
Build and manage a summer camp in this cozy outdoor life sim where nothing strange ever happens. Lead troops of campers to earn badges, collect resources, decorate the vast campgrounds, and investigate the camp's many mysteries.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 14 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 89reviews | 53% | — | $53.3K |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Welp, my game crashed 3 hours in. It ran pretty badly in the time it did not crash too. Too many useless things. 30 different kinds of flowers all individually requiring 30 inventory slots is especially cancer. The game would have been instantly better if they cut in half the number of flowers, fish and bugs that were interactable and very simply made the rest require a simple magnifying glass prompt to examine. Like most of this stuff just did not need to take up inventory space. The small inventory also makes collecting things a nightmare because you just don't have anywhere to put it. I disliked filling out the scrap book. If theres no reward for filling it out till you 100% everything then don't give people a usless scrap book until later into the game when it actually becomes relevant. I dislike it when the game spams "You found this!" prompts every second. IF THERE IS NO IMMEDIATE REWARD FOR COLLECTING STUFF THEN STOP SENDING ME NOTIFICATIONS. It wasn't apparent I needed to leave the camp grounds to get more rocks and meet the owl guy. I just had no way to sell items for the first few days until I ran out of money and was forced to spend time exploring. Jack only traded me for inventory space which quickly got boring after the 3rd time. I think he said something like "I cant talk about this person. If you want to know their story, you'll have to talk to them yourself." Which could have been a really cool lore drop that this guy everyone thought was dead was secretly alive but our dumb mute character doesn't do anything with this information like arguing with one of the consolers and smugly saying he "just has a hunch". The zoomed in screen is a atrocious. It makes exploring harder, it makes seeing things harder. Instead of trees and buildings becoming invisible only when you are behind them, your mouse should turn the leaves and tents invisible when you hover over it. I saw what I think might have been a bear cave. I did not have the inventory space or time needed to go inside. I was far to busy doing fetch quests and making sure the campers don't kill each other to explore. If only I could have paid the head guy some money so he takes care of the campers all day, then I would be able to freely explore. I don't understand what the point of having different rarities of fish and why theres even a cooking mechanic. Why does the chef sell me raw ingredients? I can understand kids not being allowed to cook for themselves but whats stopping them from grabbing raw barries and fish from a cooler or box and bringing it to the chef for her to cook for them? You would think there would be crafting or maybe you could cook dishes that have more effects but if there was, I was not allowed to reach such a privilege in my playthrough. The tool system is terrible. You need like 5-7 slots to carry every basic tool and campers are going to need to use 5 of their limited slots just to carry all tools they can use. One of the counselors had they/them pronouns. I don't think you should be around kids if you have they/them pronouns. You really don't need to bring that crap around kids. I hate needing to do fetch quests in order to unlock anything. For tools I can understand but could you really not let me purchase materials and upgrade the buildings I want to upgrade next instead of forcing me to quests that may or may not unlock things that might not be useful to me? Keeping track of quests is painful. Theres no icons of what you need below quest names or even in the pinned quest section. Trying to catch bugs just makes your character swing in the air while the bugs move away so it doesn't look like you are actually interacting with it. it really seems like they meant to add animations for the bugs where they fly in place, this doesn't seem right. I don't think bees ever stun any of my campers but I did see somewhere (I forget where) that you could chop down trees to remove bee hives but too many kept spawning and I just did not have the energy to care about them. Theres no easy way of restoring camper energy. So if they work THEMSELFS till they are out of energy and collapse, you will lose rating for something that is both completely out of your control and should have been easily avoided. The campfire cutscenes should be skipable. Placing buildings is very clunky. I sware this game was made for phones with how it actively avoids using the mouse at all cost. Campers are stupid and will walk into sleeping bears, so even if you always end the day when night comes, they will still injure themselves. The badge system is not very fun to use. It makes sense for it to be just a simple numbers tweak for the ai campers but it is the most boring thing ever for a player. If the player wants to do something faster, you could just sell them better equipment like most games. Having a golden axe that changed your animation would look infinitely cooler and jack taking away such things would feel like a much bigger deal since hes taking away resources instead of meaningless, faceless levels. Needing to teach campers the EXACT SAME MECHANICS over and over again hurts the game a lot. The worst part of the game has to be doing something you have already done 200 times before again or the game punishes you with worse campers and less resources. I would probably be less mad if it only took 2 demonstrations for them to get it and everything was teachable in one day. The fetch quests would be a lot more bearable if you just had to place the ingredients on a table that you could place down in the center of your camp and when enough ingredients are placed, it wraps together and creates a single slot quest bundle that you would then hand in. Thats pretty much all I got to see on my 3 hour playthough. I do have some minor complaints about there being too much grass/swamp grass hiding stuff behind it and I felt like I had to rush to read through dialog when I knew time wasen't paused. For reference, all but that one idiot kid that worked themself into a coma had 5/5 stars and my first camp despite having nothing unlocked made 4,500$ first try. Its an easy game, it just has massive inventory and quest problems that steal an unbelievable amount of time away from the player being able to do fun things.
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Genres
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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A game focused way too much on being weird and silly, and not on being good game.
In the begining i thougth this game is so cool - good idea of camp-conception, lead little-birds to explore the world, forest, mysterios disapper of previus counselor. But then, when you pass away more then 7 summers and Fbi Igles still in the aisle, erned 5 stars for many of summer but reputation still 86%, types of insects and animals waren't found because, i think, they are just not exist, and you can't complete donation requests, which is buging and appearing twice in to-do list. This all make me sad. The game can't be complited now. It's stiil so raw. But i hope depelopers will repair it and make it fihished.
[h1]1.0 Is Out[/h1] [hr] [/hr] Played the game before this update and safe to say basically all the bugs that hindered game play are gone! [h3]Notes on the Game[/h3] [*]Looking after the kids is much more manageable now! With the kids having much better AI and not getting themselves stuck. No more kids throwing their items all over the place too, all storage works as it should. [*]Achievements being here now is a big plus; it's fun to have some of the more [i]negative[/i] occurrences reward you with a nice achievement for your profile to soften the blow if a child... let's say they went to a different camp hahaha... [*]Still a big fan of the art style it really suits the vibes of the game. [*]You progress at a suitable pace you don't get things too slowly but you also don't knock everything out in one year (the days camp is set that year) the adjustable day speed is handy to account for needing shorter time for play sessions or needing a little extra to make days not feel like a rush. [*]The music makes me feel really nostalgic for old american summer camps- I am neither american nor have I gone to a summer camp- it's perfect for the game. [hr] [/hr] [h3]All in all if you were interested in picking up the game and hesitated now is a good time to give it a try![/h3] It's a very quirky game with management aspects that aren't super overwhelming which at times is silly, funny and a little bit creepy! Have fun at summer camp!
its a cute game, but it needed more polish. cool idea, but it doesnt have the best mid game progression, you just get dumped with a lot of new areas and you feel overwhelmed
I really want to like this game; and based on what does work, I do. It's got a great art style and premise. Love the paranormal themes especially. Unfortunately, it has too many bugs and crashes constantly. As others have said, it seems to have been abandoned right after it was released, which is genuinely a shame.
I am mixed on it. Yeah it can be a bit janky at times but bottom line it's a decent game that I have over all enjoyed however the bugs can be pretty bad though. I've dealt with it crashing, things not working right, etc. The inventory system also has a lot of kinks to it like I can not burn what the campers bring me fast enough. If anything it gets repetitive for after a while but some people enjoy that sort of thing. I wish this game got more development because the art and story is really good but the game play could be a lot better. The final result is just alright in my opinion, not too much to rave about.
Camp Canyonwood is a charming and deliberately unusual camp-management simulation that turns the responsibilities of a summer counselor into a mixture of exploration, construction, collecting, child supervision, and wilderness survival. Developed by Deli Interactive LLC and published by Graffiti Games, it begins with a simple objective: take charge of a struggling campground and gradually restore it to its former glory. What separates the experience from a conventional management game is its willingness to introduce increasingly strange situations. Ordinary activities such as fishing and hiking exist alongside dangerous wildlife, paranormal encounters, and even extraterrestrial visitors, creating a playful combination of cozy simulation and absurd wilderness adventure. Players arrive as the newest counselor at Camp Canyonwood and are expected to look after groups of campers throughout the summer. Each camper has individual characteristics, preferences, and needs, making supervision more involved than simply keeping a generic happiness meter filled. Their well-being matters because the condition in which they return home influences how pleased their parents will be. Successful summers provide financial rewards that can then be invested back into the campground, establishing a satisfying cycle of caring for campers, earning money, and expanding the facilities. Teaching outdoor skills forms an important part of everyday life. Campers can participate in fishing, archery, bug catching, stargazing, hiking, rock collecting, wildflower gathering, and wood chopping. Their participation can eventually lead to badges, giving these recreational activities a progression-based purpose. The concept captures the familiar spirit of summer camp while turning each activity into part of a larger management system. Instead of spending every day buried in menus, the counselor frequently participates directly in the outdoor experience. Keeping campers safe complicates matters considerably. The wilderness contains hazards such as snakes and bears, meaning that an unattended child can become a genuine management problem. The situation becomes even stranger when ghosts, UFOs, and aliens enter the picture. These bizarre encounters are not treated as completely separate from normal camp life. They exist alongside mundane responsibilities, producing a humorous contrast between teaching children basic outdoor skills and dealing with events that clearly have no place at an ordinary summer camp. The game gives players considerable freedom when organizing each day. A personal to-do list helps establish priorities, but there is no requirement to follow an extremely restrictive routine. One day might focus on camper activities, while another can be spent collecting materials, completing requests, improving facilities, or exploring. This flexibility makes the experience approachable for players who enjoy creating their own objectives. Conversely, anyone who prefers tightly structured campaigns may find the open-ended nature somewhat directionless after becoming familiar with the basic systems. Camp customization supplies much of the long-term motivation. Players can construct and arrange different facilities while decorating the grounds according to personal preferences. Accommodation options include tents and cabins, while additional objects range from practical equipment such as grills to decorative structures and statues. As more items become available, the once-neglected campground gradually develops into something more elaborate and personalized. The transformation is rewarding because improvements are visible within the environment rather than existing solely as statistical upgrades. Staff members also provide donation quests that can unlock additional objects for purchase. These objectives encourage players to gather resources and interact with different parts of the campground instead of concentrating exclusively on camper management. Exploration therefore becomes an important companion to construction. The surrounding environment contains insects, plants, stones, animals, and useful materials waiting to be discovered, creating plenty of reasons to wander through the wilderness. Wildlife adds personality to these excursions. Some animals represent legitimate threats, while others primarily contribute to the campground's whimsical character. The exaggerated creatures and cartoon presentation make the wilderness feel playful even when something dangerous is nearby. This visual approach works particularly well because the game constantly balances wholesome activities against ridiculous supernatural situations. A realistic presentation might have made the transition between these elements feel inconsistent, whereas the stylized artwork allows everything to belong within the same eccentric world. The humor is equally important to the overall identity. Camp Canyonwood frequently plays with the idea that the campground is completely normal despite overwhelming evidence to the contrary. Paranormal activity and extraterrestrial encounters effectively become additional occupational hazards for a counselor already struggling to keep children safe from wildlife. The joke could have become repetitive, but it gives the setting a memorable personality and distinguishes the game from more conventional camping or life simulations. Mechanically, however, the experience is not especially deep in every area. Many activities are intentionally straightforward, and players expecting sophisticated economic management or highly complex survival mechanics may find the individual systems fairly lightweight. The appeal comes from how these smaller mechanics interact. Supervising campers, gathering resources, earning badges, completing quests, exploring, constructing facilities, and responding to unexpected dangers collectively create the larger experience. Variety compensates for some of the limitations of individual activities. Progression also benefits from the seasonal structure. Successfully guiding campers through their stay provides a reason to improve the grounds before welcoming future groups. Better facilities and additional equipment create a sense that the campground is genuinely developing over time. The financial reward for returning happy campers home further connects counselor performance with expansion, making good supervision useful beyond simply completing immediate objectives. The game includes 44 Steam achievements, giving completion-focused players additional milestones to pursue. Since it is primarily a single-player experience, progression can be approached without competitive pressure, which suits the relaxed nature of its construction and exploration systems. Steam Deck users should be aware that Camp Canyonwood does not have an official Steam Deck compatibility classification displayed on its Steam store page. It should therefore be regarded as unverified rather than officially Verified or Playable. This does not automatically mean that it cannot function on the handheld, but players should not assume fully optimized controls, interface readability, or performance without individual testing. Camp Canyonwood ultimately works best for players attracted to relaxed management games with a quirky personality. Its combination of camper supervision, outdoor activities, collecting, construction, exploration, wildlife, quests, ghosts, and aliens gives it an identity that is considerably stranger than its cozy appearance initially suggests. Greater mechanical depth and refinement could have elevated the experience, but its flexible progression and humorous atmosphere make rebuilding the campground enjoyable. It is a pleasantly eccentric simulation that understands the appeal of summer-camp nostalgia while happily turning that nostalgia into something much more unpredictable. Rating: 7/10
I adored the art style, but it must be poorly optimized. I am running Cult of the Lamb at 165fps with a fully packed cult, but I can't even get 50 fps running this at the lowest resolution provided, only 5 minutes into the game on a fresh file before even building a camp. I'd skip this for now. It would need a ton of work to play the way a game like this ought to.
Had a lot of promise. Don't let the removal of Early Access fool you, this game isn't done.
Players by region
Where this game's players are, estimated from review languages.
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