
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
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.
Media

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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
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.
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!
I enjoyed this game. You might too. But the issues that others have raised are valid. The trading mechanic is mandatory and the traders often don't take or sell necessary items. Which is frustrating and not fun to play around. You also have to manually move money and resources that you want to trade to the trading post which is just a needless extra step of complication. Money is especially annoying for this because your town can run out of money (a very bad thing) while you still have money in the trading post. Stupid. Pointless. Not fun. The raiding mechanics are pretty dull. Microing your units is just bad. They bump into eachother and can't pathfind around them. So when you try to move back an injured soldier he just gets stuck and dies which feels bad. Food is very poorly communicated so you can go from having tons of excess to running out very quickly. The build system looks good but in practice is a pain to work with and there appears to be no mass delete (at least that I could find) so if you mess up building a wall have fun clicking through the delete dialogue box a hundred times. I can see such a good game here, but it has a lot of little issues bringing it down. Get it if it's on sale. Don't pay full price.
I wanted to really like this game...I REALY REALY did. I have over 200 hours put into this, and some of it was before the full Launch. HOWEVER...there maybe some sort of city builder underneath that is promising, but missteps is what is hurting this game's longevity. Let me go into detail. First and foremost, the major problem with this game is BALANCE! I mean the way things are balanced in this game is, to put it mildly, ASSININE!? Example, you need to build a SCHOOL and need 150 GOLD. And only way you can get that, is by the Market and/or Trade Post. And this is only up to T2 Tech! The GOLD mine, don't unlock till T3, and the increase in GOLD REQUIREMENTS as you further along the Tech Tree, is RIDICULOUS! Like, I get you want Gold to be the MAIN REQUIREMENT for upgrading, but OMFG, every ♥♥♥♥♥♥♥ THING requires it. EVERYTHING!? Not only this, the balancing in the way that Raids are worked is just dumb. Some of the Raids get pointless and possibly bad and frustrating. As many have stated, there should be no reason a player should have to resort to mods to fix a LOT of these balancing issues. Another gripe is the UI! I'm just going to be str8 and to the point. The UI is a ♥♥♥♥♥♥♥♥♥♥♥!? It's so bad, I can't even begin on what needs to be done to make it less cluttered. And then there is the AI. There are times your citizens don't do ♥♥♥♥. And there are times your citizens DO TOO MUCH?! Like this game has SOMETHING underneath all these issues, but I can't seem to find it right now, and I feel like other people wasting their time and money on this game, will feel the same way. Banished is still available and it is STILL fun to play. LOT of mods for it as well. Only thing you won't have in that game compared to this, is more animations of where the citizens will ACTUALLY go into the houses. I don't know if they changed that finally in Banished or Modders did some animation work, but that is why many wanted to like this one, cause it felt like a more UPDATED Banished. But the amount of issues this game has, ie Balancing, UI, AI Mechanics, etc. there is no way this game is going to have continued support for it soon. I give it about another 6 months or so, before Crate fully calls it quits with supporting this game and moves on. Don't waste your time...
[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]
If the optimization weren't so awful, this would be a great little game. Microfreezes for 10-15 seconds are constant, and seem tied to the broken overlay system which opens and closes whenever you build buildings. It makes the game absolutely unplayable on my laptop. Every time you press the right mouse button to clear the building template from your cursor, the game freezes. I've been playing this game on and off since early access, and it hasn't gotten any better. If anyting, the glitches have gotten worse as the graphics get more polished.
This still feels like early access. So many issues not resolved, so much that you are supposed to go read for hours in random forums to find out how mechanics actually work. The zoom in feature and graphics are the only thing this game has going for it in my opinion. It's terrible as a strategy based city building game if that's what you are looking for.
Don't like the graphic and complication/progression of things for example the waste, why would villager ♥♥♥♥ in their houses and cause the desirability to drop. Even idiots know to ♥♥♥♥ outside.
It's fine, but I wouldn't recommend it. Once you figure out the basics, it's pretty boring.
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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