Songs of Syx on Steam - User reviews, Price & Information

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Songs of Syx is a fantasy city-builder with vast battles simulating thousands of citizens and soldiers. Start off as a small village and build, scheme, and fight your way towards a mighty empire. The mechanics are deep and true to life, where tiny events can spiral into the collapse of kingdoms.

Songs of Syx is a early access, city builder and colony sim game developed and published by Gamatron AB.
Released on September 21st 2020 is available on Windows, MacOS and Linux in 3 languages: English, Simplified Chinese and Polish.

It has received 5,822 reviews of which 5,598 were positive and 224 were negative resulting in an impressive rating of 9.3 out of 10. 😍

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Songs of Syx into these genres:

Media & Screenshots

Get an in-depth look at Songs of Syx through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 10 (8u51 and above) Windows 8.x (Desktop) Windows 7 SP1 Windows Vista SP2
  • Processor: Pentium 2 266 MHz processor
  • Memory: 512 MB RAM
  • Graphics: 256MB with opengl 3.3 support
  • Storage: 300 MB available space
  • Sound Card: Requires openAL support
MacOS
  • OS: Intel-based Mac running Mac OS X 10.8.3+, 10.9+
  • Processor: Intel 266 MHz processor
  • Memory: 256 MB RAM
  • Graphics: 256MB with opengl 3.3 support
  • Storage: 300 MB available space
  • Sound Card: Requires openAL support
  • Additional Notes: You must disable the steam overlay in order to play!
Linux
  • OS: Java 8 compliant
  • Processor: Pentium 2 266 MHz processor
  • Memory: 256 MB RAM
  • Graphics: 256MB with opengl 3.3 support
  • Storage: 300 MB available space
  • Sound Card: Requires openAL support

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

157 hours played
May 2026
It's like if Rimworld, Dwarf Fortress, Caesar III & Zeus, and a bit of Total War had the most magnificent lovechild. If you want to try: THE DEMO IS THE ENTIRE GAME, albeit several updates old. The developer did this by design so players can truly demo the game before deciding to buy. So before even beginning, that's the kind of dev we have here. This colony & city-state sim is peak "streamlined complexity": a large skill ceiling for those who like to experiment or min/max, but still extremely accessible to people like me who are usually turned off by complexity when it's not rewarding or feels like a slog to push through. For every colony that fails I learn something new and am excited to start again. The scale is a lot larger than other colony sims, with colonies reaching upwards of 10K individual colonists running around your city. There are 8 races in the game. Each truly feels unique, has different needs and requires big deviations in playstyle. For example the Dondorians (dwarves) can't procreate but they live for hundreds of years, like cold climates, crafting, living inside mountains surrounded by awe-inspiring architecture, and they're crap at farming, education and research. Garthimi (humanoid ant xenomorph insect people) love humidity and warm climates, are great at cutting resources with their claws but terrible at holding tools and crafting, and they procreate very quickly. The Tilapi (all female cannibal woodelf supremacists) don't tolerate the other races, are prone to outbursts of violence if you don't sate their bloodlust in other ways, they suck ass at heavy physical labor like mining, and they're fantastic farmers, herders, woodcutters, and are the best archers in the game. Humans are pretty mid all-arounders, have a proclivity for violence and going insane (get ready for packed asylums), and are very solid farmers, herders and researchers. Most races dislike certain races (e.g. Tilapi hate Dondorians and really hate Garthimi). Races may like and dislike opposing things, forcing you to navigate that if you decide to have a colony of multiple races to capitalize on their various strengths (e.g. Dondorians + Humans are a great combo). Or you can go down the dark side and experiment with a workforce of slaves from the nation-states you've captured.... You pick your colony's location on a world map. The world map is procedurally generated and can be regenerated or edited before you start. Before placing your colony, you can use the map editor to change the climate, land fertility, add oceans/rivers/forests/mountains and more. Once you place your colony, the map you actually build your city on can also be regenerated infinite times if you don't like how the terrain generated the first time. The city building system will feel very familiar and akin to something like Rimworld. However in Songs of Syx the scale is such that there is really no focus on individual citizens. For instance the smallest possible home type in the game houses 3 people. But you can still follow every individual citizen around the city and each one has a short, sometimes funny procedurally generated description of who they are as a person. You can also promote citizens into nobles who give bonuses to different industries around your city. Logistics and the management of resource flow around, into and out of your city will be a big focus of your time. In addition to normal warehouses, you can build haulers to move smaller quantities of resources around the city, loading/unloading stations to move large quantities long distances, and import/export depots for specific resources. Using all of these in conjunction can feel like a very delicate dance to get right efficiently, otherwise a huge portion of your workforce ends up being needed to move items to crafting stations, market stalls, other warehouses, etc. As of writing (v.70) battles are like a pared-down Total War, with simple but effective formation and movement orders. Watching thousands of your armored, warhammer-wielding colonists run toward thousands of enemy soldiers is really thrilling. Battlefields get incredibly gory. There are tons of difficulty options allowing you to play exactly like you want, and a dev mode in your launch options if you want to just mess around (would be pretty neat if the in-game use of this was more user-friendly with things like better descriptions of the functions and stuff) It has a small but growing catalog of fun mods on the Workshop. Even some new races! The UI is the weakest element of the game. Menus, HUD and other interface elements often don't feel or look intuitive from a UX perspective. There are tons of menus and submenus (and sub sub menus), buttons & icons are sometimes hard to interpret, and it can be hard to remember where to find certain information. After 100 hours I still can never remember which button is which at the top of the screen because the icons are hard for my small stupid baby brain to differentiate. Because this game is so reliant on understanding logistics and movement of inputs/outputs around your city and the data in various menus, readability and ease of access is really important. Diplomacy, interacting with other kingdoms and using the realm map really all need proper tutorials. It's such an important part starting mid game and a lot in late game, but at this point in development you're pretty much on your own to figure out how everything works. Maybe that's intentional as there is an encyclopedia you can always refer to to understand what certain functions mean, but there already is a [unfinished??] tutorial... hopefully they plan on adding to it leading up to full release. Tooltips and descriptions need to also be greatly expanded, both added where absent and more fleshed out in many cases. Some feel like placeholders, others aren't descriptive enough. This is such a crucial element of complex city builders. I'm still resorting to the wiki, guides and the Discord to understand things. Hope to see a major overhaul before 1.0. Research could be a lot more intuitive for new players (and a bit more forgiving if you ask me). You don't just spend research points - you have to maintain what you spend by making Laboratories and filling them with scientists. The more tech points you spend, the more labs/libraries/scientists you need. I think having to work to maintain researched tech is a really fun idea, it just took awhile to understand; I was LOSING tech points at one point (literally started going negative) - apparently after accumulating a bunch of tech points and spending most of them at once, I didn't have enough invested in Labs to maintain what I'd bought, and I started losing tech points instead of generating them. Luckily you can divest any points you've invested to counter this and stop losing tech points. But this system really needs to feel more intuitive and be explained more thoroughly. Stupid pet peeve: placing anything on a path instantly deletes the path beneath the object, even if the path hasn't been constructed yet and is waiting to be built. Pretty annoying if you're placing things like decorations (torches, trees, flowers, benches, statutes) quickly & often and might need to reposition things frequently. Despite the cons above I highly recommend you give the game a shot. Get the demo. Try to get your first colony to 1000 population. Fix your labor issues and solve racial inequality at the same time by enslaving all races equally. Glory to the Fallen One.
3 hours played
March 2026
Imagine you have a scientific interest in designing public toilets in the medieval era, but your autism is so far off the spectrum that you create a whole game around it. recommended.
19 hours played
March 2026
This game is what happens if RimWorld, Civilization and Age of Empires had a child and then gave it a caffeine addiction. You start with ‘just one more building’ and suddenly it’s 3AM, your empire spans thousands of idiots, and you’re emotionally invested in grain production. Dangerously addictive. Highly (!) recommend.
117 hours played
March 2026
Edit below. Not for me. The game is huge, but 6 hours in I can't say I've had 1 second of fun. I'm just placing rectangles and waiting. The thing doesn't come together in a visually appealing way for me either. If the satisfaction I'm supposed to get is that I have a great, blooming city in the end, it hurts the game that it's honestly an eyesore. I totally appreciate the solo-dev doing outstanding things here, it's honestly incredible. But the end result is just not fun for me and the 'overwhelmingly positive' review score seemed misleading to me in the end. Edit: So I gave it another chance, stuck with it for a while longer and now I'm almost a hundred hours in and I've turned a little village into a sprawling city, have defended it against envious neighbours, got over my moral boundaries, waged war, slaughtered my enemies, took prisoners, ate some of them, enslaved the rest. My people asked for more executions like in the good ole days and I gave it to them. I've survived diseases, famines, turned a declining population around, improved my logistics, had a blooming metropolis, promoted nobility who in turn boosted my economy and I'm finally in an age of prosperity where I've got a steady stream of alcohol for my racist forest elves. I think I've just entered the midgame. Like the commenter below said, it's a very slow burn. The game is very obscure at times and mechanics are explained incredibly poorly. BUT, they are so different from other games that it just feels like a breath of fresh air in this genre. I appreciate the originality SO MUCH! Clearly a lot of thoughts have gone into these mechanics and they're charming, albeit some of them don't work so well in my opinion so far. I don't think there's a game like this, it's very unique. I had to get over the graphics and now can appreciate the thousands of little villagers doing their jobs around the city and got some favourites among them. There are a lot of reasons to bounce off of this game, but if you stick with it, you will be rewarded. The game's clearly not finished in places , but what's already there has more depth than most other games. I've never played Dwarf Fortress, but I imagine this was inspired by it. I just implore the devs to overhaul their tooltips and general descriptions of things. For example, the most common description of a tech you can research is: "[Symbol of a Hammer] 4.79 Unlocking this tech will result in 4.8 more workers in the affected industries (0.40 more Workers per tech point). If it costs more workers to cover the cost of the tech, it might not be a good idea to unlock it." I claim that this is absolutely impossible to understand by just reading it. It sounds like you'd get more workers in the affected industries, but the actual effect is almost the opposite. What it actually means is that your industry, at this precise point, would increase its productivity as if you had 4.8 more workers there. The rest of the description is even too complicated to explain here. It's hard to find info on any of this and the game NEEDS to explain itself better. 'Explanations' like this are all over the place. It took me about 8 hours to figure out how I can create a net of half-way efficient supply chains throughout my city. That being said, I really, really like this game and suggest it to anyone with a lot of patience and willingness to learn something challenging. It's honestly complicated, but it leads to great complexity and uniqueness. that pays off when you see your little gremlins visit the arena in the evening to watch the latest prisoners of war fighting to their death as punishment for their hubris.
301 hours played
Nov. 2025
This game easily has the most potential I've ever seen. Super In-depth. Great Mod Support. Jake you're a legend

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Frequently Asked Questions

Songs of Syx is currently priced at 24.50€ on Steam.

No, Songs of Syx is currently not on sale. You can purchase it for 24.50€ on Steam.

Yes, Songs of Syx received 5,598 positive votes out of a total of 5,822 achieving an impressive rating of 9.28.
😍

Songs of Syx was developed and published by Gamatron AB.

Yes, Songs of Syx is playable and fully supported on Windows.

Yes, Songs of Syx is playable and fully supported on MacOS.

Yes, Songs of Syx is playable and fully supported on Linux.

Songs of Syx is a single-player game.

No, Songs of Syx does not currently offer any DLC.

Yes, Songs of Syx is fully integrated with Steam Workshop. Visit Steam Workshop.

No, Songs of Syx does not support Steam Remote Play.

Yes, Songs of Syx is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Songs of Syx.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 11 June 2026 00:41
SteamSpy data 12 June 2026 04:36
Steam price 13 June 2026 20:53
Steam reviews 12 June 2026 21:48

If you'd like to dive deeper into the details about Songs of Syx, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Songs of Syx
  • SteamCharts - Analysis of Songs of Syx concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Songs of Syx compatibility
Songs of Syx
Rating
9.3
5,598
224
Game modes
Features
Online players
598
Developer
Gamatron AB
Publisher
Gamatron AB
Release 21 Sep 2020
Platforms