Compare Sid Meier's Civilization: Beyond Earth prices across trusted key stores and find the best deal. Developed by Firaxis Games, Aspyr (Mac), Aspyr (Linux). Published by 2K, Aspyr (Mac), Aspyr (Linux). Released on 10/23/2014. Available on PC. Genres: Strategy. Metacritic score: 81/100.

A 4X whose tech web and three affinity paths make the first 150 turns genuinely fresh, then hands you a late game the AI cannot contest. Great entry point, poor final act.

Buy this if you want a 4X that rebuilds Civ V's research spine into a genuinely new planning problem, and walk away if you need an opposing AI that still threatens you after turn 250. That one sentence explains most of the gap between the Mixed 61% Steam score across roughly 23,000 reviews and the 81 sitting on Metacritic. Firaxis shipped it in October 2014 on the Civ V engine, and the systems they rebuilt are real design work. The systems they inherited are exactly as solid and exactly as familiar as you would guess. My notes on this game have two columns, and they are labelled "first hundred turns" and "everything after". The tech web is the headline and it deserves the billing. Rather than a tree with one obvious critical path, research spreads outward in rings: cheap, broad trunk technologies that unlock the expensive leaf technologies hanging off them. Because leaves cost far more than trunks, your opening research order is an actual commitment, and the common beginner mistake is buying leaves early because they look impressive. Sitting on top of that are the three affinities. Harmony adapts you to the planet's alien biology and the miasma that poisons unadapted units, Supremacy goes machine-augmented with an orbital tilt, Purity keeps humans human and terraforms the world back toward Earth. Affinity levels come from research and from quest choices, and they upgrade your units automatically as you climb. Your army composition is therefore downstream of decisions you made forty turns earlier in a menu that looked like flavour text. That is a stronger feedback loop than most 4X games manage to build. Here is the part I will defend at length: this is one of the friendlier entry points into modern 4X, provided you approach it in the right order. The launch loadout screen (sponsor, spacecraft, cargo, colonists) is a five-minute decision that shapes your first fifty turns, and it teaches cause and effect before the map even loads. Explorers and expedition sites give new players a productive thing to do with early turns instead of staring at yield icons. Virtues replace social policies with something less punishing to misallocate. Trade routes are the economic backbone and they are readable, since you can see exactly what each convoy is worth before you commit it. Quests are text-driven binary choices attached to buildings and technologies, and they double as a tutorial for what the systems actually reward. The orbital layer, where satellites hover over tiles for a limited lifespan, is the one system that reliably confuses newcomers, mostly because its payoff is indirect. Learn that one fourth, not first. Now the column that made this Mixed. The AI never learned to fight an affinity army. It expands competently, it builds competently, and then somewhere in the mid-game it stops being able to answer stacked affinity upgrades, at which point every remaining victory condition becomes a checklist you tick at your own pace. Base-game diplomacy was thin enough that the Rising Tide expansion effectively rewrote it into a trait-and-favour system, which helped, and that expansion also added aquatic cities and hybrid affinities that make the middle of a match less binary. Sponsors are differentiated by bonuses rather than by personality, so the roster does not stay with you the way Civ leaders do. The art direction is a fair complaint and not a nitpick: a lot of brown, a lot of teal, and a planet that reads as generic rather than genuinely alien. And if you have a thousand hours in Civ V, this will feel like the engine you know wearing a new coat. So who should actually put it in the library? Anyone who wants a 40-hour-per-campaign 4X with a research puzzle worth solving and does not need the last third of the match to be tense. Anyone curious about the genre who bounced off Civ V's expansion sprawl. Multiplayer is there, Workshop support is there, and the mod scene, while a fraction of Civ V's, has spent a decade sanding down the worst AI and balance edges. If your standard is a strategy game that can still beat you at turn 300, that does not happen here and no amount of mods fully fixes it. Play it for the opening and the middle, and be honest with yourself that the endgame is a diorama rather than a fight. Diego, Scout Team

Sid Meier's Civilization: Beyond Earth

Sid Meier's Civilization: Beyond Earth

Oct 23, 2014Firaxis Games, Aspyr (Mac), Aspyr (Linux)2K, Aspyr (Mac), Aspyr (Linux)
GamerScout Says

A 4X whose tech web and three affinity paths make the first 150 turns genuinely fresh, then hands you a late game the AI cannot contest. Great entry point, poor final act.

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GamerScout Verdict

For 4X players who want a smart research puzzle and can forgive an AI that folds well before the victory screen.

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About Sid Meier's Civilization: Beyond Earth

Buy this if you want a 4X that rebuilds Civ V's research spine into a genuinely new planning problem, and walk away if you need an opposing AI that still threatens you after turn 250. That one sentence explains most of the gap between the Mixed 61% Steam score across roughly 23,000 reviews and the 81 sitting on Metacritic. Firaxis shipped it in October 2014 on the Civ V engine, and the systems they rebuilt are real design work. The systems they inherited are exactly as solid and exactly as familiar as you would guess. My notes on this game have two columns, and they are labelled "first hundred turns" and "everything after". The tech web is the headline and it deserves the billing. Rather than a tree with one obvious critical path, research spreads outward in rings: cheap, broad trunk technologies that unlock the expensive leaf technologies hanging off them. Because leaves cost far more than trunks, your opening research order is an actual commitment, and the common beginner mistake is buying leaves early because they look impressive. Sitting on top of that are the three affinities. Harmony adapts you to the planet's alien biology and the miasma that poisons unadapted units, Supremacy goes machine-augmented with an orbital tilt, Purity keeps humans human and terraforms the world back toward Earth. Affinity levels come from research and from quest choices, and they upgrade your units automatically as you climb. Your army composition is therefore downstream of decisions you made forty turns earlier in a menu that looked like flavour text. That is a stronger feedback loop than most 4X games manage to build. Here is the part I will defend at length: this is one of the friendlier entry points into modern 4X, provided you approach it in the right order. The launch loadout screen (sponsor, spacecraft, cargo, colonists) is a five-minute decision that shapes your first fifty turns, and it teaches cause and effect before the map even loads. Explorers and expedition sites give new players a productive thing to do with early turns instead of staring at yield icons. Virtues replace social policies with something less punishing to misallocate. Trade routes are the economic backbone and they are readable, since you can see exactly what each convoy is worth before you commit it. Quests are text-driven binary choices attached to buildings and technologies, and they double as a tutorial for what the systems actually reward. The orbital layer, where satellites hover over tiles for a limited lifespan, is the one system that reliably confuses newcomers, mostly because its payoff is indirect. Learn that one fourth, not first. Now the column that made this Mixed. The AI never learned to fight an affinity army. It expands competently, it builds competently, and then somewhere in the mid-game it stops being able to answer stacked affinity upgrades, at which point every remaining victory condition becomes a checklist you tick at your own pace. Base-game diplomacy was thin enough that the Rising Tide expansion effectively rewrote it into a trait-and-favour system, which helped, and that expansion also added aquatic cities and hybrid affinities that make the middle of a match less binary. Sponsors are differentiated by bonuses rather than by personality, so the roster does not stay with you the way Civ leaders do. The art direction is a fair complaint and not a nitpick: a lot of brown, a lot of teal, and a planet that reads as generic rather than genuinely alien. And if you have a thousand hours in Civ V, this will feel like the engine you know wearing a new coat. So who should actually put it in the library? Anyone who wants a 40-hour-per-campaign 4X with a research puzzle worth solving and does not need the last third of the match to be tense. Anyone curious about the genre who bounced off Civ V's expansion sprawl. Multiplayer is there, Workshop support is there, and the mod scene, while a fraction of Civ V's, has spent a decade sanding down the worst AI and balance edges. If your standard is a strategy game that can still beat you at turn 300, that does not happen here and no amount of mods fully fixes it. Play it for the opening and the middle, and be honest with yourself that the endgame is a diorama rather than a fight.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedTech WebAffinity Progression4XColony ManagementOrbital SatellitesQuest-Driven ResearchTrade Route EconomyAlien EcologyBeginner-Friendly 4XWorkshop ModsSci-Fi 4XTurn-Based StrategyMultiple Victory PathsTerraformingHex Grid CombatExpedition ExplorationVirtue TreesWeak Late-Game AI

System Requirements

Minimum

Processor
Intel Core 2 Duo 1.8 GHz or AMD Athlon X2 64 2.0 GHz
Memory
2 GB RAM
Graphics
256 MB ATI HD3650 or better, 256 MB nVidia 8800 GT or better, or Intel HD 3000 or better integrat…

Recommended

Processor
1.8 GHz Quad Core CPU
Memory
4 GB RAM
Graphics
AMD HD5000 series or better (or ATI R9 series for Mantle support), nVidia GT400 series or better, or Inte…

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Reviews & Ratings

Metacritic
81
Steam
61%(23,137)

Game Info

Developer
Firaxis Games, Aspyr (Mac), Aspyr (Linux)
Publisher
2K, Aspyr (Mac), Aspyr (Linux)
Release Date
Oct 23, 2014

Features

Single-playerMultiplayerSteam AchievementsSteam Trading CardsSteam WorkshopSteam CloudRemote Play on TabletFamily Sharing

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Frequently asked questions about Sid Meier's Civilization: Beyond Earth

How much does Sid Meier's Civilization: Beyond Earth cost?

As of 31 August 2026, the cheapest in-stock offer for Sid Meier's Civilization: Beyond Earth is €1.80 at Gamivo, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Sid Meier's Civilization: Beyond Earth cheapest?

The lowest in-stock price we track for Sid Meier's Civilization: Beyond Earth is €1.80 at Gamivo (31 August 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Sid Meier's Civilization: Beyond Earth available on?

Sid Meier's Civilization: Beyond Earth is available on PC.

When was Sid Meier's Civilization: Beyond Earth released?

Sid Meier's Civilization: Beyond Earth was released on 23 October 2014.

Who developed Sid Meier's Civilization: Beyond Earth?

Sid Meier's Civilization: Beyond Earth was developed by Firaxis Games, Aspyr (Mac), Aspyr (Linux) and published by 2K, Aspyr (Mac), Aspyr (Linux).

Is Sid Meier's Civilization: Beyond Earth worth buying?

Sid Meier's Civilization: Beyond Earth holds a Metacritic score of 81/100, making it one of the standout Strategy titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.