Lead a group of people and create a thriving city in the wastelands. Find and build shelter, collect nutrition and resources and master various challenges in a complex environment simulator that directly affects the economy of the game!
All Reviews:
Mixed (63) - 47% of the 63 user reviews for this game are positive.
Release Date:
Apr 21, 2016

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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?

“Endciv is a complex project and a game of such scope requires a lot of testing and adjustments and having a supportive community provides many benefits for our small team. Unfortunately it occurred that the first attempt was not leading into the right direction, this has been elaborated a few times.

Meanwhile we agree that on its current state it should not be a Steam Early access title, but this situation cannot be changed without taking the game down forever. Therefore, we are working on a solid version and until then we do not ask anyone to buy the game who is not directly interested in the development progress and mainly wants to play a game.”

Approximately how long will this game be in Early Access?

“It will take at least until Spring 2019 for the game to be in a good state for a wider audience. Furthermore, the game will be in development for at least one year and this is guaranteed. We do want to develop the game further for about 2 years but that will depend on the situation by then.”

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

“As the current state only contains the minimum features the differences will be vast. A better idea of what the scope of the game is can be seen in our Roadmap.”

What is the current state of the Early Access version?

“The game is in a very early state with limited content and is mainly a showcase for owners of the game to see where development is heading. You can see how the core features play out, how the UI functions and how basic building and town management works. Everything that would make the game fun to play over a couple of hours is still missing. In Spring 2019 this should change.”

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

“The price will be adjusted if the content of the game justifies it. The current price will stay at least until Fall 2019.”

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

“We’d like to get your feedback and ideas! The best way to communicate with us is to use our Discord Channel. There you have the opportunity to file bugs, provide ideas and share your opinion for upcoming features and other development matters. Help with translations can also become relevant in a later stage of development.”
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Recent updates View all (31)

May 13

Recent developments

Hello Everyone. Things are taking a little longer but more and more features are coming together right now. Here is a list of the recent developments and what you can except soon.

Construction Animations
I was planning this for a while now and finally I could make a first version of this system. Without performance loss each object can now grow piece by piece. I will add this animation for each building one by one to replace the placeholder scale-up animation we currently have.

Performance note
Shadow rendering is not very efficient right now and I noticed on a slower machine that the game can run very slow. Also the shadow options seem not working properly. So if the game runs bad on you machine it can be related to that issue and I will provide the option to reduce shadow quality that really aids performance. In the long run I will also be able to improve overall performance so that higher quality will also run on slower machines.

Refactoring and labor force
As you may know this game is mainly developed by one programmer (2 days a week) and myself (up to 4 days a week). That is not much workforce at all.

Usually we are very effective and get things done without major tweaks and issues afterwards. Although from time to time you must maintain code and one of these things was our Entity-Component system as well as the AI system. Originally it was developed by myself, but my programmer had a few ideas to streamline the system.

What I try to explain is that it took him about 6 days to make these changes which results in 3 weeks as he can only work fixed hours per week. Also this prevents me from doing anything game-logic related. That is the downside of such a small team.

Therefore, we will only make such changes if they seem necessary and provide a benefit to the development process. With the growing number of components/features it was necessary to make this change. Adding new features is now much easier and some aspects like saving the data is automated by that framework.

As a result the video was delayed and I want to update it once the new features are in the game.

Weather and season system
I was working on the weather model and came up with a rather simple solution that seems to fulfill all requirements. For example the weather should be predictable and consistent. For example, If you play three matches with a slight change of rain then the average amount of rainfall of all three games shall be similar and not rely on luck.

Here are two graphs which show the same weather seed with two different parameters. If it is cold enough rain will turn into snow. You can notice for example that thunder is much more likely in summer and very unlikely in winter, which is usual at least here in Europe.

The major benefit of this system is that it can be adapted quickly by providing different presets. Later in development I plan to offer different scenarios like hot and dry weather or heavy winters.

Rain sounds have been added, too. Thunder, wind and all the other sounds will be added step by step.

Texture Streaming
Currently the load times of people are very slow. I therefore added async texture creation so if you have many people in your city and load a savegame for example the people may remain grey for a while. Later I will improve this to load much faster, there are several ways such as utilizing the GPU.

Cattle and Farming
We are improving the agriculture and livestock aspect of the game. Farming is already part of the game and will be updated with the next build.
Cattle is in the making but I cannot promise that it is in the next build already but most likely in the second next build.

A more technical related post will come later this week.
Thanks for reading!
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March 28

What's new

Screenshots on the store front have been updated. A video will follow!

Today I want to go into more detail on what is new. Next to the UI update you basically got more control over certain aspects. That is a general way this early access plan works, first we may introduce features in a simple way and then add more control and details to it over time.

Town info
There are banners on the top panel which tell you what is going on in the town. You can click on these and they select the affected entities or open a window. Here they show 5 homeless, 2 thirsty people, an available trader and 2 people who want to join the town.

On the bottom of the screen is the toolbar. I tried color coded underlines, let me know if you like that. It shall be pretty self explanatory but here is a hint:

Notice: People now autonomously gather resources from the environment. With the pickaxe tool you can mark these piles which shall be gathered first. You can adjust this later but for now people gather resources as long as you have at least 10% empty space in your storages.

The notifications that pop up on the lower left hand side of the screen currently disappear when you click on them but they shall behave the same way.

The trader finally made it to the game. He will come in various iterations but currently at least each 3rd day. A trader truck arrives nearby your town. When you click on it you can open the trader window for a limited amount of time and make only one trade. Then he disappears.
We don’t have to talk about balancing yet, this will be a task lasting beyond the early access state. Also some of the items don’t make sense currently but we are about to change this next.

You can now adjust how much food and water your citizens consume each day. People can survive quite a while without nutrition but become unhappy quite quickly.

Later the options in this window will be extended, e.g. water consumption for hygiene or other things will be necessary.

As a side node these windows can now be dragged around and they will snap to each other.

In order to get new people to join your town you first need to have excessive housing space. Then according to this value more people will ask for shelter. You can click on the blue banner on the top of the screen to open the Immigration window. There you can accept or deny a group of people.

For further iteration there shall be stories of each individual group and the kind of people you can choose from will vary. Also it would eventually cost you reputation if you don’t accept a lonely group of children for example.

Children and society
Economically children are actually a burden. They work only up to half of the day as adults do and they only perform labor tasks. Also children get shelter and food in a higher priority than adults. But of course they will have positive effects on your society, but currently there is no such feature. Children usually equal family and families are more likely to behave properly. If you have a town only full of scum then you will have a lot of trouble.

That was a quick introduction. I may can go into detail of some more development related changes next.

Thanks for your support :)
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Development Progress

Endciv is in the second attempt of development during the Early Access phase, after many things did not work out as intended both technically and on a game design aspect. Therefore a complete re-development was initiated and everything was re-designed and coded from scratch. We are now in a state to add more content to the game with a more solid foundation.

The main purpose of this recent release was to satisfy those who already own the game. Nobody is suggested to buy the game right now, our main goal is Spring 2019 for the game to flourish and to be playable for a wider audience.


Construction and city building aspects. The number and variation of buildings and objects will be constantly increased during development and it will become more challenging for you to build more advanced buildings.


The economy of the game is our highest priority at the moment. This includes the number of different goods and production facilities but also how trading and resource management performs. We constantly improve and adjust balancing.


Combat features are a low priority and will be implemented once the economy and building features are more solidly implemented.


The last aspect describes the emotional and ethical aspects of the game. We want to provide a grungy post-civilization scenario and believable events in the game. This also describes how detailed the game will be. The full potential of this aspect can only be achieved towards the end of development.

About This Game

You’ve managed cities in medieval ages, Rome, Egypt, foreign planets – Now it's time to discover the wastelands!


  • Rebuild civilization in a world full of misery and cruelty
  • Craft a flourishing town from the ashes of the past
  • Decide yourself either to conquer or to ally
  • Enjoy a detailed simulated world

Early Access:

Please be aware that the status of the game is still very limited, this is already the second attempt of development and therefore many things had to be re-developed from scratch. Only consider to buy it if you are interested in the development process.

In a world where civilization suffered from various disasters, a group of people lost their shelter and are now on the search for a new place to live. Help these people to survive in the wastelands. Explore the unknown environment to find shelter and a supply of food and water for the early days. Your foremost duty is to avoid dehydration and starvation at all cost.

Enjoy a detailed simulation. Water can be scarce and food rots over time. During the game you also have to manage energy, agriculture and labor and each aspect relies on certain real world conditions such as rainfall and wind.

Lead a successful settlement. Acquire a fortune of goods, keep your citizens satisfied and improve the daily routine with new technology and resources. Then your reputation will rise and strangers will take notice. You will be visited by nomads who want to join your tribe and merchants who want to offer a trade.

Read the Development Progress section above for more details about the current status of the game.
Visit our Roadmap and Discord Channel!

System Requirements

    • OS: Windows 7, 8, 10
    • Processor: Dual Core 2.6GHz
    • Memory: 2 GB RAM
    • Graphics: 512MB (Shader model 3)
    • DirectX: Version 9.0c
    • Storage: 512 MB available space
    • Additional Notes: These requirements are estimations during the Early Access state. If you are unsure if the final game will run on your system then you should wait until we can confirm these system requirements.
    • OS: Windows 7, 8, 10
    • Processor: Quad Core 3GHz
    • Memory: 3 GB RAM
    • Graphics: 1024MB (Shader model 4)
    • DirectX: Version 11
    • Storage: 2 GB available space
    • Additional Notes: These requirements are high during the Early Access state. If you are unsure if the game will run at great performance on your system then you should wait until we can confirm lower system requirements.

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