
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
이게임을 재밌게하고 1~2년전쯤 한 림월드가 생각이나 림월드 재밌게 조지고 난 이후 쓰는 글입니다. 이 게임이 정말 재밌어서 첫 리뷰를 개선점 위주로 풀고싶었는데요. 개발자가 스팀평가를 주의깊게 보면서 개선사항을 본다고 합니다. 컨텐츠가 굉장히 많고 이 게임의 위기는 '겨울'입니다. 테크를 굉장히 빠르게 올려야하고 그러지 못했다면 식량이라도 겨울이전에 비축해둬야합니다. 그것만 지나면 게임이 너무 쉬워져 그 이후로는 상위테크를 목표로 게임운영을 하고 커진 정착지를 확장하고 동선재배치 위주로 게임 하게 될 것 같습니다. 플레이타임은 10시간 이상은 할 수있고 처음 하시는 분이라면 2~3회차 플레이는 하실 거라 생각됩니다. 림월드 처럼 새로운 지구를 파면서 이전 지구의 경험으로 좀더 완벽한 마을을 만들기 위해 기존 파일을 지우고 새로만들고를 반복 하실 듯 싶습니다. 이 게임은 단점이 생각보다 많습니다. 기능적인 면에서요. 그걸 하나하나 적기 위해 게임을 플레이하면서 메모를 하려 했으나 아까 맨 처음 말씀 드린 것 처럼 다른거 필요없습니다. 림월드 시스템과 유사한 만큼 림월드에는 있고 여기에는 없는 편의성을 그대로 따라하면 됩니다. 그것만 개선된다면 플레이에 지장되는 물리적인 피로가 감소해 좀더 오래 게임을 할 수있을 것 같습니다.(그리고 위기가 없다시피하고 엔딩이라는게 아직 존재하지 않아 단조로움으로 인해 질릴 수 있는게 아쉽네요.) 가장 큰 장점은 얼리엑세스지만 이미 완성본에 가깝고 로드맵 또한 투명하게 공개 돼 있습니다. 지속적인 업데이트와 새로운 가구, 식품, 소품 등 림월드와 다른 꾸미기를 할 수 있다는 점과 나름대로의 몰입이 꽤 잘됩니다. 최근(2025~2026)에는 게임의 최종테크까지 간 상황에서 정착지를 옮겨 새시작을 할 수 있는 시스템도 만들어 게임이 질린다면 새 지구를 파는 게 아니라 나의 정착민들과 몇몇 재화 가축들과 함께 다른 정착지를 찾아 새로 시작할 수 있는 업데이트를 했습니다. 그런 새로움도 느낄 수 있겠죠. 그리고 업데이트가 굉장히 잘 돼 얼리엑세스 특유의 버그와 기약없는 업데이트같은게 없어서 굉장히 좋습니다. 얼리엑세스 게임을 하면서 업데이트가 무기한이거나 로드맵조차없고 소통이없는 게임이 굉장히 많은데 이 게임은 대형 업데이트 위주로 2~3천원 dlc수준의 업데이트가 나와 새로운 업데이트가 나온다면 다시 새 게임을 시작 할 수있는 원동력도 됩니다. 고민이 되신다면 로드맵을 한번 보시고 구매를 해보세요. 앞으로도 성장이 기대가 돼 정식 출시 이후에도 dlc나 높은 퀄리티의 무료업데이트가 기대됩니다. -- update19(2026.05.10)에서 3칸짜리 문같이 대칭을 중시하는 분들에게 좋은 업데이트가 생겼습니다. 이전 버전에서 '양털'과 '우유'는 사육 우선순위가 높은 클랜원이 자동으로 수행해야하는데 착유공간과 양털깎이 공간이 생기고 이를 위한 코딩도 완료됐습니다. 플레이하면서 굉장히 불편하고 미완성적인 부분이었는데 해결됐습니다. 가축 목록을 한눈에 볼수있는 인터페이스가 따로 생겼습니다. 관리표도 생겨 도축할 때 연령별 도축도 생겼습니다. 운송아이템 우선순위 시스템이 생겼습니다. 예전엔 그냥 널부러 져 있는걸 줍기위해선 하나하나 클릭해야 했었는데 그런 행위를 조금 줄여줄 수 있을 것 같습니다. -매번 업데이트 할 때 마다 불편한 점을 확실하게 고쳐줍니다. 플레이 할 때 마다 불편한 점이 있으면 리뷰 혹은 디코에 남기면 좋은 피드백이 될 것 같습니다.
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.
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
Clanfolk sat in my wishlist for a while, but I kept going back to look at the gameplay screenshots and wondering about the game. I adore colony/town management that zooms into the management aspect (managing food stocks that matter to the folk, assigning jobs etc.) rather than zooming out (diplomacy, upper vs lower class, etc.), and this game absolutely scratches that itch. I adore the building ''discovery" system, wherein you have to collect a certain amount of an item to discover some related buildings/items (e.g. you need to have a certain amount of berries in general storage to discover a separate storage item for vegetables/fruits). This makes a lot of sense for me and it was INCREDIBLE playing this game for the first time and having just about every itch scratched. With the newest update, more QOL features were added and I can't wait to open the game up again and start another clan from scratch (I get attached to my clans, but I also dont want to 'spoil' them with the newest update features each time lol). As a player who loves games like Rimworld, Kenshi and Banished, I would very much recommend this game to anyone who is also keeping it in their wishlist, unsure of whether to give it a try ♥♥
Clanfolk instantly hooked me as a long-time RimWorld player. I enjoy games that reward careful micromanagement and the quiet satisfaction of watching a settlement slowly grow over time, and Clanfolk delivers that feeling very well. The gameplay loop feels very familiar. You assign jobs, organise production chains, and slowly expand a small group of settlers into a proper community. The pace is relaxed, which lets you focus on planning and optimisation rather than constant pressure. Watching your clan go from basic survival to a stable settlement is easily the most satisfying part of the game. Because of that, the transition from RimWorld feels very natural. The systems and overall colony management philosophy are similar enough that experienced players will pick things up quickly. If you enjoy carefully managing every detail of your colony and watching it develop over time, you will likely feel right at home here.
I like the colony building aspect and the progression in technology without having to focus on warfare or base defense. There is still challenge and an urgency without the feeling like everything is just going to collapse and ruin a run.
Great game that offers a lot of game play and customizable difficulty settings. The dev is great--constantly fixing bugs and adds new content at regular intervals. Clanfolk is one of only a few games in my life I have put over 2000 hours into.
看到又有新的更新了,用翻译软件看到作者希望有更多评论,那我就来为这款我玩了很久,时不时就会重新开档玩一下的游戏写一下我目前最想说的碎碎念(新的更新还没玩): ①超期待更新计划里的第二年税收啊强盗啊这些更新内容,但是等了很久也没出,毕竟游戏后期钱多的没地方用,人也几乎不会死或受伤,除了老死以外,虽然我以前最喜欢这款游戏的一点就是没那么多困难,没有战争打斗,毕竟打野生动物也不会受伤,但当玩了很多个档没有太多困难后(没开过于恶劣的天气那些),还是很期待这个更新计划的。 ②上次更新里的蜂蜜那些设施有点没搞懂,研究半天也没明白具体哪个该建在哪里,网上还搜不到相关攻略,很苦恼啊,一会新开一个档再试试吧。 ③最后!还是要表白这款游戏,它完全在我的审美点上,我是说游玩性,我喜欢这种中世纪模拟,顺便一提,能不能出那种手推车,小型的能放一些物品一起搬运,再加上后面出可以拉的大型板车,可以用牛拉,毕竟有些公牛除了配种还可以用来拉车哈哈哈,或者后期再出养马,马车之类的,一点点建议,希望游戏继续不断的更新以及越做越好,多做一些有意思的事件,就像那个怀孕来的女人一样,多多多不同的事件,以上这些就是我的期待和一些碎碎念~
It seems very-convoluted and micro-management intensive with the first 5-minutes of the tutorial showing you different AI behavior-modes and ten priority-levels as utmost-basic game-functions. If this is so obvious to me after 10-minutes in the tutorial, I can only imagine how bad it gets a few hours in and what a complete terror it must be late-game! There is no shortage of games in this genre. Songs Of Syx being my favorite; Rim-world the crowd-pleaser; Dwarf-fortress the cult-classic; and Oxygen Not Included not too-far behind. Wide-lands is also a very-good; fully-free and open-source strategy-game although it's more about supply-chains and military-expansion than clan or pawn simulation. Paying a mid-range price for this is not-great considering SOS is fully-free via its demonstration!
It's good, but it's not realistic. Since it doesn't include defenses or combat, it doesn't need to be like RimWorld, for example, simply defending yourself against wolves (which for some reason don't attack, they just run away). That's why I don't recommend that game right now. Okay, you have to survive, but is it just the cold? You get through the winter, then the game becomes monotonous and too repetitive: carrying, bringing, gathering food, and the same thing every year that game gives you. That game is missing something that the devs don't see, or don't want to see suggestions for. There are four guys on Discord, like a cult, who make you angry by saying: "Devs will NEVER include that!!!" What's the point?
With almost 1700 hours- I'd say it's definitely worth it. While I don't need 400+ mods like some other (rim)world base building games to even make it playable, much less enjoyable- I do sometimes find myself yelling at the people for being dumb/not doing what I want. 11/10 keep playing. Only real con I can think of is population control- I'd like to not have to do a ton of rooms with multiple single beds just to keep my pop down.
The devs keep making Clanfolk worse with every update. Each new system is added to “fix” the previous one, but instead it breaks the game even further. They recently added a range circle to every workstation so clanfolk wouldn’t walk across the entire map for materials. In theory, good idea. In practice, it completely destroys the game. Workstations now refuse to craft if the required items aren’t inside the circle — and since the hauling system is broken, nothing ever gets hauled into the circle. So cooking stops, toolmaking stops, crafting stops, and the colony starves. This creates a soft lock for key items that are needed for survival, and this could be solved by first checking inside the circle and, if nothing is found, expanding outside the circle in ever‑growing spheres. The hauling system is the real problem. The devs made most items Priority 4 (P4), except for flax stems which are P5, and maybe some other things I didn’t see. This means haulers grab whatever is closest, even if it’s useless, while food sits by the river rotting. The AI does not prioritize rotting items over non‑rotting ones, so survival tasks get ignored in favor of pointless ones. They also removed the auto‑hauling option from several of the key survival food production stations like the eel trap and the mushroom drying rack, which just spit the food out onto the ground next to the station and get lost in the hauling system as a P4 item. They also added a global priority slider that lets you choose between “materials,” “closest,” and “production.” The problem is that this setting applies to the entire colony instead of being assigned to specific production groups (like cooking, tailoring, smithing, etc.). Because everything shares the same global rule, the AI makes bad decisions that could have been avoided if each production group had its own priority logic. If they had simply created proper production groups and worked backward from finished product → materials → collection, the whole system would function instead of collapsing. And then there’s the early‑game trap: charging 1000 coins for beekeeping at the start, even though you can’t use beekeeping until mid‑to‑late game. You lose most of your starting money on a skill that is literally unusable for several hours. Overall, the game feels like the devs are reinventing the wheel every patch — and somehow making it less round each time.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $262.4M | 893.7K | 99% | $14.99 | |
| $372.6K | 663 | 88% | $24.99 | |
| $75.1K | 170 | 58% | $11.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1M | 10.3K | 86% | $19.99 | |
| $4.1M | 8.9K | 97% | $19.99 | |
| $4.1M | 10.1K | 76% | $24.99 | |
| $4.1M | 3.5K | 43% | $29.99 | |
| $4.1M | 4.2K | 62% | $39.99 | |
| $4.1M | 7.9K | 97% | $14.99 |