
In this city-building game, you will lead a group of survivors in their search for a new home. Manipulate the landscape, manage limited supplies, plant crops, hunt wildlife, gather resources, and develop trade routes to build a bustling and unique town.
Modeled estimate, not a reported figure. How we estimate →
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): 1.57/day in the week to Sep 10 → 1.57/day in the week after.
About
Lead your people to their new settlement in this survival city-builder. You will need to provide their shelter, guarantee the food supply, protect against threats of nature, and pay attention to well-being, happiness, education, and employment. Do all of this well, and you might even attract residents from foreign cities!

Choose where to build your settlement based on nearby resources, before determining your perfect layout. How will you build your settlement?

Carve out the land, join rivers, form lakes and use your tools to shape your settlement exactly how you want it.

Build housing, recruit Mayors to determine the morality of your settlement, control crime and ensure your baby-booms don’t negatively impact your resources.

Experience all seasons and heed the early warning signs of disasters. Bunker down and protect your citizens from the elements as well as environmental disasters, or risk losing all that you’ve built.

Offering powerful effects, unique themes and styles, rare blueprints are an opportunity to customize your settlement even further when you’ve mastered the art of trading.

Determine which development routes you will choose, with options that range from trading, education, mining, construction, agriculture, processing, logistics, and liveability. Each route unlocks new buildings and abilities to boost development. and there is no set pattern to the route selection, so you can choose freely and play to your strengths.

With each map randomly generated, right down to its resources and landmarks, every experience is unique and brings with it its own challenges.

Whether exchanging artistic items of high value, unprocessed products or unlocking the mint to create a common currency, trade is key to your populations survival.

Experience a unique game mode designed to challenge even the most experienced player. From the bubonic plague in Europe, to the Easter Island disaster, are you able to overcome its challenges?
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; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.37−75% | 7.7Kreviews | 85% | — | $1.1M |
| $19.99 | — | 83% | — | 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 838 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Seems to be based on playstyle. So, doesn't match mine. My experience, so far. - Settlement can't stabalize early game. There are always more jobs needing to be filled than population available... and when you get the population, more jobs are needed to appease them. - Starting 'happiness' boost is just a patch over. Without it, the settlement would fall apart far before being able to do anything. - Trade is a waste of time. Like most games... things sell for little, while even buying the basics costs a lot. - Resources are candy. As in, the old saying of 'going through it like candy'. Resources trickle in, but buildings cost a lot to build. - Information is scarce. Didn't realize that building a 'fountain' needs a 'blue rain drop'... which comes from 'idle chickens'. And even on a run where I start with chickens... how do I make the 'idle' so I can get the dye droplet? I'm too busy with other things to care to find out. Due to my play style, here is how it goes for me. I start by getting wood planting, so I don't have to send people far to get resources. I then get food up and running... crops, fishing, orchard/livestock. Get housing and clinic up. Run out of iron, so get a mine running. Run out of stone, so get a quarry running. Run out of fuel, so get fuel production going, and harvest all nearby coal. Fuel is still burning faster than I can bring it in... so more fuel production. Run out of labourers, so go around thinning workers else where to get product moving. All resources gradually draining, work force dwindling... clothing and tools gone... Basically, it seems like the game is balanced for when the city has most or all of the tech, and a high (300+) population. But until then, it must be perfectly planned for efficiency. I may skim a guide and try a few more experiments. After all, I kind of enjoy bashing my head against the proverbial wall until I confirm the problems. With two settlements started and abandoned due to spiral, it is looking like it must be played hyper-efficiently or the settlement will spiral out. Why do I say spiral? Because as things go wrong, efficiency goes down. As efficiency goes down, more things go wrong. More things going wrong means more efficiency lost. Eventually, everyone is running around in loin cloths and bare handing everything... and there seems to be no way to get it back.
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 26: 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): 1/day in the week to Jul 30 → 1.43/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, French, German, Russian, Spanish - Latin America, Japanese, Italian, Polish, Portuguese - Brazil, Turkish, Korean
Hours played at review time, across 840 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is not a bad game, but there are just many better options out there. In a nutshell the game is as following: - Ensure a steady supply of water. - Get the soybean seed. - Producte a metric ton of soybeans. Game is basically done. You really want to go for some achievements to spice things up, but most items feel kinda pointless and / or are just badly balanced. The UI is quite rough, and I had to look up online what blueprints are, yes they are that rare. If you are looking for something easygoing then this is quite a fine game, but dont expect too much dept.
I bought this for 50 cents, and at that price this is recommended. it might even be worth a dollar, but not more. :)
Games very good and super fun, got sucked in and played for hours! One minor nitpick, the use of ai portraits doesn't mesh well with the style of the game at all, just looks strange.
作为一个新手打开这个游戏,在什么都没研究的情况下看顺眼加了3个技能点 然后发现,九成的建筑都需要石头 石头从哪里来?采石场,没加,然后苦等终于加出来,采石场需要矿物 矿物哪里来?采矿技能,没加,然后苦等出来,矿场需要石头 石头从哪里来? 基础资源放到技能树还整那么多页是什么大聪明设计出来的
Don't bother with this game at all, there are way better alternatives on the market. Which are even in early acces nova roma for example Bought this game for 5 bucks and i even ended up feeling cheated, say's enough really
短期間で集中的に遊べましたが私はおすすめしないに投票します。 [h1] おすすめしない対象は「Banishedをそれなりに遊んでことがある人」で括らせてください。[/h1] 初めて村づくりシミュレーターをやる方々には比較的に新しいですしUI等もわかりやすく、 様々な要素があるので初めて村づくりシミュレーターをプレイする方々にはお勧めできます。 おすすめしない理由は[u]「面白い要素を色々入れようとした結果、逆に面白くなくなった」[/u]というのが 私の所感です。 私はBanishedをそれなりに遊んでMODも入れて楽しみましたが、本作の場合は初めからある程度の要素が入っているので、後々から食料MOD入れようとかしなくても事足りることが多いと感じました。初心者には優しいと思いますし、私も短期間でやり込めました。 ですが、ある食材がコスパ良すぎたり、物流関連の仕組みが甘かったり、こだわりを持って村づくりをしようと思うと粗が目立ち、バニラ状態では歯がゆい思いをしました。 そこでMODを入れようと思いましたが、本作はMODがそこまで発展しておらず、やり込めませんでした。 [b] 結果、こだわりの持った村づくりをしたい場合は「Banished+MOD」の組み合わせで遊んだほうが私は幸せに感じました。[/b] とはいえ、村づくりカジュアル村長にはおすすめできます。 村づくりガチ村長は「Banished+MOD」で「俺の村すげー、うひょー」と遊んだほうが良いと思います。 [spoiler] あと、地震とかで家全部破壊するなら一括選択できるようにしてください。457棟クリックして修理指示を出しました。しかも地震が来るたびにです。457回家を選択してクリックするのですよ?[/spoiler]
什么?大粪堆起高山了, 卖! 什么?油脂堆成高山了, 卖! 什么?羽毛堆成高山了, 卖! 只有跑的不够勤快的交易队, 没有错误的工业区设计。
This game is so unbalanced it has forced me to quit playing. I'm in mid-game now and the citizens are yearly dying of old age. slipping on banana peels and even getting killed by meteorites while seldom is anyone being born for their replacement. I have 40 houses and 60 villagers with health and happiness in the green. And since this is an abandoned game it looks like it going to stay broke.
This game was abandoned. Will not work on MacOs at all. DO NOT BUY.
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.
Related
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| $1.1M | 1.8K | 89% | $24.99 | |
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| $1.1M | 1.4K | 66% | $19.99 | |
| $1.1M | 4.5K | 98% | $19.99 | |
| $1.1M | 4.4K | 83% | $9.99 |