
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 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
Tengo TDA y este juego hace que quiera parar de jugar por que llevo demasiado rato jugando y tengo cosas que hacer pero no puedo parar es una trampa de la que cuesta mucho salir ayuda
Will you be attacked very early in game repeatedly? Yes Can you stop it? No Can you control things like Rimworld and simple command someone to perform their task? Not hardly Can you train troops? After building a barracks. What does it take to build a barracks? 150 gold or about 15 YEARS WORTH OF INCOME. Can you survive to get it built? Nope I mean I'm sure I can change a bunch of settings to get me free gold or play passive but how about putting something in game where when we get attacked by ANYTHING (please note this includes wild animals, I feel like the devs need that pointed out) that we have a system of making regular workers carry weapons (using tools as weapons or just throwing rocks I really don't care just do it and make it straightforward) so that when wild life or enemies attack them they can engage in self defense/self preservation and not just waddle around for a bit while they die. It looks like a framework for a possibly good game for city development but until the combat system/interactions are change or removed I can't put time into it. At around year 3 your people are getting attacked by wildlife all the time (unless you are cutting out a huge portion of the game and just avoiding all areas predators control). Not to mention the warning of other attacks are about to start. Seeing my patch of a barracks sitting there with only 150 gold waiting to be deposited into the "whatever" in order for it to start. But with only 10 gold a year from taxes I don't feel like getting slapped around and burying 5+ people every year due to attacks/rabies. All because the dev's couldn't be bothered to program in a single button called "Self Defense" and we can click it and for the rest of the game our villagers will fight to the death as opposed to running to their deaths by being run down by wolves. Every. Time. They. See. A. Wolf. Please play Rimworld for a good idea on how we should be able to control pawns if we are going to have to deal with pawns getting attacked and having no self preservation instincts. :Post Dev Comments: Played in on the default experience and the option to have villagers attack must have been buried in the UI/tutorial because click on them and then right click an enemy like you would with troops doesn't work. There are exactly 2 options to earn money by year 4 and that is the default, unchangeable tax rate (hint: by year 4 you don't unlock enough research to modify it) and also the market (absolute roll of the dice on whether or not you will get a merchant and will they be willing to buy the 1 or 2 things that can be made that early. Adjusting the rules or difficulty won't prevent these bad design choices from making the experience any better. I think it's just a case of this type of SIM not being up my alley which is perfectly fine. I tend to enjoy games that respond to my inputs in a timely fashion and games that have a structured approach towards difficulty and progression.
Ich mag FF, Landwirtschaft und Städtebau sind gut gelungen. Soundtrack/ Wettereffekte sind halt repetitiv und wiederholen sich schnell aber egal. Was mich nach wie vor massiv stört ist das es sehr mühsam ist eine vernünftige, ausgewogene Karten zu erstellen. Es gibt keine Vorschau, nur vage Einstellungen und der Rest ist gut Glück. Teilweise habe ich viel zu viel Zeit verschwendet um eine halbwegs vernünftige Karte zu bekommen, inzwischen ist mir die Lust wieder mal vergangen und ich warte auf Updates.
Since the update that gave far more freedom to design your settlement, Ive had a lot more fun. There are also some decent mods for the latest update that fix my minor issues with the game.
RAM hog, bugs.
Starting with dumb dlc's, when the game was already pretty unremarkable.
A beautiful game with a lot of potential. I am enjoying my time. The game is great at its current state. But it would be amazing if they add more content.
The raider system in this game is a pain more than a feature. Once you start getting big raids regularly, sometimes without the game warning you, it becomes less about building and balance and just about whether you can maintain troops.
I finished my first town 60 years (30 hours of playtime) later at the easiest difficulty and enjoyed every minute of this game. The music is relaxing, the micromanagement is engaging, and you can get the systems running themselves for the most part. There are a lot of systems, so watching a video on how to play helps a lot. The tutorials are pretty solid as well.
Enjoying every minute, and see nothing but cool things ahead so far. It teaches the mechanics very well, and for me that is a huge MUST for the City Builder genre. The onboarding is not only very good at helping you understand how to do everything, but very intuitive feeling as well. I love the graphics and theme of this game, along with the touch of storytelling to help you feel attached to your city. I got exactly what I was looking for in this game, the Medieval City Builder I have always wanted. I've tried others, and this one just suits what I like in the genre and nailed the medieval aesthetic and vibes I was hoping for.
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 | 103.4K | 93% | $19.99 |
| The Walking Dead | $27.3M | 80K | 97% | $14.99 |
| Lords of the Fallen | $27.2M | 36.6K | 69% | $29.99 |
| The Elder Scrolls IV: Oblivion® Game of the Year Edition Deluxe (2009) | $27.2M | 52.8K | 95% | $19.99 |
| Wobbly Life | $27.2M | 34.9K | 97% | $24.99 |
| Brick Rigs | $27.4M | 58.5K | 95% | $13.99 |