Create a civilization capable of stopping a meteor without destroying the ecosystem in the process.
Recent Reviews:
Mixed (89) - 56% of the 89 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (1,915) - 72% of the 1,915 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 (64)

March 13

Version 0.8.0.7 released!

We have released patch 0.8.0.7 with the following fixes and improvements:

Fixes:
* Fixes memory leak that was crashing servers
* Fixes Sweeping hands talent
* Water pumps now migrate to mechanical pumps
* Fixed skill level update in skill level UI on level up
* Fix repair cost display for repair table
* Fix crash with transfers
20 comments Read more

March 12

Version 0.8.0.6 released!

We have released patch 0.8.0.6 with the following fixes and improvements:

Features
* Added new GI quality setting levels.

Localization
* Revised existing localized strings
* Added localization to species Yield and Capacity
* Fixed registrar localization category filter failure

Gameplay
* Compost now has a tooltip in the water filter UI.
* Trashed compostables will now turn into compost.
* Pickaxes now work on a damage system rather than a strict tier system. Repeatedly hitting harder rocks will eventually destroy them.
* The water pump was split into a mechanical and electrical version.
* Waste Filters that shut down due to full inventories will now restart themselves if there is more inventory space available.
* Added specialties display in foodstatus hud
* Made water filter accept 20x more throughput (from .1 sewage block per second to 20 sewage blocks per second)
* Made water filter output 10x less compost (from 1 compost per 10 sewage blocks processed to 1 compost per 100 sewage blocks processed)
* Fixed sewage continuing to output after a recipe finished
* Tree trunks now give some wood pulp when destroyed.
* Most non-progress blocking recipes have had their skill level requirements returned. This includes objects like beds, chairs, some light sources, etc.

Skills
* Made Character XP tooltip more clear.
* Fixed talent sync, when skill window is open
* Added Food UI hide skills button until skills tutorial
* Fixed xp icon huge lag when no specialty
* Fixed xp icon no specialty "x" sign position
* Fixed skill window opening when you do not have completed tutorial ("z" key, xp bar, specialty bar, chat links, xp icon)
* Fixed skill star flashing and proper number display
* Fixed display for specialty level users
* Fixed skill research and skills ui sync (on server restart, on missing resources, etc)
* Now you can see the hotkey "Z" for open skill browser during mouseover it

Vehicles
* Fixed rare issue with crossing borders after a vehicle was destroyed while the player was driving
* Fixed various issues with mounting other players on vehicles
* Fixed vehicle speed multiplier on ramps

Economy
* Removed Users from Tax/Allocate menu
* Added Bank accounts to Tax/Allocate menu
* Added proper messages on Tax
* Optimized tax/allocate to use with old system (users list, ex for laws)
* Added tooltips to bank accounts in allocate/tax menu
* Fixed bank account dropdown update on leader changes
* Added law tax from all accounts
* Fixed zero tax display
* Fixed world leader removal from treasury bank account
* "Your currency" law clause now counts all funds on all accounts!
* Fixed transfer dialog ui fields reset on tied ones changed
* Divided direct transfer taxes (self & public)
* Fixed currency limiter in economy viewer
* Fixed wrong currency indexing in dropdowns
* Fixed durability display in store offers
* Fixed store headers (now sticky)
* Added ability to set negative prices in trade offers
* Fixed world leader sync in government tab
* Fixed world leader removal from Treasury bank account
* Fixed "Your Currency" counting in laws and law taxing account pickup. Now it accepts only managed/created by you accounts except special ones, like treasury, etc.

Server Webpage
* Web map now animates voxel change history
* Started storing full-resolution terrain history
* Web map now starts paused at the current server time, switching layers while in this state is much more responsive.
* Added a layer comparison page with synchronized maps

Other Fixes
* Updated Aura to address memory leak issue
* Optimized rubble even more.
* Specialization tutorial now appears after food tutorial
* Replaced the "ExperiencePerAction" option on the server with a "PlayerExperiencePerSpecialtyExperience" option which grants experience for overall levels when players gain specialty experience. As with the previous option, this is not intended for normal use.
* Updated sprites on pies (foodstatusUI)
* Fixed server crash when loading after demographic was repealed by law

This update includes parts of the planned performance fixed for Update 8.1.

There is a known issue with a memory leak on servers, which will be fixed later this day with patch 0.8.0.7.
15 comments Read more
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Reviews

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

“Number 1 game of 2018...Eco is a revelation...it made me realize that games are actually crucial for understanding our relationship to all kinds of natural and man-made systems. The thing that gives me chills is that I think it is only in games that we can play with economic systems. And I walked away from my experience in Eco feeling like I learned so much even though we had no instructor. No one was connecting the dots for us. We simply learned through play.”
Jeff Grubb, Venture Beat

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 10
    • Processor: Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz
    • Memory: 4 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 10
    • Processor: Intel Core i5-2300 or AMD Phenom II X4 940 or better
    • Memory: 8 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

What Curators Say

77 Curators have reviewed this product. Click here to see them.

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