Create a civilization capable of stopping a meteor without destroying the ecosystem in the process.
Recent Reviews:
Mixed (84) - 57% of the 84 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,402) - 71% of the 1,402 user reviews for this game are positive.
Release Date:
Feb 6, 2018
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Eco is a community-based game; the players develop laws, government, and an economy to determine the success of their world. We need extensive playtesting to get the balance of our core features just right. Early Access is the perfect fit for finding an audience for this while also funding additional development.”

Approximately how long will this game be in Early Access?

“We plan to be in Early Access for 1 year.”

How is the full version planned to differ from the Early Access version?

“The full version of Eco will contain complete versions of the following:

  • A Fully fleshed out and balanced tech tree
  • A player-enforced law and governance system
  • Community mod support and API

Of course, a large bulk of the improvements will come from balancing the existing core mechanics.”

What is the current state of the Early Access version?

“Eco completed a successful Kickstarter in 2015, and has been 3 years in development.
The game is playable and contains the following features:

  • Online multiplayer
  • Single player
  • A server package for players to host and run their own games
  • Procedurally generated worlds
  • Over 30 different craft tables, with hundreds of recipes
  • A simulated ecosystem with dozens of unique species
  • Driveable Vehicles
  • Player-run economies and trade systems
  • A nutrition system where players must manage their caloric intake
  • A quest-like contract system where players can create tasks and missions for other players
  • A Programmable law system where players can propose and vote on allowable actions in their world
  • A web interface to view simulation data from the worlds that you play on

Will the game be priced differently during and after Early Access?

“Price will not change when we leave early access.”

How are you planning on involving the Community in your development process?

“We engage with the community in several places; On Steam forums, Discord, and Facebook.

Most actively, we engage on our public discord, where the development team talks directly with the community to discuss ideas, bugs, and solutions. We solicit feedback actively and engage directly with players. We also share source code with our dev-tier backers who can contribute.”
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Recent updates View all (45)

July 13

Beta 7.6.0 Released!

Beta 7.6.0 Changelog

NEW CONTENT

Distribution Station
  • Added a new Distribution Station object. This is a stockpile where the owner can set a ration of items that every new player can take, which they will be notified of with a World Marker when they enter the game. With this object, citizens and governments can set up items to provide to new players to help them get started/catch up. You'll also be able to see the items provided from the Server Browser.
  • You can set the max 'age' of a player for them to be eligible for items.

Added Chainsaw

Starter Camp
  • The camp comes with a small stockpile and contains starting supplies.
  • The camp also serves as a crafting table that can craft a limited selection of things.

https://youtu.be/mOByF-ZeRoc

Real Estate Desk
  • At the desk, you can examine your deeds, edit their settings, move land and vehicles between deeds, create and delete deeds, and unclaim land and vehicles. You can also buy and sell deeds.
  • Deeds are no longer items that you can carry in your inventory.
  • Replaced "Property Claim Flags" with a "Land Claim Stake" tool and "Land Claim Papers". The Land Claim Stake works similarly to how claim flags used to work - hold it and right click to claim some land. It also has some new features. You can hold it and left click on claimed land to unclaim it. You can also target claimed land with it and press 'E' to open the deed window for that land. The Land Claim Stake uses Land Claim Papers. Each paper represents your right to claim 1 plot of land. Unlocking skills will grant you Land Claim Papers, in the same way it used to grant you Property Claim Flags previously.
  • When you claim land with the Land Claim Stake, the deed that the land is attached to is no longer determined by the deed in your inventory (since you can't have deeds in your inventory). Rather, it is determined by the deeds of nearby plots belonging to you, and . If there are none within range, a new deed is created.
  • The treatment of vehicles versus stationary objects with regards to deeds and authorization has been unified, and the 'Auth' tab of the object window - which has been renamed to the 'Authorization' tab and given an overhaul to improve both clarity and appearance - will appear for both. No more 'Lock' toggle for vehicles - they now have full authorization settings support just like stationary objects (that is, the ability to set them to public, whitelist, or inherit from deed mode).
  • Added an "Unclaim Property" action to stats, which can be referenced in laws.

Robotic Assembly Line

https://youtu.be/vAKJaJZCaq8
  • The Robotic Assembly Line is used to craft all internal combustion engine vehicles and other advanced machinery.

IMPROVEMENTS
  • Added calculated exchange rates. Eco will now compare trades of the same item in different currencies to make a rough exchange rate, which can be used by citizens to help understand prices (how to shop and how to set prices). The inner details of how they're calculated is displayed as well, so players can make informed decisions. You can view this in a currency’s ‘Currency Report’. Will be doing more with this exchange rate later.
  • Added intro sequences for food and housing, explaining the concepts with icons and animations.
  • Made it easier to exit water in a few situations like 1 block thick docks.
    Third person mode in vehicles now zooms out further and behaves more consistently.
  • Vehicles with tools now attempt to dump into multiple inventories for objects that have multiple inventories.

OPTIMIZATION
  • Made the server browser ping filter go to ‘unlimited’ (previously went to 500ms)
  • Improved client script performance.
  • Eliminated performance impact of using world markers.

MISCELLANEOUS CHANGES
  • Added a key binding to toggle 3rd person (defaults to F5).
  • Changed the nutrient values of almost everything, generally a ~20% increase.
  • Nutrient values now scale more aggressively with higher tier food.
  • Recipe costs changed due to recent farming/collection changes.
  • Removed Campfire Cooking skill - the recipes are now available to everyone.
  • Old Campfire Cooking recipes ingredients have been modified due to no efficiency/speed skills.
  • Removed Basic Crafting skill - the recipes are now available to everyone.
  • Basic Crafting recipes ingredients have been modified due to no efficiency/speed skills.
  • Players now start with reduced land claims and a camp item.
  • Most plants now give less resources.
  • Added seed recipe for mushrooms.
  • Gathered seeds no longer increase with gathering skill.
  • Blast furnaces once again produce tailings.
  • Blast furnaces are now harder to make.
  • Lots of miscellaneous changes to late game recipes.
  • Ingots (all kinds) are more expensive, other recipe costs reduced where appropriate.
  • Ingots now weigh less.
  • Steel now requires coal or charcoal to smelt.

BUG FIXES
  • Fixed an issue where a vehicle with both a fuel supply and storage would behave inconsistently in the linked inventory UI. (The UI displayed the fuel supply and the storage as separate inventories with separate settings, but the server treated both inventories as sharing the same settings. Now the server also treats them as separate inventories).
  • Fixed the fishing line not meeting with the lure correctly.
  • When attempting to join a server by ip address, if you enter an invalid ip, it will now show an error message instead of attempting to connect forever.
  • Single-player server will now close itself if the client crashes.
30 comments Read more

June 28

Hotfix 7.5.1 released

Hotfix 7.5.1 released
  • Fixed some block visuals behaving strangely in moving stockpiles
  • Fixed truck physics glitches
  • Fixed various vehicle sounds
  • Fixed Eco.Mods.dll loading bug
  • Misc Fixes
15 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

Reviews

“Eco is one of the most ambitious and original concepts I've seen in a while.”
Jeffrey Matulef, EuroGamer

“Eco emerged as an unique entry to the genre that pivots on environmental and social friendly themes.”
5 / 5 – Aler Hugues, CowLevel

About This Game


Enter the world of Eco, a fully simulated ecosystem bustling with thousands of growing plants and animals living their lives. Build, harvest, and take resources from an environment where your every action affects the world around you. An imminent meteor strike threatens global destruction. Can you save the world without destroying it in the process?

Construct buildings and towns, tend to your farm, hunt wildlife, build infrastructure and transportation, craft clothing, build power plants, and research new technologies. Specialize in a craft and trade your goods to other players. Develop your civilization and sculpt your planet.

As your civilization grows, you’ll need to analyze data from the simulation; evaluating the impact you have on your world. Use this data as evidence in proposed laws, restricting harmful activities without disrupting the advancement of technology. Balance your individual needs with the needs of community, all while maintaining the state of the ecosystem. The future of your world is in your hands.


Every organism in Eco exists as part of a detailed simulation; a disruption in one species can have cascading effects across the planet. Chop down all the trees, and habitats for creatures will be destroyed. Pollute the rivers with mining waste, and your farms will become poisoned and die. The ecosystem supplies the resources you and your community will need to stop the meteor. Manage your pollution, mining waste, hunting, and resource collection to balance your effect on this system.


Eco is built on a rich ecological simulation. All the data generated from the interaction of plants, animals, climate, and players can be searched and analyzed using in-game graphs and heat-maps. Use the collected information as scientific evidence support to proposed laws. The ability to successfully debate using scientific evidence is your greatest weapon against the destruction of your world.


Establish and maintain your own set of laws and government, which are enforced automatically by the game. Draft a proposal to limit clear-cutting in a protected forest, incentivize green energy solutions over fossil fuels by providing tax subsidies and penalties. Participate in elections for world leadership, allowing you to set tax rates and allocate community money. Use a programmable law system to make dynamic and flexible rules for the community, passing them by vote. Construct a wide variety of governments; from tightly-regulated dictator-states, to tax-and-spend subsidy programs, or even lawless communities relying on trust.


Your skills increase based on your food and shelter. By consuming a highly nutritious variety of food and building an elaborate home you will rapidly increase your skill points. Skill points can be spent on skills like farming, hunting, trade, engineering, research, and more. Contribute to the greater good while increasing your own personal success.


In the player-run economy, you achieve the most when you specialize and trade both goods and services. Create stores to buy and sell goods you need asynchronously with other players. Setup contracts within the game’s quest-like labor market, soliciting other players to perform specialized work for you in exchange for payment. Build complex crafting machines and charge a fee for players to use them. A thriving economy in Eco can be both a powerful tool for progress, or a dangerous threat to the environment.

To grease the wheels of commerce, you can create your own currencies, backed by fiat or by resources. Manage the value of your currency relative to others by setting exchange rates at asynchronous currency exchanges. Sell items at stores and collect credit from other players. Eco is designed for rich asynchronous play, allowing many players of many disciplines to contribute to one another’s goals at separate or simultaneous times.


All of the world’s resources originate from its environment, which is affected by your actions. While a meteor looms over head — set to strike the planet in thirty days — a more subtle threat grows from player-interaction with the environment. Without careful attention, ecological destruction can destroy civilization before the meteor even strikes. To ultimately succeed, you and your community will need to use the tools of government and economy to find a balance between progress and protection.

Included Features
  • Online Multiplayer - Collaborate online with a community of players.
  • Local Singleplayer - Build your own world, with the option to invite friends.
  • Dedicated Server Included - Host your own Eco worlds.
  • Over 30 different craft tables, with hundreds of recipes.
  • Hundreds of items, skills, craft tables, and building blocks.
  • A simulated ecosystem with dozens of unique species.
  • With limited carrying capacity, players must create vehicles and networks of roads to transport materials.
  • Create your own backed or fiat currencies, using them as a means of exchange in the economy.
  • Build stores where you can sell your excess items for a profit.
  • Eat varied and nutritious food and build ever larger homes to increase your skills.
  • Create contracts for jobs that you would like players with different skill-specialties to accomplish for you. Take on contracts from other players that need the skills you possess.
  • Design laws using programmable template system to protect your world or increase your profits, enforced by the game if ratified by the population.
  • Run for election and make decisions that affect the globe.
  • View and compile rich data from the simulation and use it to argue for group decisions.
  • Claim land as your own property, and share access rights.
  • Give and remove reputation from other players.
  • Find a balance between progress and protection, between individual needs and those of the group, succeeding or failing together.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GT 440 or AMD Radeon HD 5850 or Intel HD Graphics 4000 with 512 MB
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: DirectX®-compatible
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or better
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 570 or AMD Radeon HD 7750 with 1 GB VRAM or better
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: DirectX®-compatible
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