
Build your own furniture empire after getting fired from Furnox Corp 🖕. Chop down trees, process wood, automate your growing production lines and sell clever furniture sets for bonus cash. Explore a handcrafted world packed with weirdos, secrets and trees begging for violence.
Modeled estimate, not a reported figure. How we estimate →
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): 18.29/day in the week to Sep 11 → 19/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 17 day-to-day chart moves that followed a price cut, against 2,502 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
You got fired from Furnox Corp 🖕.
Now you start over with nothing but an axe, a few trees and revenge on your mind (╯‵□′)╯︵┻━┻
Chop down trees, turn logs into planks, craft furniture and sell it for profit. Reinvest your money into better tools, new machines and faster production. What begins as manual labor grows into optimized production lines and high value furniture sets that grant bonus payouts.
Unlock new areas, discover new tree types, expand your operation step by step and improve your character with strength and stamina upgrades.

Trees of all shapes, sizes, colors and questionable physics.
If it stands upright and looks even remotely choppable, congratulations: It’s firewood now!

Turn raw nature into refined building materials using machines that absolutely should not be left unattended.
Logs become planks.
Planks become furniture.
Furniture becomes profit. 💰

Create furniture, props and tools, including deeply unnecessary but deeply impressive designs like:
A wooden PC (Wood has excellent thermal properties... right?)
A wooden weight bench (Splinters only make you stronger!)
If it exists ... you can probably make it out of wood!

Load up your handcrafted chaos and ship it to the nearby city.
Earn money.
Reach new customers.
Confuse absolutely everyone.

Can't chop it? Can’t craft it?
Buy it!
Use bought components to level up your character or jam them into your creations like a true artisan.

Begin with nothing but ambition and poor financial decisions.
Build your headquarters and expand into a world packed with secrets, resources and questionable business ethics.


Meet quirky personalities, help them, befriend them and integrate them into your production chain
... completely voluntarily, of course ...
⚠️ Warning:
The ducks are up to something! 🦆
They know ...
You know they know ...🔪


Build an ever-growing catalog of furniture using blueprints, rare materials and raw creative chaos.
Minimalism is optional. Overengineering is encouraged.

Upgrade the nearby city to unlock new customers, missions, secrets, and character upgrades.
Urban development has never involved this much ... wood.


Stone trees
Metal trees
Electric trees
Nobody knows why they exist.
Your axe doesn’t care.
Uncover their mysterious origins as you progress ... or just chop first and ask questions later.


Improve your character by interacting with the world and using exercise equipment.
Yes, you can bench press your way to better woodworking.
No, we will not explain the science.


New machines.
Better axes.
"Smarter" distribution.
Automation that makes your empire run smoother than a freshly sanded plank.


Turn resources into delicious meals that boost your stats.
Because nothing fuels industrial-scale lumber destruction like a hearty stew.

Engagement
Reviews
Themes across 1100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
chop
I thought this would be a little throw away game that I get 5-10 hours out of. I was wrong. The mechanics, progression, depth, etc are beyond what I expected. The automation could use a little work but overall not the worst Ive run across.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $384.3K | 460 | 74% | $19.99 | |
| $383.9K | 539 | 40% | $19.99 | |
| $383.8K | 303 | 57% | $39.99 | |
| $383.7K | 451 | 89% | $24.99 | |
| $384.6K | 2.1K | 91% | $14.99 | |
| $384.7K | 1K | 80% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $59.3K | 170 | 79% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $2M | 2.6K | 85% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Russian
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
entertaining and addictive game with great sense of humor. recommended for anyone who wants a good laughter and a chill game experience
Good humour, decent artstyle, good gameplay though the start is a little slow. Some mild exploration, but the bulk of the gameplay is completing tasks with some progression involved. 7/10. Slightly pricey for the amount of content, but good fun if you enjoy progression-simulator type games.
Die humorvollen Texte und der Witz im Spiel haben mich begeistert, auch wenn es zum Erreichen aller Errungenschaften eine ganze Zeit dauert :))
В целом прикольно, багов не увидел, местами крафт\поиск предметов не очень удобный.
Nesse game você faz MUITO mais do que cortar árvores, você: CORTA ÁRVORES PEGA MADEIRA FAZ CARINHO EM GALINHA MORRE NA AGUA COMPRA RECURSOS MORRE NA ENTREGA DESCOBRE LAVA MORRE NA LAVA CORTA ÁRVORE CORTA ÁRVORE CORTA ÁRVORE DE NOVO CORTA ÁRVORE PEGA MADEIRA FAZ UM MÓVEL VENDE MORRE PRO DRONE CORTA ÁRVORE CORTA ÁRVORE FAZ CARINHO EM GALINHA DEPOIS CORTA ÁRVORE E MORRE DE OUTRA FORMA 10/10
You know how you kind of like the grind, how it's okay as long as you know you are making some good money. And you figure later it will get easier with automatic machines. Then the really big money unlocks? Well, I can't even make good money! The grind is unbearable! I'd forgive the excessive grind if I was pulling down loads of money. I grind making furniture piece by tiny piece to make $200 maybe. Then I need far more than that $200 in another second as I slooooowwwly build a building that will apparently house the automatic machine. The hope doesn't make it better when I'm always broke, and there's just another round of supplies I have to slog to get for the building that will eventually lead to building the machine.
I would have zero problems recommending this game if it was in Early Access. In its current state, I can’t really recommend it, and I am writing my first ever review to try to make sure people have what I consider to be necessary information before deciding whether or not to buy. [list] [*]When you accept a customer mission, the game kicks you out of the Mission tab and back to the game, where you have to click to remove the client-specific dialogue text that repeats after you accept every single mission. If you want to continue to accept more missions, you must go back into the Mission tab and repeat the process. [*][b]Unlike in the demo[/b], your quest/mission objectives are only displayed one at a time, at the top left of the UI. If you want the necessary details of a specific quest/mission (and you don’t physically write them all down somewhere, which I resorted to doing at around 23 active missions), you have to cycle through them one by one. Something that I feel adds insult to injury is that you can see a list of available/accepted missions (main story objectives not included), but the included dialogue is purely flavor text. None of it tells you what you actually need to make/do to complete the mission! [*]You can't sort your inventory or crafting recipes. [*]You can’t search your inventory or crafting recipes, and the recipes at crafting stations all get dumped (possibly at random, regardless of when they were acquired) into the same unorganized, non-alphabetized list. [*]The way they designed automated/bulk crafting is very annoying (bordering on infuriating). There is a separate, dedicated inventory that you have to dump components into (it doesn’t pull from your personal inventory), and there’s no master list or anything to tell you what all you need to dump in there based on what you’ve queued up. What you have to do is mouse over each recipe in the queue so you can see what you need to make ONE item, then do the math yourself and get everything together. I suppose you could also pin a recipe, do the math, write down the quantities you need, gather and dump the components, queue it up for production, and then keep doing that in turn for each batch of items you need to automate. [*] The above issue might not even be as frustrating if it weren’t for the fact that you come to a point, relatively early on, where the missions call for recipes that can only be crafted using the automation queue. Such recipes can’t be viewed or crafted using the workbench, even if you only need one of each item. [/list] Other things that could potentially affect your enjoyment of the game: [list] [*]If you want/need to use a controller, you'll have to rely on Steam input (meaning no button prompts). [*]No key re-binding in the options menu. [*]When you complete missions to craft and sell furniture, the same customer-specific dialogue pop-ups repeat after each submission, and they need to be acknowledged before you can move on. [*]In some instances, it’s possible to meet the requirements of a story quest and have the quest objective change from “have specified item in your inventory” to something like “go give it to so and so”. The objective doesn’t change back to what you need to make/acquire if you no longer have the necessary items in your inventory (like if you sold them for another mission), so you might have to go back to the quest-giver to see what you need to give them. [*]You can only pin one recipe at a time. [*]In my opinion, a lot of the humor is very "how do you do, fellow kids?" (occasionally in what some might call an “edgy” way that feels forced to me). [*]They’re trying very hard to make the story “weird”/wacky. You can tell because they mention how “weird” the game is in some of the dialogue and item descriptions. (I generally enjoy fourth-wall breaking, amusing item descriptions, absurd scenarios, and whatnot, but I think they just need better writing.) [*]The translations are mostly okay, but there are a few where it can be hard to tell what they meant. [*]You may occasionally want to put something back on the ground where it belongs (trying to avoid potential mild spoilers), but dropping/placing things is impossible. [*]If you want to consume something, you have to switch it to your hand, consume it, and then find your axe in the inventory so you can re-equip it (I assume the temporary boost timer is still running while this is happening). [*]There are objects that you can create for missions that will be automatically equipped to your hand, so you have to go looking for your axe in the inventory to re-equip it. [*]You can’t go back to the main menu from the Load Save menu without loading a save or force quitting the game (I have heard they are working on this, but how does that go overlooked in the first place?). [*]There’s no toggle to run. [*]The game could really use an item magnet feature for small pieces of wood and other objects that you’re forced to pick up by running over them. Especially because the wood from split tree trumps tends to go flying relatively far from you, and the lighting in some areas can make it hard to see objects on the ground. (You can kind of limit how far small pieces of wood fly by quickly splitting the stump before the tree falls, but it doesn’t always help.) [/list] I have heard that the developers are nice on Discord, and they’re apparently responsive and working to fix bugs/issues that people point out, but I don’t think that’s enough of a reason for so many people to seemingly ignore or gloss over so many glaring design issues in a non-Early-Access game. I promise I am literally not joking or trying to be mean when I say that it feels like this game was made by someone who doesn't personally play games at all (and possibly hasn’t played any since the ‘80s or ‘90s, if ever), but they had some ideas they thought would be fun/cool if they were featured in a game. (Like how you have to hit fast-travel doors on the little doorbell’s hit box to open them, which gets old pretty quick.) I think a lot of issues could have been prevented if they at least played their own game prior to release, which I have to assume never happened, because they would have had to realize how aggravating some of their design choices are from the player’s perspective. I really like the premise of the game, and I very much enjoy the exploration and building a furniture business when I’m not being annoyed (and sometimes enraged) by the issues I’ve mentioned. But if I had known that some things would be as rough as (if not worse than) in the demo, I definitely would have waited for things to be improved before buying the game.
pretty fun and cozy game, enjoying it! <3
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.