
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 963 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bom dms.
20 hours of play. I completed all the quests in the kingdom (the last one, as it turned out, was not completed due to a bug - I changed the language to English and everything worked). I have a fairly stable economy (now I not only sell weapons, but now I drink wine to all the surrounding kingdoms). All residents are well-fed, unemployment is zero, taxes are paid regularly with a surplus, all ratings are top notch. [h2]ADVANTAGES:[/h2] In general, the game is fun, so light and non-binding, with simple mechanics of the interaction of socio-economic elements. It's a very cool visual. You see every resident, what they do, where they take their groceries. These are not just some nouname units, this game focuses on them. Cool love interests. [h2]DISADVANTAGES:[/h2] 1) The funny thing is that sometimes unemployment is more profitable for the budget than full-time employment. It seems to me that the mechanism is broken after all, it shouldn't be like this. 2) It is difficult to manage resources. I would like to have an influence on where residents should place a particular resource in the first place. 3) The game was advertised as a kingdom building simulator with a bunch of random fabulous events. As a result, there wasn't much of this entertainment. It's even a shame: there's only one event in each open area. And they are also executed at the touch of a button. [h2]SUGGESTIONS FOR IMPROVEMENT:[/h2] 1) I would like to see units of the royal family that would just walk somewhere near the castle, perhaps open some festivals, cut scenes, etc. 2) I would like to see more detailed mechanics of interaction with resources: for example, to set a resource priority for each building. 3) It would be great to expand the fabulous events. First, increase their number. Secondly, instead of a single interaction window, make an interactive dialog box with an entire root. So that the result depends on the player's choice (like sims 3 maybe?). Now the situation is like this: you either fight a cyclops and he gives you a pendant, or you spend greatness and he gives you a positive effect. It's boring: at the end of the game, I didn't even read the introductory information (it was a stone golem i guess), and just chose the option that suits me. I would like something more intriguing. Maybe even quests in several stages. [u]In general, the game has super potential, and if it is improved, it will be one of the best strategy games in a fairy tale theme.[/u]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 9K | 92% | $24.95 | |
| $5.2M | 9.8K | 86% | $14.99 | |
| $5.2M | 3.3K | 87% | $49.99 | |
| $5.2M | 8.2K | 96% | $34.99 | |
| $5.2M | 6.9K | 73% | $49.99 | |
| $5.2M | 5.6K | 93% | $13.39 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $93.8K | 123 | 77% | $19.99 | |
| $233.2K | 1.3K | 62% | $6.24 | |
| $686K | 1.1K | 76% | $9.99 | |
| $279.8K | 2.3K | 85% | $4.99 | |
| $224.4K | 210 | 92% | $24.99 |
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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 967 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Достаточно неплохо для первого знакомства с таким жанром игр)
Really cute game! Easy to beat in 24hrs but that's exactly the point! Fun Time!
fun game, addicting, simple, relaxing
Its okay. Not something I'd spend a fortune on.
Nice and peacefull game.
time killersssss
Cozy, inviting, and keeps me coming back for more! There are so many different aspects of the game to think about, but they're not overwhelming at all — which is nice to go "okay, what now?" and have a few different choices, but not feel like everything is happening at once. And the fantasy kingdom vibes are immaculate!
I do recommend the game even though the gameplay is a little disappointing. Fabledom seems like a really nice, but unfinished game. It could be so much better if certain mechanics were expanded. Pros: + This is a decent city builder + Cute artstyle + Decorations variety + Housing for commoners is a nice mechanic that I have not seen before Cons: - The game doesn't really feel as magical as I would like it to be. It looks the part, but there is not many mechanics related to magic or magical beings. After hours of play I have seen only one event that I would consider worthy of playing this game over any other city builder, the rest was just a reskin of standard city builder mechanics - Hero mechanic and exploring ruins is underwhelming. I would expect to get some artifact or magical item, not a decoration item that doesn't stand out from what I already have access to. There is no adventure guild, no quests for the hero, he is mostly useless. - Once you get to commoners it becomes really annoying to shuffle workers - There is no option to turn on automatic workes assignement or to turn off new villagers requests. - Messanger and romance mechanic is underwhelming so far - I hoped for more villagers variety, but it seems there are only fablings - The game locks mechanics like combat behind milestones. This is such an odd choice to have combat as a late game mechanic.
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.