
Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to survive. Produce crafted items to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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): 5.29/day in the week to Sep 2 → 8.86/day in the week after.
About
Protect and guide your small band of settlers to forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to sustain your advancing town. Produce crafted items for villagers to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats (pacifist mode available for players who do not want to engage in combat).
Harvest, Grow, Craft - Harvest 16 different raw materials from wood, stone and clay, to metal ores, wild herbs, and honey. Grow 19 types of food, including forage items, fish and game, plus 12 food crops, each with different characteristics. Produce 32 crafted items and materials in a multi-tiered economy.
Build and Advance - Construct over 190 different buildings as you grow your town from a fledgling settlement to a bustling city. Your town center and housing will advance through multiple building tiers as the prosperity and desirability of your town increases and advancements are made in a vast 140+ point Tech Tree. Upgrade production buildings to increase efficiency and enable production of more advanced items. Construct a temple and customize your people’s faith with discoverable relics.
Most Detailed Farming System Ever - Strategically select from 12 crops with unique growing characteristics and configure crop rotations to maintain soil fertility, avoid heat and frost damage, and prevent the accumulation of diseases. Cultivate your fields over time, removing weeds and rocks, raising fertility and adjusting soil mixture to achieve maximum crop production to keep your growing population fed.
Advanced Town Simulation - Villagers actively live their lives and perform their jobs in real time. Watch as villagers carry goods across town from remote work-sites to be processed into materials and crafted into items. See foods and goods delivered to homes, the trade post or stored for later use. Develop roads, transport wagons and improve storage methods to facilitate the efficient movement of goods through your town and prevent spoilage.
Randomly Generated Maps - No game is ever quite the same with beautiful, completely randomized terrain generation and resource distribution. Unique biomes and map themes increase replayability, with extreme maps leading to unique challenges. Controls allow players to specify the amount of water or mountains they desire, even down to which resources can generate on the map.
Idyllic to Brutal - Customizable difficulty options allow players to turn off features like invaders and disease, for a more tranquil experience or max out difficulty to truly test their town-builder prowess. Enable custom game options to cater the experience to your desires.
Environmental Interaction - Develop your economy based on which resources are locally abundant and produce items for trade to acquire that which you lack. Erect fencing to keep deer away from crop fields and stop bears from raiding food storage. Manage tree cover to prevent underground water supplies from drying up. Balance the need to clear land for agriculture around vital natural resources like wild growing medicinal plants and forage items.
All Them Old-Timey Diseases! - Ensure your villagers have clean water to stop outbreaks of dysentery and cholera. Collect berries and plant greens to avoid scurvy and ensure a healthy diet. Make sure villagers are properly shoed and clothed to reduce chances of contracting tetanus, rabies or frostbite. Build a healer’s house to quarantine the infected and provide herbs and medicine for treatment. Manage rodent populations by collecting waste, securely storing food and employing rat catchers to ward off the feared bubonic plague.
Fend Off Would-Be Invaders - Choose to play on pacifist and avoid combat altogether or engage with varying levels of raider difficulty to raise the stakes for your town’s survival. Progress from wood palisades to stone walls, build towers and barracks, recruit and equip soldiers in the defense of your town as rising prosperity attracts the attention of raiders and foreign armies seeking plunder.
Steam Workshop Integration - With full support for modding through the freely available Unity development tools and Steam Workshop, players have the power to take the game's strong foundation and build upon and reinvent it to their wildest desires.
Crate Entertainment is a fully independent developer and publisher located outside Boston, MA. Crate is best known for the critically-acclaimed action-RPG, Grim Dawn. Join the Crate community and help shape the future of development of our games and be among the first to receive news about Farthest Frontier by participating in polls and discussions on our forum.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1118 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like this game a lot, I was following for a long time. Unfortunately... I only have 1 issue with the game, but it is an issue so stupidly horrible and ♥♥♥♥♥♥♥ retarded, I am actually writing my first negative review and I barely write reviews period. (Apologies for cursing, but this is just that stupid and I hate cursing too. "Heavy Tools" is a massive issue. That thing is a major stupid ♥♥♥♥ fest of a problem. You can argue it is my own fault, as I have played over 10 hours, and tried several attempts to figure out why this problem kept happening. After looking online, and finding out this is a problem that has persisted in the game since it came out, I needed to come write a negative review. --Heavy tools is required for you to build the blacksmith, the only building that can produce heavy tools. The devs want you to interreact with the trader to get your first one.-- (Make sense enough) --The iron bars are made in the foundry. The foundry only works if there is a HEAVY TOOL placed in it...-- (So you need to buy 2 heavy tools out the gate, or do some building activity shuffling to avoid wasting time from the the Heavy Tool dropping below 90% and can't be used to build a blacksmith) Here is where the ♥♥♥♥♥♥♥♥ starts. --Villagers will consume tools, so they can work efficiently. The tools themselves have durability.-- There shouldn't be a problem, because tools are separated by "Tools" and "Heavy Tools" Why in the world will villagers automatically consume the "Heavy Tools" if there are not regular "Tools" Mid/Late game buildings and upgrades, require Heavy Tools to be used used as material. Not only that, it gets much worse. -Villagers will not drop any tool they consume. -Children will consume any tool, even if they grow up and do another different job that doesn't use tools. -Tasks will burn down the "Heavy Tools" and prevent it from being used for building anything. If you do not building enough foundries, and keep with the curve of villager population with number of tool production. You can literally soft lock your progress, and be unable to produce enough tools. You will soft lock progression if you did not build a foundry at all when your village gets too big, and the tool consumption is too high. You either have to wait countless years, kill off villagers, or downsize your village to counter the AI Villagers to use less tools than you produce. The last option is literally RNG when traders come and randomly have hundreds of tools and you have the gold to just buy them all out right, assuming both the regular tools and heavy tools appear at the same time. The only reliable solutions I found to not soft lock early game is this. -Rush the Foundry as soon as possible in the tech tree before your population grows too big, and consumption gets too high. -Do not mine too much stone or cut too much trees, that will use up your normal tools early. -Turn off your mines and foundry as soon as you get around 30 or 40 iron bars, then wait until you can craft the blacksmith. The other solution to prevent soft lock mid/late game is this. -Make a separate store house. -Only allow Heavy Tools to be stored there. -Set a direct limit and quota, so that Heavy Tools will always be there. Now you can avoid never not having any Heavy Tools for building later. The solutions are straight forward, but why did I have to google all over the place to find the actual strategy for it. Why is this strategy even needed in the first place. You either have to micromanage the crap out of your AI villagers that does what ever the hell, or you have to use some gimpy ass strategy. TLDR: I like game, game has dumb mechanic, I down vote game.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 21: 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): 7.75/day in the week to Jul 25 → 10.29/day in the week after.
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, Italian, German, Spanish - Spain, Czech, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Swedish +3 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Positiv: - super Grafik / Sound (z.B. der Rattenfänger!) - entspanntes Bauen / Siedeln im Pazifistenmodus Negativ: - Willkürlicher Bärenangriff (weit und breit kein Bärenlager) - Plündererhorden viel zu stark für Pioniermodus und "entspanntes Siedeln mit Abwechslung" - ohne Abwechslung im Pazifistenmodus zu langweilig auf Dauer - Kartenbuild absolut frustrierend Nur für Leute die gerne Kriegen/Kämpfen - für entspanntes Siedeln zu wenig Abwechslung im Spielverlauf. Deswegen von mir zum jetzigen Zeitpunkt keine Empfehlung.
I really want to love this game. I like it but there are few things that keep me from playing for more then 1hr. As much as I love the game the People management and selection part is either outright missing some basics or just broken. Like no button or indicator to select inactive people or that the game sees no difference between a person doing their laundry at home and relaxing doing nothing. Don't even get me started on trying to assign people jobs....there's a option to prioritize things but it must be go directly to the suggestion box because at the end of the day they do what they want and what they want is to farm.....no matter how many times I use the game s resource gather selection option or manually task workers they generally end up quitting and going to work on the farm. especially woodcutters...I get nobody wants to swing an axe besides me but damn do they have to be that real to life. Personally id rather cut wood then pull weeds but I guess that's just me. There multiple other issues like trying to actually select people, getting them to build and more but I think you get the idea. Great framework, settings, graphics and UI just needs someone one the development team to have actually played any similar game so they understand there's nothing more frustrating then trying to strategize but being unable to properly actually control people....damn am I talking to the devs still or my wife....who cares, same issue.
Ich mag keine Kriege, aber ohne Schlachten wirkt das Spiel leider langweilig.
Fantastic game, just a shame you can't see what people are doing inside the buildings when working, I would have liked to see the backer working or people in the pub or in the theater play. It is really nice that you can see people gardening and tending to the plant decorations you place and using the benches even tho these do not provide happiness (they should).
I have tried several times to get into the game and I just can't. The graphics are lovely, but the game loop is too slow and too cruel. If you have a special sort of masochism, then the game might be from your alley. Other then that, the UI also feels 15 years outdated.
Unfortunately I found the game to be dull; the limited range of challenges/events (building fire, predator attack, disease/drought effecting crops, predictable ai regarding raids) left the game with each game feeling the same, the slow pace even on x5 speed and certain buildings locked behind research with an ever increasing interval between research points draws the game out.
这下知道庄园领主为啥摆烂不更新了,属于是正在做释放阿凡达的时候友商突然出了个黑神话悟空
I tried hard but I lost patience with this highly complex game, because there is no reliable information available. I think others trying to play it are probably in the same boat, feeling confused and giving up.
В целом игра норм. [b]Крепкий середнячек[/b]. Но я искренне не понимаю, что в ней делают люди у которых больше 100 часов. Я вот как-то после 30 часов почувствовал, что игра уже ничем не удивит и потерял всякий интерес. В игре интересно начальное развитие, выстраиваешь город, логистику, осваиваешь механики (если новичок), а к середине игра превращается в болото, где делать особо нечего, копишь знания, отбиваешься от рейдов, смотришь на всякие уведомления сквозь пальцы, потому что ты либо уже решил эти уведомления (выстроив от хищников башенку) либо смирился с потерями. Крч на среднем этапе делать решительно нехрен, только расти, больше выше сильнее. А для чего? Какого-то челеджа для этого нет даже на высокой сложности. На карте нет какого-то врага с которым требовалось бы соперничать, даже внешнего мира нету как такового. Можно побродить поуничтожать лагеря разбойников и логова волков, если мешают, но это все довольно просто. Крч скучно и бессмысленно выглядит игра после третьего уровня главного здания, я еще себя поразвлекал всякими разными ландшафтами (биомами), но это опять же влияет только на стартовые условия, которые к середине уже ничего не значат. [h2] Пару советов новичкам [/h2]до которых я не сразу допер: 1. Любые здания можно перемещать (рядом с крестиком кнопка желтая в здании). 2. Рейдерам в целом похрен на все кроме складов и они всегда примерно на ваше центральное здание двигаются. Что как бы намекает что все здания кроме производственных и складов можно выносить за частокол, особенно не стоит держать в пределах огороженной территории поля (да, я так делал), на них рейдерам вообще насрать, они их даже не сжигают. В целом это ведет к тому что жилой район можно обустраивать отдельно от основной базы, при желании. 3. Мастерская повозок не смотря на свое описание, занимается не столько строительством повозок, сколько перевозкой ресурсов. Поэтому если у вас много дальних шахт то таких мастерских лучше иметь больше чем одна.
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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