
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.
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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.
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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
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
Hours played at review time, across 615 reviews with recorded playtime.
Reviews
Themes across 614 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I'm a sucker for a decent "Banished" like, and there's no point in pretending this is anything other than that. Problem is, what Banished already "solved", this game decides to try and complicate and call it innovating. Having to move your forager work areas CONSTANTLY to chase nodes? Locking content behind an aggressively time consuming research system? Requiring staggering amounts of gold to keep anything running AND to upgrade? A decoration system that has ♥♥♥♥ all to do with whether it looks nice to you, the player, and everything to do with whether it will somehow satisfy your villagers enough to make their shelters into a house? Sure, you can speed things up, make people run like little ants. Not much, but some. Of course if you make meaningful progress, then raids kick in. And soldiers? Verrrrry expensive. And you better believe the AI can't accomplish anything on its own. Be ready to micro those solidiers like it's starcraft, because they'll walk right by anything dangerous to all attack the one dude you clicked otherwise. It's kind of pretty, the music is rather good, but it's not a fun loop, and these are all such solved issues, it's hard to see why this game exists. Then I see they wanna charge for adding cats and dogs, and that's when it makes "sense".
There is a great deal more versatility with Farthest Frontier than with similar games like Ostriv and Banished. For those that enjoy crossing swords and dodging arrows with invading military units, this game allows such a person to govern the level of engagements; for those who just like to keep on their toes against a casual vandal or two, this is the ideal game. And for those who are suicidal would be "Rambos" among us, this game will let you see just how long you can stand against the forces of evil. It is my pleasure to quietly build peaceful villages like I do with the other two games that I mentioned, but even that can be adjusted - if you like to protect your herds against hungry wolves and ill-tempered wild boars now and again. This is a fantastic game for whatever your mood.
Reminds me too much of early stages of Manor Lords.. Completly unbalanced and way too costly to counter anything that will attack you. A single bear will wreack havoc on your entire settlement just because your settlers are too STUPID to do anything. And having any sort of soldier is way too f***ing expensive. Ohhh, and that was until I found ON REDDIT that you can command settlers. So select ALL of them and attack the f***ing bear. Tutorial is SHAIT, the game is slow as hell. Want to get more people? Yeah, you better settle down and wait for about 1-2 hours! And WHY does both this game (and Manor Lords) INSIST on having the 2 most IMPORTANT JOBS, the ones gathering wood for building, and actual builders being the UNEMPLOYED!?! Let me build a ♥♥♥♥♥♥♥♥ carpenter and a woodsman! Let me set my 5-10 people to work WITH THSI! Not have to balance all the other f***ing jobs to remember to keep 5-10 of them UNEMPLYED! Do with that as you will.
그래픽이 디게 옛날 게임 감성인데 낭만있음. 디아? 녹스? 그런류쪽 갬성임 뭐 일하다 포식동물한테 물려죽고 천둥때매 건물 불타고 침략자 쳐들어오고 역경이 많음 재밌음 도시건설 게임 유명한건 거의 다 해본거같은데 죄다 운영위주라 역경이 부족해서 경제만 대충 안정화 시키고나면 후반에 무조건 방치형에 꾸미기 위주라 지루했단말임. 근데 이 게임은 주민들을 림월드처럼 드래그해서 징집시키고 컨트롤해서 전투를 함. 진짜 중세처럼 비누없으면 전염병 돌고 울타리 안치면 늑대한테 물려죽고 겨울에 장작가지러 가다 얼어죽고 껄껄 진짜 플레이방면에선 너무 재밌는데 딱 한가지 단점이라면 보는맛이 좀 모지람. 애들이 죄다 뚝딱이야 생활애니메이션이 없음. 도시건설게임류는 운영하면서 마을 주민들 관찰하는 재미가 좀 크잖슴. 근데 애들이 너무 레고임. 근데 게임 자체가 방대하다보니 그런 애니메이션까지 넣었으면 프레임이 무지하게 갈려나갔을거같기도하고 두마리 토끼를 동시에 잡기엔 좀 욕심인 거 같긴함. 그래서 딱히 이벤트가 없을땐 초반에 너무 지루하다. 그것만 빼면 재밌음 ++ 적당히 번영하고나서 매판 느끼는건데 진짜 불편한점 몇개만 좀 개선해줬으면 좋겠음 벽울타리 곡선,원형툴기능 건물 드래그해서 프리셋붙여넣기하면 한번에 전부 적용기능 건물 더블클릭하면 동일건물들 선택기능 바닥재깔기 기능 저장소건물 저장우선순위기능 저장품목 초과수량 교역소로 이동기능 건물 인터페이스 열때마다 살짝 거슬리는 버벅임있는데 후반가면 건물 하나 누르고나서 2초정도 늘어진단말임. 근데 무슨 길 한땀 한땀 클릭해서 업그레이드 해줘야하고, 저장소 프리셋 복사 붙여넣기하는데 한땀 한땀 지정해줘야하고 진짜 이점이 제일 불쾌함. 버벅임 보기 싫으면 정착지 폭파하고 새게임하는게 제일 맘편한데 정착지 새로파면 복사붙여넣기업그레이드 또 그짓거리 할 생각에 성질부터남. 제발 만들어"줘"
This is my Banished replacement. Though it's more than that obviously. Raiders are a thing and it also includes some RTS elements in there. There's crop rotations and different jobs for your villagers to get the whole industrial and logistical flow going. There's a pretty wide tech tree and it unlocks some bonuses, new buildings, or policies. There's a desirability factor on whether your villagers can upgrade their houses and eventually contribute more money to you. Late game is mostly just keeping the village running and going for one of the monuments. That part felt a bit slow, basically waiting for the resources (and it needs a lot) to get built. The raiders do try to attack every 2-4 years but once you have enough walls and barracks, you eventually figure out that they kinda work like villagers, beelining towards their target unless they get attacked. I wish there's more graphical settings because it does look a little too detailed, even though I think it looks nice. My computer started to chug a little when I got to 1500 population. I also had an issue with glassmakers saying there's no tools when the building already has tools equipped. I also wish I can actually point laborers to store something like iron at a storehouse near a foundry, for example. Currently it's a bit of a mouse and cat game of finding where the heck the resources are and then setting a limit or disabling it so it hopefully moves elsewhere. Aside from that, I like there's many map generation settings with varying resources. Music is also good but I hoped there's a bigger soundtrack. It's already pretty solid. I'm going to play it again eventually when I want a better challenge with harsher environments.
I haven't played a ton of Farthest Frontier but after ~2 hours I'm not that interested in playing more. I bought this game primarily because of people recommending it as an Anno like game with some Frostpunk sprinkled in. Unfortunately Farthest Frontier suffers in several areas that are quite annoying. The first of these is micro-management. My settlement never grew to be huge but the amount of micro-managing you have to do is egregious. It's not fun to tell the forager to constantly forage in other areas and watch them like a hawk to make sure the right area is being foraged, what about this is good? This micro-managing extends to other areas too such as the hunter not dealing with a boar by themselves even when you have the area selected. They simply won't resolve the issue until you specifically select them and turn it in to an RTS. Food spoilage and other systems are similar. I don't want to babysit my population. I want to focus on logistics, growth, and planning. Instead I'm dealing with an alert for the 7th time because a boar is in the area or ate food from my farm. Many systems are not intuitive or are poorly explained. To begin with the in-game tutorial is quite bad. It took me a long time to understand that to get my huntsperson to deal with a boar I couldn't just tell them to go hunt in that area and they would take care of it. Instead I had to micro-manage them manually to do this task. Why is this not explained anywhere? There are a lot of things like this in the game where you're constantly searching online for answers from other players because it's not explained in the game and the in-game "wiki" isn't in-game. Instead it sends you to the official "game guide" which is woefully lacking in anything past the basics. You're left to flounder trying to understand something that should be simple "I selected this area, someone should hunt down the boars in that area because they are a hunter" yet they don't. Why don't they? What do I need to do? How do I do it? These are all pretty basic questions yet they aren't explained past "you can manually control your villagers!" Okay great but that doesn't help and the tutorial isn't that helpful either since it glosses over critical details about complexities within the systems. You really need external resources to understand how everything is working unless you want to fail repeatedly. The graphical style is lackluster. Yes the game world has detail, this is not the issue. The issue is in the attempt to make everything so detailed they didn't create an easily readable or truly enjoyable to look at game on higher graphical settings. It's really hard to explain without seeing the game in motion but when playing a city builder I need clarity and Farthest Frontier doesn't do as good a job as it could. On top of this there is an extremely annoying issue when you use a larger UI scale (something that is pretty much mandatory at 1440p or higher unless you want to look at very small icons) that the images for the structures you can build are not high res, they're just the stretched and zoomed version of the same image so they're extremely pixelated and look terrible. I reported this in the Steam forums months ago and didn't hear anything back nor was this patched. Why even allow for UI scaling if the UI has issues when scaled up? Did no one check this? It doesn't make sense. The game also doesn't save several settings in terms of informational detail level you have selected so you have to set them every time you play via the hotkeys. A minor annoyance but an annoyance all the same. Performance could also be better even on a very good rig (specs attached to this review). Moment to moment gameplay also feels kind of rough. You'll get to a point where you need a significant amount of gold to progress but it's not very clear how you increase the rate at which you attain this gold. Yes you'll be raising money (let's not even get in to the weeds in how your citizens can pay you in gold when you CANNOT EVEN MINE GOLD at that point in the research tree, so where is it coming from?) for taxes but that only happens once a year so until then you just sit around or build more? It's hard to explain but after playing city builders like Against the Storm where you are understanding your goals and working towards them this game feels much more like a sandbox. Maybe that's what some people want but for me I like to have short and long term goals. This is pretty much just "play till you lose or get bored with your city" which I'm sure is fine for some people but I was a bit disappointed by this. The way the research tree works is also lame and many of the upgrades feel like they're designed to suck up your time to get them instead of achieving something interesting to unlock them. I'm also not a huge fan of the way you have to defend your city and fight off raiders. It feels really clunky in this kind of game and a bit shoehorned in. Overall Furthest Frontier is fine but nothing groundbreaking and I despise the micro-managing. It caters towards a very specific audience of people who like these sort of medieval city builders (Banished, Anno, etc.) without offering much in the way of innovation or anything really groundbreaking. The music is also quite good. We've been pretty spoiled for city builders in the past ~6 years so I'm probably being a bit harsh. Maybe one day I'll return and give it another shot but for now it isn't grabbing my attention and there are too many other amazing games to play.
Игра оставила крайне противоречивые впечатления. Давно следил за ней, хотелось спокойного, красивого и медитативного градостроя с хорошей экономической моделью. На старте не понравилось, потом втянулся. Но, к сожалению, через чуть меньше чем 30 часов надоело. Не понимаю, в чём дело. Как в том анекдоте про бракованные ёлочные игрушки: блестят и светятся, но не радуют. Возможно, это я уже не тот :) Из плюсов, конечно, отличная графика, смена сезонов и в целом хорошо продуманные цепочки производства, которыми интересно заниматься, как минимум вначале. Минусы: практическая невозможность контролировать рост населения, из-за чего приходит долго "тошнить" в ожидании очередной порции беженцев. Экономика также показалась слабой. Чтобы запороть поселение, нужно постараться, по крайней мере на предпоследнем уровне сложности. Севоборот, с моей точки зрения, переоценён. Заморачиваться им не особо охота, но в целом менеджмент полей продуман хорошо. По итогу палец вверх, рекомендую!
[h1]Farthest Frontier — амбициозный градостроительный симулятор, которому есть куда расти[/h1] [b]Полный обзор:[/b] https://blast-games.ru/obzori/farthest-frontier-obzor-2026/ (очень много букв) [b]Farthest Frontier игра смелая, амбициозная даже[/b] — она не стесняется добавлять реализм туда, где его как будто бы никто не ждёт; не боится разбавлять классический градостроительный коктейль новыми механиками, вроде RTS боёв; без лишней помпы выкатывает, наверное, самую или одну из самых комплексных механик фермерства среди игр жанра. Всё это она делает без оглядки на устоявшиеся жанровые рамки — искренне. И нет ничего удивительного, что такой подход создаёт одновременно и большие геймдизайнерские удачи, и довольно заметные промахи — такова цена абсолютной искренности. [b][i]Хороший ли Farthest Frontier градостроительный симулятор?[/i][/b] Один из лучших, вышедших в последние годы и сразу по нескольким параметрам. Главная, неоспоримая заслуга Farthest Frontier — это стойкое ощущение, что [b]поселение живёт[/b], а не просто представляет собой набор зданий и каких-то снующих человечков. Здесь это целая экосистема, правила функционирования которой, правда, не всегда до конца ясны, но она работает и ты, как игрок, ощущаешь себя его важной частью. Не проигрывает Farthest Frontier своим конкурентам и по количество возможностей — в игре есть практически всё, о чём может мечтать усреднённый поклонник жанра city builder: от красиво загибающихся дорог и разномастных домиков, органично составляющих районы и до тонких настроек производства и лимитов. При этом игра совершенно точно не идеальна. [h2]Вот короткий список того, что на разных этапах игры делало мне больно:[/h2] [list] [*]Совершенно нелогичная, недружелюбная система торговли, требующая от игрока слишком много микроменеджмента и необязательных действий; [*]Искусственное замедление развития через древо технологий; [*]Искуcственное усложнение получение доступа к скотоводству через, пардон за каламбур, конские цены на покупку животных у торговцев или вообще их отсутствие в продаже; [*]Скрытые игровые механики, которые никак не объясняются и которые невозможно контролировать (вроде доставки еды до домов или возникновение пожаров); [*]Абсолютно шакальная стоимость содержания ополчения, которая вынуждает игрока жертвовать своими работниками при отражении первых рейдов; [*]Невозможность автоматизировать и решить «раз и навсегда» проблемы еды, дерева, прочих ресурсов; [/list] [b]Есть и другие вопросы[/b]. Например, почему в игре есть торговцы, которые откуда-то приезжают и потом куда-то уезжают, но никаких других поселений нет и контактов с ними тоже. Из-за этого сам мир за пределами поселения Farthest Frontier ощущается ненастоящим и ломает иммерсивность, которая, в общем-то, есть. Ну, так ведь не бывает, правда? Если есть рейдеры, то значит они кого-то, кроме нас, должны рейдить. Если есть торговцы, значит где-то они должны покупать товары, которые продают нам. Если на карте есть лагерь с рейдерами, то, наверное, они должны иногда и нападать? Но нападающие приходят не с соседнего лагеря, который видно из окна вашего амбара со свиньями, а откуда-то там издалека. [b][i]Почему так? Да кто его знает.[/i][/b] Ну и почему при всех этих недостатках я всё ещё поставил палец вверх? Удивительное дело, но Farthest Frontier при этом всё ещё диво как хороша во всём остальном и я могу только представить, что случится, если хотя бы часть из перечисленных мной недостатков будет исправлена, а спорные механики переосмыслены или доведены до ума. Что-то точно будет! [b]Хотя, что-то есть уже и сейчас — что-то, во что хочется играть даже несмотря на изъяны.[/b]
Excelente construtor de cidades! Acredito que com ctz melhor que Manor Lords, e como uma jogo do estilo "banished" é a perfeição do estilo. Muito melhor que Settlement Survival, mas com menos itens em geral (O que acaba sendo uma vantagem do jogo). Pode ser difícil se vc não é tão experiente no genero, mas não é brutal. Tem ótimas configurações de dificuldade. Excelente árvore de tecnologia. A simulação em geral é muito boa. Cada item existe no mundo e esta em algum lugar, na maioria dos edifícios da pra ver os cidadão trabalhando. Uma excelente simulação. Gráficos muito bonitos na minha opinião, e jogo bem leve. Há muito tempo não me divertia assim com um simulador de vila medieval.
アーリーの時点ではよくある中世コロニーシムのひとつに過ぎなかったが、正式版になってから改めてプレイしてみると思いのほかハマってしまったのでレビューをば。 とりあえず難易度はそれなり。コロニーシム初心者にとっては結構苦しいかも。(とはいえイージーモードが用意されているため、抵抗なければそちらを遊べばよい) 最大の類型ライバルはBanishedになると思うため、そちらとの比較をしてみると、Banishedは「いかにして越冬するか=冬までにどれだけ盤石に備えをできるか」というリソースマネジメントが要諦になっているのに対し、こちらのゲームは通年してプチトラブルに見舞われるため、統轄的なマネジメントを要求される。 特に食料問題が顕著で、生ものは当然のこと、野菜や果実、豆類に根菜類なども容赦なく腐敗してゆくため、年をまたいだ保存が利かず、生産量と消費量がほぼ横ばいになっている。(肉類は燻製すれば日持ちするが、その他の食料を長期保存させるためには町の発展が必須であり、ゲーム後半になってからである) この手のゲームにしては珍しく農産が非常にシビアで、土壌の肥沃度はもちろんのこと雑草や岩石の堆積度や適切な気候での育生、それに病作とも向き合っていかなければならない。よって必ずしも農耕が安定しているとは言えない。とはいえ散発的な収穫よりは相対的にマシである。 経年によって得られるポイントによって研究ツリーを開放していき、できることを増やしてゆく、というシステムは面白い。が、ポイントを得られる月数が乗算的に加算されてゆく都合上、計画的な取捨選択を行い、重要なものを先取りしてゆく必要があるのはやや不満点。「Aという建物を建てるにはaという技術が必要だよ!でも建物を建てるために必要な素材はbという技術のBという建物から生産する必要があるよ!」といったふうにそれぞれの技術が相互関連的に結びついているため、さっそく技術をアンロックして建物を建てようとしても素材がなくて残念!建てられませんでした!という初心者殺しに陥り、町の発展計画に大きな擱座をもたらすのはまあご愛敬というべきか。(どの建物になんの素材が必要なのかはマウスオーバーのホップアップで表示されるためによく観察しておこう)中には町の発展ティアが上がらないと手に入らない上位素材が必要になるケースもあるため、開放する技術はよくよく吟味するのが吉。 初心者がこのゲームをはじめて遊ぶ場合、初期立地にはかなり気を使ったほうがよい。立地の好悪で難易度が激変する。特に水辺(魚の群生地があるとなおよい)、薬草、鉄鉱石や粘土の採掘ポイントは近くにあった方がよい。 ゲームとしての出来や難易度調整の絶妙さはさすがにGrimDawnをつくった会社だけあって精緻な造りだな、と感心した。もっとも人によっては煩雑に感じてしまうかもしれない。ある程度町が発展してきたら、あとはのんびり町の様子を眺めて悦に浸る……というプレイを求めているのならばあまりオススメできないかもしれない。逆に良質なリソースマネジメントコロニーシムを求めているのであれば、このゲームはおすすめだ。Bnishedと一緒にライブラリにぶち込んでおこう。
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