
Foundation is a grid-less, laidback medieval city-building game with a focus on organic development, monument construction and resource management.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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): 5.43/day in the week to Aug 27 → 5.43/day in the week after.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 23Kreviews | 87% | — | $34.3M |
| $34.99 | 308ratings | 80% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 1000 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
on as pas les pierre pour construire comment les avoir
I've played only the casual mode so far. I like that this game is relaxing enough and challenging to enough to keep me playing for hours and hours. I'm still trying to figure out the production chain ratios. The game reminds me a lot of Anno 1800. The only recurring issues I've been encountering are crashing when I try to place some building and sky blue scene in stead of the actual colours of the territories. The latter mostly happen when I start a new game after quitting or deleting the previous ones. I've tried uninstalling and redownloading a few times, and clearing caches and restarting my PC. Each time, I manage to get back into the games, but it's quite frustrating. Anyhow, I still think it's a good building game. If I know a better way to prevent or deal with the issues, it'd be even more enjoyable.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 27.4K | 91% | $39.99 | |
| $34.2M | 23K | 47% | $69.99 | |
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.3M | 30.1K | 87% | $49.99 | |
| $34.2M | 88.7K | 97% | $19.99 | |
| $34.4M | 70.3K | 65% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $9.3M | 31.4K | 94% | $9.99 | |
| $28.9M | 43.3K | 90% | $19.99 | |
| $5.7M | 9.7K | 90% | $19.99 | |
| $3.9M | 7.7K | 95% | $24.99 | |
| $566.2K | 461 | 59% | $20.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 18: 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): 3.5/day in the week to Jul 21 → 4.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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, Russian, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Polish, Swedish +5 more
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
9 ใน 10 ของทันตแพทย์แนะนำ
This is my first review on steam. If you have impulse control issues, make sure you get this game during your vacation or summer break. I've busied myself with Foundation for the past week and have been up for HOURS every evening, unable to let it go. The most fun I've had with a game in a long time, perhaps ever. Incredibly satisfying, cozy and addictive. GET THIS GAME if you like strategy, farming sims, building sims and city sims.
Zdecydowanie polecam, gra lekka i przyjemna )
just brilliant !! It`s amazing jorney . Thank you all
mukemmel dlc ler hızlı cıksınn yeni haritalar lazımm
Good and relaxing
Solid city builder - performance does slack with population size though
[h1]在总的设计与内容上看,这款游戏属于城市营造类游戏中较为出色的一款[/h1] [h2]优点[/h2] 在具体的进展树上和庄园领主是类似的设计,但完成了通用路线以及三大分支路线的全部内容,内容的完成度远超庄园领主,游戏流程是完整的。另外在经济压力上作者也设计了一些比较轮椅的赚钱思路,可以让玩家比较专注于营造部分而不是挽救灾难经济的运营部分:)值得点赞,卡通画风也可以有效缓解长时间的用眼疲劳。随机生长的建筑也使得玩家在经过严格设计后街道依然能出现随机的变化,加强了沉浸感。但是经过我几个千人档玩下来的体验,抛开mod的设计,我觉得接下来还需要改进以下问题: [h2]不足,需要改进的部分[/h2] 1,小人的寻路设计和道路的更新机制不够灵活,小人会更愿意抛弃更短的或更合理的潜在路线而选择更长的有现成道路的路线,这一点构成了对造景的灾难体验,你完全无法预料为什么小人从A到B会这么走而破坏了你的预期设计。 2,建筑的模板单一,需要更多的随机模板以增加灵活性。 3,商人的交易效率低,商人来访频率较低影响了城市工商业的发展,在游戏现有的设计下高度依赖某些特定物品的交易以维持经济,为了实现大部分商品的自给自足被证明在经济上是完全不值得的,而且就模型上说一个商人交易上万的物品也过于不合理,我期待引进商队的设计并增加与各贸易路线的主动联系手段以加强贸易灵活性。 4,现有的事件较少,我们需要更多的事件或可交互事件以提高获取点数的趣味性。 5,需要更多的商品种类以及产业链,这对于提高城市的规模以及增加中后期游玩趣味性至关重要。 [h2]扩展内容的期待[/h2] 期待增加村民的自主招募系统,就是ai村民招募ai村民工作,如模拟历史上中世纪工坊,或者更新经济系统,引入动态调整机制,自由市场等,发挥每一种贸易品的价值。 期待作者接下来的更新。 [h1]In terms of overall design and content, this game stands as one of the more outstanding titles in the city-building genre.[/h1] [h2]Strengths[/h2] In terms of the specific tech tree, it shares a similar design with Manor Lords, yet it fully delivers on both the general progression path and the three major branch routes, with a level of content completion that far surpasses Manor Lords—the gameplay loop feels whole and polished. On the economic front, the developer has also incorporated some rather "casual-friendly" money-making strategies, allowing players to focus more on the creative aspect of city-building rather than constantly firefighting a collapsing economy—kudos for that. The cartoonish art style also effectively relieves eye strain during long sessions. Additionally, the randomly generated building placements ensure that even after meticulous planning, streets still exhibit organic variations, enhancing immersion. However, based on my experience across several playthroughs with populations exceeding 1,000, and setting aside modded designs, I believe the following issues still need improvement: [h2]Shortcomings and areas for improvement[/h2] 1. The pathfinding logic for villagers and the road-update mechanism are not flexible enough. Villagers tend to favor longer existing roads over shorter or more rational potential routes, which proves disastrous for scenic design—you can never predict why a villager would take such a detour from A to B, ruining your intended layout. 2. The building templates are too homogeneous; more randomized templates are needed to increase flexibility. 3. Merchant trading efficiency is low, and the infrequency of merchant visits hampers urban industrial and commercial development. Under the current design, the economy relies heavily on trading specific goods to stay afloat, yet achieving self-sufficiency in most commodities has proven economically entirely unworthwhile. Moreover, it is quite unrealistic for a single merchant to trade tens of thousands of items in terms of simulation. I would look forward to the introduction of caravan systems and more proactive means of engaging with various trade routes to enhance trading flexibility. 4. The current pool of events is too limited; we need more events or interactive incidents to make point accumulation more engaging. 5. More commodity types and production chains are required—this is crucial for expanding city scale and sustaining mid-to-late-game enjoyment. [h2]Expectations for additional content[/h2] I look forward to the addition of an autonomous villager recruitment system, where AI villagers recruit other AI villagers to work—mirroring, for instance, medieval workshop operations in history—or an overhauled economic system featuring dynamic adjustment mechanisms, free markets, and the like, so that every tradable good finds its true value. Looking forward to the developer's future updates.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.