
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 →
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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.
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 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
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.
game is ok but as soon as i hit heavy tools.....welp you cant make them you have to buy them from a trader BUT WAIT you only get a chance to get the right trader to visit your town....why TF would you have a bottleneck on a builder game to get started to not make your own tools? just for this reason alone the developers are a joke and making you jump through hoops just to get TOOLS! OH also Atka of the iron clan everyone online says she is supposed to have these tools welp shes here and she DOESNT HAVE THE TOOLS....not to mention having just 1 guard tower takes about 35% of your gold income....if you dont have at lease 1 guard tower your people die and you get raided its just bad...lets just say if you dont get a randomly generated map that doesnt have a gold mine next to it you better re roll before you start....just play manor lords....what i also dont get when you have a crop field and you set the worker count to max and make a different field next to it and set its worker count to max you just get workers for all fields they dont attend to a single 1 they attend all fields which is weird why not just have a farmer role pool? the trading is so annoying also if you want to sell anything you first have to move it to the trading storage before selling? WHY TF cant you just go next door and get the items from the storehouse? this game needs tons of help its crazy...its funny i had a villager get a fracture needed a healer....so i built a healer hut...costs 25 gold for upkeep WHY THATS INSANE!....so the villager dies cuz the healer didnt heal....not to mention by the time you are able to get any weapons going NOT EVEN ARMOR before a raiding party comes and slaughters every single farmer you have just for fun...dude i have it on regular mode no changes to the custom options just playing the game as intended lol the raiding party is about 10 men bro good luck trying to afford that kind of force...1 warrior cost 5 gold upkeep how TF am i going to get that before getting destroyed the game progresses like a snail but by year 10 if you dont have a fighting force its game over bro
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.
I really enjoy this game. i keep coming back to it when i need a chill couple of evenings. Coming back to check out the newer animal package, the wild creatures always take my food. lol If you are on the fence with this game and love builder strats. I encourage you to give it a try. I mean i do not have 3k hours on this game for nothing. Happy gaming!
It's fine, but I wouldn't recommend it. Once you figure out the basics, it's pretty boring.
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。
Game cooks your computer. Runs way too hot. Probably not optimized properly. No other game I play does that.
Viel zu viel Mikromanagement. Das Spiel verursacht eher Stress, als Spaß. Dazu noch ständig Abstürze Die Performance ist eine Katastrophe..
Like the skill tree. I think the added extras are fun. Love you made population size unlimited. Upgraded my p.c's graphics card, ram and power supply to be able to try max out this game a little more. Could there be a way to switch of all guard towers and remove all guards? After invaders im having to go around all these guard towers evicting the brave guards, forgetting some and my economy being in utter shambles. Being able to disable all guard towers and evict the heroes pronto would be smashing.
Как игра на 10-30 часов - классная... (особенно если вы не знаете как в подобных играх должна работать "оптимизация") Что могу сказать..: 1) Игру можно было выпустить в релиз чуть ли не 2 года назад, а не топтаться на месте и только портить/усложнять/душнить баланс, ведь "разрабам" надо показать что они работают, проект "жив" и надо СОБРАТЬ БОЛЬШЕ ЗОЛОТА. Согласен с людьми называющих разрабов скорее мододелами, тк в игре всё что меняли - косметику/душноту, а не код и оптимизацию.. 2) Самое проблемное - это очередная игра использующая одно ядро, остальные спят. А это значит что играете до населения 500-1000 чел, а дальше удаляете игру или по новой, тк дальше просто неприятно играть... (выкрутив качество, можно в 1000-1200 человек, опять же, на 30-50 часов вам будет всё нравится, но потом если останетесь то будет обидно, что игра не меняется в коде/оптимизации) (это в ту же копилку что разрабы скорее являются очередными мододелами, чем разработчиками игры/движка. Вспоминая изменения за последние два-три года - возможно лучше бы они релизнули игру ещё тогда давно и пошли учится работать с ДВИЖКОМ И КОДОМ, а не "вот это вот всё") Платное дополнение с "котиками и собачками" это они ультанули... НУЖНО БОЛЬШЕ ЗОЛОТА... За собачек.. Мы же друзья.. В это дополнение позвали бы лучше настоящих спецов и починили бы главную проблему в исп одного ядра = цены бы не было. Но... :)
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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.
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