
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 →
Media

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.
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
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 635 reviews with recorded playtime.
Reviews
Themes across 634 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
Excelente "constructor de ciudades"....40 horas y aun con cosas por descubrir....muy equilibrado y con opciones de personalizar la partida muy detalladas...Lo mejor es que no te encuentras a Irene Montero por el mapa y que en modo facilito da mucha paz al ánima y reconforta el espíritu. En modo Pedro Sanchez creo que estresa bastante pero esa la grandeza de poder montarte las partidas.
super
This is an nice colony builder, though nothing groundbreaking and not without flaws. The army/enemy mechanic is a bit annoying, but it's possible to turn off enemies before starting a new game. It took me 35–40 hours on the hardest difficulty to finish the run and I don't see there is much of replayability. On a deep sale I would say it's worth it if you like city/colony builders
I've played many many city builder games. And this is currently my favorite! It's beautiful, it's really fun, really chill and still there's enough challenges to keep me busy :) There's enough levels to keep going for a while. And it's fun to keep installing again and again and do another game. I love it a lot more than City Skylines for instance.
TLDR: Farthest Frontier has a lot of potential, but it isn't quite there yet. One of those rare cases where I wish Steam offered a neutral review option. At the moment, that's exactly where Farthest Frontier sits for me. Despite that, I've decided to leave a positive review for now because the game has a solid foundation and I'd like to encourage the developers to keep building on it. The game is genuinely enjoyable and already features several interesting systems that have plenty of room for expansion. City-builders like this can be made deeper and more challenging through additional resources, buildings, production chains, and economic complexity, and I hope that's the direction the game continues to take. A strong endgame goal, for example, could revolve around providing luxury goods to your citizens. Right now, cows and goats both produce milk with no meaningful distinction, and milk is simply turned into cheese. Why not expand that system? Introduce different types of cheese, perhaps through additional processing buildings. Where is the butter? Sheep seem like an obvious future addition as well. The farming system is already one of the game's strengths, with crop rotation, soil fertility, and field management providing a surprising amount of depth. It's engaging to optimize and could easily support even more crops and agricultural products. Unfortunately, the game is also in desperate need of quality-of-life improvements. The first issue is resource visibility. Every resource should be visible from the main UI without having to dig through multiple menus. Mid- and late-game resources like iron become critically important, yet neither iron ore nor refined iron is clearly displayed. It becomes difficult to tell what you have, what you're producing, and whether it is sustainable. The game also badly needs global resource limits instead of building-specific ones. Currently, if you don't want all of your clay to be converted into bricks, you need to locate the brickyard itself and manually set production limits there. In a large city, finding a specific production building can already be frustrating. Once you have multiple buildings producing the same resource, things become even less clear. This leads directly into another missing feature: a proper search or find tool. As your settlement grows, locating a specific building becomes increasingly difficult. There is a building-name overlay, but once your city reaches a certain size it turns into a wall of text, making the building you're looking for easy to miss among the clutter. The game also needs better information on production chains. By the late game, dozens of resources are being produced and consumed across multiple industries. If you want to stockpile a specific resource for an important project, it's easy to overlook a production chain that's quietly consuming it. Games like Victoria 3 handle this much better. Hovering over a resource should tell me: - Where it is gathered or produced. - Where it is refined. - Which buildings consume it. Being able to instantly see that a resource comes from X, is refined at Y, and is used by Z1, Z2, and Z3 would eliminate a huge amount of frustration. In my opinion, all of these quality-of-life features are not optional, they are essential. Then there's the elephant in the room: the military system. To be clear, I actually like how the military ties into the economy. One of my favorite examples is the cavalry system. You purchase horses from traders, breed them over time in stables, and then use those horses to recruit cavalry. The catch is that cavalry units directly consume your horse population. If you have ten horses and recruit ten cavalry, you now have zero horses left for breeding. That's a clever mechanic because it forces you to balance military power against long-term economic growth. The problem is that the military itself feels underwhelming. It seems like the developers invested a lot of effort into turning combat into something closer to a lightweight RTS. You can directly control units, position them, and fight battles manually. Personally, I don't think this is where the game's strengths lie. Farthest Frontier is a city-builder first and foremost, not Total War, Age of Empires or the like. If I want deep tactical combat, there are already games dedicated entirely to that experience. The economic side of warfare is much more interesting. Maintaining an army requires extensive production chains, equipment, horses, and a significant gold income. By the late game, a standing army becomes almost mandatory if you want to survive larger raids. The problem is that the army spends most of its time sitting idle, draining your treasury while waiting for the next attack. Defeating raiders also provides nothing, which makes military spending feel more like a tax than an investment. A potential solution would be to add off-screen military expeditions. Imagine a simple menu where you can send part or all of your army on raids, patrols, or campaigns. This would create an interesting risk-versus-reward decision: send too many troops away and your settlement becomes vulnerable; send too few and the expedition may fail. The system doesn't need to be complicated. It could simply present a success chance or a basic "can win/cannot win" estimate. Successful expeditions should return with resources, gold, rare materials, animals etc, giving players a way to offset the enormous cost of maintaining a late-game army while also making the military feel useful between raids. Overall, Farthest Frontier has a lot of potential, but it isn't quite there yet. Right now, it's difficult to tell exactly what long-term direction the game is taking. The foundation is strong, the economic systems are engaging, and many of the mechanics already show promise. However, the game urgently needs quality-of-life improvements before anything else. Once those issues are addressed, the developers can focus on expanding the content and deepening the systems that already make the game enjoyable.
สนุ๋ก
nein ist nicht gut gemacht das spiel aber ( Anno 1602 ist besser )
Edit: I stuck with it because i didn't want to waste my money. If it was a $10 game i would have. The game definitely has a learning curve to it. I had to start over and try some dif things and do a little research for strategy but raiders are very annoying in this game. The thing I do like is the decoration in this game can be fun and pretty. Manor Lords looks very dreary compared to this one as I play both games. So the decoration piece really makes it better through the frustration. This game is more stressful than fun. Raiders just destroy way too much and I picked easy mode. Beside raiders there are other annoying parts to this game that other games like this dont have. Even just trying to flatten the terrain is complicated for no reason. You place a fence around the farm to keep animals out and then the game keeps the farmers out too. Really stupid. I dont even want to explain other stuff. This is my least favorite game of this type.
все лучшее от Стронхолд, Цезаря, Сетлерс
생각보다 재미있음 초반이 어려운데... 공략을 안보면서 해서 그런지 더 재미있는듯
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Gunfire Reborn | $27.3M | 103.5K | 93% | $19.99 |
| Quantum Break | $27.3M | 30.7K | 86% | $39.99 |
| The Walking Dead | $27.3M | 80K | 97% | $14.99 |
| The Elder Scrolls IV: Oblivion® Game of the Year Edition Deluxe (2009) | $27.2M | 52.8K | 95% | $19.99 |
| Wobbly Life | $27.2M | 35K | 97% | $24.99 |
| Brick Rigs | $27.4M | 58.5K | 95% | $13.99 |