
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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Première partie, tutos activés, qu'est ce qui pourrait mal se passer ? ... tout crame au bout de 6 jours ... Si vous trouvez que rimworld est beaucoup trop facile, que vous aimez les défis, que le try and die ne vous effraie pas et que vous êtes du genre calme, jamais à rage quit, alors vous pourriez aimer ... Si vous êtes nerveux, impatient ou juste inattentif, ce jeu vous apprendra de force à vous calmer et vous concentrer ou bien, plus probablement, vous rendra fou ...
I wish I didn't have to put a binary score on this. I don't hate it, I've got a good 28 hours out of the game in short order and it represents good value from the cost. I like the concept of generational progress There are lots of things to like, and if it works for you then great. But I did find a few things that diminished my enjoyment and means it didn't feel right to do a thumbs up - and I think given the game has got very good feedback, some balance is probably fair in the reviews. > The Tech Tree unlocking - I didn't feel I had a choice in unlocking/pursuing things. I needed to pursue everything because if I got further in and found I hadn't dealt with the dependencies I then had a lot of work to catch-up. So I felt like I needed to produce everything. I couldn't focus and specialise on one tree route (which isn't clearly visible anyway) and then sell it & buy the other things I needed. > Not enough trader variety - This follows on from the previous, I needed things, I had to make them myself, I couldn't reliably get them from trading. > Slow progression - I had the game on full speed almost exclusively - to me that is a bad sign, there wasn't enough I could do in game and I was waiting too long for my colonists to do the tasks I needed them to do - and they didn't do things smartly - it felt like it they were pretty stupid and spent too much time wandering - the ability to tweak their priorities didn't seem to work well enough. Basically I felt seasons went by where I couldn't make major progress and I just wanted them to plant that field of grass and build that wall around the toilets - but they spent all day keeping fires lit and washing their hands and doing the mundane must do day to day stuff. In summary I felt I was mostly watching rather than playing and my actions were not being implemented fast enough within the game cycle to make it entertaining. I didn't feel this with similar colony sims. So it was fun but I didn't feel after 28 hours I wanted to keep playing my savegame, or play again to perhaps improve some bad decisions I probably made early in in colony design. So you may love this, but just didn't quite make it for me.
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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.
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 2,402 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 849 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is slow and repetative. The game has zero strategy, you just work towards unlocking and building the next thing from the tech tree. The furniture is weird, some can rotate, some don't, and it's sometimes hard to see on which tile item is located and where the pawns can walk.
Clanfolk — атмосферный симулятор выживания и строительства, напоминающий RimWorld, но со своим уникальным колоритом. Вы управляете жизнью клана в суровых шотландских горах: строите дома, добываете ресурсы, заботитесь о семье и готовитесь к зиме. Игра сочетает уют и хардкор, а наблюдать, как маленькая семья превращается в целый род, невероятно увлекательно. Отдельно стоит отметить классный саундтрек, который идеально дополняет атмосферу.
极其拖沓版的环世界,干活极慢,解锁科技循环渐进但非常蛋疼,说好听点是写实中世纪,但非常烦人
Not as good as Rimworld...
Рекомендую, хотя игра находиться на стадии разработки, если есть желание поддержать разработчиков покупайте сейчас, нет - покупайте позже, если вам нравятся игры данного жанра, ддя меня пока маловато развития, вернусь в нее позже, как допилят.
I never buy games marked as Early Access because I fundamentally disagree with the concept of it. However, I watched this game for awhile and read a lot of reviews and decided that this would be the first one I would try and I have been pleasantly surprised with it. It's lovingly crafted, extremely relaxed (much more so than RimWorld, it's clear inspiration), and has a lot of content with more planned. Definitely a worthwhile purchase. I had hours of my time ripped away from me by it.
Bin wirklich drin versunken. Tolles Spiel und wieder ein Beweis dafür, dass Grafik nicht alles ist!
Сел я как то вечером на часик залипнуть, смотрю в окно - а там светает. Я думаю в черную дыру не так затягивает, как здесь вот, да. Короче бери косу, коси траву. Даю большой +
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.
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