Store data
- UK price
- Free
- US price
- Free
- Positive reviews
- 59%
- Total reviews
- 22
- Release date
- 5 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 18 | -23 | -56.1% | 5 | -67.7% |
| October 2026 | 12 | -29 | -70.7% | 4 | -69.6% |
| September 2026 | 41 | — | — | 12 | — |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
The Ark came apart in the sky.
Its broken sections fell across the planet, scattering survivors, technology, and the remnants of an entire civilization across an unfamiliar world.
You awaken beside one piece of that wreckage with almost nothing working. No functioning infrastructure. No active crew. No established settlement.
Just you, the wreck, and whatever you can recover with your own two hands.
Legacy of the Ark: Beneath the Broken Sky is a sci-fi incremental idle game about starting with almost nothing and slowly turning it into a thriving, increasingly automated survivor civilization.
Every major system is introduced gradually. What begins with a single click grows into survivor management, automation, expeditions, research, settlement building, deep exploration, permanent progression, and ultimately an attempt to stabilize time itself.
At the beginning, you are part of the workforce.
Gather water, food, and materials manually. Search the wreckage for survivors. Wake them from cryosleep and begin assigning them to the work that keeps your growing camp alive.
Gather resources yourself before automation takes over.
Search the wreck for additional survivors.
Assign survivors to water, food, materials, and expeditions.
Train workers through use as their experience and effectiveness increase.
Upgrade resource production as your camp becomes more capable.
Every survivor you awaken means another pair of hands.
Every upgrade means those hands accomplish more.
Your Player progression gives you another layer of control over how the game develops.
Spend Player points on improvements such as automatic gathering, stronger manual clicks, increased offline capacity, and survivor growth.
Choose what matters most to your current strategy.
Push automation harder.
Improve the value of every click.
Increase the amount of time your settlement can operate while you are away.
Or invest directly into the people who will eventually carry the workload for you.
The game gradually shifts from doing everything yourself to deciding how an entire system should operate.
Beneath the Broken Sky is designed around meaningful idle progression.
When you leave, your camp does not simply freeze.
Your survivors continue working while you are away.
Return to accumulated water, food, materials, and the results of systems that continued operating without you.
True offline resource progress.
The same underlying production systems continue while you are away.
Expeditions can continue counting down outside your active play session.
Play for a few minutes or settle in for a longer session.
Progress does not require staring at the screen all day.
Build the machine, step away, and return to see what your survivors accomplished.
Your original crash site is only the beginning.
The Ark did not fall in one piece. Its remains are spread across different environments and regions, each representing another step away from the wreck where your story began.
Establish your footing, meet the requirements to move forward, and unlock new locations as your survivors push deeper into the world.
The journey takes you beyond the Prologue crash site and into places such as First Hollow, Glasswater Flats, Redleaf Rise, Split Ridge, White Basin, Hollow Coast, Long Scar, and Deep Gate.
Moving forward is more than changing scenery.
Each step represents a larger, more capable survivor civilization moving farther from the safety of the original wreck.
Eventually, survival becomes something larger.
Develop permanent settlement infrastructure across six interconnected disciplines:
Community — support the people who make survival possible.
Record — preserve knowledge and information.
Route — improve the systems that connect your people with the world beyond the settlement.
Care — strengthen the systems that support your population.
Repair — recover and maintain the machinery needed to keep moving forward.
Sustain — build the foundations required for long-term survival.
What began as a few survivors beside wreckage can become an organized settlement filled with specialized structures, resources, and interconnected production systems.
People are more than another number at the top of the screen.
Assign survivors to specialized roles and put them to work across Community, Record, Route, Care, Repair, Sustain, research, gathering, and exploration systems.
As your population grows, the question changes.
At first you ask:
“How do I survive?”
Eventually you ask:
“Where should everyone work?”
Managing labor, production, research, exploration, and long-term development becomes an increasingly important part of building a civilization capable of surviving beneath the broken sky.
Your settlement cannot produce everything it needs from home.
Send survivors on timed expeditions beyond the safety of the camp and commit valuable members of your workforce to the unknown.
Expedition teams can return with resources and valuable materials while your remaining survivors continue maintaining the settlement.
Run multiple expedition teams as your capabilities grow and balance the value of exploration against the workers you still need at home.
Eventually, ordinary expeditions are not enough.
Deep Exploration opens a much larger journey across an extensive route map filled with paths, nodes, discoveries, and opportunities to push farther into the remnants of the Ark.
Chart your course.
Advance from node to node.
Choose where your expedition travels next.
Discover what remains beyond the familiar regions.
Deep Exploration turns the journey outward into a progression system of its own, carrying your survivors farther from the place where everything began.
The broken Ark left more behind than wreckage.
As you progress, you begin interacting with systems tied directly to time.
Time Waves provide special effects capable of reshaping parts of your progression, including expedition behavior and other time-based mechanics.
These systems expand the game beyond simple resource production and introduce new ways to accelerate, manipulate, and plan your runs.
The farther you push, the stranger the consequences of the shattered Ark become.
At the heart of Beneath the Broken Sky is the Anchor Test.
Eventually, progress reaches a point where moving forward means beginning again.
But you do not return empty-handed.
Anchor Tests convert progress into Memories , a permanent currency that survives future cycles.
Spend Memories on lasting improvements including:
Faster gathering.
Faster expeditions.
Improved research.
Greater hauling capability.
Stronger settlement progression.
Faster Deep Exploration.
Cheaper survivor progression.
Increased Memory generation.
Additional permanent progression advantages.
Each cycle allows you to rebuild faster, push farther, and reach systems that once seemed impossibly distant.
This is not progression simply for the sake of watching numbers increase forever.
Every Anchor Test contributes toward Time Stability.
Your ultimate objective is clear:
Reach 100% Time Stability.
Stabilize what happened to the Ark.
Stop the cycle.
Complete your legacy.
There is a real destination waiting at the end of the incremental journey.
Beneath the Broken Sky is built to work whether you check your settlement periodically or spend a longer session optimizing every system.
Incremental progression that expands one system at a time.
Manual gathering that develops into automation.
Survivors with assignments, experience, and progression.
Player upgrades and specialization.
Offline progression.
Timed expeditions.
Multiple simultaneous expedition teams.
Region discovery.
Settlement development.
Research and specialization.
Deep Exploration.
Time Waves.
Permanent Memories.
A meaningful prestige system.
A defined final objective and ending.
Beneath the Broken Sky is free to play from beginning to end.
There are no advertisements, no energy system, and no paid content gate preventing you from completing the game.
Optional in-game purchases provide small boosts and conveniences for players who choose to support continued development, but they are never required to experience the game's systems or reach its ending.
Play the entire game. Reach the ending. Spend nothing if you choose.
You begin with almost nothing.
One survivor.
Three basic resources.
A broken piece of a civilization that once crossed the stars.
Gather.
Awaken.
Build.
Automate.
Explore.
Remember.
Begin again.
And somewhere beneath the broken sky, build something capable of enduring.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Ach.First Survivor | 75.3% |
| 02 | Ach.First Expedition | 64.1% |
| 03 | Ach.Break Camp | 29.4% |
| 04 | Ach.First Researcher | 28.2% |
| 05 | Ach.First Facility | 27.6% |
| 06 | Ach.Bank 100 | 27.5% |
| 07 | Ach.Deep Exploration | 16.6% |
| 08 | Ach.First Scar | 11.7% |
| 09 | Ach.Deep Ark | 8.7% |
| 10 | Ach.First Anchor | 8.5% |
| 11 | Ach.Stability 50 | 5.2% |
| 12 | Ach.Time Stabilized | 5.2% |
## 🛠️ Update 1.0.9 — Four Bug Reports, Answered Every fix in this update came directly from player reports. One player managed to uncover four of them in a single afternoon. Thank you — you basically wrote this patch. ### 🏕️ Camp Tasks Fixed After Settling Camp tasks were carrying their old production targets into newly settled camps. That meant a fresh camp producing almost nothing could inherit a task based on billions-per-second production and become permanently stuck. Tasks now reset correctly when you settle. If your save is already stuck behind one, **1.0.9 will repair it automatically on your next load while preserving your existing progress.** ### ⚡ “Swift Return” Fixed The **-5 minute expedition bonus** was only affecting your first expedition slot. It now correctly shortens **every expedition currently in progress**. The Ark Fall debris salvage reward had the same issue an...
Read full update on Steam ↗## 🛠️ Update 1.0.8 — Bulk Survivors + Linux Fix A smaller update, but with two highly requested improvements and one important fix. ### 👶 Hold to Grow Survivors No more clicking once for every survivor. You can now **hold the baby icon** to continuously grow survivors at up to **10 per second**, stopping automatically when you release the button or run out of resources. ### ⚡ New “Buy All” Button If you can afford more than 10 survivors, a **Buy All** button will appear. Press it once and the game will purchase every survivor your available Water, Food, and Materials can support. Because survivor costs increase with every purchase, Buy All calculates the full rising cost correctly rather than simply multiplying the next survivor’s displayed price. ### 🐧 Linux / Proton Black Screen Fix This one was on us. Update 1.0.7 changed how V-Sync behaved when the new FPS cap was introduced. T...
Read full update on Steam ↗🛠️ Patch 1.0.7 - Expeditions, FPS Limiter & PerformancePatch 1.0.7 is now live!This update focuses on expedition balance, performance, and player-reported issues.🚚 Expedition Crews Now Haul ProperlyWe found a bug where larger expedition crews did not properly increase Water, Food, and Material rewards.Worse, sending survivors away reduced camp production, which could lower your expedition haul.That is now fixed.Survivors on expedition now contribute their gathering ability while traveling.Bigger crew = bigger haul.⏱️ New Expedition DurationsAdded:• 6 Hours • 12 Hours • 24 HoursThe existing 30 sec, 7.5 min, 30 min, and 3 hour options remain.Rewards scale directly with time, so longer trips are not more profitable per hour. They simply let you send a crew out, go offline, and return later without constantly restarting expeditions.A 12-hour expedition can now chart a new area.🎮 FPS Li...
Read full update on Steam ↗1.0.6 - Your level moves again, and the game finally tells you what to do This one is almost entirely from your reports. Thank you - several of these were things we could not see from the inside. PLAYER LEVEL COULD GET PERMANENTLY STUCK If your level sat at 0 with the bar frozen part-way, you were not imagining it and you had not missed a step. Player XP came only from clicking. The moment you started idling - which is what the game teaches you to do - the bar stopped exactly where you left it. Worse, the auto-clicker upgrades that would have kept it moving cost player points, and points only come from levels, so if you stopped clicking at level 0 there was genuinely nothing you could do about it. Your survivors now earn you XP as they gather, at a tenth of the rate clicking does, while you play and while you are away. Clicking and auto-clicking are still worth ten times as much per r...
Read full update on Steam ↗1.0.5 - It keeps running now Two changes from your playtest feedback. THE GAME NO LONGER STOPS WHEN YOU CLICK AWAY Until now, clicking on another window froze everything - gathering, expeditions, research, the settlement - and that time was gone. It was not given back as offline progress when you came back. For an idle game that was exactly backwards. The game now keeps running in the background, so you can leave it going behind whatever else you are doing. EXPEDITIONS ARE HALF AS LONG The four trip lengths are now 30 seconds, 7.5 minutes, 30 minutes and 3 hours - down from 1 minute, 15 minutes, 1 hour and 6 hours. You told us the long trips left you sitting with nothing to do. To be clear about what this does and does not change: a trip brings home an amount based on how long it was, so a half-length trip brings home half as much. Your resources per hour of expedition time are exactl...
Read full update on Steam ↗1.0.4 - Store fixesThis update fixes several problems with in-game Store purchases. If you buy anything from the Store, please update before your next purchase.PURCHASES NOW WAIT FOR THE STEAM CHECKOUT TO FINISHPressing Buy could hand over the item immediately, before the Steam checkout had actually been completed. Purchases now wait for Steam to confirm your payment, and the Store shows"Complete the purchase in Steam..." while Steam's checkout window is open.TIME WARP COULD BE LOST IF A PURCHASE WAS INTERRUPTEDIf the game was closed, or crashed, while a Time Warp purchase was still going through, it could be used up without ever being applied. Time Warps are now redeemed directly from your Steam inventory, so an interrupted purchase is granted the next time you launch the game.THE STORE COULD STOP WORKING FOR THE REST OF A SESSIONIf Steam declined to open the checkout window at all -...
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## 🛠️ Update 1.0.9 — Four Bug Reports, Answered Every fix in this update came directly from player reports. One player managed to uncover four of them in a single afternoon. Thank you — you basically wrote this patch…