Compare EcoGnomix prices across 50+ stores and find the best deal. Developed by Irox Games. Published by Untold Tales. Released on 9/30/2024. Available on PC, Xbox. Genres: Casual, Indie, RPG, Simulation, Strategy.

Hex-grid gnome workers, bat-managed food budgets, and a surface city that compounds your next run's odds: EcoGnomix is a tighter strategic puzzle than its cozy art style suggests.

I'll be straight with you: the low-poly gnomes and pastel caves had me expecting something I could leave running on autopilot. About three failed runs in, once the bats had eaten my food reserves and booted me back to the surface for the second time in a row, I had a spreadsheet open. That's the EcoGnomix pivot point right there. The structure splits cleanly into two phases. Underground, you're playing a hex-grid placement puzzle on a timer you set yourself. Each turn your gnomes execute seven actions automatically, so the entire skill expression lives in positioning: put the right class on the right tile density and you clear food or wood efficiently; put them wrong and you starve. Gnome classes each pull in different directions - some chop, some hunt chickens for food, and the Boomeranger-type variants attack and have a second trait that opens up later. Cracked tiles shrink the board every turn, bat nests accelerate your food drain, and mini-bosses on the branching map force you to trade resource-gathering turns for combat output. The math is not complicated, but it is unforgiving. You genuinely have to count actions, and runs where the RNG serves you only weak upgrade options through Helena (the cave's upgrade vendor) can feel like you're pushing against a door with no handle. Back on the surface, the city-builder layer is lighter than the underground half. You construct resource-producing buildings using loot from the previous run, unlock new gnome perks via a skill tree, and cosmetic items from treasure chests let you arrange your village however you like. Reviewers broadly called this side of things enjoyable but somewhat undercooked compared to the cave loop - buildings feel generic, gnomes don't wander around as living characters, and the narrative wrapper (a cowardly prospector who narrates his own bat phobia) is thin. That is a fair read. The city phase feels more like a meta-progression menu dressed in city-builder clothes than a genuine second game. Do not come in expecting Townscaper depth topside. Where EcoGnomix earns its keep is the compounding progression loop. Even a failed run pushes unlocks forward, so there is no pure-loss state. Three caves, each split into three sections with procedurally generated layouts and branching routes, gives the early-to-mid game solid replay texture. The difficulty does steepen quickly once you hit the deeper sections, and the upgrade system's RNG dependence means some runs simply do not come together regardless of positioning skill - that is the honest ceiling. Steam's player base lands at roughly 74 percent positive, which tracks: the core is solid but the meta-layer lacks enough player agency to push it higher. For whom is this the right call? If you enjoy tight resource-optimization puzzles with a run-based structure and do not need a complex city simulation to go with them, EcoGnomix is a satisfying package. It is also a reasonable entry point for players who find traditional roguelites too fast or punishing - there is no real-time pressure, and the turn-based format lets you think at your own pace. Strategy newcomers will appreciate that the first cave section doubles as a proper tutorial. Veterans will hit the ceiling faster but will likely respect the efficiency puzzle at the core. The surface layer needs another pass to match the underground half, and the upgrade RNG can feel like it invalidates good play at the worst moments, but those are cracks in an otherwise honest and well-built loop. Diego, Scout Team

EcoGnomix
CasualIndieRPGSimulationStrategy

EcoGnomix

Sep 30, 2024Irox GamesUntold Tales
GamerScout Says

Hex-grid gnome workers, bat-managed food budgets, and a surface city that compounds your next run's odds: EcoGnomix is a tighter strategic puzzle than its cozy art style suggests.

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About EcoGnomix

I'll be straight with you: the low-poly gnomes and pastel caves had me expecting something I could leave running on autopilot. About three failed runs in, once the bats had eaten my food reserves and booted me back to the surface for the second time in a row, I had a spreadsheet open. That's the EcoGnomix pivot point right there. The structure splits cleanly into two phases. Underground, you're playing a hex-grid placement puzzle on a timer you set yourself. Each turn your gnomes execute seven actions automatically, so the entire skill expression lives in positioning: put the right class on the right tile density and you clear food or wood efficiently; put them wrong and you starve. Gnome classes each pull in different directions - some chop, some hunt chickens for food, and the Boomeranger-type variants attack and have a second trait that opens up later. Cracked tiles shrink the board every turn, bat nests accelerate your food drain, and mini-bosses on the branching map force you to trade resource-gathering turns for combat output. The math is not complicated, but it is unforgiving. You genuinely have to count actions, and runs where the RNG serves you only weak upgrade options through Helena (the cave's upgrade vendor) can feel like you're pushing against a door with no handle. Back on the surface, the city-builder layer is lighter than the underground half. You construct resource-producing buildings using loot from the previous run, unlock new gnome perks via a skill tree, and cosmetic items from treasure chests let you arrange your village however you like. Reviewers broadly called this side of things enjoyable but somewhat undercooked compared to the cave loop - buildings feel generic, gnomes don't wander around as living characters, and the narrative wrapper (a cowardly prospector who narrates his own bat phobia) is thin. That is a fair read. The city phase feels more like a meta-progression menu dressed in city-builder clothes than a genuine second game. Do not come in expecting Townscaper depth topside. Where EcoGnomix earns its keep is the compounding progression loop. Even a failed run pushes unlocks forward, so there is no pure-loss state. Three caves, each split into three sections with procedurally generated layouts and branching routes, gives the early-to-mid game solid replay texture. The difficulty does steepen quickly once you hit the deeper sections, and the upgrade system's RNG dependence means some runs simply do not come together regardless of positioning skill - that is the honest ceiling. Steam's player base lands at roughly 74 percent positive, which tracks: the core is solid but the meta-layer lacks enough player agency to push it higher. For whom is this the right call? If you enjoy tight resource-optimization puzzles with a run-based structure and do not need a complex city simulation to go with them, EcoGnomix is a satisfying package. It is also a reasonable entry point for players who find traditional roguelites too fast or punishing - there is no real-time pressure, and the turn-based format lets you think at your own pace. Strategy newcomers will appreciate that the first cave section doubles as a proper tutorial. Veterans will hit the ceiling faster but will likely respect the efficiency puzzle at the core. The surface layer needs another pass to match the underground half, and the upgrade RNG can feel like it invalidates good play at the worst moments, but those are cracks in an otherwise honest and well-built loop. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaHex-Grid PlacementTurn-Based RogueliteMeta-ProgressionResource OptimizationCave ExplorationGnome ClassesBeginner-Friendly RogueliteCozy Strategy

Steam Deck & Linux

Steam Deck VerifiedProtonDB Gold

Valve rates this game Steam Deck Verified. Runs great on Linux after minor tweaks. Based on 6 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 10
Storage
400 MB available space
Graphics
Nvidia GTX 570
Processor
2 GHz Dual Core

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Game Info

Developer
Irox Games
Publisher
Untold Tales
Release Date
Sep 30, 2024

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What platforms is EcoGnomix available on?

EcoGnomix is available on PC, Xbox.

When was EcoGnomix released?

EcoGnomix was released on 30 September 2024.

Who developed EcoGnomix?

EcoGnomix was developed by Irox Games and published by Untold Tales.