140
Live current players0
SteamPulse tracked peak51
Live count (today's peak floor)0
Price$14.99
Free to playNo
Discount0%
Original price USD$14.99
Current price USD$14.99
Release dateJul 25, 2025
DeveloperVivid Storm Interactive
PublisherVivid Storm Interactive
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeMostly Positive
Positive review percent70%
Positive reviews213
Negative reviews91
Total reviews304
Steam recommendations269
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLhttps://store.steampowered.com/app/2209140/

Short description

A colony sim set in a post-apocalyptic dystopia. Build and defend your base. Manage your survivors. Engage raiders, aliens, Remnant soldiers and other factions in real-time-with-pause combat. Or use stealth to outwit them. Explore the massive world. Survive at all costs

About this game

Build your survivors a base where they can rest and trade stories between adventures. Farm crops, tame alien beasts, incorporate salvaged technology and fortify your home against hostile intruders Prevailing in combat will require more than just point-and-click. A detailed hit simulation and health system will mean that even non-lethal hits can render a survivor unable to go on. Suppressive fire might pin an enemy in place, but the ammunition used up may leave you ill-equipped to fight the next encounter effectively It's a big world out there. To get around you will need better transportation than your legs can provide. One of the things setting Ascent of Ashes apart from other games of this genre is the ability to restore and drive vehicles. Each survivor has their own unique personality and motivations. As colony leader it is up to you to find and recruit capable survivors to fill gaps in your roster against ever increasing challenges. Can you keep everyone happy, secure and motivated? You will find yourself in an expansive, procedurally generated world filled with different biomes and points of interest. To survive the post-apocalypse you'll have to brave the pre-collapse ruins and the many dangers that they hold. It's not enough to just have an in-depth combat system with a variety of mechanics. You also need opponents capable of using those mechanics to challenge you. Enemies will possess varying degrees of intelligence. Taking on a disorganized band of raiders will play very differently from fighting a squad of well-trained Remnant soldiers. Combining the deep simulation of classic post-apocalyptical survival titles with the tactical challenge of classic real time and turn-based gems, the original creators of RimWorld's heralded Combat Extended mod present a fresh take on the colony sim genre that emphasizes exploration, tight balance and strategic gameplay. Our team has its roots in mod-making and we've been fortunate to have been part of many great modding communities over the years. That's why with Ascent of Ashes, we want to give something back to those communities. We're building the game's engine from the ground up to be easily extendable, an…

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus14Violência Atos criminosos
steam germany16Drastische Gewalt
igrs18Kekerasan

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 25, 2026 to Sep 25, 2026
  • Lowest observed: $14.99
  • Highest observed: $14.99

Ascent of Ashes's USD price history spans from Sep 25, 2026 to Sep 25, 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 $14.99, the highest is $14.99, and the first visible tracked price is $14.99. 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

Ascent of Ashes'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 $14.99, from Sep 25, 2026 through Sep 25, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $14.99. The latest run records $14.99 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: $14.99
  • Current list price: $14.99
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Ascent of Ashes at $14.99 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$14.99$14.990%
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 $14.99.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$14.99$14.99No 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 $14.99.

DateCurrent priceOriginal priceDiscountSource
2026-09-25$14.99$14.99No discountSteam Store

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Bongo Cat177,98525 September 2026 - 13:44:23 UTC193,859108,446Marcel Zurawka, Julius Krüger
Valheim121,00925 September 2026 - 13:11:45 UTC498,478533,888Iron Gate AB
Wallpaper Engine110,21425 September 2026 - 15:13:37 UTC150,2711,008,495Wallpaper Engine Team
Rust100,31125 September 2026 - 13:11:59 UTC259,6461,359,516Facepunch Studios
Slay the Spire 292,59225 September 2026 - 15:02:41 UTC574,638199,438Mega Crit
TBH: Task Bar Hero85,29025 September 2026 - 14:19:22 UTC546,13043,714Nugem Studio, Tesseract Studio
Stardew Valley69,93225 September 2026 - 15:04:04 UTC236,6141,016,067ConcernedApe
Palworld68,19525 September 2026 - 14:48:51 UTC2,101,535451,088Pocketpair
Geometry Dash44,79325 September 2026 - 14:24:11 UTC108,707590,977RobTop Games
Don't Starve Together44,66725 September 2026 - 14:32:22 UTC122,662531,182Klei Entertainment
Terraria44,50725 September 2026 - 15:11:58 UTC486,9181,521,492Re-Logic

Simulation

GameLatest observed playersTracked peakReviewsDeveloper
WARDOGS186,14425 September 2026 - 13:12:14 UTC399,748Not availableBULKHEAD
Bongo Cat177,98525 September 2026 - 13:44:23 UTC193,859108,446Marcel Zurawka, Julius Krüger
War Thunder78,22925 September 2026 - 13:43:49 UTC125,317781,076Gaijin Entertainment
Stardew Valley69,93225 September 2026 - 15:04:04 UTC236,6141,016,067ConcernedApe
VRChat56,54525 September 2026 - 15:11:20 UTC74,217261,953VRChat Inc.
Hearts of Iron IV54,39225 September 2026 - 14:16:07 UTC93,196377,014Paradox Development Studio
Don't Starve Together44,66725 September 2026 - 14:32:22 UTC122,662531,182Klei Entertainment
EA SPORTS FC™ 2640,87725 September 2026 - 14:28:51 UTC159,35063,186EA Canada, EA Romania
Euro Truck Simulator 236,71025 September 2026 - 14:02:24 UTC73,289940,058SCS Software
Football Manager 2635,49325 September 2026 - 14:58:38 UTC82,75035,608Sports Interactive
Project Zomboid34,56625 September 2026 - 11:07:37 UTC122,811467,999The Indie Stone
Farming Simulator 2534,49724 September 2026 - 15:38:55 UTC135,88351,357GIANTS Software

Strategy

GameLatest observed playersTracked peakReviewsDeveloper
Dota 2831,40925 September 2026 - 15:15:20 UTC1,291,3282,758,031Valve
Slay the Spire 292,59225 September 2026 - 15:02:41 UTC574,638199,438Mega Crit
Total War: WARHAMMER III75,10425 September 2026 - 13:11:31 UTC166,519142,349CREATIVE ASSEMBLY, Feral Interactive
Hearts of Iron IV54,39225 September 2026 - 14:16:07 UTC93,196377,014Paradox Development Studio
Don't Starve Together44,66725 September 2026 - 14:32:22 UTC122,662531,182Klei Entertainment
Baldur's Gate 342,07625 September 2026 - 13:42:34 UTC875,343836,282Larian Studios
Football Manager 2635,49325 September 2026 - 14:58:38 UTC82,75035,608Sports Interactive
Arena Breakout: Infinite34,36025 September 2026 - 14:25:53 UTC65,94478,112Morefun Studios
RimWorld32,58625 September 2026 - 14:29:46 UTC95,851239,107Ludeon Studios
7 Days to Die29,94725 September 2026 - 14:52:00 UTC124,449398,822The Fun Pimps
Sid Meier’s Civilization® VI29,81625 September 2026 - 09:47:29 UTC162,314378,077Firaxis Games, Aspyr (Mac), Aspyr (Linux)
Mount & Blade II: Bannerlord28,13625 September 2026 - 12:23:34 UTC248,034297,199TaleWorlds Entertainment

Early Access

GameLatest observed playersTracked peakReviewsDeveloper
WARDOGS186,14425 September 2026 - 13:12:14 UTC399,748Not availableBULKHEAD
Valheim121,00925 September 2026 - 13:11:45 UTC498,478533,888Iron Gate AB
Slay the Spire 292,59225 September 2026 - 15:02:41 UTC574,638199,438Mega Crit
Palworld68,19525 September 2026 - 14:48:51 UTC2,101,535451,088Pocketpair
VRChat56,54525 September 2026 - 15:11:20 UTC74,217261,953VRChat Inc.
Path of Exile 242,75225 September 2026 - 14:55:50 UTC578,562209,717Grinding Gear Games
Project Zomboid34,56625 September 2026 - 11:07:37 UTC122,811467,999The Indie Stone
The Isle21,65525 September 2026 - 14:48:32 UTC27,916111,695Afterthought LLC
ARK: Survival Ascended18,52025 September 2026 - 11:49:53 UTC98,047115,415Studio Wildcard, Grove Street Games, Instinct Games
RuneScape: Dragonwilds17,16925 September 2026 - 15:09:41 UTC39,10324,686Jagex Ltd
R.E.P.O.12,44725 September 2026 - 12:04:02 UTC266,908420,693semiwork
BeamNG.drive9,53225 September 2026 - 06:15:58 UTC44,232392,944BeamNG

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