
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
可以說是當年放逐之城的超穹級加強版,讓人完全栽進去。 發展速度是真的很慢,但是又正因為很慢,才讓人如此投入。 看得出來製作組為了讓貿易有其存在價值,而讓許多升級建築時需要的材料,在最初只能靠買的入手,後期資源挖完也要靠貿易,然而卻沒有在商人到達,如果有提供特定商品的時候,可以自動購入的功能,只能每次都得手動。 有些UI也做得有些不夠直觀,要研究很久才能看懂。 還有些BUG是真的很讓人惱火,比如最大的BUG,那個城鎮中心,如果在掠奪者入侵時,讓所有人入屋避難,在這期間如果不小心按到升級城鎮中心,或者是城鎮中心被毀,那恭喜,這檔壞了,居民直接自閉,沒人會出來處理城鎮中心,只能回溯。
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.
gra sie spoko oprocz tego ze moje domki są krzywe jak mordy kiboli
Ich mag keine Kriege, aber ohne Schlachten wirkt das Spiel leider langweilig.
2026年に買ったゲームで6月現在で一番好き。 普通の村作りとは異なり、村人が生成出来ない点やいつ襲ってくるか不明な蛮族の皆さんや獣も対策しないと行けないので、 村作りと並行して考えないと難しい。 オススメのプレイ方法は、村人が一人でも年齢(老衰)以外で死んだらリセット縛り。
Omg this was a real disappointment. I've heard so much about this game. People even compare it to Banished. But when i finally get around to play it it sucks. To those of you expecting a new Banished go back and play with mods instead, you'll have a better time i promise. But how does it stands on its own without comparison to a classic? Well in 2026 the answer is: It sucks. There are optimization problems with long loading times and the game wants you to limit the inhabitants to 500 or the cpu can't handle it. And this is with a cpu that's well above the recommended specs. The graphical presentation gets ruined buy the people in the game. The static assets (like buildings) are works of art but bad hit-boxes, no collision and poor programming makes you regret you ever zoomed in to look at it all. Gameplay is pretty standard nothing new to see. Big convoluted tech tree that's pretty pointless since it's obvious what to choose when. In this day and age city-builders are not rare and there is no point in playing this one when there are tons of alternatives.
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.
Spawned in. Start building. Explore. Boxed in by raider camps. Cant expand without building a military. Military costs gold. Have no gold. Gather gold from salvage sites. Die while gathering gold from salvage site by raider camp. Build trade post. Have nothing to trade. Get pillaged. On a serious note: If you're looking to relive your AoE days, in a more modern game. This is the one, 100% recommend.
这下知道庄园领主为啥摆烂不更新了,属于是正在做释放阿凡达的时候友商突然出了个黑神话悟空
Я за градостроительные симуляторы особо не шарю, не знаю, как должен выглядеть современный градострой. Из похожего только играл в Age of mythology (в детстве обожал её и пару лет назад тоже залипал), Frostpunk и Цивку. Также люблю глобальные стратегии от тех же Paradox'ов. В целом, эта стратежка прикольная, приятно наблюдать, как постепенно одна палатка и 5 болванчиков разрастаются до небольшой деревни, деревня в посёлок, посёлок в полноценный город. Интересно развиваться на ранних этапах, когда ты вроде бы только начал собирать дерево, но вот уже делаешь из него доски, из этих досок делаешь рынок, на рынке продаёшь или покупаешь ресурсы для будущих построек и т.д. Очень затягивающая времяубивалка. Но по итогу почему-то остаётся привкус пепла во рту. Сначала увлекательно развиваться, условно, добывать уже не просто первичные ресурсы и материалы из них (наприм. железная руда -> слиток), но делать потом из них какие-то предметы роскоши или инструменты, которые можно использовать или продать на рынке. Иногда на поселение нападают налётчики, но сражения с ними не особо интересные. Ты, из заранее построенной казармы, вызываешь пару своих болванчиков, отбиваешься и продолжаешь развиваться. Также можно исследовать карту вокруг (которая генерируется процедурно и изначально закрыта за туманом войны), на ней можно найти новые источники ресурсов или заброшенные поселения, которые можно разобрать на ресурсы/артефакты, также по карте наставлены лагеря тех же налётчиков. В своей базе игра очень увлекательная, но, бессмысленная. Вероятно, это и есть суть градостроев, но игра ощущается просто бесхарактерной песочницей. Основные механики ты щупаешь до, примерно, третьего уровня своего главного домика, а дальше ничего нового, поселение растёт, нужды растут, налётчики нападают. Какой-то глобальной цели нет, мотивации развиваться тоже. Также игра ощущается довольно сырой механически, нет каких либо удобных фильтров по постройкам или удобной навигации, особенно это ощущается на торговом домике, в который заходишь и каждый раз ищешь нужный тебе товар, тупо через скролл всего списка (но может это я не нашёл функцию поиска предметов по названиям). Графически игра не то чтобы "Вау". Всё выглядит сдержано, но очень скромно, что даже кажется, игра должна была выйти лет 10 назад, тот же Manor Lords выглядит на 10 голов выше в этом плане. Вполне может быть, что это я не раскусил суть градостроя, играл раньше в RTS-ки и в глобальные стратегии, где чётко выражены цели для игрока, но эта игрушка мне не зашла, строительство ради строительства. 5/10
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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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