SPSTEAMPULSELIVE ANALYTICS
Zero-K

Zero-K Steam metadata

Zero-K Team | Apr 27, 2018 | game

Released

82players observed · 21 September 2026 - 23:04:57 UTC

IndieSimulationStrategyFree To PlayFree to PlaySteam Store

  • Latest observed players82 · 21 September 2026 - 23:04:57 UTC
  • SteamPulse tracked peak922
  • Units sold (VGI)80,567
  • Revenue (VGI)No data available
  • Review score94% positive

Zero-K metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Latest observed players82 · 21 September 2026 - 23:04:57 UTC
  • SteamPulse tracked peak922
  • Units sold (VGI)80,567
  • Revenue (VGI)No data available
  • Review score94% positive
  • Total reviews4,275
  • Release dateApr 27, 2018
  • DeveloperZero-K Team
  • PublisherZero-K Team

Genres: Indie, Simulation, Strategy, Free To Play

Company pages: Developer: Zero-K TeamPublisher: Zero-K Team

Top Steam chartsTop 100 gamesGame directorySteam Store page

Zero-K Steam metadata

Zero-K 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/334920/metadata
Steam Storehttps://store.steampowered.com/app/334920/
Steam Communityhttps://steamcommunity.com/app/334920
PCGamingWiki search
IGDB searchSearch IGDB for Zero-K

Reviews, pricing, and metadata

Review summary

Very Positive

94% positive, 4,007 positive, 268 negative

Price and discount

Free to play

Platforms

Windows, Linux

Categories

Single-player, Multi-player, PvP, Online PvP, Co-op, Online Co-op

Achievements

Not available

Platform releases
  • Steam 27 April 2018

Latest Steam announcements

  • Cold Take #47 - Scale and Escalation - 20 September 2026

    Strategy games are seemingly synonymous with scale. The focus on scale is a bit less for real-time strategy, at least if the fact that my RTS games are not marketed as "epic" is any guide. But even "small" RTS games scale up, or escalate, as the game goes on, and doing so is a powerful pacing tool. So in this post we will look at some ways to approach scale and how we handle scale in Zero-K. Contrast is an important part of imbuing a sense of scale. A game that is entirely about huge armies of huge units may feel big for a while, but players will acclimatise to it so the scale ends up feeling somewhat superficial. Big things need to be near small things to reinforce their bigness, at least in a genre where the player looks down at everything from above. Lumbering units and massive armies can definitely help sell scale, but they should not be the whole game. This seems to be widely accep…

  • Cold Take #46 - Giving and Taking Feedback - 30 August 2026

    A lot of the polish in Zero-K is driven by player feedback. A single complaint can be enough to spark a re-investigation of some part of the game to check for improvements. Case in point, the recently upgraded build icons are a result of someone complaining that the icons were too hard to see. But it takes good feedback to see this kind of result, so today it is time for some advice on how to give feedback. Then, for balance, I'll talk a bit about how to use feedback. Do not read this post as a strict demand. Giving good feedback can be difficult and not everyone has the time. My hope is just to avoid a few common types of bad feedback. Also, "good" and "bad" does not mean positive (praise) and negative (complaints). Good feedback is useful feedback, and complaints are often useful. Positive feedback can be bad in this sense, but it has additional psychological value, so my advice focus…

  • Cold Take #45 - Automatic Dodging - 9 August 2026

    Simulated projectile physics is a core part of Zero-K, both for the aesthetics and as a balance tool. Rather than using armour classes, light units are nimble enough to dodge most of the projectiles meant for heavier targets. We also want to create powerful controls, so players can fight their opponents rather than the UI, and automation is part of achieving this goal. So you might expect us to have effective automation that lets units dodge automatically, but in fact dodging is barely automated at all. The apparent contradiction here is the subject of this post. Technically, Zero-K units cannot even see projectiles. Our limited form of automated dodging happens when units expect to be shot at with slow projectiles, rather than based on the presence of projectiles. Sufficiently nimble units dodge by jinking from side to side as they approach enemies with certain weapon types, provided t…

  • Zero-K v1.14.8.0 - Unit Icons and Magpie Nerf - 2 August 2026

    This update improves the command menu by adding larger build icons with a higher resolution. The bottom of the UI also has a scale setting as we move towards better support for increasingly large screens. There are also a few fixes and a setting that automatically disables cables for Linux users with ATI graphics. Anyone coming forward to reproduce, and potentially even fix, the cable bugs would be appreciated. The main balance change is a slight Magpie rework, and it is probably the last rework before we attempt to do something else with the unit. The main goal is to give it a proper set of counters, which in this case are fighters and dedicated anti-air. Magpie is now slower and has a lot less health to give anti-air more of a chance to retaliate. It also has a slower missile, which makes it worse against fighters and speedy units. The numbers here are a bit conservative, but hopefull…

  • Cold Take #44 - Choice vs. Automation - 18 July 2026

    Automation means making tasks complete themselves without player intervention. The concept has a bit of baggage, at least in RTS, as people worry it means that a game will play itself. Some spin-off genres have found success in automating away large parts of RTS, such as DotA and autobattlers, but Zero-K wants to retain the core RTS sense of full player control. Sometimes we are accused of automating too much with our powerful UI, but we hold that the value of automation depends on how it is used, as it is not inherently good or bad. What people consider to be automation can be quite hard to pin down since, technically, almost everything in RTS is highly automated. These games run at dozens of frames per second, with many units using their abilities on every single one of them. The player is not consulted about every incremental step their units take when told to move to a position or e…

  • Zero-K v1.14.7.0 - Guard and Pulsing Balls - 11 July 2026

    This update polishes a few mechanics and includes quite a few fixes. Singularity Reactors get their wobbly balls back and the guard command should be much more useful. Disarm no longer hard-disables jumpers while winding up and some pathfinding problems with cheap nanoframe spam have been resolved. Some of the changes are due to an engine update, which should stick as the engine is close to the end of a stable release cycle. Features Enabled fancy guard handling. This is an engine change that causes guards to maintain their relative position, rather than just trail behind. Disarming a unit during jump windup now cancels the jump, rather than freezing the unit as long as it is disarmed. Added quaternion scaling to reinstate the functionality of the previous matrix manipulation system. Reinstated Likho and Singularity Reactor ball pulsing. Singularity Reactor ball and light disappears whe…

  • Cold Take #43 - Levels of Customisation - 28 June 2026

    Zero-K is extremely customisable, which is great but risks making the game unapproachable. The problem with customisation is that it asks players to optimise their own experience without necessarily giving them the background required to make an informed choice. In general, an option is useful if players understand it well enough to sort themselves into the various versions of the game implied by the option. Good examples are colour blind modes and language settings, but Zero-K has far more options than these. Another issue is that of overwhelming players with too many options, even if they are all good. Zero-K was designed on the fly, with the UI coalescing out of a hodgepodge of experimentation, so it has been a challenge to make our options reasonable. Most people stick with the defaults. Of those that touch the settings, many will stay in the shallow end with the language selector a…

  • Zero-K v1.14.6.0 - By Popular Demand - 13 June 2026

    Space clicking wrecks and build options is back by popular demand ( https://github.com/ZeroK-RTS/Zero-K/issues/5742, https://github.com/ZeroK-RTS/Zero-K/issues/5747 and https://github.com/ZeroK-RTS/Zero-K/issues/5750 ). Thanks to everyone who opened tickets to remind us that this probably should have been a hotfix earlier. Fixes Fixed space+click context menu crash when activated on a non-unit. Fixed map download for Planet Karuwal. Commander egg can be built underwater. Fixed Pheonix. Fixed some weird edge cases in grid cable flows. Fixed a rare landing pad bug that the previous patch allowed to trigger for any bomber, rather than just the first bomber built in a game.

  • Cold Take #42 - Reclaimable Wrecks - 7 June 2026

    The basic reclaim mechanic is as follows: units leave wrecks when they die, and these wrecks can be harvested by constructors for extra metal. This sounds like a simple enough mechanic, but the more I think about it, the more I feel like Zero-K would not work without it. Reclaim is common to most games inspired by Total Annihilation, although its importance varies depending on how lucrative it is. As always, I am only intimately familiar with the design of one of these games, so while the ideas that follow are likely to be widely applicable, I focus on how and why reclaim works the way it does in Zero-K. The main role of reclaim is to dynamically create areas of interest around the map. Some units die in a skirmish, leaving a few hundred metal on the ground, which makes holding the area slightly more enticing. This leads to more battles that drop even more wreckage, which can even snowb…

  • Zero-K v1.14.5.4 - Wire and Egg Fixes - 31 May 2026

    This is a small fix update which also has some commander tweaks. The big wire change is that the settings are now local, which means people with the graphics bugs on Linux can disable them until we figure out the problem. Fixed cable settings being global, i.e., the last player who toggled cables controlled cables for everyone. This is what caused the setting to look like it needed toggling to work properly. Put cable settings in "simple settings" while we work out the linux graphics bugs. Fixed various problems with uneven teams and resigned players not allowing a team to hatch their full complement of commanders. Fixed Egg morph buttons being greyed out in some incorrect situations. Hatched commanders no longer have free radar and income. This is to retain the game impact of an early commander kill. Commander range module gives +25 range instead of +7.5%. This nerfs longer ranged weap…

  • Zero-K v1.14.5.3 - Eggs and Wires - 28 May 2026

    This update adds wires between structures to visually connect energy grids. This makes grids easier to use and more satisfying to build. We have also added commander eggs, which let players rebuild lost commanders. The egg can also be transported and thrown, to take advantage of its disabling explosion. On the more regular side of things we have a revert of the Hermit regeneration experiment, and numerous features and fixes. These include a new attrition graph for the endgame stats, and a lighting system update to fix the Pylon light bug. Balance Fixed commander morph costs being unintentionally far too high. Added Commander Egg. Buildable from the bottom right of the Special tab. Costs 600 metal. Morphs to commander for free if the team has lost commanders. Hatched commanders are given to players without a commander. Can be thrown and detonated for 20k disarm and slow damage. Hermit lo…

  • Cold Take #41 - Deathballs and Auras - 17 May 2026

    The term "deathball" comes up whenever players complain that roaming around the map with a single army is too powerful. The complaint conflates whether deathballs are unfun to use, or just unfun to fight, but it is worth keeping both possibilities in mind. Most RTS designs address deathballing to some extent, but vary on how much they mitigate its issues or just outright discourage it. Deathballing is the natural state of RTS, in the same way that without a balanced strategic triangle, players would end up playing either all-in rushes or greedy economic booms. Another way to think about it is if you randomly throw together a generic RTS, it is going to be a game of deathballs. In fact, the deathball would probably consist of one unit type. This is a result of Lanchester's Square Law, which states that an army of ten units is more than twice as powerful as an army of five. Without any re…

  • Zero-K v1.14.5.0 - Planetwars Playtest Command Tweaks - 2 May 2026

    Planetwars is live right now. The second open playtest is in full swing, with 240 invasions launched in the past 26 hours. We designed the round to last the weekend, although it is hard to dial in, although we are considering pausing it during the week. This forum post summarises the changes since the last test. This patch makes command structures easier to kill, which is the main secondary ingame objective of Planetwars. This objective only occured in 6% of the games so far, so representatives from each of the factions agreed that it was worth trying a change to make things more interesting. The patch also has a few smaller features and fixes, we have notable changes in the works, but they will get their own release. Command Structures Main Command is weaker and harder to repair. Health 10k -> 8k Cost 150 -> 350 Repair health/BP while under fire 25.25 -> 8.65 Now requires 40 nearby BP…

  • Planetwars Lobby Update - 29 April 2026

    This is a small lobby update to prepare for the next Planetwars test round. The round is starting in a little over 45 hours from this post (2026/05/01 at 12:00 PM UTC). More information on the changes is to come shortly. Factions can now be joined via the in-lobby faction selection UI.

  • Cold Take #40 - The Retreat Range Bonus - 25 April 2026

    Cold Takes usually cover a concept used in the design of Zero-K, but this one is about a term invented by players to describe an issue with the game. This issue involved the "retreat range bonus", but the term was initially perplexing because it describes something that is both emergent and ubiquitous. Nobody could tell me how other games dealt with it, and it seemed very hard to remove without breaking some of the basic rules of Zero-K. The retreat range bonus is the apparent range gained by units as they retreat from a battle. Consider two identical units called Chaser and Runner, locked in a battle where Chaser follows Runner while Runner tries to retreat. The retreat range bonus is the observation that, at a certain distance, Runner will be able to fire, while Chaser cannot. In other words, it appears as if Runner gained bonus range on Chaser merely by retreating. Taken at face valu…

  • Zero-K v1.14.4.0 - New Music and Brawny Dante - 12 April 2026

    This release includes an amazing new soundtrack by Vladislav Lapochkin (D.700). It is the new default, and all previous soundtracks can still be selected ingame under Settings/Audio. Big thanks to everyone who contributes music, eventually we will have enough to give each factory its own theme. The contributions don't stop with an hour of new music. This release also has some Gunship tweaks by Ixzine and a Dante rework based on a mod by StiofanKingofAwoo. The Dante changes are designed to turn it into a brawler, rather than a standoff missile platform, and will require feedback. There are even a few Planetwars balance changes that have come out of our ongoing live testing. This release also includes an unknown number of unintentional balance changes. It all started when some units were found in violation of a few subtleties of weapon design, which let them fire early at targets entering…

  • Cold Take #39 - Special Abilities - 4 April 2026

    A conflict has been brewing over the course of this series. Half the cold takes, those on general design principles, often imply that Zero-K avoids special abilities, while the other half shatter this impression by being about specific special abilities. In this post we will try to resolve this apparent disagreement by exploring how special abilities work and what makes an ability suitable for Zero-K. The set of design principles arrayed against special abilities is truly daunting. To start with, abilities that require frenetic or precise clicks are rejected by the idea that players should not have to fight the UI. Many other potential abilities are ruled out for being too numbery, making units too stupid, or for imposing arbitrary target restrictions. Atomic unit design pushes us towards having few abilities, special or otherwise. But despite all these restrictions, Zero-K has many mor…

  • Cold Take #38 - Avoid State Toggles - 15 March 2026

    Almost everything players do in RTS is done by issuing direct commands or by toggling states. Direct commands give units a temporary goal, and include classics such as "move to this location" or "shoot at this enemy until it dies". State toggles make more permanent changes to how a unit behaves, at least until the state is toggled back. Examples include auto-cast toggles, toggleable abilities, and the stance and formation buttons used in the Age of Empires series. Toggles can be fine when used sparingly, but Zero-K did the opposite, to the point that we might have more than any other RTS. The upside is that we learned a lot about how and why to avoid state toggles. The allure of state toggles is that they seem to epitomise the idea of Fight Your Opponent, Not The UI. Players should be able to express their wishes with minimal commands; in Warcraft III you want a Priest to use its extra…

  • Cold Take #37 - Scouting Trouble - 21 February 2026

    Most strategy games have tools for spying on the enemy, often at the cost of resources. This is known as scouting, and it is a tricky thing to design since its balance depends on the usefulness of information. Scouting is a waste of resources if you know the enemy's plans, or if your response would not be changed by knowing them. On the other end of the scale, games with large strategy spaces rely on strong scouting to keep strategic RPS in check. To complicate things further, the power of scouting changes over the course of a game as the strategy space expands. Scouting is always competing for resources that could be spent on building up your economy or deploying a larger army. Small differences early in a battle can snowball into a large advantage later, which makes scouting a hard sell for the early game. In Zero-K this is reflected by a lack of dedicated light scout units. Early sco…

  • Zero-K v1.14.2.0 - Lobster, Magpie, Venom, and Engine - 7 February 2026

    This release is mainly about tweaking a few overused units. Venom is slightly worse at stunning to counteract the overstun change, and other Spiders were buffed to compensate. Lobster now gives the enemy a little more time to react and Magpie should be easier to scare away. Terraform is also UI-nerfed against Missile Silo, as the Force Fire UI now warns you about unintended terrain interactions. The engine was also updated, and it should stick this time as it was found to be quite stable in testing. The big feature is the adoption of quaternions for unit animation (just in the backend, no API changes), which makes units move and aim more smoothly. Missile trails are also much smoother, replacing the old jagged lines. These changes were blocked behind the game-side graphics update of a few months ago, and the work is ongoing. For example, this release includes a new shiny Likho texture b…

Patch notes and updates

S.noRelease datePatch nameGID number
113 June 2026Zero-K v1.14.6.0 - By Popular Demand1835236783565971
231 May 2026Zero-K v1.14.5.4 - Wire and Egg Fixes1833968530894734
329 April 2026Planetwars Lobby Update1831432155565378
429 December 2025Zero-K v1.13.12.1 - Mostly Graphics Fixes1819386365112597
520 September 2025Zero-K v1.13.9.5 - Hotfixes and Jump Stun1811138915460697
63 July 2025Zero-K v1.13.6.2 Hotfixes and Tech-K AI1803527891736279
76 May 2024Zero-K v1.12.5.0 - Settings Override Fix5766372999957611058
830 May 2022Zero-K v1.10.5.0 - Engine Update4437747060841026542
924 January 2022Engine Update4237325463685546433
108 December 2021Zero-K v1.9.12.0 - Bolas Tweaks4224936215405495194
1110 July 2021Matchmaking and Terraform Mission Tweaks4036897704057751816
1217 December 2020Zero-K 1.8.12.1 - Sneaky Holiday Fixes4090922416493522330
1323 September 2020Zero-K v1.8.9.4 - Fixes and Amph Utility3715990047690522380
142 September 2020Zero-K v1.8.9.0 - Aim Lookahead and Plate Fixes3819570936609795090
153 June 2020Zero-K v1.8.5.33157533548736558386
1620 May 202064-bit Update3112496281287829068
177 April 2020Zero-K v1.8.4.4 - Engine Update2978509755362069044
1820 February 2020Zero-K v1.8.2.6 - Fixes2578811485591039667
1917 November 2019Zero-K v1.7.11.4 Tweaks and AI Fix3657414904098298828
203 November 2019Engine Update (Spring 104.0.1-1429-g1add37c)2451574645867886927

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID334920
Live current players82
SteamPulse tracked peak922
Live count (today's peak floor)82
PriceFree to play
Free to playYes
Discount0%
Original price USD
Current price USDFree
Release dateApr 27, 2018
DeveloperZero-K Team
PublisherZero-K Team
Owners estimatedNot available
SteamSpy owner estimate minimum500,000
SteamSpy owner estimate maximum1,000,000
Review typeVery Positive
Positive review percent94%
Positive reviews4,007
Negative reviews268
Total reviews4,275
Steam recommendationsNot available
AchievementsNot available
Average playtime forever11,058 minutes
Windows supportYes
macOS supportNo
Linux supportYes
Parent gameNot available
Store URLhttps://store.steampowered.com/app/334920/

Short description

With 100+ truly unique units, Zero-K is an RTS of freedom and creativity, tempered by a decade of refinement. Sculpt land into a castle and throw invaders off it with a Jugglenaut. Explore a massive campaign, solo or co-op. Hop online for epic 32 player battles or fast paced 1v1, on 100s of maps.

About this game

Commander wanted! Construct giant robots, build an army of a thousand Fleas. Move mountains if needed. Bury the enemy at all cost! Traditional real time strategy with physically simulated units and projectiles. 100+ varied units with abilities including terrain manipulation, cloaking and jumpjets. 70+ mission galaxy-spanning campaign to be enjoyed solo or co-op with friends. Challenging, (non-cheating) skirmish AI and survival mode. Multiplayer 1v1 - 16v16, FFA, coop. ladders, replays, spectators and tournaments. Really free, no paid advantages, no unfair multiplayer. Fully Utilized Physics Simulated unit and projectile physics is used to a level rarely found in a strategy game. Use small nimble units to dodge slow moving projectiles. Hide behind hills that block weapon fire, line of sight and radar. Toss units across the map with gravity guns. Transport a battleship to a hilltop - for greater views and gun range. Manipulate the Terrain The terrain itself is an ever-changing part of the battlefield. Wreck the battlefield with craters that bog down enemy tanks. Dig canals to bring your navy inland for a submarine-in-a-desert strike. Build ramps, bridges, entire fortress if you wish. Burn your portrait into continental crust using the planetary energy chisel. Singleplayer Campaign and Challenging AI Enjoy many hours of single player and coop fun with our campaign, wide selection of non-cheating AIs and a survival mode against an alien horde. Explore the galaxy and discover technologies in our singleplayer campaign. Face a challenging AI that is neither brain-dead nor a clairvoyant cheater. Have some coop fun with friends, surviving waves of chicken-monsters. Cloaking? Resurrection? Tough choices customizing your commander. Casual and Competitive Multiplayer Zero-K was built for multiplayer from the start, this is where you can end up being hooked for a decade. Enjoying epic scale combat? Join our 16v16 team battles! Looking for a common goal? Fight AIs or waves of chicken-monsters. Prefer dancing on a razor's edge? Play 1v1 in ladder and tournaments. Comebacks, betrayals, emotions always running high in FFA. Want to fight for a bigger cause…

Supported languages

English * * languages with full audio support

Steam categories

Category IDCategory
2Single-player
1Multi-player
49PvP
36Online PvP
9Co-op
38Online Co-op
27Cross-Platform Multiplayer
23Steam Cloud
62Family Sharing

Regional ratings

BoardRatingDescriptors
dejus6Violência fantasiosa
steam germany12Fantasy-Gewalt
igrs13Kekerasan Interaksi Daring

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 21, 2026 to Sep 21, 2026
  • Lowest observed: Free
  • Highest observed: Free

Zero-K's USD price history spans from Sep 21, 2026 to Sep 21, 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 Free, the highest is Free, and the first visible tracked price is Free. 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

Zero-K'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 Free, from Sep 21, 2026 through Sep 21, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at Free. The latest run records Free 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: Free
  • Current list price: Free
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Zero-K at Free 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 StatesUSDFreeFree0%
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 Free.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1FreeFreeNo 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 Free.

DateCurrent priceOriginal priceDiscountSource
2026-09-21FreeFreeNo discountSteam Store

Most visited Steam Store games

RankGameLatest observed playersTracked peak
1Human Fall Flat89713 September 2026 - 04:48:05 UTC127,516
2Counter-Strike 2561,95821 September 2026 - 23:07:26 UTC1,818,368
3Party Animals4,27113 September 2026 - 08:21:20 UTC57,806
4下一站江湖Ⅱ13813 September 2026 - 04:43:50 UTC4,637
5Alive Desktop013 September 2026 - 02:52:12 UTC0
6Gems of War - Puzzle RPG72021 September 2026 - 22:12:59 UTC2,965
7Battle Teams 24721 September 2026 - 21:41:53 UTC7,966
8Extremely Realistic Siege Warfare Simulator1712 September 2026 - 11:06:40 UTC373
9Love Is All Around6013 September 2026 - 06:47:08 UTC30,706
10Dota 2422,17221 September 2026 - 23:07:26 UTC1,291,328

Related Steam games by tag and genre

Strategy

GameLatest observed playersTracked peakReviewsDeveloper
Dota 2422,17221 September 2026 - 23:07:26 UTC1,291,3282,758,031Valve
Don't Starve Together43,20513 September 2026 - 08:03:19 UTC122,662531,182Klei Entertainment
Baldur's Gate 342,88621 September 2026 - 22:31:31 UTC875,343836,282Larian Studios
Slay the Spire 241,42021 September 2026 - 22:09:54 UTC574,638199,438Mega Crit
Sid Meier’s Civilization® VI33,36313 September 2026 - 03:54:27 UTC162,314378,077Firaxis Games, Aspyr (Mac), Aspyr (Linux)
Hearts of Iron IV27,93721 September 2026 - 21:42:15 UTC93,196366,107Paradox Development Studio
Total War: WARHAMMER III23,78813 September 2026 - 05:22:18 UTC166,519142,349CREATIVE ASSEMBLY, Feral Interactive
RimWorld22,38321 September 2026 - 21:56:22 UTC95,851239,107Ludeon Studios
Football Manager 2621,41321 September 2026 - 23:07:00 UTC82,75035,608Sports Interactive
Once Human19,08221 September 2026 - 22:42:27 UTC231,343179,110Starry Studio
Black Desert18,48813 September 2026 - 04:52:53 UTC59,91792,632Pearl Abyss
BOMBANANA! Demo18,48030 June 2026 - 13:15:20 UTC40,119331Lefto Studio

Free to Play

GameLatest observed playersTracked peakReviewsDeveloper
Counter-Strike 2561,95821 September 2026 - 23:07:26 UTC1,818,3689,826,471Valve
Dota 2422,17221 September 2026 - 23:07:26 UTC1,291,3282,758,031Valve
Bongo Cat141,40513 September 2026 - 06:42:49 UTC193,859108,446Marcel Zurawka, Julius Krüger
Apex Legends™130,03013 September 2026 - 05:05:49 UTC624,4731,047,228Respawn
PUBG: BATTLEGROUNDS97,93921 September 2026 - 23:07:27 UTC3,236,0272,744,193PUBG Corporation
Marvel Rivals78,20221 September 2026 - 22:47:13 UTC642,333409,518NetEase Games
Overwatch®72,77213 September 2026 - 08:06:09 UTC164,636420,984Blizzard Entertainment, Inc.
Tom Clancy's Rainbow Six Siege71,19621 September 2026 - 22:01:33 UTC200,4761,547,383Ubisoft Montreal
TBH: Task Bar Hero64,22121 September 2026 - 22:00:39 UTC546,13043,714Nugem Studio, Tesseract Studio
War Thunder63,47313 September 2026 - 08:41:55 UTC125,317781,076Gaijin Entertainment
Team Fortress 247,61513 September 2026 - 03:59:55 UTC253,2251,230,475Valve
VRChat40,15921 September 2026 - 22:39:18 UTC74,217261,953VRChat Inc.

RTS

GameLatest observed playersTracked peakReviewsDeveloper
VRChat40,15921 September 2026 - 22:39:18 UTC74,217261,953VRChat Inc.
EA SPORTS FC™ 2639,51613 September 2026 - 07:03:57 UTC159,35063,186EA Canada, EA Romania
Football Manager 2621,41321 September 2026 - 23:07:00 UTC82,75035,608Sports Interactive
NBA 2K2718,16912 September 2026 - 18:25:16 UTC31,139Not availableVisual Concepts
Football Manager 202416,83621 September 2026 - 20:47:26 UTC88,89428,373Sports Interactive
eFootball™14,80613 September 2026 - 05:04:49 UTC33,925108,764KONAMI
Forza Horizon 69,72421 September 2026 - 22:15:08 UTC302,64594,239Playground Games
Rocket League®9,14813 September 2026 - 07:56:56 UTC146,902579,707Psyonix LLC
F1® 257,32813 September 2026 - 02:38:03 UTC17,19527,609Codemasters
Umamusume: Pretty Derby7,12821 September 2026 - 22:55:56 UTC50,16755,753Cygames, Inc.
Assetto Corsa6,72613 September 2026 - 07:20:44 UTC20,019169,192Kunos Simulazioni
BidKing5,70413 September 2026 - 03:51:02 UTC57,45023,065MindSurge Network & Games

Indie

GameLatest observed playersTracked peakReviewsDeveloper
WARDOGS245,43121 September 2026 - 23:04:39 UTC399,748Not availableBULKHEAD
Valheim148,08721 September 2026 - 22:49:37 UTC498,478533,888Iron Gate AB
Bongo Cat141,40513 September 2026 - 06:42:49 UTC193,859108,446Marcel Zurawka, Julius Krüger
Rust64,69121 September 2026 - 23:02:51 UTC259,6461,359,516Facepunch Studios
TBH: Task Bar Hero64,22121 September 2026 - 22:00:39 UTC546,13043,714Nugem Studio, Tesseract Studio
Project Zomboid63,61013 September 2026 - 04:30:21 UTC122,811467,999The Indie Stone
Stardew Valley56,43413 September 2026 - 04:58:50 UTC236,6141,016,067ConcernedApe
Palworld47,78121 September 2026 - 22:51:08 UTC2,101,535451,088Pocketpair
Don't Starve Together43,20513 September 2026 - 08:03:19 UTC122,662531,182Klei Entertainment
Slay the Spire 241,42021 September 2026 - 22:09:54 UTC574,638199,438Mega Crit
Wallpaper Engine40,18621 September 2026 - 22:52:37 UTC150,2711,008,495Wallpaper Engine Team
Geometry Dash39,08621 September 2026 - 21:06:27 UTC108,707590,977RobTop Games

Simulation

GameLatest observed playersTracked peakReviewsDeveloper
WARDOGS245,43121 September 2026 - 23:04:39 UTC399,748Not availableBULKHEAD
Bongo Cat141,40513 September 2026 - 06:42:49 UTC193,859108,446Marcel Zurawka, Julius Krüger
Project Zomboid63,61013 September 2026 - 04:30:21 UTC122,811467,999The Indie Stone
War Thunder63,47313 September 2026 - 08:41:55 UTC125,317781,076Gaijin Entertainment
Stardew Valley56,43413 September 2026 - 04:58:50 UTC236,6141,016,067ConcernedApe
Don't Starve Together43,20513 September 2026 - 08:03:19 UTC122,662531,182Klei Entertainment
VRChat40,15921 September 2026 - 22:39:18 UTC74,217261,953VRChat Inc.
EA SPORTS FC™ 2639,51613 September 2026 - 07:03:57 UTC159,35063,186EA Canada, EA Romania
How to Fish29,30313 September 2026 - 00:37:37 UTC373,97110,040Dazed Games
Hearts of Iron IV27,93721 September 2026 - 21:42:15 UTC93,196366,107Paradox Development Studio
RimWorld22,38321 September 2026 - 21:56:22 UTC95,851239,107Ludeon Studios
Football Manager 2621,41321 September 2026 - 23:07:00 UTC82,75035,608Sports Interactive

Multiplayer

GameLatest observed playersTracked peakReviewsDeveloper
WARDOGS245,43121 September 2026 - 23:04:39 UTC399,748Not availableBULKHEAD
Bongo Cat141,40513 September 2026 - 06:42:49 UTC193,859108,446Marcel Zurawka, Julius Krüger
PUBG: BATTLEGROUNDS97,93921 September 2026 - 23:07:27 UTC3,236,0272,744,193PUBG Corporation
Rust64,69121 September 2026 - 23:02:51 UTC259,6461,359,516Facepunch Studios
War Thunder63,47313 September 2026 - 08:41:55 UTC125,317781,076Gaijin Entertainment
VRChat40,15921 September 2026 - 22:39:18 UTC74,217261,953VRChat Inc.
Path of Exile 236,71021 September 2026 - 22:28:23 UTC578,562209,717Grinding Gear Games
DayZ30,48521 September 2026 - 22:43:54 UTC78,739460,377Bohemia Interactive
Delta Force26,71621 September 2026 - 22:49:05 UTC246,418192,933Team Jade
Black Desert18,48813 September 2026 - 04:52:53 UTC59,91792,632Pearl Abyss
Arena Breakout: Infinite17,58913 September 2026 - 05:00:33 UTC65,94478,112Morefun Studios
FINAL FANTASY XIV Online17,34113 September 2026 - 08:31:28 UTC95,10284,685Square Enix

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.