Compare Megaquarium prices across trusted key stores and find the best deal. Developed by Twice Circled. Published by Twice Circled. Released on 9/13/2018. Available on PC, Xbox. Genres: Casual, Indie, Simulation, Strategy. Metacritic score: 69/100.

Forty hours of genuinely good constraint-solving with fish in it, wrapped in building tools that never get more ambitious than rectangles. Optimisers in, decorators out.

If you get a genuine kick, as I do, out of squeezing eleven species into seven tanks without a single unhappy fish, this is your game, and if you came for a creative builder where the point is the view, walk away now. Megaquarium sorts players into those two camps inside the first ninety minutes and is honest about which one it wants. The tycoon wrapper (guests, ticket income, staff wages, prestige) is real but thin. Underneath it sits a constraint puzzle about water temperature, tank size, feeding type and which fish will eat, bully or simply stress out the neighbours you just spent your unlock points on. The core loop is placement and consequence. Every species arrives with a checklist: how much room it needs, what it eats, what water it tolerates, and which tank-mates it tolerates rather less. Every tank you build has to be served by equipment you also have to place, power and keep serviced, which means the real game is floor-plan geometry as much as biology. Get greedy with one high-prestige display and you will spend the next ten minutes rerouting staff so the feeding rounds do not fall behind. Staff management is where the numbers get interesting: hiring is cheap, training is not, and one specialist who handles a single job perfectly is often worse value than two generalists who keep walking. I lost a scenario once purely because my cleaning coverage was fine on the spreadsheet and terrible in walking distance. This is also the rare sim I would hand to someone who has bounced off the genre twice already. The scenario campaign works as a real tutorial rather than a difficulty ladder with a text box bolted to the front: each map withholds most of the species list and hands you two or three new problems at a time, so you learn the compatibility rules by breaking them at small scale instead of reading a wiki. Difficulty is adjustable, you can save at any point, and a session fits into forty minutes if that is all the evening allows. Sandbox mode is there for when you want to stop being graded. Set that against the usual grand-strategy on-ramp, where hour one is a guided tour of menus, and the on-boarding here looks genuinely considerate. Workshop mods extend the roster and the cosmetic options once the base species list starts feeling familiar. What it does not do is scale. A 69 Metacritic average against a 95 percent Steam score makes sense once you see the shape of the thing: it nails one narrow ambition and politely declines the rest. The building tools are functional rather than expressive, since you are laying rectangles into rooms rather than sculpting habitats, and the art is clean but flat, so there is no moment where you step back and admire the place you made. The late game is where I hit the ceiling. Once the compatibility rules are internalised, roughly the twenty hour mark for me, new species stop posing new questions and start being reskins of problems already solved. Guest behaviour is shallow too. Visitors are effectively a satisfaction meter with legs, and there is nothing here like an AI opponent making a move you did not predict. If you want a two hundred hour sink, this is not it, and going in expecting one only sets up the disappointment. Treat it as a long puzzle game wearing a management skin and it earns every hour it has. My recommended order: clear the campaign first, then replay with the difficulty modifiers raised once you know the ecology tiers, then move to sandbox with a self-imposed constraint (one tier only, no expanding past the starting footprint) because that is where the optimisation actually bites. It respects newcomers, it respects short sessions, and it will not pretend to be bigger than it is. Just do not arrive hoping for Planet Zoo, because here the fish are the systems, not the scenery. Diego, Scout Team

Megaquarium

Megaquarium

Sep 13, 2018Twice Circled
GamerScout Says

Forty hours of genuinely good constraint-solving with fish in it, wrapped in building tools that never get more ambitious than rectangles. Optimisers in, decorators out.

PCXbox
Best Price Available
€7.64-70%
at Steam
Lowest tracked: €6.34
Track this price

GamerScout Verdict

Best for optimisers who want a tightly bounded compatibility puzzle; skip it if you wanted a creative habitat builder.

Compare Prices(4 stores)

SteamBest price
StandardEurope (EU)Steam KeyKey
€7.64-70%
Priced in EUR by the store
Buy
StandardGlobalGOG KeyKey
€10.99
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€10.99
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€22.17
Priced in EUR by the store
Buy

Every store in this table quotes us in euros, so the EUR figure is the price the seller actually set, not our arithmetic — which is why EUR is also the currency we rank in. We only list an offer here when the store gives us its price in euros, so nothing in this table is a number we invented.

Pick USD, PLN, GBP, CAD or AUD in the header and we convert from EUR at the European Central Bank reference rate — converted amounts are prefixed with ~. Your bank or the store may apply a different rate at checkout. We never hide offers based on where you are: everyone sees this whole table.

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Price History

Lowest tracked
€6.343 Sept 2026
Current best
€7.64
Keyshops
€5.83€6.17€6.51€6.853 Sept4 Sept5 Sept6 Sept
Tracking prices since 3 Sept 2026
Create alert

Screenshots & Media

About Megaquarium

If you get a genuine kick, as I do, out of squeezing eleven species into seven tanks without a single unhappy fish, this is your game, and if you came for a creative builder where the point is the view, walk away now. Megaquarium sorts players into those two camps inside the first ninety minutes and is honest about which one it wants. The tycoon wrapper (guests, ticket income, staff wages, prestige) is real but thin. Underneath it sits a constraint puzzle about water temperature, tank size, feeding type and which fish will eat, bully or simply stress out the neighbours you just spent your unlock points on. The core loop is placement and consequence. Every species arrives with a checklist: how much room it needs, what it eats, what water it tolerates, and which tank-mates it tolerates rather less. Every tank you build has to be served by equipment you also have to place, power and keep serviced, which means the real game is floor-plan geometry as much as biology. Get greedy with one high-prestige display and you will spend the next ten minutes rerouting staff so the feeding rounds do not fall behind. Staff management is where the numbers get interesting: hiring is cheap, training is not, and one specialist who handles a single job perfectly is often worse value than two generalists who keep walking. I lost a scenario once purely because my cleaning coverage was fine on the spreadsheet and terrible in walking distance. This is also the rare sim I would hand to someone who has bounced off the genre twice already. The scenario campaign works as a real tutorial rather than a difficulty ladder with a text box bolted to the front: each map withholds most of the species list and hands you two or three new problems at a time, so you learn the compatibility rules by breaking them at small scale instead of reading a wiki. Difficulty is adjustable, you can save at any point, and a session fits into forty minutes if that is all the evening allows. Sandbox mode is there for when you want to stop being graded. Set that against the usual grand-strategy on-ramp, where hour one is a guided tour of menus, and the on-boarding here looks genuinely considerate. Workshop mods extend the roster and the cosmetic options once the base species list starts feeling familiar. What it does not do is scale. A 69 Metacritic average against a 95 percent Steam score makes sense once you see the shape of the thing: it nails one narrow ambition and politely declines the rest. The building tools are functional rather than expressive, since you are laying rectangles into rooms rather than sculpting habitats, and the art is clean but flat, so there is no moment where you step back and admire the place you made. The late game is where I hit the ceiling. Once the compatibility rules are internalised, roughly the twenty hour mark for me, new species stop posing new questions and start being reskins of problems already solved. Guest behaviour is shallow too. Visitors are effectively a satisfaction meter with legs, and there is nothing here like an AI opponent making a move you did not predict. If you want a two hundred hour sink, this is not it, and going in expecting one only sets up the disappointment. Treat it as a long puzzle game wearing a management skin and it earns every hour it has. My recommended order: clear the campaign first, then replay with the difficulty modifiers raised once you know the ecology tiers, then move to sandbox with a self-imposed constraint (one tier only, no expanding past the starting footprint) because that is where the optimisation actually bites. It respects newcomers, it respects short sessions, and it will not pretend to be bigger than it is. Just do not arrive hoping for Planet Zoo, because here the fish are the systems, not the scenery.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedTank LogisticsSpecies CompatibilityOptimization PuzzleScenario CampaignStaff ManagementBeginner-Friendly SimSandbox ModeWorkshop ModsShort Session FriendlyAquarium TycoonLayout PlanningPrestige UnlocksStaff PathingLow Stress ManagementGenre On-RampEquipment ChainsReplayable Scenarios

System Requirements

Minimum

Processor
Intel Core i5-4690 or AMD Ryzen 7 2700U
Memory
8 GB RAM
Graphics
GeForce GTX 560 or AMD Radeon HD 7770
Storage
1 GB available space

Recommended

Requires a 64-bit processor and operating system

Keep exploring

Community Discussion

Be the first to comment on Megaquarium.

Reviews & Ratings

Metacritic
69
Steam
95%(3,777)

Game Info

Developer
Twice Circled
Publisher
Twice Circled
Release Date
Sep 13, 2018

Features

Single-playerSteam AchievementsSteam WorkshopCamera ComfortCustom Volume ControlsAdjustable DifficultyMouse Only OptionSave Anytime+3 more

Price Alert

Get notified when the price drops below your target!

Create Alert
Best price€7.64
See offer

Across the 24,365 games we track, a verified key was cheaper than the official store 90% of the time. See the method and the full numbers in our game price report.

No card? Pay another way

Top up your Steam Wallet or buy crypto with any card — instant delivery, no bank account needed.

More from Twice Circled

Buy smarter: helpful guides

Looking for more? See games like Megaquarium →

Frequently asked questions about Megaquarium

How much does Megaquarium cost?

As of 7 September 2026, the cheapest in-stock offer for Megaquarium is €7.64 at Steam, out of 5 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Megaquarium cheapest?

The lowest in-stock price we track for Megaquarium is €7.64 at Steam (7 September 2026). We compare 5 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Megaquarium available on?

Megaquarium is available on PC, Xbox.

When was Megaquarium released?

Megaquarium was released on 13 September 2018.

Who developed Megaquarium?

Megaquarium was developed by Twice Circled.

Is Megaquarium worth buying?

Megaquarium holds a Metacritic score of 69/100, making it one of the standout Casual titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.