
Of Life and Land is a charming settlement-building strategy game paired with a rich simulation experience. Every animal and plant strives to find its place in nature while you lead your villagers to their future. Expand to different regions and trade with local factions to gain needed resources.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 9 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Take the role of a leader delegated to build new settlements in remote, unknown corners of the empire. In those forgotten places, nature is wild and legends are more real and vivid than one may think. Experience the challenges of different seasons and climates in a world, where every animal and every plant tries to find their place in nature, while you lead your villagers. How much will you share with nature? Will you strive for balance or even enforce the extinction of certain animals? Follow the old paths… or find your own.
Humans share the same space and resources with nature, and they influence each other. While in the beginning the influence of the humans is insignificant, it gets more and more important when the city - and its needs - grow. There is a risk that some animals or groups will become extinct or explosively multiply, depending on your actions.
Manage the acquisition, refinement, and distribution of resources. Goods must be transported to desired locations by someone who has the time and space to do it.
Manage the needs of the citizens. They are “alive” and have a specific home, workplace, and broad range of needs and goals. But animals also look for food, get thirsty, sleepy, form groups, look for social interactions, and try to find their place in nature. Even plants need water and the right temperature in order to survive.
Seasons and weather affect the gameplay. Certain plants grow only in certain seasons, need more water on hot days or freeze during cold periods. Humans and animals need more energy to keep warm in winter or more water in summer to keep cool. In extreme cases, they suffer from exhaustion and may even be harmed.
You set the pace. Pause the game, speed it up or slow it down whenever you want. Nature is robust, and your villagers develop more complex needs as you progress.
Create your own maps and scenarios in the editor. You can change the landscape, generate plants, and place animals. You can also connect watercourses and create new paths for travellers. Add new maps or link existing ones together to a new world.
Unique deep simulation of the nature in a building strategy game with complex interdependence between humans and nature.
Manage simultaneously the acquisition, refining and distribution of resources on multiple maps in different climatic conditions.
Manage the needs of the citizens. They are “alive” and have a specific home, workplace, and unique needs.
Animals are looking for food, get thirsty, sleepy, and form social groups to find their place in nature.
Plants grow and are affected by the actions of the humans, animals, and their environment.
Seasons and climate affect the gameplay, as certain plants grow only under certain conditions. Temperature affects humans, animals, plants, and the environment.
Interact and trade with other factions that produce goods with the same rules as you do.
Create own maps and scenarios in the editor and extend them using mods.
Charming and calm low poly art style.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to love this game, because I love city builders, but there just isn't enough structure for it to be fun. There's virtually no context or explanation of the game mechanics, which means it took 4 or 5 restarts for me to feel like I knew what to do. And then once I got the hang of the basics, it quickly became boring because I couldn't figure out how to take the next step in the game - so I wasn't progressing. It gives you goals like "get a lead bar" and then doesn't tell you where it comes from. Do I trade for it? There isn't any lead on the map so there's got to be some trick - but after over 10 hours in this game, I'm tired of feeling like I'm in the dark on how it works.
I liked this game when I first started playing, but it quickly spiralled from fun to frustrating when I had to restart multiple times to try and create a thriving community. After playing for roughly 9 hours, I have been unsuccessful, each trying different ways. Whether it be putting multiple workers in a gathering hut/farm to harvest (then you don’t have enough workers to cook the food) or putting more workers in the camp fire (then you don’t harvest enough food) or if you make both equal then you don’t have enough workers for other jobs, so you fix this by letting more people into your community but then run into the problem of more mouths to feed. At this point it seems the problem is that unless you have the exact perfect equation/ratio down of of workers to buildings, your constantly going to be chasing your tail, and no one finds a game like that enjoyable. I think there needs to be more development into this game before it’s a true city build game that is playable for the vast majority of people, at this point, there are many more games that are similar which seem to have hit the nail on the head. I hold out hopes that the developers will listen to the players still, as steam aren’t giving out refunds to players stating issues on this game.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Italian, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Russian, Polish*languages with full audio support
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted to like this and it has some cool ideas, but its completely opaque to play. I spent my entire time building things with no idea how things worked, no idea what I needed, no idea how to proceed. The game just throws things at you with no transitions. Good in theory, needs to be polished for human use.
I'm normally into roguelike and intense fighting games, but this one has caught my eye during a long term illness, looking for something casual. The game itself is great but it needs some polishing. I will only talk about the polishing bit, since my overall recommendation is: Recommended! :) - When another faction joined me, their market automatically had a LOT of items which they buy for gold. This absolutely drained my gold. It took me an entire in-game season to find out why. I was going crazy looking at my own marketplace! On top of this, I have to manually change the market settings for the faction that joined me, for each resource/item... There was 0 warning for this. - When another faction joined me, they were wildly underdeveloped compared to my own settlement. Before doing this I had to to develop a couple of diplomacy quests. These other factions ask and offer items in the Diplomacy screen, which is impossible for them to produce because they are still nowhere. - Villagers will choose to freeze to death instead of not working and warming themselves up LOL. - Educating children and adults takes way too many years, there isn't an incentive to do this. - By default there are WAY too many children born, wildly reducing the amount of work capable people - When automatically filling vacant roles at Finn Torces, these 'buildings' should never take the primary job of a villager, only secondary or tetriary. These should also be excluded from the 'single workplace' toggle. - As another reviewer said: I never know when do I have enough food, it's constantly giving me warnings. Because of this I have extremely overdeveloped my food-production, that made me rich. I have 120 villagers with thousands of wheat, flour, bread, meat, multiple types of ready meals, fruits, veggies... - Even though I'm rich, I can't buy stuff from the market, because every other nation is very underdeveloped compared to me. - You have raw meat and preserved meat, plus of course fruits and veg, but no clue if the food perishes? Overall great game, but I wish I had some option to actually buy ♥♥♥♥ from the market that I simply cannot produce myself - even though it's only a very few things!
If you were hoping for an evolution of Banished with ecosystem simulation in it, this is it. Plays fine on Deck - had some problems in the beginning like the game not making use of screen space and not being able to start a new game. Setting to fullscreen and checking file integrity after being in contact with the developer fixed both for me and I'm enjoying it very much. I'd highly recommend setting UI scale to 1.2 on Deck.
Overall: This was a solid game, but not remarkably different from or better than other colony-builder titles. I enjoyed the process of starting a colony, picking locations for my builds, and seeing the population develop. I was disappointed by the execution of the ecology-themed gameplay elements. I was expecting gameplay that focused on tending to native species, making choices about keeping the world in balance, and sustainable varieties of harvest. Instead it was just another resource extraction game, but with bar graphs built in to monitor the local population. Once I completed the tutorial, I felt like the goal drop-off was steep. It could have been helpful to have intermittent goals built in to help manage a healthier store of food, to tend to the population of different species, or to teach you to navigate some of the more advanced features of the game. The result was that I didn't really feel incentivized to continue playing my save file, because it didn't feel like there was a meaningful series of goals to work towards (other than the nebulous and complex task of bringing your colony to a certain level of satisfaction). Nor did I feel incentivized to try again with a new save file, because I didn't really understand what circumstances had contributed to me getting stuck at the point I did.
By far a great ecological simulator--several different layers of visual storytelling and analysis (temperature, groundwater, dirt [essential to life vs cleanliness]), and that the environment is just as important as you are! It's rare to see any game try to do ecology remotely well--and this one does wonderfully, from tree cover to aid temperature balance [e.g. 2x2 trees on roadsides] (vs the mindset of an artificial jungle which does HORRIBLY versus the elements), to 'forestry areas on high ground, farmlands on low' due to groundwater and underground-water movement by gravity, to multiple maps working together to sustain a capital area beyond 200 people (possible on the same map, also teaching why many civilizations are adherent to water and sustainability)... Also I can has foxes and wolves as home companions! They can be SNUGGLED (*amongst many others like sheep, cats, rabbits/hares...). That's alongside other wonderful factors like calorie diets (yum, cheesemaking!) and tracking energy and overall healthiness, plus some maps having no winter (coasts, etc) and some having harsh ones (like mountains) all in the same timeframe connected via markets--I do wish it was easier to tell via text, though one can easily do so visually [going into that map, checking the weather seasons and their DIFFERENTIAL time spans]. It's great. 100% would recommend. For technical purposes, it runs optimally even on my very low-end PC! Also its smol size is just a cozy bit on top, alongside that one can edit anything in-game thanks to a scenario editor. Hope further development continues as well as reception to feedback! [I've no idea if the feedback I keep sending while offline is sent but anyway, glad this game runs well offline--I had forgotten I need 'online' time to make a review, but this is several hours and a full Lenzburg campaign done]
This game is fantastic. The learning curve is a little steep, but it's a blast. This is a nicer and cozier way to play a city builder game, and the developer has spent a long time putting Of Life and Land together. There are so many small details and interconnected aspects of the society, nature, and resource management that it's pretty hard to wrap my head around. Rest assured, once you learn the ropes (join the Discord!), the game is a lot of fun. Would definitely recommend.
It's very good. I'm into these games and it's one of the more interesting ones. It's probably one of the best,
An excellent tech demo and a nice point in favor of the thesis "You can build cool stuff in Godot". As for the actual game? I mean. Uh. It's a very nice sandbox. I don't think this would have outcompeted in Banished in 2014 though, and we're now in 2025.
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Players by region
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