Civilization: Beyond Earth
A sci-fi Civilization spin-off where you colonize an alien planet and steer humanity's future ideology - ambitious concept, uneven execution.
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About Civilization: Beyond Earth
Civilization: Beyond Earth takes the familiar Civ formula and relocates it to an alien world after Earth's governments have collapsed and surviving factions race to establish dominance on a new planet. On paper that premise is genuinely exciting: instead of chasing historical tech trees, you pick an Affinity - Harmony, Purity, or Supremacy - each representing a philosophical direction for humanity's evolution. Your Affinity level gates upgraded units, building bonuses, and ultimately shapes your late-game win condition. The three-way ideological split sounds like it should produce dramatically different playthroughs, and to its credit, it does push unit design in interesting directions. Harmony players field mutated organic soldiers. Supremacy leans into cybernetic augmentation. Purity doubles down on preserving baseline humanity. The branching tech web, which replaces Civ V's linear tree with a spiderweb you can approach from multiple angles, is the genuinely clever design idea at the center of the game. Here is where the honest accounting starts. The Mixed Steam rating is not accidental. Beyond Earth launched feeling more like a reskin of Civilization V than a fully realized sci-fi successor. The Affinity system, for all its conceptual ambition, rarely produces the hard strategic dilemmas you want from a system like this. Mid-game especially tends to flatten out: you know which Affinity you committed to by turn 40, and from there the path forward is less a sequence of meaningful choices and more a checklist. The AI is notably passive on higher difficulties compared to Civ V's more aggressive behavior, and the alien fauna on the map - while atmospheric early on - becomes background noise once you have a standing military. Diplomacy lacks the teeth or personality of comparable grand-strategy titles. The Rising Tide expansion, released roughly a year after launch, fixed a meaningful portion of these complaints. Floating cities, a reworked diplomacy system with trait-based agreements, and hybrid Affinity paths all arrived with it. If you are buying today, the base game without Rising Tide is a diminished experience, and that context matters for your purchasing decision. With the expansion, the mid-game opens up considerably and the diplomatic layer gains actual texture. The mod ecosystem is present but modest - nothing approaching the community output around Civ V or VI, so do not buy this expecting a decade of fan content to carry it. For newcomers to 4X strategy, Beyond Earth is actually a reasonable entry point in one specific sense: the familiar Civilization loop of explore, expand, exploit, and exterminate is intact, the interface is clean, and the alien-world framing keeps the learning curve from feeling like a history exam. The tutorial covers basics competently without being condescending. But I would still steer a true 4X beginner toward Civilization VI first - the depth-to-polish ratio is better there. Beyond Earth is best understood as a game for committed Civ players who want to spend 80-100 hours with an alternate-universe what-if, accept its rougher edges, and appreciated the design ambition even where the execution fell short. Bottom line: it is an interesting experiment that did not fully land, kept alive largely by the strength of the core Civ loop underneath. The tech web and Affinity system show real design ambition. The AI, diplomacy, and mid-game pacing show what happens when a studio ships before those systems are finished. Diego, Scout Team
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Game Info
- Developer
- Firaxis Games
- Publisher
- 2K Games
- Release Date
- Oct 23, 2014