
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 1113 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这游戏很多地方有创新,比庄园领主和纪元117、工业巨头好玩多了,代入感极强。另外,这个游戏有《纪元117》唯一卖点道路变弯功能。 有几个问题,如果你能接受,再入手这款游戏: 1.此游戏不简单,需要有一定的模拟经营建造经验,比同类型游戏例如《纪元1800》《庄园领主》《天际线》门槛更高也更写实,其中会涉及到自然天气系统,土壤肥力作物轮作,农田农场工业污染扩散,物流运输,居民幸福值,矿物树木开采,培养士兵,商品买卖,城市攻城防守等核心机制,毫无同类经验的新手极易因管理失当遭遇连锁失败,反复的挫败感会快速消磨游玩热情,新手慎买。 2.我的电脑配置在4万元左右,但是在在游戏进行到30小时,人口到达1300人左右就只能维持在40帧左右,游戏画面出现明显的卡顿、掉帧,更不要说会遇上闪退等问题只能弃档。建议优化一下,不用显示那么多人。 3.游戏UI与操作逻辑存在明显问题,居然缺少批量拆除、移动和升级建筑的功能!!导致你只能一个一个点击,非常烦人。并且视野很小,想放大看一看自己的城市都看不了。(虽然可以通过 视野mod 解决) 4.大概在1000人口之后,游戏就失去了新的核心挑战与目标,只剩下应对强度递增的一波波土匪, 然而玩家精心布局的工事与训练的士兵在强敌面前不堪一击,你也并没有什么很好的工程设备例如投石车炮塔等等,只有每个月缴纳高额黄金的需要两个人站着的箭塔,玩家缺乏多元有效的应对策略,使得战斗过程重复且缺乏策略深度,游戏体验从核心的开拓建设彻底变为无休止的被动防守,极大地消耗了玩家的耐心与成就感。 如果你是深度模拟经营的忠实粉丝,那么绝对可以买。如果你追求快节奏城市建设、酣畅淋漓的战斗,那么,我建议你谨慎购买,或者等待后续优化更新。
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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 2,400 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, 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
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.
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".
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.
I started playing this in early access before the tech tree was added and it was/is a good game, it was a slow-paced, chill little colony builder. The reason I don't recommend the game though is that when i came back to this after full release and the tech-tree was added, it's made an already slow-paced game into a -painfully- slow trudge of a game. There's not really much to do once you are well enough established and i feel like the tech-tree was added to slow the player down from getting to that end-game stage. It's a good game if you have the patience to sink HOURS into it at a time, it's very pretty, well optimised, but overall it can get boring waiting for enough knowledge points to advance to the next age.
It's not a bad game but everytime I play it, I wish I was playing something else instead (usually Banished). The UI is unclear and oddly sized, there is a severe lack of hotkeys, it's unintuitive to play and the tutorials aren't helpful. It's a pretty game, and it's got some interesting ideas. I do not like the combat systems. It's a fine game. I personally would rather play other games in the genre. Maybe get it on sale if you really want it. Get the Keep Clarity mod for hotkeys (launch the game in mono mode).
Game is tedious, slow-paced, confusing, frustrating, buggy, unintuitive. It's nonsensical even in many cases - like needing a resource to build a building that produces that exact resource but you don't get that resource until you build that building - ??? The chain of requirements for construction of buildings, along with things that are locked behind tech trees just seems very out of order and chaotic which completely detracts from the game and just adds noise and frustration. Can't build this because you need this, cant build that because you need this other thing, cant get that other thing because you need this tech researched, can't research that tech because its way down the tech tree even though it shouldn't be, and on and on and on. Progression is slow and non-intuitive, and again, chaotic to manage. Not a fun builder/city management game AT ALL.
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"
*Farthest Frontier* is another mediocre game that could have been great in and of itself, but instead is only made tolerable by the work of modders. I’m tired of giving games a pass by reviewing them as though community fixes are part of the product I paid for. To be fair, if you're into mods and don't mind curating them, working on them, and keeping them up to date, then most of my criticisms are moot and you might want to give it a shot. The balance is a mess, the management tools are inadequate, and the AI constantly creates problems that shouldn’t exist. Workers prioritize nonsense, villagers wander into danger, and basic tasks require far more micromanagement than they should. Raids are the worst part. They’re repetitive, exhausting, and less about strategy than learning how the raid AI behaves and exploiting it. Instead of managing a settlement, you spend your time fighting the game’s systems and babysitting suicidal villagers. Once you understand how it works, it doesn’t become satisfying, just boring. There may be a decent game underneath all of this, but I shouldn’t need mods to reach it. Can’t recommend.
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.
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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