
Set in a wholesome fairytale world, Fabledom is a laid-back City builder. Enjoy the growth of your settlement, interact with your neighbors and defend your kingdom from magical creatures. All to find true love and live happily ever after!
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 2.14/day in the week to Aug 28 → 6.29/day in the week after.
About

Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $20.99 | 7.9Kreviews | 85% | — | $5.2M |
| $24.99 | 867ratings | 63% | — | not modelled | |
Engagement
Reviews
Themes across 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm not really sure I'd call this "laid-back" as the blurb seems to claim. As pretty as it is to look at, it's pretty shallow, while also being really tedious later on. Resource gathering/generation seems to be super unbalanced and doesn't really make much sense. After a few hours of gameplay I had almost 2000 Iron from only 2 Iron Mines, yet nothing to really use it on, while I had 6 Charcoal Kilns going, yet my stock was continually stuck on 0 or 1, with my villagers complaining they had no heat during winter. I didn't have any Armaments or anything crafting either, so I have no clue where all my coal was going. Then, once I reached around 200 inhabitants in my town, which I don't know whether that's mid-game or what, I suddenly had my people starving to death every 5 seconds, despite having almost 1000 stock of vegetables and 500 grape juice. I placed granaries all over and even had a Marketplace set up along with some Shops in the Commoner houses, but I was still getting pop-ups about them starving, while their happiness was still sat at around 70%. I don't know why it randomly started when it wasn't an issue before, so I don't know if the AI just broke and couldn't path-find to the storehouses, or whether I needed to just spam out Marketplaces at that point, which would require me tediously moving all the buildings around in my town to have them cover a decent AoE of houses. Not to mention that moving buildings in this game is tedious in and of itself (if it even lets you move them). I'd also say that 90% of the events I had in my last 2 hours of gameplay were also just annoying, with most of them being witch's curse (pay gold or your people eat more food), or the dragon (pay gold or it decreases happiness a ton), while also getting a bunch of ones that I couldn't complete and caused me to lose all my nobility. I say they're annoying, not because Gold was a problem (it wasn't, I had over 10K), but because they're just negatives/debuffs for the sake of negatives/debuffs. Why are debuffs needed in a supposed "relaxing" and "laid-back" city-builder? Also, I know it's the typical loop in games like these, of making more houses, to get more villagers, then needing more resources, etc, but in this game, it feels like there just isn't any actual reason to do it. Unlike a game such as Anno, the houses come as-is and cannot be upgraded to take more people. This means you'll have tens, if not hundreds (in late-game) of the peasant houses all over, as you need them to run the farms and do menial labour. The Commoner communes also want shops and things in them, meaning they then take up a ton of space too, while the shops have really dumb AoEs that don't even fully cover the commune they're placed in. There's just no real sense of progression, which makes it feel more like an incremental idle game, than an actual city builder or especially a colony sim. I was hoping the game would lean more into the fantasy aspect too, but most of the fantasy elements just seem to be an excuse to have the negative/debuff RNG events, outside of the ogre that roams around and gives +5 happiness or whatever. I suppose it's an OK game to just sit back and watch on 3X speed if you're bored, again being more like an idle game, provided you're OK interacting with the "pay 500+ gold" popups from the witches/dragons every ~5 minutes. I would have said you could have it open on a second monitor, but I was getting weird frame-drops and extremely high GPU usage on my system.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 266/day in the week to Jul 15 → 2.14/day in the week after.
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*, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Russian, Portuguese - Brazil, Japanese*languages with full audio support
| $24.99 |
| 292ratings |
| 68% |
| — |
| not modelled |
| $20.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 955 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love this game, I really, really do. It's challenging and very cute, but I can't recommend this game when it has such a huge bug. Fablins will just starve to death even if you have enough food. I do hope they fix it soon, it's been in the game for a very long time from what I've read.
87% positive reviews. It's amazing how people buy games uncritically. Fabledom is a game with the classic city-building problem: once you've completed a map, there's no point in generating a new one and playing it again. Because each playthrough is no different from the last. I'm amazed how developers put so much work into a game, only to create procedurally generated maps without designing any mechanics to encourage repeat play... ...and even if there were, it wouldn't be worth anything in this game because it's horribly tedious in the late game. It's so laborious, unclear in its mechanics, buggy, opaque, and doesn't explain the economy to the player, which means that with a fully developed kingdom, you can't make enough bread, even if you build 20 farms, mills, and bakeries. Just as coal production was a problem at the beginning of this game's development, so now, in my case, is bread production. But even if this were corrected, the game is still horribly tedious and unbalanced, and you only have to play through one map and then uninstall it. I wouldn't recommend it, unless it's 10% off the full price.
Alright, from the get-go - I really like the core concepts of the game: the mechanics, amazing art style, music, and all interactions between fablings. The early and mid-game experience is strong and engaging, with random events like ogres, witches, dragon attacks, or a POIs like Barskin. But this is where my praise ends, because the game feels unpolished. A lot of mechanics lack proper continuation. While progression is rewarding at first, it suddenly cuts off - even before reaching the highest fabling tier. After unlocking it, the game effectively runs out of content, leaving only automation and min-max optimization, which quickly becomes repetitive. Getting back to the event system - I did like it, until events stopped appearing in the middle of the mid-game (not even the late game). The number of events is limited, and they are heavily scripted, so replayability isn’t really viable across playthroughs. Some of them, like the Magic Bean event, are poorly designed. I accidentally destroyed the sprout while trying to move it, and it disappeared permanently. Since it’s a one-time event, it never appeared again, forcing me to start a new save later on. Repetition ends up being a core issue because of this. The only real incentive for me to continue playing is 100% completionism, like marrying every prince and princess - but that still requires going through the exact same progression multiple times (even if the maps are different). In conclusion, while I had fun during my 18 hours of playtime, it doesn’t feel like a complete product for the price. If you enjoy city builders with resource management, it may be worth picking up on sale - but I wouldn’t recommend it at full price. I do hope the developers expand the game with updates or DLC, as I’d really like to continue my Fabled Kingdom (^-^)/
Fabledom Review – Broken, Frustrating, Useless I’ve started this game multiple times, and every single time I hit the same wall: my citizens are constantly starving. The production chains—from farmers to bread—are glacially slow. Even when food is made, the workers eat it themselves before anyone else gets a bite. Everyone else? They just die. Of. Hunger. And it’s not just bread—fish and vegetables are equally useless. Manually assigning workers is a nightmare. It’s ridiculous. Take the fisherman, for example: I row out to sea, catch one fish, row back starving, eat the fish myself, then repeat the process endlessly. There’s no way to optimize by putting houses or warehouses close enough to production buildings. The game punishes you for even trying. It’s obvious the developers didn’t care. They dumped unfinished, unbalanced content and expected players to spend a couple of hours, then forget it. But I stuck around, with 200+ citizens, and it quickly turns into a hellish juggling act: someone dies of hunger, you assign a new worker, they die, rinse and repeat. The number of farms, mills, or bakeries? Completely irrelevant. Fabledom isn’t just unpolished—it actively makes you hate playing. Mechanics are broken, systems are lazy, and the game feels like it was rushed out with zero care for the player experience. Do not buy or play this game—it’s a waste of time and pure disappointment. Let the developers fix it and release a massive patch first, then maybe it’s worth trying.
Not being able to reassign fablings to a different house closer to their workcenter when it's a core game mechanic is a stupid oversight and makes optimizing a city super tedious towards the end to the point where I didn't even bother finishing it.
My 5 year old likes to watch and boss me around while I play it.
Since Steam doesn't offer a mid/positive option, I'm inclined to recommend this even though I encountered many fundamental flaws throughout the game which stopped me playing several times. Overall it's a 6/10, but the game is bursting at the seams with unutilised potential. Overall, I had a very pleasant experience with Fabledom, but not without a series of frantic Google searches to try and figure out what should be very clearly-defined core mechanics. Like almost all other previous players, I hit a point where my kingdom was packed to the brim with farms while my villagers starved to death and produced no food. It turned out my farmers were walking across the map to get to their home to pick up some food, and by the time they got back to work (at the farm, a food source) they were already starving and miserable. it's never explained anywhere that when assigning workers, it will attempt to place the closest-living worker into a building. It's also not possible to manually relocate your workers or rehome them. In the end, the only solution was to collectively remove all my workers from all production buildings, and then manually reassign them all. This eventually populated the buildings with villagers which lived nearby, and the game very suddenly became enjoyable. Simply having an option to swap out workers, or even doing it automatically would bring this game up to a solid 8/10 for me. If this is an option already, it was not made clear to me. In summary, I very much enjoyed this game, but it would hugely benefit from just a very tiny bit more love.
I really enjoy playing this game and find it to be a fresh take on city builders, but cannot recommend it in its current state. Like many others have mentioned, after getting about 3 hours in, it started crashing every 20 minutes or so, on the lowest graphics settings. My PC can handle other, more graphically demanding games without issue. Will return to the game once the crashing issue is fixed, but for now 20 minutes of playtime is not worth the risk of damaging my graphics card.
可能是我老了,总感觉游戏太幼稚,我年轻点的话也许会玩的很开心
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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