
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.
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Prices
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Every market we collect.
Discounts
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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
This game has a lot of heart. It's cozy yes, but also deep and full of meaning. You can compare it to other games in this genre: e.g. Rimworld, Dwarf Fortress, etc. The thing is, those games don't encourage you to treat your characters as though they were real people. In Clanfolk this is your family, they grow old and they grow up. Death isn't a constant threat, it's an ocassional visitor. You don't make enemies as much as you make friends. Each mechanic is meticulously researched and recreated to the best fidelity the dev can manage to pack into this game. It's really impressive to see how much care has been put into crafting this world. Plus there're cats. I like cats.
Миролюбивая ♥♥♥♥♥♥ которая якобы паразитирует на слогане "Средневековой Шотландии". Первое впечатление выглядит как — О Rimworld в средневековом сеттинге, сейчас зарубимся, наделаем крепостей, рыцарей, кузнецов, осадные мастерские. Моментальное разочарование того что в игре нет ни доспехов, ни оружия, ни лучного ни осадного дела. Мол главный враг "Голод" и "Холод", а разрабы вообще пацифисты. Тогда какого черта вы взяли формулу Rimworld, прям почти все скопировали но просрали важный аспект? И какая это к черту Шотландия, без рейдеров, без бандитов, без высадки французов? Это что за Утопический сон крестьянина с температурой под 40 и гангреной стоп?! Вас не просят делать нежить, эльфов или других. Сделайте реально "Настоящий симулятор колонии в Шотландии", когда даже медведя или волка в целях самозащиты нельзя убить потому-что игре не предусмотрены кинжалы или луки. Игра не стоит своих денег, если мне нужен "мир" я пойду в Sim-City, Cities Skylines, The Sims, но тратить время на паршивый клон Rimworld? Крайне разочарован в разрабах и покупке.
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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.
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
I appreciate this game. It's one I play to relax and unwind, as there is an overarching simplicity and wholesomeness to it that I enjoy. I jokingly call this game storagecore as it's centered on managing different kinds of crafts and the storage that comes with it. I enjoy this aspect, and I challenge myself with building as small and efficient holds as I can for my Clanfolk. I would like to see more settings where I can individualise my playthrough. In no particular order I would like to suggest or note the following: - The ability to customise age lengths. - The ability to edit the random name lists that I can edit to affect especially in-clan born children. - The ability to recognise which animal has which mother while they're nursing so I can refrain from separating them. - Being able to toggle off the help arrows in the creation screen. - The option to turn off or reduce individual animal sounds (the wolf howls are very enthusiastic at night all year around) - Cats sleeping near fireplaces begin to glow with happiness? - It would be fun to be able to custom make a clan. - More generally, I would like to see walls, roofs and floors have different heating capacity, as well, beyond their current stats. - I have made a few suggestions on the Clanfolk discord server in the past and found some within the community gatekeeping. I have stopped making suggestions or being active there. - On a more serious note, there is currently only one random event in game, and it is an oddly dark one that implies D.A or S.A. against women. A homeless woman expresses fear of returning with a man she has gotten pregnant by and he does not take no for an answer when you try to dissuade him, even being prepared to fight. While I otherwise play with maximum difficulty settings, I find this ill fitting with the general vibe of the game and I play with events off because of it. All in all, this is a game I intermittently return to beause I like the peaceful vibe. The graphics are pleasant and the colours harmonious, and I like where the game is going. I look forward to more QoL features to come and to more playthroughs. The music especially is beauitful - even though my Clanfolk are forbidden from making flutes, as that one single jingle still lives rent free in my head years later.
I've only had this game about a week and have about 50 hours in it, a few extra which were because I left the game running while I was doing other things and couldn't put it down either. I was looking for dynastical/generational games and had dipped my toes in its more popular contenders; the Sims franchise, Mount and Blade Bannerlord, Crusader Kings 3 and even Massive Chalice. However, I liked Rimworld's colony sim/management aspect, having tried Project Hospital, Academia: School Simulator and Prison Architect too. This game is a great mix of both genres with a medieval vibe, more focused on family/labour management than combat. I was put off by it at first because of the UI, but it's somewhat intuitive having come from the games mentioned earlier. Overall, I love it dearly and look forward to future updates.
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.
There are moving clouds. Varying weather that affects temperature on clanfolk, food, materials and many other things for the good or not so good. Beautifully colored butterflies will fly up if you walk through a field, even more than they already do if you just watch from a distance. At night lightning bugs will do the same in fields & forests. You can see moths fluttering in the windows' light at night. Beavers will replant lakeshore reeds. Cats can be tamed. Storms and lightning will flow from one side of the map to another realistically. Wolves will prey upon your unprotected livestock. Your dogs can help you hunt, guard your livestock or just follow you around like a beloved pet. Your clanfolk can have surprise twins on occasion. You can build an Inn for travellers to spend the night and give you a little or a lot of money depending on their satisfaction. There are many different building materials. There are rivers and lakes you can fish in. You can build bridges. You can hire workers. If their satisfaction becomes 100% and you have an unwed adult in your clan, they could become interested in marriage. If you craft a traders sign, they will come with a variety of things to buy and sell. The more prestige you have with the clan they came from, the more and better things they will come with for sale. Things you might really like or need. The tech tree has a very logical progression. There is a world map that expands you gameplay tremendously. You can even move some of your chosen clanfolk to a new settlement if you wish. Will your clanfolk starve to death? Will your clanfolk freeze in the winter? Will your entire village go up in flames? Will your clanfolk flourish under your wise guidance? Your choices matter! ....I have barely scratched the surface of what this amazing game offers. One final note. Join discord for this game if you are still uncertain. The community is kind, welcoming and very helpful. And the dev and staff are even more so. I look forward to meeting you all there. ♥ Whether you buy the game or not, thanks for reading this to the end. Have an awesome day! ♥
和环世界是完全不同的赛道,所以也大可不必用环世界的标准看ClanFolk 游戏的核心是围绕”白手起家“这个概念建设的,在孤儿开局+狂风暴雨+气温偏低的组合下,这个游戏将会变得非常有代入感 ·你需要在建设小屋子的同时抓紧时间开垦出一片土地,这样才能在秋天之前多收获一茬庄稼 ·需要对每一份口粮精打细算,因为冬天获得食物的来源稀少,你还要提前准备好牲畜们的过冬粮 ·对于烹饪的细化算是个小惊喜了,但没有更多的反馈,比较可惜(记得刚开始的版本甚至只有肉类和燕麦) ·不足的是,小体量工作室的产能毕竟有限(毕竟人家名字就叫Mini),我记得在刚开始的时候右边计划栏里就有——“第二年之后的新挑战”——现在的游戏体量只要熬过第一年冬天,之后就完全没有难度了 但工作室一直在稳定更新,因此还是很乐意每次回来新开一个档,囤一片田,养两头猪,看着几个战争中失去家人的孩子慢慢开拓出自己的家园
Clanfolk is a relaxing game to play. It focuses on 1 clan that can grow by marrying other toons from other clans to keep your clan growing. Its focus is on crafting to survive with no real combat other than a few story elements in the world map when exploring. The crafting tree is huge and can take a long time to get thru to the end. Some skills you learn from exploring an over world map from other clans. Do not let the early access tag bother you as the dev (Blorf) is active in the forums and makes very good content as this last update included a detailed bee keeeping system. I recommend this game highly for those of you who love crafting and personal touches to the details in the environment.
Lo compre por que estaba en oferta, aquí mi reseña: es un juego de supervivencia y gestión profundamente realista, ambientado en las Tierras Altas de Escocia. Cada día del juego se siente vivo: el clima cambia, el agua se congela, los cultivos dependen del suelo, tus aldeanos tienen necesidades reales y el invierno no perdona. Es un juego para quienes aman planificar, optimizar y sentir que cada decisión afecta el destino del clan. La curva de aprendizaje es alta, pero una vez la entiendes, el juego se vuelve muy satisfactorio. Preparar comida, secar anguilas, recolectar hongos, organizar prioridades y construir dentro de una cueva para sobrevivir al invierno crea una experiencia intensa, tranquila y emocionante al mismo tiempo. ⭐ Puntos positivos: 🌿 Realismo excelente en clima, comida, calor y salud. 🧱 Construcción libre: cuevas, aldeas, talleres y granjas. 👥 Aldeanos con gustos, aversiones y multiplicadores reales. 🍄 Supervivencia profunda: hongos, pesca, trampas, secado y ahumado. ❄️ Invierno desafiante y emocionante. 🎶 Música y ambientación hermosas y relajantes. ⭐ Cosas que podrían mejorar o agregarse: 📘 Más guías y tutoriales en español. 👷 Poder dar órdenes directas a un aldeano (“haz esto ahora”), sin tener que reorganizar toda la lista de habilidades. 🌎 Mapas más variados y grandes: biomas nuevos, cuevas profundas, zonas especiales y recursos raros. 🌱 Más plantas y cultivos: hierbas medicinales, frutos secos, raíces, flores y variedades nuevas. 🐾 Más animales que aún no están en el juego: cabras, jabalíes, caballos/ponys, zorros, lobos, osos, perros domesticables, gansos, pavos, faisanes y animales de tiro. 👚 Más opciones de ropa y personalización: capas largas, tintes, ropa ceremonial, estilos avanzados. ⚔️ Eventos dinámicos o amenazas opcionales: ladrones, invasores, animales agresivos, incendios forestales, tormentas extremas o clanes rivales. 🔧 Más contenido tardío: talleres avanzados, metalurgia profunda, comercio complejo y metas a largo plazo. ⏳ Configurar duración del día y de las estaciones: sería increíble poder elegir cuántos días dura cada estación, o ajustar la velocidad del año. 🗺️ Mapa con exploración progresiva (“niebla de guerra”): descubrir el mapa poco a poco daría mucha más inmersión; verlo todo desde el inicio le resta sorpresa. ⭐ Conclusión Clanfolk es un juego hermoso, profundo y muy realista. Sobrevivir al invierno, construir dentro de una cueva, manejar el calor, los alimentos y ver crecer tu clan es una experiencia especial y muy gratificante. Aunque puede expandirse más en variedad y personalización, sigue siendo uno de los mejores juegos de supervivencia histórica del género. Totalmente recomendado.
I adore this game. I find it rather relaxing. The game being period locked with a limited tech helps provide the game with personality.
Active players
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Where this game's players are, estimated from review languages.
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