
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% | 8.1Kreviews | 85% | — | $1.2M |
| $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
This might seem like a fantastic successor to Banished, with a lot of interesting concepts ... however, it remains a badly assembled pile of concepts. Toss in the use of genAI to generate villager sprites and resource icons, and who knows what else, and all this has managed to turn me off the game entirely. Not mentioning on the store page that AI has been used also leaves a sour taste. To add, the text in the tutorial and frankly, everywhere else in game, flows horribly. Either it's translated badly, or AI was used for this too. Either way, this game isn't an enjoyable experience. Don't pick it up.
I was initially very excited to play this game because I love games of this genre; however, this game was very disappointing. This game clearly uses generative AI for villager pictures and perhaps in other ways as well. Personally I would rather see a badly drawn sprite than generative AI. Additionally, this game lacked any spirit. I only played for a few hours, but the game seemed boring and it wasn't very exciting. I felt like the developers of the game did not have much passion when they created the game.
Media

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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 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: 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
Honestly, it's really rough around the edges in some areas, but it's one of the best indie city builders I've played since Banished (minus Timberborn). I'd like to see some improvements on the combat side of things (it can be a bit poorly balanced there; I'd like more levels of military maybe, or at least to make it more obvious when my troops have picked up supplies and/or weapons), as well as on the UI side (would like a proper Citizen menu for example, to see when I'm getting more students graduated as an example, or when my schools are full). Some things I'd like to see (I'll edit this as I go): - More levels of military protection. An Iron tower, for example, would be nice, as by level 26, bandits will just mow down the stone defenses - A better menu for citizen management. Take a look at foundation - this one works great. Yes, we don't do upgrades like in Foundation, but I'd like to better see when I'm about to have students graduate, for example, or see when a citizen lives far away from their job. - Better worker management. It's hard to tell in a large settlement when we aren't at full capacity for a building, or even to spot a building without workers. Foundation has a great menu for this, too. Timberborn is also great for giving certain jobs higher/lower priority and that could work - sometimes I might lose a lot of citizens at once, and then have a bunch graduate or immigrate. Those just become laborers and ignore what worker slots I have open. Overall, strong recommend. Few corners that need sanding, but its solid.
An sich wirklich kleines nettes Spiel. Aber leider ab einem gewissen Punkt im Spiel einfach nur noch frustrierend und wirklich extrem schlecht geblanced. Die Mechanik, dass der Stress der Bevölkerung einfach hoch geht obwohl alle, alle Bedürfnisse gedeckt haben und sämtliche Einwohner Häuser haben etc. ist wirklich einfach schlecht. Auch ist die deutsche Übersetzung extrem mangelhaft (Bspw. : Feld Nein 1, Büffelfleisch und andere werden als "Ausgefallenes Essen" angegeben obwohl diese nur "Einfaches Essen" sind, viele viele Andere Dinge wie beispielsweise Farbcodes statt dem Namen der Items etc.) Das Tool für die Statistik und für sämtliche Dinge die mit dem Lager zu tun haben sind einfach nur mangelhaft designt. Viele Sachen werden einfach viel zu wenig erklärt obwohl es an manchen Stellen bitter nötig wäre um nicht etliche Sunden seines Lebens zu verschwenden. Ich könnte an dieser Stelle noch sehr lange weiter machen aber fassen wir es zusammen: Nette Spielidee und teilweise auch wirklich nett umgesetzt aber alles in allem nichts Ganzes und nichts Halbes. Keinerlei Wiederspielwert, andere Modi uninteressant, Sandbox absolut useless ohne Story oder Ähnliches. Für das Geld kann man sich definitv was anderes kaufen. Ich habe das Spiel seit den Anfängen des Early Access gehabt und wirklich Hoffnung in das Spiel gesetzt, nach Release damit aber bitter enttäuscht worden.
ダメとまでは言わないが、細かい部分で少々ストレスが多いゲームかなぁという印象 ・倉庫の建設準備段階で保管物資の指定が出来ない、もしくはその設定が何処かにあるとしても見る限り見当たらない。 ・1施設で1人を時間をかけて予備兵に訓練し、その予備兵8人を作って、その8人グループで槍、盾、弓などそれぞれの該当施設で資材と多少の時間をかけて1つの軍事ユニットを作るのですが、まあ生産が遅い。ならばと予備兵を生産する施設を作れば確かに同時に複数の予備兵を準備できますが、建造物の画面からさらにワンアクション挟んで施設あたりの生産上限の設定をしなければ8人訓練を延々と続けますし、まあまあ面積も取られます。 ・軍事ユニットは寿命や戦闘などで欠員が出たとしても補充が不可能なので最大人員のユニットは再度予備兵から作り直しになる。そのため限界ギリギリまで使い潰したほうが効率的。 ・技術ツリーを進めることで作れる施設での生産品とそれに必要な材料の組み合わせを見ることが出来ない、もしくは隠されているため分かりづらい。 ・種や動物の価格がちょっと意味わからないほど高く、狩猟小屋や採集小屋で動物どもや種をみつけられるようだが、まあ滅多に手に入らないので実質的に中盤以降くらいじゃあないと購入が厳しい。 ・建築の優先指示が1つしか出せない上に、結局他の建造物先に完成させ始めたりと正常に機能しているのか少々疑わしい。 など、もうちょいどうにかならんかったんかと思うような要素がちらほらあり、細かいストレスが蓄積します。 もしかしたら自分の見落としなどがあるかもしれませんが、ぱっと見てすぐにわからないのでは結局同じことかと思います。 自然災害や盗賊や野生生物なんかの襲撃の頻度やオンオフの設定、初期に持っていう資材や種を何種類持っているかの設定も可能ではありますが、それとしてもというやつです。 確かにシビアめな人員管理や疫病、天災、襲撃などのひりつきなど確かに楽しめる部分は楽しめますが、それでもなお細かいストレスは溜まってしまうのです。 そのため、クソゲーだ面白くねぇとは言いませんし、街作り系が好きな人はまあ楽しめるとは思いますが、その上でも細かいストレスが蓄積しますのでおすすめ出来るかと言えば、おすすめはできないといった感想になります。
a lot of potential, a head from Banished. But a big But., this game need A LOT of balancing. In the end this game just Banished 2
I've restarted my town about 4 times now, and well, each time I find something new about the game. Which should say a lot considering how I am devout to this game genre. Someone else in a review likened it to Banished, which I actually find accurate, because it is what Banished could have been so far. Another reviewer mentions the tech tree, and I can also agree with that criticism, however, if you hover over the skill in the tech tree, it does show what you need to be able to build it. But, I do get it. Honestly, if you love this genre, this is a must in your list.
数值、物价、科技树都有点不合理 你是说,我辛辛苦苦搞供应链,生产的金银珠宝礼服只值几十块,一个木板和草做的稻草人能卖999,买一颗种子要花60000吗
Comprei o jogo, não percebi que ele faz uso de IA em coisas como icones de personagens e recursos já que as imagens são pequenas na screenshot. Fique a vontade para comprar se isso não importa para você, mas como artista, não me sinto confortável em apoiar esse jogo.
There is something wrong with the goods generation/needs system. Frequently, I will see reports that I have generated N number of goods but my entire colony will be lacking it. Example, water and jackets is a frequent offender. Jacket generation would be 50 for the season, but nobody is wearing clothes....
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.
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