
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
Great game that hooked me right away! It does get a bit repetitive in the late game, reaching a point where there isn't much room left to grow and you're mostly just waiting on fast-forward—but that's to be expected for an open-ended sandbox. Even so, it's a really solid game that I can definitely recommend!
While the game has great visuals and a pretty good city building management system and fun trade and deeper farming mechanics than most other games. I cant recommended it yet. The balance of the game is super off, some units/ tech tree points are completely useless, there is a healing aspect in the talent tree that never seems to be needed after my 30 hour playthrough, and the combat is very lackluster and clunky. also $8 price tag to add cats and dogs is just upsetting.
Media

Related
Related
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
- too punishing hindrance mechanics. - mining, farming, production is really slow and its super hard to over produce -> so you need more workforce -> bandits escalate in power -> you need more workforce to build defenses -> etc.. just terrible pacing, always feel like you have to expand and no time to settle down and overproduce a bit to trade or stock - laggy, buggy sometimes. - why are resource nodes spawning on mountains? I have to spend months flattening (so you need a lot of workforce just to get a mine going) - oh and flattening is TERRIBLE - overall good base but needs a lot of work, no idea why its so positively reviewed. still feels like an early access game.
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.
An sich macht das Spiel echt eine menge Spaß nur leider ist der technische Zustand echt ausbaufähig! Ständig crasht das Spiel und seit einer Weile ist es für mich unmöglich das Spiel zu starten. Das Spiel schmiert direkt ab. Bis sich der technische Zustand nicht verbessert wird das Spiel wohl ungenutzt in meiner Bibliothek liegen bleiben. Schade.
Игра понравилась, не жалею о покупке. Но вряд ли второй раз вернусь. 25 часов не то, на что я рассчитывал. Проблема как в foundations - отсутствие лейта. - 3-4 уровни фактически бесполезны и ничего не приносят. Играть становится скучно. - Логистику не понастраивать, цепочки нормально не отпимизировать. - Показывают, сколько времени работники тратят на перемещение - но выделенных грузчиков нет... - Боёвка скучна, очень наказывающая, а статическая оборона почти бесполезна - Очень странный баланс финансовой системы - содержать армию нереально дорого - Нет автоматизации торговли - Возможно показалось - но с переходом на Т4 дома упали налоги. - Зачем-то добавили в игру реликвии, которые ломают погружение - Очень скучно слабо работают болезни и крысы. По сути построил здания для устранения и забыл - Многие механики типа временных укрытий и разнорабочих вообще не объяснены - Неоправдано медленно делаются кирпичи и уголь. Плюсов тоже достаточно. Но все они заканчиваются с выходом в ратушу Т3.
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.
RAM hog, bugs.
God this game is ♥♥♥♥♥♥♥ fun. It expands upon everything I liked about Banished and the result is a quite frankly addicting city builder/survival game - I've had to make myself take a break so I don't burn out hard on it :) Love the tech tree idea too. There are some UI quirks that I feel could be fixed and I would love to see if they do more with the raider element of the game as well as see some prettier map generation, but as it stands it's a damn fine game and I look forward to seeing where the devs take it in the future.
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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