
Another Farm Roguelike is a 2D farming & crafting game with rougelike elements where your job is to earn as much money as possible to pay the rent. Start from scratch and build the most profitable farm you can make as soon as possible. Work hard to be able to afford the rent.
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About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Good game!
Feels like a fresh mix of farming and roguelike chaos—each run brings new combos, risks, and strategies, making every playthrough unpredictable and fun. 🌱🎲⚔️
There is no tutorial and game is not intuitive. What are quests? Do I need to fill them? How do I acuire the things that quests want? How do I plant plants? Why the first thing that steam guide recommends is a furnace if this is a mining game? The game explains nothing, making it hard to start playing it. Not recommend
Achievements are kind of difficult to get, but I have a good time.
TLDR: Very grindy and a time killer. But if you don't enjoy monotonous grinding it'll get old fast. Lacks real challenge. But it's cheap so yeah. It has genuine issues I have with it but most negative reviews are BS. I think it's great. It has it's issues but it's not a money grab or abandoned imo. It's 3 dollars and just a time killer if you got nothing better to do and enjoy grinding games but want something new. I prefer the artstyle + grindy nature of this version compared to the new. But the newer one seems more structured and designed closer to a roguelike formula. I love making ten million machines to create items and watch the game have a stroke. It could be better optimized (like the newer one likely is). But I think this version is better if you just want to jump into things without needing to spend hours to unlock basic stuff. However there isn't really good difficulty/challenge to this game. So you aren't really encouraged to try other strategies because you can make anything work even without synergy imo. This sadly applies to the challenges as well overall I'd say. I don't think you should need to play a challenge to try a new build or strategy. A challenge should provide much more unique gameplay or some unique gimmick instead of just limiting your options. (Which it arguably doesn't even do a good job at) Many abilities are completely useless if you know how to play and rush early game. And other just are so passive that it doesn't provide any unique interactions. The appeal of this game is less of a roguelike and more of a monotonous grind and sell things at the right time to maximize profits.
Good little game with pixel style art. Although a lot of abilities and buffs are very unbalance. You will find some abilities too OP and others with very little noticeable change to player's gameplays. I found Dev on Discord to be really nice and chill via I try to find guides on Discord. He fix a lot of bug really fast if he can fix them. But some fatal error can still be found on my gameplays. There's a lot of improvement room for this game such as re-balance the player's skill, events, perks and QoL feature. You'll not found much guides on Steam but not entirely hopeless. Communities still active and good:) The really annoying thing about this game is player can't save the game during the turn and game only save if you click finish that turn. So if players (like me) encounter Fatal error during their turn's management, game won't save while fatal error happen and players have to start over on that turn again and agian. I like the game vibe overall. Might find it really confusion and boring at first (this game doesn't have tutorial) .But once you know how this game work, it'll be really fun:D
Another Farm Roguelike is great for people who like cozy farming games. It takes the best aspects and mechanics of my favorite farming games and complies it into one mush better game. It does take a bit of time to figure out an unbeatable strategy, but unfortunately once you do, you are unlikely to lose again. However, there are some challenges in the game that allow you to play from another angle, making it brand new again.
[h3]무결성 / 유저 경험 : ★★★☆☆ (3/5) [/h3] [b]오브젝트 수에 따른 프레임 저하[/b] [h3]난이도 / 진입 장벽 : ★★☆☆☆ (2/5) [/h3] [b]알 수 없는 제작트리[/b] [h3]콘텐츠 볼륨 / 호불 : ★★☆☆☆ (2/5) [/h3] [b]회차당 약 5시간 로그라이크[/b] [h3]몰입 요소 / 흥미도 : ★★★☆☆ (3/5)[/h3] [b]효율관리, 운[/b] [h3]땅에서 무엇을 할지 고민하게 만드는 게임[/h3] 매 주 땅에 대한 임대료를 지불하는데 땅을 가지고 무엇을 해서 돈을 벌지 시작 캐릭터 특성과 주기적으로 굴리는 스킬을 기반으로 가장 효율적인 방법으로 돈을 버는 생산 기반 로그라이크 게임이다. 너무 짧지도 길지도 않은 느낌의 플레이타임이다. 반복 플레이도 재미 없지는 않으나 무한대로 할만큼 콘텐츠가 많지는 않다. 다만 초반에는 조금 식은땀을 흘릴 수 있는게 어떤 아이템이 필요한지는 표시되지만, 어디서 얻을 수 있는지는 알 수 없다. 따라서 일단 모든 건물들을 올려보고 어떤 아이템들이 상호작용 되는지 확인해봐야 하는 번거로움이 있다.
Died watering virtual turnips. My real plants filed for emotional support.
Another Farm Roguelike, developed and published by Zabbo Games, is a farming-themed strategy roguelike that deliberately abandons the slow, comforting rhythm usually associated with the genre. Instead of tending crops at a leisurely pace or building relationships in a pastoral world, it compresses the entire farming experience into a fast, system-driven loop where every decision is about efficiency, optimization, and survival under pressure. The result is a game that feels less like a simulation of rural life and more like a strategic puzzle disguised as one. The most immediate difference lies in how the game is played. There is no controllable character walking through fields or interacting with objects in real time. Everything is handled through a top-down interface where players directly manage the farm using a cursor. Crops are planted, buildings are constructed, and upgrades are selected through quick inputs, removing downtime and keeping the focus entirely on decision-making. This design creates a rapid pace where actions flow one into another, making each moment feel purposeful and tightly connected to the overall goal. At the center of the experience is a roguelike structure that defines progression. Each run begins with a modest setup and a clear objective: build a profitable farm capable of meeting escalating financial demands. As the run unfolds, players choose upgrades, unlock new tools, and adapt to randomized elements that shape the available strategies. No two runs are exactly the same, and success depends on how effectively players respond to the options presented. This unpredictability keeps the gameplay engaging, as it constantly challenges players to rethink their approach rather than rely on a single optimal strategy. The depth of its systems is one of the game’s strongest features. Beneath the simple presentation lies a network of interconnected mechanics involving crop selection, building placement, resource flow, and upgrade synergy. Different starting classes and perks can dramatically change how a run develops, encouraging experimentation and long-term mastery. Over time, players begin to recognize patterns and refine their strategies, turning early confusion into deliberate, calculated play. This sense of growth comes not from narrative progression, but from a deeper understanding of the systems themselves. However, this complexity also introduces a steep learning curve. The game provides only minimal guidance, leaving players to discover its mechanics largely through trial and error. Early attempts can feel overwhelming, especially when faced with strict financial targets and limited resources. Failure is frequent in the beginning, and while it serves as a learning tool, it may discourage players who prefer a more gradual introduction to new systems. The pacing, which rarely slows down, adds to this intensity, making the experience feel demanding from start to finish. Unlike traditional farming games, there is little emphasis on atmosphere or storytelling. There are no characters to interact with, no overarching narrative to follow, and no sense of a living world beyond the farm itself. This absence reinforces the game’s focus on mechanics, but it also limits its emotional engagement. The experience is driven entirely by systems and outcomes, which may appeal to players who enjoy pure strategy but feel lacking for those seeking immersion or narrative context. Visually, the game adopts a clean and functional pixel art style that prioritizes readability. The interface is dense with information, but it is organized in a way that allows players to quickly assess their situation and make decisions. While the presentation lacks the charm and detail of more traditional farming titles, it serves its purpose effectively, keeping attention on the gameplay rather than the environment. The audio design follows a similar approach, with energetic music that complements the pace but can become repetitive during longer sessions. Replayability is a major strength, driven by the variety of builds, randomized elements, and different modes available. Players can experiment with new strategies, explore alternative approaches, and refine their performance over multiple runs. Additional modes that reduce or remove time pressure provide a more relaxed way to engage with the systems, offering some balance to the otherwise intense core experience. Despite its strengths, the game’s relentless focus on efficiency can become exhausting over time. The lack of downtime, combined with the pressure to meet objectives, creates an experience that is mentally demanding rather than relaxing. Repetition can also set in once players become familiar with the core loop, as the fundamental structure remains consistent even as variables change. Minor interface quirks and a general lack of polish further highlight its indie nature. Ultimately, Another Farm Roguelike is a bold and unconventional take on farming games, one that replaces comfort and routine with speed and strategy. It offers a deep and rewarding system for those willing to engage with its mechanics, but it does so at the cost of accessibility and traditional appeal. For players who enjoy optimization, experimentation, and roguelike progression, it provides a compelling and engaging experience. For others, its intensity and stripped-down design may feel overwhelming. Rating: 7/10
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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