Compara los precios de From Dust en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ubisoft Montpellier. Publicado por Ubisoft. Lanzado el 17/8/2011. Disponible en PC. Géneros: Adventure, Simulation. Puntuación Metacritic: 76/100.

Closer to a real-time environmental puzzle than the free-form god game it markets itself as - worth picking up if the words 'fluid simulation' make you lean forward in your chair.

My spreadsheet brain lit up the moment I saw From Dust described as a physics-driven god game from Eric Chahi, the creator of Another World. The premise is genuinely rare: you play as The Breath, a cursor-shaped deity summoned by a nomadic tribe, and your only tool is the ability to pick up and redistribute matter - sand, water, lava, vegetation - across a living, erosion-driven landscape. No resource queues, no tech trees, no unit production. Just you and a world that wants to kill your people. Let me be straight about the identity question that divided players at launch. This is not Populous. If you arrive expecting to sculpt a civilization from scratch and watch it grow over hours, you will be disappointed. What From Dust actually is sits closer to a real-time environmental puzzle game: 13 campaign levels, each one a contained scenario where your tribe needs to reach totems, establish villages, and survive waves of tsunamis, volcanic eruptions, and floods. The physics engine is the star - water genuinely erodes soil and builds deltas, lava cools into permanent rock barriers, and each level can play out differently depending on how aggressively you intervene. That emergent quality is rare and legitimately impressive even now. On top of the campaign, there are 30 challenge maps that strip things down to timed objectives, which sharpens the puzzle logic considerably. The depth here is narrow but real. Figuring out whether to dam a river with soil before the next tsunami cycle, or whether to sacrifice a totem position to build a lava wall on the eastern approach, is the kind of decision-making I respect. The tribe also unlocks powers from totems over the course of the campaign - abilities like freezing water or spawning infinite sand - and how you combine these with the terrain manipulation is where the strategy actually lives. The problem is that the AI tribespeople are, to put it politely, aggressively unhelpful. Pathfinding failures are common: villagers ignore the clearly safe bridge you just built and wander into lava, or pace back and forth at a chokepoint while a tsunami timer counts down. The camera angles are also stiff, inherited directly from a console port that was not optimized for mouse-and-keyboard play. The PC version launched with 30 FPS caps, no anti-aliasing, and a DRM situation that required an always-on internet connection - a controversy significant enough that Ubisoft issued a patch and Steam offered refunds. The patch resolved the authentication issue, but the lack of graphics options still stings on a modern monitor. For strategy players, the honest sell is this: treat it as a 5-to-7-hour focused puzzle experience with a genuinely novel physics sandbox underneath, not a grand simulation. There is no mod ecosystem, no procedural map generation, and no multiplayer. Replay value is limited once the campaign is done, though challenge maps add some longevity for completionists chasing leaderboard times. The art direction - drawing on Polynesian archipelagos, sub-Saharan landscapes, and a tribal visual identity with large nacre masks - is distinctive and holds up. The ambient audio design, built around slit drums and tribal chants, does a lot of work to sell the atmosphere. If you are the kind of player who will spend twenty minutes rerouting a river just to see what happens next, From Dust delivers that curiosity loop better than almost anything else in its niche. Diego, Scout Team

From Dust

From Dust

17 ago 2011Ubisoft MontpellierUbisoft
GamerScout opina

Closer to a real-time environmental puzzle than the free-form god game it markets itself as - worth picking up if the words 'fluid simulation' make you lean forward in your chair.

PC
Steam Deck PlayableProtonDB Silver
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.12

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My spreadsheet brain lit up the moment I saw From Dust described as a physics-driven god game from Eric Chahi, the creator of Another World. The premise is genuinely rare: you play as The Breath, a cursor-shaped deity summoned by a nomadic tribe, and your only tool is the ability to pick up and redistribute matter - sand, water, lava, vegetation - across a living, erosion-driven landscape. No resource queues, no tech trees, no unit production. Just you and a world that wants to kill your people. Let me be straight about the identity question that divided players at launch. This is not Populous. If you arrive expecting to sculpt a civilization from scratch and watch it grow over hours, you will be disappointed. What From Dust actually is sits closer to a real-time environmental puzzle game: 13 campaign levels, each one a contained scenario where your tribe needs to reach totems, establish villages, and survive waves of tsunamis, volcanic eruptions, and floods. The physics engine is the star - water genuinely erodes soil and builds deltas, lava cools into permanent rock barriers, and each level can play out differently depending on how aggressively you intervene. That emergent quality is rare and legitimately impressive even now. On top of the campaign, there are 30 challenge maps that strip things down to timed objectives, which sharpens the puzzle logic considerably. The depth here is narrow but real. Figuring out whether to dam a river with soil before the next tsunami cycle, or whether to sacrifice a totem position to build a lava wall on the eastern approach, is the kind of decision-making I respect. The tribe also unlocks powers from totems over the course of the campaign - abilities like freezing water or spawning infinite sand - and how you combine these with the terrain manipulation is where the strategy actually lives. The problem is that the AI tribespeople are, to put it politely, aggressively unhelpful. Pathfinding failures are common: villagers ignore the clearly safe bridge you just built and wander into lava, or pace back and forth at a chokepoint while a tsunami timer counts down. The camera angles are also stiff, inherited directly from a console port that was not optimized for mouse-and-keyboard play. The PC version launched with 30 FPS caps, no anti-aliasing, and a DRM situation that required an always-on internet connection - a controversy significant enough that Ubisoft issued a patch and Steam offered refunds. The patch resolved the authentication issue, but the lack of graphics options still stings on a modern monitor. For strategy players, the honest sell is this: treat it as a 5-to-7-hour focused puzzle experience with a genuinely novel physics sandbox underneath, not a grand simulation. There is no mod ecosystem, no procedural map generation, and no multiplayer. Replay value is limited once the campaign is done, though challenge maps add some longevity for completionists chasing leaderboard times. The art direction - drawing on Polynesian archipelagos, sub-Saharan landscapes, and a tribal visual identity with large nacre masks - is distinctive and holds up. The ambient audio design, built around slit drums and tribal chants, does a lot of work to sell the atmosphere. If you are the kind of player who will spend twenty minutes rerouting a river just to see what happens next, From Dust delivers that curiosity loop better than almost anything else in its niche.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:aaaGod GameEnvironmental PuzzleFluid SimulationPhysics SandboxTribe ManagementReal-Time Strategy-LiteConsole Port

Requisitos del sistema

Mínimos

OS
Windows XP (SP3) / Windows Vista (SP2)
Sound
DirectX 9.0-compliant sound card
Memory
1.5 GB (Windows XP) / 2 GB (Windows Vista)
Graphics
256 MB DirectX 9.0c-compliant card with Shader Model 3.0 or higher (*see supported list)
DirectX®
9.0c
Processor
1.8 GHz Intel Core 2 Duo or 2.3 GHz AMD Athlon64 X2 4400+
Hard Drive
4 GB
Peripherals
Keyboard, mouse, optional controller

Recomendados

OS
Windows XP SP3 / Vista SP2
Sound
5.1 sound card
Memory
3 GB DDR3
Graphics
512 MB Geforce 9 or Radeon HD 4000 (*see supported list)
DirectX®
9.0c
Processor
2.66 GHz Intel Core i7 920 or 3.0 GHz AMD Phenom II X4 or better
Hard Drive
4 GB
Peripherals
Keyboard, mouse, joystick optional (Xbox 360 Controller for Windows recommended)

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Reseñas y valoraciones

Metacritic
76

Información del juego

Desarrolladora
Ubisoft Montpellier
Distribuidora
Ubisoft
Fecha de lanzamiento
17 ago 2011

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¿En qué plataformas está disponible From Dust?

From Dust está disponible en PC.

¿Cuándo se lanzó From Dust?

From Dust se lanzó el 17 de agosto de 2011.

¿Quién desarrolló From Dust?

From Dust fue desarrollado por Ubisoft Montpellier y publicado por Ubisoft.

¿Merece la pena comprar From Dust?

From Dust tiene una puntuación Metacritic de 76/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.