
In this city-building strategy game, you control a group of exiled travelers who decide to restart their lives in a new land. They have only the clothes on their backs and a cart filled with supplies from their homeland. The townspeople of Banished are your primary resource.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 896 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its a super mellow game, at first, until you realize your people are dying from starvation of freezing to death. At least no one, but the weather comes to wipe out your village and all by year 2. So you have to act quickly to keep your village alive.
9.5 / 10.0 굉장히 재밌음. -동선 중요. 아노처럼 집과 일터의 동선이 생략되지 않음. 집, 일터, 창고, 시장, 무역소 등 동선 고려해서 위치 설정 필요. -억지로 만든 퀘스트를 수행하는 것이 아니라 도시를 만드는 과정에서 나오는 문제들을 해결 해야 하는 것이 재밌음. -건물이 삐뚤빼뚤하지 않고 반듯해서 보기 좋음. -처음 게임 할 때는 인구수의 증가에 매달리지만 계속할수록 적정한 인구수를 추구하게 됨. 한정된 맵에서 한정된 자원으로 먹고 살아야 하기 때문에 인구수가 많다고 모두가 잘 살 수 없고 인구수를 계속 늘리다보면 언젠가는 어느 정도의 인구수가 굶어 죽을 수 밖에 없음.
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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
Hours played at review time, across 899 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I enjoy playing this game, but the one thing I wish I could change is having a way to kneecap the population- which is an easy way to make your population fail- especially in the start of a new game.
Took me a bit to get it but it's a ton of fun learning and figuring it out. I got to 40k food, every animal, every building, every seed etc...time to start another one. Easy going, stress free. Highly recommended.
1 of the best game
Still a great World Builder. Challenging on multiple levels simultaneously. Enough activities to keep a small town busy. Just getting started by can tell this one is a keeper.
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the mechanic is pretty simple, but it kept me going for hours. is good.
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Banished (Vanilla) – A Player Review Based on My Run Banished is the kind of city-builder that smiles politely while sharpening a knife behind its back. On paper, it’s a simple loop: gather food, keep people warm, make tools, expand. In practice, it’s a brilliantly cruel logistics simulator where “I have 7,000 food” can still mean “my houses are empty and everyone is about to die.” The Experience: From “Why Are You Like This?” to “Okay, I Get It” My early game was a repeating pattern of hope and collapse. I kept hitting a wall around 40–45 population, where things stopped feeling manageable and started feeling like an uncontrolled system failure. The classic Banished trap showed up again and again: resources existed, but not where people needed them. Barns were full, homes were empty, morale dropped, births stalled, and suddenly the village wasn’t a village anymore. The moment the game finally “clicked” was when I stopped treating it like a production problem and started treating it like what it really is: a distribution problem. The key wasn’t adding more buildings. It was anchoring logistics. The Real Lesson: Logistics Is the Main Boss If your houses are empty, it doesn’t matter how much food or firewood you have in total. People don’t live in your summary screen, they live in their homes. That single realization flipped the whole run. What worked: Enclave thinking: production clusters with nearby storage, not everything scattered. Barns placed with intent: storage near sources and near housing mattered more than “more production.” Laborer buffer: having enough people free to haul and stabilize the system was the difference between survival and collapse. Slow expansion: keeping builders low and avoiding construction frenzies prevented the economy from starving itself. Once I stabilized distribution, the game stopped being a disaster simulator and became a calm machine. Livestock: The Great Love Story (With Casual Tragedy) Livestock felt like a turning point, but also a source of confusion early on. Chickens, in particular, were ridiculously effective. Once eggs started flowing consistently, it was like installing a safety net under the entire food economy. Eggs became a steady baseline that made everything else easier to manage. Sheep and cows added depth (and production options), but livestock can also be maddening. Animals sometimes seemed to “disappear” even without obvious player mistakes, which adds a frustrating layer of uncertainty. Still, once it worked, it worked. Trading, Nomads, and Disease: The Drama You Didn’t Ask For Eventually, I got my first nomads (only nine, thankfully), and of course they immediately brought illness. Influenza and scarlet fever popped up, but the outbreak stayed small: a functioning hospital and stable logistics made the difference between a brief scare and a population wipe. Later on, I also built a proper “civilized” economy: sheep, cows, chickens, cherry-based alcohol, plus the usual staples like potatoes and cabbage. At that point the game shifted again: survival wasn’t the question anymore. It became about scaling, trading, and map constraints. Endgame: When You “Win” by Getting Bored By the time I hit 164 citizens, I realized the real endgame of Banished is simple: you stop because you’ve proven you can. The game doesn’t roll credits. It just gradually turns into a sprawling logistics sandbox where the only real limiter is map space (and your patience). What Banished Does Brilliantly Meaningful difficulty: failures feel earned, and lessons stick. Logistics-focused gameplay: it rewards planning, not button-mashing. Strong progression: the shift from survival panic to stable economy is genuinely satisfying. Tension without combat: the threats are systemic, not scripted. What Frustrates Opacity: the game often doesn’t clearly tell you why things went wrong. Snowball collapses: one weak link (tools, firewood, distribution) can cascade fast. Livestock weirdness: animal management can feel unintuitive, and occasional “disappearances” don’t help. Final Verdict Banished is harsh, smart, and weirdly addictive. It punishes sloppy planning and rewards calm discipline. Once you understand that the real enemy is logistics, not food production, the whole game opens up. And when it finally works, it feels less like you “played well” and more like you tamed a system that wanted you dead. I stopped at 164 citizens because I was done proving the point. Banished didn’t beat me this time. That’s the win.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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