Compara los precios de Earthtongue en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por June Strings. Publicado por junestrings. Lanzado el 27/4/2015. Disponible en PC, Mac. Géneros: Indie, Simulation.

Fewer decisions than a Paradox tutorial, but the ones you make carry genuine ecological weight. Earthtongue rewards patient observers who want a sim that runs on its own logic, not on yours.

I keep a Dwarf Fortress world running in one monitor and something low-stakes in the other, and Earthtongue is quietly one of the best candidates for that second slot I have found. It is a vivarium sim set on a sunless alien planetoid where nutrients rain from the sky and the only lifeforms are fungi and insects. Your job, loosely defined, is to keep that web of life from collapsing. The word "loosely" is doing a lot of work there. The core mechanic is the intervention system. Over time you accumulate intervention points that let you call in weather events, import new spore types, or drop additional bugs into the ecosystem. That is the full extent of your direct power. What you are really doing is reading population pressures: grazer bugs eat fungi, carnivores eat grazers, and the whole chain depends on whether nutrients land in the right spots and rain falls often enough. Each species also has its own behavioral quirks. Rhino beetles will kill other herbivores if their numbers climb too high. Pitcher plants need a flying insect to land inside them before producing spores. Grubs pupate into cocoons before emerging as moths. The unlock loop ties into a research journal where extended observation of each species fills in notes that clarify their mechanics, which is the game's version of a tutorial: earned knowledge rather than a front-loaded manual. The honesty problem is that Earthtongue is narrow. Each world layout is procedurally different but the species pool stays the same across runs, and the background scenery does not change. There is no late-game expansion of complexity the way a Paradox title scales into chaos. What you get instead is a tightly scoped system that can run in the background at normal speed or be fast-forwarded if you want to actively manage it. Both modes are valid. The tension comes from moments like a rogue locust immigration event arriving right when your fungi population is already thin, forcing a rapid round of weather interventions to stabilize things. Those spikes of urgency against a baseline of quiet observation are the game's rhythm, and either it clicks for you or it does not. For strategy and sim players specifically, the appeal is in learning interaction graphs rather than optimizing build orders. The game does not tell you that cone snails and spiders form a productive sub-ecosystem until you discover it through trial and extinction events. That experimental approach will frustrate anyone who wants a tooltip overlay with hard numbers, and the interface does make identifying similar-looking sprites more tedious than it should be. A Mac compatibility note worth flagging: the 32-bit build no longer runs on macOS 10.15 and above, so Mac buyers should verify compatibility before purchasing. The Windows build appears unaffected. Earthtongue is not a game for someone who wants to feel powerful. It is for the kind of player who finds genuine satisfaction in watching a flowery mold spread across a dark pixel-art asteroid at 2x speed, occasionally nudging a beetle population to prevent a cascade collapse. The asking price is low, the playtime is honest, and the systems, while limited in scope, are coherent and quietly absorbing once the journal starts filling up. Diego, Scout Team

Earthtongue

Earthtongue

27 abr 2015June Stringsjunestrings
GamerScout opina

Fewer decisions than a Paradox tutorial, but the ones you make carry genuine ecological weight. Earthtongue rewards patient observers who want a sim that runs on its own logic, not on yours.

PCMac
Steam Deck PlayableProtonDB Gold
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Mínimo histórico: €1.43

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I keep a Dwarf Fortress world running in one monitor and something low-stakes in the other, and Earthtongue is quietly one of the best candidates for that second slot I have found. It is a vivarium sim set on a sunless alien planetoid where nutrients rain from the sky and the only lifeforms are fungi and insects. Your job, loosely defined, is to keep that web of life from collapsing. The word "loosely" is doing a lot of work there. The core mechanic is the intervention system. Over time you accumulate intervention points that let you call in weather events, import new spore types, or drop additional bugs into the ecosystem. That is the full extent of your direct power. What you are really doing is reading population pressures: grazer bugs eat fungi, carnivores eat grazers, and the whole chain depends on whether nutrients land in the right spots and rain falls often enough. Each species also has its own behavioral quirks. Rhino beetles will kill other herbivores if their numbers climb too high. Pitcher plants need a flying insect to land inside them before producing spores. Grubs pupate into cocoons before emerging as moths. The unlock loop ties into a research journal where extended observation of each species fills in notes that clarify their mechanics, which is the game's version of a tutorial: earned knowledge rather than a front-loaded manual. The honesty problem is that Earthtongue is narrow. Each world layout is procedurally different but the species pool stays the same across runs, and the background scenery does not change. There is no late-game expansion of complexity the way a Paradox title scales into chaos. What you get instead is a tightly scoped system that can run in the background at normal speed or be fast-forwarded if you want to actively manage it. Both modes are valid. The tension comes from moments like a rogue locust immigration event arriving right when your fungi population is already thin, forcing a rapid round of weather interventions to stabilize things. Those spikes of urgency against a baseline of quiet observation are the game's rhythm, and either it clicks for you or it does not. For strategy and sim players specifically, the appeal is in learning interaction graphs rather than optimizing build orders. The game does not tell you that cone snails and spiders form a productive sub-ecosystem until you discover it through trial and extinction events. That experimental approach will frustrate anyone who wants a tooltip overlay with hard numbers, and the interface does make identifying similar-looking sprites more tedious than it should be. A Mac compatibility note worth flagging: the 32-bit build no longer runs on macOS 10.15 and above, so Mac buyers should verify compatibility before purchasing. The Windows build appears unaffected. Earthtongue is not a game for someone who wants to feel powerful. It is for the kind of player who finds genuine satisfaction in watching a flowery mold spread across a dark pixel-art asteroid at 2x speed, occasionally nudging a beetle population to prevent a cascade collapse. The asking price is low, the playtime is honest, and the systems, while limited in scope, are coherent and quietly absorbing once the journal starts filling up.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Vivarium SimEcosystem ManagementGod GamePassive GameplayIntervention MechanicsResearch JournalAlien WorldBackground-Friendly

Requisitos del sistema

Mínimos

OS
XP
Memory
250 MB RAM
Storage
120 MB available space
Graphics
NVIDIA GeForce 7100 / NVIDIA nForce 630i
Processor
Intel(R) Pentium(R) CPU B950 @2.10 GHz

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Información del juego

Desarrolladora
June Strings
Distribuidora
junestrings
Fecha de lanzamiento
27 abr 2015

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¿En qué plataformas está disponible Earthtongue?

Earthtongue está disponible en PC, Mac.

¿Cuándo se lanzó Earthtongue?

Earthtongue se lanzó el 27 de abril de 2015.

¿Quién desarrolló Earthtongue?

Earthtongue fue desarrollado por June Strings y publicado por junestrings.