
Rebuild hope in a world that was lost in the fog. Lead your Pioneers across the isles of Pagonia, unite scattered tribes, raise thriving communities and discover the history of your people as you reclaim your world in the new story campaign.
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.
Every market we collect.
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): 1.43/day in the week to Sep 3 → 0.14/day in the week after.
About
As a brave Pioneer you lead your people through a world that was devoured by fog—a world made up of countless islands, in which hope, craftsmanship and community must rise again. Establish settlements, discover lost tribes, unfold new technologies and face the dangers that lie in wait within the fog. Experience the story campaign: You are a navigator in search of the Tower of Visions—the heart of a fragmented world.
A people, cloaked in fog. One mission: Restore hope.
The catastrophe saw Pagonia fractured into countless isles. As the navigator, you are chosen to dispel the fog and reunite the world. Journey from island to island, meet unique factions, face dangerous enemies and find out what really happened.
Play the complete campaign with unique missions and meet a wide range of story characters
Discover new factions, artifacts and legends
Confront the Hollowed—boss enemies that seem to be born from the fog itself
Find the Tower of Visions, symbol of Pagonia’s unity
Construct a thriving economy with more than 60 building types and more than 100 commodities. Every production step is visible—from Forester to Weaponsmith. Watch as thousands of Pagonians simultaneously work, trade and live, bringing your world to life.
Visualized production chains and flow of goods
Dynamic logistics with roads, transport routes and bottlenecks
Comprehensive simulation of the economy—no simplification, no abstraction
Explore procedurally generated islands with different landscapes, tribes and challenges. Befriend other factions and unite them through actions and trade.
Scattered tribes with individual needs
Trade and fulfill quests to form alliances
Mysterious locations that are hidden in the fog
Not every encounter is peaceful: Bandits, ruthless Scavs und mythical beings threaten your settlement.
Fight tactically with your troops
Strengthen your economy to secure your defenses
Decrypt artifacts that influence the powers of the fog
Experience Pioneers of Pagonia in shared co-op for up to 4 players. Build, plan and raise a settlement together. Everyone can trade, construct buildings or manage resources at the same time—you create your world together.
Shared faction, joint responsibility
Multiplayer save games, seamless switching between single player and multiplayer
Perfect for creative teamwork
Use the integrated Pagonia Editor to shape your own islands, adventures and challenges. Create maps, share them with the community and explore how an idea turns into a world: Pagonia grows through you—island by island.
STORY CAMPAIGN — Experience the story of a brave navigator and rebuild the hope in a broken world.
FLOURISHING ECONOMY — Up to 3000 Pagonians, more than 60 building types, more than 100 commodities—everything simulated, everything visible.
PROCEDURAL ISLANDS — Endless possibilities with fully generated landscapes and distinct villages, factions and objectives.
CHALLENGES — Face enemies, discover treasures, resources and hidden artifacts that alter the world’s equilibrium.
SHARED CO-OP — Build a settlement together with up to 4 friends.
MAP EDITOR & COMMUNITY — Create and share your own worlds—become one of the Builders of Pagonia.
Join our growing community on Discord and become part of the movement that builds, expands and changes Pagonia.
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 | 4.8Kreviews | 81% | — | $7.6M |
| $34.99 | 38ratings | 74% | — | 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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Als Siedler Fan der ersten Stunde wollte ich dieses Spiel mögen aber es zündet nicht. Die Warenketten sind künstlich verkompliziert. Der Zahlensalat am oberen Bildrand hat unübersichtlichen Baustellencharacter inkl. EXCEL Versicherungstabellen DLC Das Aufbaugenre hat sich weiterentwickelt. Factorio, DysonSphereProgramm usw. zeigen wie es heute gehen kann. Pioneers of Pagonia hat den Anschluss verpasst und folgt ausgetretenen Siedlerpfaden. Jetzt kann man sagen, ja das ist so gewollt. Mir ist das zu altbacken.
DLC grab when the game isn't fixed it awful. Terrible developer.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 175.5/day in the week to Jul 15 → 2.14/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*, German*, French, Spanish - Spain, Portuguese - Brazil, Polish, Italian, Traditional Chinese, Simplified Chinese, Japanese, Korean, Dutch +6 more
Hours played at review time, across 847 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pagonia is slow, a bit awkward, and sometimes weirdly ugly, but I had a really good time with it. Overall, I’d say this is a very good game and a worthy successor to The Settlers. It has issues, some of them quite obvious, but considering this is the studio’s first game, it’s a decent and promising start. I’ll definitely be interested in future expansions. The game starts off a bit overwhelming because there are so many buildings, resources, production chains and unit types. At first it feels like a lot, but to the game’s credit, it teaches you at a good pace. Before long, you start a new island and already know the usual opening steps, what you need, and how to build your economy properly. What felt intimidating at the beginning actually became one of the better parts of the game. It is definitely slow, but not in a bad way. And if it gets too slow, you can increase the speed up to x5, so that complaint only goes so far. Some reviews say you can just peacefully build for ages, but that wasn’t really my experience. The game keeps throwing enemies at you in waves, which keeps things engaging. That means it’s not exactly a cosy city builder, but honestly, I think that’s a good thing. The combat is decent, although I wish the fantasy side was stronger. High-tier units don’t look especially impressive, casters could really use some cool spells, and I still don’t know if wealth affects defensive stats or anything like that. The game also never clearly teaches you that units can be downgraded. I found that completely by accident when I was almost done with the campaign, which is a bit ridiculous. One thing I disagree with from some negative reviews is the idea that you need to build every type of unit every time. I don’t think that’s true. It feels more like each campaign map gives you a pool of options, and you choose what makes sense from what’s available. The building and visual design is probably my biggest complaint. A lot of the buildings are just ugly. The two final buildings look nice, and maybe the millhouse, but many others look like they belong to a different art style. The grass is too green, the roofs are too orange, and the terrain terraforming looks cheap and unpleasant. I think buildings should have been placed on proper foundations, like in Warcraft 3, instead of the terrain being stretched and changed so badly. Buildings are also harder to identify than they should be. In games like this, you should be able to glance at your town and instantly know what everything is. Here, many buildings don’t look typical enough for their function, so finding what you need can be annoying. The lack of hotkeys doesn’t help either. There should be hotkeys to highlight units, jump between discovered resources, show what’s inside each storage, and generally make navigation less clunky. The town can also end up looking bald after deforestation. I really wish there was a non-resource forester or decorative tree planter, just to make villages look nicer again. Using a normal forester in the town centre is annoying because the trees then need to be cut down when you want to place buildings. You end up planting trees and cutting them down at the side, which works mechanically, but it doesn’t help if you want a nice natural-looking settlement. The beautification side is a missed opportunity in general. Extra props don’t seem to affect anything, which is a shame. There are no nice monuments, and artifacts should really be displayed in some kind of shrine or special building instead of feeling so disconnected. A game like this could have leaned much harder into fantasy and visual charm. There are also a few systems that either aren’t explained well or don’t feel fully useful. The mine mechanics confused me. My mines were full of food and wood, but I rarely seemed to get 100% effectiveness, if ever. I also don’t really understand what the number next to a dish means. For miners, I assume it affects how long they can work before needing more deliveries, but for villagers I’m less sure. Does it affect how quickly they reproduce? Who knows. Apparently the Pagonian culinary economy is classified information. Taverns also felt obsolete to me. Since the market is enough to populate even high-tier houses, I never felt like I needed taverns to generate workers. If I built a big house somewhere on the map, it would get populated, and the houses in the centre would get new workers anyway. Maybe I missed something, but my feeling was that taverns just weren’t necessary. A few other missing features stood out. Not being able to build bridges is disappointing. Not being able to upgrade buildings also feels like a missed opportunity. And the fact that every Pagonian can only carry one single unit of goods is ridiculous. It does make the village look alive, which is nice, but surely there has to be a better way. How have these people built an entire civilisation and still not invented carts? The story is okay, but it could be better. Some of it is told in a slightly infantile way, and one of the plot twists is given away far too early in a silly way, which is just poor writing. The world has potential, but the game could do more with it. With all that said, I still had really good fun. Despite the rough edges, confusing systems, ugly terraforming, missing hotkeys, and the apparent national ban on wheeled transport, Pagonia is a strong and enjoyable builder. It kept me engaged, it grew on me, and by the end I was genuinely satisfied with it. It could be prettier, clearer, and more ambitious with its fantasy elements, but the foundation is solid. I’m glad this exists, and I’m looking forward to seeing where the developers take it next.
Sry nein das Spiel empfehle ich nicht weiter, einfach nur ein demoralisierendes Spiel, von gemütlichen Siedeln keine Spur, nur Stress durch Ressourcenverknappung, wenig Raum und zusätzliche KI Gegner die von weit her im 5 Minuten Takt entweder alles Angreifen, alles Plündern/Klauen oder die wichtigesten Einheiten ihr kostbares Werkzeug fallen lassen, was man dann neu bauen darf. Und für jeden der 4 Zusatz Ki Gegner (kein eigendlicher Gegner) benötigt man auch noch komplett verschiedene Ausrüstung um diese bekämpfen zu können und dann....dann kommt erst der Kampf gegen den NPC Gegenspieler (Scarv und andere). Der Spieler wird quasi permanent geruscht und das mal früher mal später. Schade das sich keiner mehr an dem guten alten Siedler 1 Orientiert...nur noch minikarten wo es um schnelles Spiel geht und darum den Spieler maximal zu stören was ich noch hinnehmen könnte wenn es der Gegner Ki genauso ergehen würde aber allein die Karten sind mir schon zu winzig. Ich für meiunen Teil pack das game wieder ein und lass die Finger davon.
Pioneers of Pagonia is a gem. As a lifetime settlers fan this variation from Mr. Wertich & Team provided. There are many city builders, but only this particular game, like no other, hits the settlers spot for me personally. The last time I had similar feelings playing The Settlers 7 for hundreds of hours a long time ago. I'm happy I decided to give it a chance despite being skeptical. The game is beautiful, performs well even with the whole map covered with thousads of Pagonians and dozens of buildings (on a very decent PC in my case), eco depth is fun and engaging after you dig in, learn how everything works. There is a learning curve, it's much more complicated than any settlers game. Some mechanics aren't clear and the game isn't good at explaining them. You either do some research on your own (which was fun for me), or you buy the Builder's Edition with the official guide included, which is helpful, but not at all necessary. Buy this special/deluxe edition only if you want to support the devs with an extra tip, because it doesn't even include a "season pass" for the upcoming dlcs. The military modules are straight forward, also settler'ish (like games 1 and 2), they fit the overall concept of the game. However, there is still room for improvements. 7.5/10
Não é possível que eles lançaram uma DLC sem ter em Português do Brasil, qual o sentido de ter lançado o jogo em português então? PQP que decepção vei !!!!!!
Too dependant on time based game play that forces the player to rush to meet targets. Becomes a slog rather than a game you can enjoy.
+ cute graphics + pathfinding works quite well + more complex than the original Settlers - still a very simple strategy as a concept The game gave me a nostalgia for the old days with Settlers, slightly more complicated but similarly cute dozens of little people who are always carrying and producing something somewhere. It doesn't bring much new to the city building genre, but what it does, it does well. After these x years, it was good to play it a little. 7,5/10
Classic cash-grab 101: rushing 1.0 and turning core items left out of the 'finished' version into a DLC that costs nearly as much as the 'full' game cost on EA, what a scummy bunch.
No pause button. Do not like being interrupted and forced to build special buildings to get special units to defend against enemies in the way the game dictates. Want to go my own pace and direction with those types of games.
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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
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