
Clanfolk is a colony sim set in the Scottish Highlands. Harness your environment to survive - fish, gather, hunt, and farm as you prepare for the winter. Build an inn, trade with other clans, have children and marry them off - live life and prosper across the generations.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1/day in the week to Aug 26 → 1.86/day in the week after.
About
Starting with an empty plot of land and only your closest family, you will learn to survive as you establish your hearth and home, watch over your livestock, harvest your fields, and fight the bitter winter. Whether you grow your fledgling settlement into a bustling inn or a central trade hub, or you instead content yourself with building a prosperous and self-sufficient homestead or livestock ranch, everything rests in your hands - including the very lives of your clanfolk.

Craft your family's story from start to finish across multiple generations, building a home from nothing, and leaving behind a legacy for generations to come.
Create your precise lineage or choose from an existing clan, then take charge of a multi-generational family seeking to survive in the harsh Scottish Highlands. Your family members will get married, have children, grow old, and eventually pass away, leaving their contributions and struggles to be carried on by the next generation.
Manage schedules to make sure everyone is well rested, well fed, and reasonably happy without risking your family's preparedness for when the harsh winter inevitably settles in. Morning rituals, socializing, and rest punctuate a day of chores: sowing seeds, tilling soil, fishing, hunting, crafting, and cooking.
Every member of the family has their own traits, aspirations, dreams, and skills that help determine what they do best. They will care for themselves and for each other, and they will seek to better themselves over time. Your youngest family members are full of potential and learn from working alongside their elders - teach them to hunt, cook, clean, build, or farm, ensuring all the core survival skills are carried forward to the next generation.

The warm summers give way to crisp fall nights and brutal winters before life and spring return to the highlands - your survival depends on your ability to plan ahead and adapt to the flow of the seasons.
Each season presents its own challenges and opportunities - whether picking berries, trapping eels, hunting rabbit, or seeking out mushroom patches, you'll need to make the most of the opportunities of medieval life.
Soil conditions change and a host of factors impact how well your crops grow. Till the soil, employ techniques like slash-and-burn farming, and train the right farmers to keep your clan fed.
The environment presents constant challenges - your livestock, your wares, and your clanfolk themselves must be kept safe from heavy rain and sub-zero temperatures. Water left in the cold turns to ice that must be melted over a fire. Food soaked in the rain spoils quickly, though wet objects don't catch fire as easily. Farm animals without shelter can die of poor health, and unless your people are properly clothed in furs, they can freeze when not standing next to the warmth of a fire.

Establish your homestead starting with nothing but the land around you. Build the knowledge of survival across generations - every collected branch, tree, stone, and reed unlocks new ideas and methods your clanfolk can use to improve their living conditions.
From sleeping in the dirt under the night sky to constructing properly ventilated houses and barns made of brick and stone, you'll be unlocking new materials to use and items to craft every step of the way.
Technological advances happen naturally over time as you work the raw materials the land gives you, spurring your clanfolk to the creation of new ideas and methods. Pottery, bricks, and tiles are only available after you first dig up clay. Manufacture of iron tools are the product of chipping away at the right mountains. Working with furs is the result of hunting and skinning animals at the butcher's block.
Maintain complex and realistic production chains across the seasons, prioritizing tasks and setting crafting quotas and requirements. Balance the need for essentials and luxuries alike.
Prepare yourself for inevitable disasters – poor health, harsh weather, and raging fires can turn a thriving homestead into a graveyard or a funeral pyre.

Your clan is not the only family in the highlands - traders, travelers, and neighbors seeking work will visit, giving you an opportunity to make new friends, earn coin, or grow your settlement.
Trading posts attract members of other clans peddling useful goods and seeking to purchase your wares for themselves. Your reputation with another clan determines the types of goods their traders bring, and with each clan specializing in their own products, the right friends can ensure your survival.
Travelers seek lodging as they pass by your homestead, and if you so choose you can provide them shelter. Particularly happy guests might extend their stay or pay good coin, and building a bustling inn can be an attractive possibility.
Workers from other clans will arrive at job boards from time to time seeking an opportunity to earn money in exchange for their labor. A few extra skilled hands can go a long way towards finishing the harvest, bolstering your hunting parties, or staffing your newly built inn.
Clanfolk is a game about life and family. Lead the generations of your clan to experience full lives in the Scottish Highlands.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 845 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Until recently, I would have recommended Clanfolk as a fun and pretty well balanced colony sim with a lot of potential, but after a certain point, the updates moved away from adding new content/ technologies to unlock and instead started deconstructing basic tasks into micromanaged bullet points... The game right now feels less like I'm watching a colony develop with my guidance, and more like I'm micromanaging toddlers. I've never felt the need to tell a competent adult to "make a tool handle at this station, now make a tool head at that station, now make a tool to assemble them at that station, now assemble them to make the tool at that station" when I could just tell them they need to make a pickaxe and let them work. The micromanaging steps that were added require new crafting stations too. I used to be able to make rope and baskets (as well as crude tools) at a general crafting station, but now I need to first unlock that tool crafting station to unlock the rope braiding station for rope and the basket weaving station for baskets... two activities I have tried before while comfortably sitting at home with just the materials and patience. I could understand why these items had to be crafted at the crafting station in the context of the game, but to require separate bulky crafting stations for each item...? Crafting stations need to be protected from the rain (and sometimes from the cold) to be used, if it's raining on them, the clan folks can't use them, so you have to build rooms to house them. Building materials and space are limited as is, and now there's single item stations like these to build and house. Having them as an option wouldn't be bad, but you can't opt out. If you don't build them, you can't make rope or baskets. Customization options *were* added, don't get me wrong, but almost all of them are meant to make the game harder. Things like getting less materials from trees and rocks, even worse weather, and so on. Only positive one I saw was "longer lifespans" but with how tedious the game gets, I haven't played it long enough for it to matter. I used to start a new clank and play it until everyone had a house and I had unlocked every technology available. Now it just stops being fun by the first spring, when I reach a point of needing a plank station to make nicer planks out of the planks I can already make at the other plank station... I'm not saying the options to make the game harder shouldn't be available, challenging the odds can be fun, but I wish "make it worse" wasn't the only option handed to me. I for one would have liked to have access to which technology my clan folk knew from the get-go. I would click "knows how to dig a pooping hole" every single game. Rushing through unlocking technologies in early game before they poop themselves was always a weird part of the game for me. So that's the state of the game now. If not your cup of tea, then I'm afraid I can't recommend this colony sim.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Traditional Chinese, Italian, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian +2 more
Hours played at review time, across 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
My really young sister asked if I could show her a video game, so I showed her this one. We agreed that I would let her design the houses and I'd help her make sure the little people who'd build them and live there would be alright. We couldn't play for too long today but after we closed the game she kept explaining her plans for the house and promised to sketch out some more plans. She was really worried about making sure they'd like living there, liked that she could choose different materials to build with, that the game has cats and that the cow could also get a house. She wanted to make sure I share this game is really cool, and that she hopes the people in it like the homes people make them. It's also really awesome for adults, and it has a lot of depth for how a lot of the mechanics in it interact.
I was an early adopter of this cozy colony management gem back in 2022, and it's still my favorite go-to game to unwind and relax. Over the years, I've barely scraped through winters while playing challenges, and I've built up from caves and huts to mountain fortresses, sprawling medieval villages, and expansive castles. I enjoy the challenge of Nature as a harsh opponent, but the customization allows you to adjust the game to fit your niche. Blorf is a dedicated indie dev who has continued to improve the game systems, content and gameplay depth, all while explaining his creative process and design decisions and being responsive to the player communities. I'm here for it. As a lover of history, I also appreciate the historical accuracy that has guided the game's design. Every new update brings me back for more, and I highly recommend supporting this dev and this absolute treasure, Clanfolk.
При всех своих плюсах игра имеет огромный минус, который делает геймплей просто невыносимым - странная линейная прогрессия исследований. Вы начинаете слепым котёнком, возможно с какой-то животиной. Все что вы можете по началу собирать ветки, камни да ягоды. Никаких укрытий, даже какого-то шалаша нет. Что бы продвинуться вам нужно собрать n-ое количество ресурсов. И я надеюсь, что у вас достаточно рабочих рук. Для того, что бы построить банальный костёр будите добры - поймайте угря. Для угря нужна ловушка. Для открытия ловушки - молотилка, для молотилки - солома, для соломы - каменный серп. Вроде все логично? Вот только ловушка делается из веток. Без костра вы не сможете сделать остальные простейшие инструменты. Вот только молотилка не работает под дождём, так что молитесь что бы погода была ясная, вы же не взяли суровую погоду да? До первой крыши еще далеко, так что надейтесь что на карте есть горы с небольшими карманами, которые имеют крышу. Дело бы исправило наличие пещер, но их не завезли. Вы взяли овец или корову? Сначала откройте ножницы и ведро что бы они окупились. Для этого нужно уметь обрабатывать железо, которое находится в середине исследований. По сути вся ваша задача - это успеть построить черпало, и приличный камин, иначе зиму не пережить. Для животных нужна кормушка и поилка, иначе зиму не переживут они. Если зиму вы пережили, то можете выдохнуть. Примерно за год вы откроете все исследования. На этом для меня игра всегда заканчивалась. Даже удивлена, сколько я наиграла в нее часов. (update: поняла, что очень много времени уходит на сбор пешками ресурсов, в то время как я занимаюсь своими делами. Вот и убралась в комнате, пропылисосила, дочитала книгу - пока собираются сраные ветки ) При этом разработчики регулярно обновляют игру и добавляют в нее что-то новое. В последним добавили пчеловодство и старт за пчеловода. Один хер, откройте половину исследований что бы этим воспользоваться. Для меня эта игра - скорее разочарование. Лучше буду играть в римворд с модами. Не исключаю что в будущем это изменится. Пока 450 рублей лучше потратить на что-то другое. Стоп, сколько стоит? тыщу? ψ(▼へ▼メ)~
This is my favourite cosy game, and I've played a fair few. There's a lot going on in this game, but it's introduced in stages, so I haven't felt overwhelmed. The first few winters will be difficult, but once you find solutions to problems that keep popping up, they'll make so much sense that they'll become a natural part of the way you run your settlement. The developer is a frequent presence in forum chats about issues and ideas, and the game is regularly updated with both hot fixes and major content additions. It was a fantastic game when I started playing, over a year ago, and it's changed so much and continues to improve and have deeper, more rewarding gameplay.
I love this game! It's like Rimworld with no combat. I love Rimworld but sometimes I just want to build in it and be left alone, which is hard. Clanfolk scratches that itch for me. The unlock system is one of my favorites. No research, just build things to unlock new items in a cascade type way, if that makes sense. My only complaint is that new game-changing content has been slow in coming. The dev has things they want to implement, like taxes, more story items, brewing, theft, etc; but seems to start working on these and then gets bogged down following rabbit holes and ends up adding stuff that doesn't matter much (lookin' at you beavers and bears). But, again, that's my only complaint. Everything else is top notch.
等它正式版再买,给它惯的,365天放300天假。真把玩家当傻子。
I am beyond in love and impressed with this game. As a huge fan of colony sim/survival/building strat genre, this game quickly became my favorite ♥ I loved RimWorld but always found the combat aspects annoying. Clanfolk gives me that amazing colony-building experience but focuses purely on survival and family management. It's perfect!
I just cannot stop playing this game! As you can see from my hours played, I absolutely love this game. I play it frequently and have a long run currently in year 46 with 14 generations. I wanted a family themed game and wrote that word into the steam store search bar - and voila, this game was the first result. Now I am managing a clan with 50 individual houses and craft shops arranged like a medieval village. The updates are very regular and the community and the developer are very involved. The content is based on historical facts in Scotland around 1300. I highly recommend this game for people who want a relaxing experience and enjoy managing a family and their homestead.
Decent core game but needs a lot of work to make it anything more than tedious and annoying to play. Everything is insanely slow, genuinely about 1/3rd the speed of Rimworld, playing at x4 speed feels like x1 but everyone has the jogger trait. Work is done slow, processing material is agonizing, and something as simple as building a room can take days depending on how bad peoples ADHD is. Did I mention all your clansfolk have ADHD? Because they do, they will start a task and then midway through lose interest and wander off to do something else. Empty an eel trap but leave the fish rotting on the ground next to it instead of taking it back to storage. Partially mine a wall then leave to harvest some berries. Its especially fun with peat, since leaving them out in the rain stops them from drying and becoming usable, and you know they love leaving those after harvesting. Setting task priorities seems to not have any effect at all, they will still do whatever random thing pops in their mind and you cannot control them, they wont even bother putting out a fire while the room they are in burns down if they are busy talking about weather or something. Material costs are off as well. You will never seem to be able to keep up with how much you need. Harvest an entire peat bog, chop down an entire forest, mine out a full mountain, and you will still be low on supplies. Everything takes so much to make, the amount of work and material that goes into making something as simple as an iron pick is insane. This is exacerbated by the previously mentioned glacial speed of the game. The only thing that happens quickly in this game is food rotting, ♥♥♥♥ lasts like 5 minutes.
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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