Microcivilization blends clicker progression with civilization-building across historical eras, where you expand settlements, research technologies, recruit heroes, and navigate moral choices while climbing difficulty tiers. The core loop alternates between managing development phases and responding to crises, supported by automation that eases the mechanical grind. It appeals to players seeking a more relaxed incremental experience with strategic depth and character collection, backed by clean UI design that avoids overwhelming complexity.
About this game
Incremental clicker strategy, where you expand, construct, research, fight, collect heroes and make choices between good and evil. Ascend through difficulty tiers by playing through challenge campaign going back and forth through history. Mammoths included.
Players, last 30 days
Peak 48 · Low 9
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▲ Recommended2 hrs
Great little game
also if you don't want carpel tunnel
hold A for Food and S for the resource for building
Pros: - Beautiful presentation of the game. I'm just in love with its execution. Sprites are awesome, and the feeling of living civilization is charming. - Refreshing idea of going through ages idle/clicker witch gacha element - Decent music
Cons: - Game loop is far too simple. Wait for development, crisis, wait for development, crisis. All the event are the same with different names. - Game needs more content. The gameplay does not change at all between ages, after the first one. Basically different numbers and names, and everything takes more time. - Same design decision render many of the event rewards not needed, or rather help to invite the next crisis - World map is random, but the exploration is always the same (and slow)
There are is a substantial number of small details to nitpick however it's understandable in the one-developer early access game premiere.
Is it an idle? Not really, there is no progression away from keyboard. You can automate to some degree, but not everything. Is it a clicker? Not really, you get punished for clicking too much, also at some point in the playthrough there is no reason to click. Is it gacha? Not really, there is interesting approach to ruling party, but I'm yet to find a reason to spend time leveling characters.
In summary: interesting concept with long road of development ahead. Especially for its price tag.
A BTW why this game is more expensive in Poland then in the rest of EU?
Hello everyone,My 'holiday break' is finally over and so it is time for a quick update (and a reminder that I am still alive and working on the game again :) ). LocalizationsAs promised, I will be starting with localization preparations from September. This is going to be the tedious grind through the code, catching up on all the YAGNI work from 4 years ago.It includes reworking text-printing, updating fonts and reducing text overlaps. After that the partitioning of texts to translation keys and building up the externalized resource files which will then be sent to translators.In my current capacity I expect all this to take at least until November (there's more text in the game than it looks - not long texts but it is in lots of places). At that point I would start reaching out to translators and then integrate translated texts into the game around the end of the year.Which Languages will be supported?I have run a very quick check of the playerbase of Microcivilization versus player population estimates versus non-english speaking rate estimates and it looks the most impactful translations might be these (not necessarily in this order):GermanSpanishRussianFrenchPolishItalianJapaneseChineseKoreanSo for now this is my working list for which I would prefer having a professionally-translated texts (ideally also tested by third party - depending on my budget). I will probably also include machine-translations as an alternative (i.e. not initially tested by any humans)Version 1.2 when?These localizations will be core of the next version update. Because the change will be very broad, I will definitely run another beta test round. But in order to give people some motivation to run the game again I plan to also include a bit of content extension. This means some extra workload (e.g. a month - depending on the content size) before the next version is released. My guess would be that 1.2 will be coming out around March 2027 with (hopefully) most of the translations and some o...
Hi,I hope you all are having a nice summer despite the warm weather.In today's update I'd like to focus on plans. I avoided looking past Adventure mode for quite some time but version 1.1 is now relatively stable and so I can turn my gaze to the future.What comes nextBy adding adventure mode I have finished that part of my backlog labelled 'big features'. Now it finally comes to doing all the various tweaks, optimizations and improvements. For that reason, game updates will no longer be focused on one major topic but instead will contain various chunks and bits.Smaller Irregular updatesThis means a little dilemma for me. Whether to release a small update every say two months, doing all the associated testing myself, OR glue one or two such updates together, release every 3-4 months and run a two-week BETA test beforehand as was my approach until now. This is something that I will have to decide but expect that updates may be coming in different sizes and frequency than before (now that the game is moving into it's more mature stage).A little holidayBecause I have been 100% on the game for versions 1.0 AND 1.1 without a break between I decided to take the rest of summer off and spend more it with my family. I will still be doing bugfixes and normal support but won't work on any new features. I'll resume feature building from September.Updates in 4-8 weeksSame as the version updates, I think it will be more practical for me to compress our monthly Monday updates to a longer and more flexible range. I won't always have a presentable piece of the game each 4 weeks so this will give me a little more breathing room. I would still do at least one worthy update each 2 months where I can actually SHOW SOMETHING not just promise it.There is a long list of extensions and descoped ideas and I want to make sure they come in a properly designed and tested bundles instead of throwing them in randomly one by one.LocalizationOne VERY BIG feature I plan to look into next is localizat...
Hello, I've just uploaded a small patch today to address some of the more severe issues. 1.1.10 Atlases should no longer be built by autoconstruction in Chaos worlds Removing map edits should work correctly when grassland and hills are combined on the same tile. Enemy Civs should now spawn in correct number. Early Metal Harvester worlds now begin with Neolithical-Classical range allowing mine construction Converting from Campaign no longer preserves hero trait power. This should take effect on existing saves as well (hero traits will be matched to their current level) Converting from Campaign no longer keeps magnitude of your workshops Removed icon overlap on some map screens Spirit Culture (for Idols) now showing in Adventure mode on hero screen Secret rewards on Chaos world collapse preview now show summed up Wondrous world scenarios now correctly showing description about workshop limit
Posts come from Steam's official announcements feed.