
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
- Tech tree is really annoying and artificially slowing down the game. You have to wait forever to make some damn shoes. - A tiger walked over the river (like Jesus) and destroyed my settlement in a couple minutes. I guess I was supposed to create a military by then, but when bandits appeared the game told me I have 8 years to prepare. With that tiger I had like 2 minutes. Horrible game design. And since tech tree is taking forever, I couldn't research and build soldiers to defend myself against a damn tiger - because a spear is so advanced technology that it requires research *facepalm*
[h1]The Perfect City Builder[/h1] I am a huge fan of the city management genre.... but I am PICKY! I want to be challenged, and to a certain extent, I want to micro-manage things. I want to have control, but not so much that I have to spend hours laying sewage pipes. I also don't want progress to feel so linear and pre-destined that I cannot fail. Ultimately, I want to be able to find that perfect flow state of engagement, where I need to stay diligently on top of things in order to succeed. For me, Settlement Survival is that PERFECT sweet spot. It is [b]CHALLENGING[/b], and probably not ideal for someone wanting simple, cozy experience. It is also [b]SLOW[/b] to progress, which means you have to put in time to build things up sustainably into a successful endgame. I can easily pour hours into this game. I'm always reaching for that next achievement or new goal or more efficient set-up. Random events like disasters add some extra challenge into the mix for when you finally feel like you have things figured out... I have a couple hundred hours in the game. I have only played one settlement through to what I consider "endgame", and I still feel I have so much left I want to experience. I've barely experimented with combat mode. I haven't unlocked all the seeds. I've barely touched the free tourism expansion. In other words, I feel like I still have a ton of content left to explore. For a relatively cheap game, It's a pretty good deal. [h3]not for everyone...[/h3] The beauty of this game is in the challenge. There are settings you can change to make things feel cozier and easier, but to me the challenge is the thing that makes it fun. Especially early on, the game is essentially working against you, and it's truly a matter of SURVIVING. I can see why some people might think this game is "too hard" or "imbalanced" off the bat, as it is not really designed for you to succeed... but my opinion is that it's BRILLIANTLY balanced, it's just tough. If that's not what you're looking to experience, maybe look elsewhere.
Media

Related
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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 2,402 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
Basically Banished with different art style and more items (buildings, food, etc).
非常有潜力的游戏,非常有意思的机制。但是整体数值设计和玩法深度设计非常奇怪,有种做久了SLG手游突然开始转做单机的别扭感 简单举个例子,种子和种植这件事情在更多同类游戏里被设计成较低难度获取种子,随着多轮种植逐渐提升对应作物的种植规模和产量,农作物的生产规模是持续上涨的,在体验上玩家对该种农作物的产量增长是有明确预期,且能感受到持续无顿挫感的增长。 但是在这个游戏里,种子和动物只要获得过一次,就可以无限的使用,而首次获得种子和动物则极为困难,尤其是高价值的种子其贸易价格更是夸张的高。换个氪金手游这就是一个极佳的氪金点,通过消耗付费代币来抽取或购买以获得。当然在这个游戏里你并不需要氪金,只需要氪活跃,也就是你的游戏时长来获得。整体体验上像是一个很强力的道具,在获得这个道具之前你都会因为缺失这个道具而在游戏进度上受挫。在付出一定代价(在个游戏中是单局时长)获得这个道具后,你就会通过某个卡点,然后可以推进一段游戏进度,但是未来依然会有其他的卡点等着你,整体成长体验顿挫感十足。 类似的例子还有很多,总之就是整体机制有很多有意思的地方,但是体验上实在太象是氪金手游里的某个活动,直接去掉了营收相关的设计之后端上来的感觉。 本可以更加好玩的,但在买断制单机游戏里获得氪金SLG的游戏体验实在是有点抽象。 目前不推荐吧
Right now I am overwhelmed by the depth and volume of what that game offers. I have a stable little village now. Where other games would be now done, it seems this one is just starting.
好玩,是那种玩一次后,后面就不想玩的类型。 第一次正又意思,玩了好几小时,但是后面就不想碰了。
I really enjoyed Settlement Survival! It’s such a relaxing and rewarding city-builder — it reminds me of Banished, but with more depth and charm. I love how you can shape your settlement any way you want, balancing resources, happiness, and population growth. The graphics are cozy and detailed, and the gameplay loop of planning, gathering, and expanding never gets old. What really hooked me was how every decision matters — do you focus on farming, trade, or industry first? Each playthrough feels different. It’s easy to lose track of time just watching your little village come to life. If you like calm but strategic management games, this one’s definitely worth picking up!
Settlement Survival delivers a genuinely enjoyable city-building experience that nails a cozy, methodical pace which I genuinely enjoy in this genre. The core gameplay loop of managing production chains, assigning labour, and gradually expanding your town is satisfying and addictive. The art style is a standout: warm, readable, and charming in a way that turns routine micromanagement into something different if familiar. Building and progression feel rewarding because the production systems are robust without being overwhelming, and each new structure or tech unlock meaningfully changes how you plan your settlement. A few issues here when it's not lcear that an unlock requires other unlocks, but largely well done. Pathfinding and job assignment generally work well, keeping the flow of your town predictable and manageable. Like Foundation, the soundtrack and ambient effects support the mood perfectly and make long sessions feel calming rather than stressful and I love a bit of this once the kids are in bed. There are a few rough edges in the tech tree that interrupt pacing and clarity. Some research branches overlap in purpose, and a couple of tooltips could be clearer about prerequisites and benefits. These are minor annoyances that don’t break the experience but smoothing them out would make progression feel more intuitive and deliberate. Map design offers interesting variety, but mountain tiles feel underused and wasted in some layouts, downright annoying in others. Allowing players to build on slopes or providing mountain-specific resources or structures would turn dead space into meaningful strategic choices and open up more creative town/defence layouts. Curved roads are another small but impactful improvement that would make towns look less grid-bound and help create more organic settlements. Population management and jobs are the game’s heart, and the balance hits a sweet spot between challenge and fairness. Occasional AI hiccups happen and workers sometimes take odd routes or stall on tasks but these incidents are infrequent and usually resolved with a quick adjustment to priorities. The core systems remain reliable enough to build complex, efficient towns without constant babysitting. Performance is solid on my high end X3D rig as well as the kids older AM4 rigs which is nice. Mod support and active developer engagement would be excellent next steps to extend replayability and I've love to see some of that. There's still potential here, game will improve if Devs polish the tech tree, add options for mountains and curved roads, and continue refining AI behaviours. These improvements would elevate a very good game into a great one. The developer’s current direction and player feedback responsiveness make those changes feel more likely and worthwhile. Settlement Survival is fun for me. A well-crafted colony sim with enough personality and systems depth to keep the kids and I engaged for hours. I'd recommend it for fans of slow-burn city-builders who appreciate a pleasing art style and a steady, thoughtful challenge.
鳥インフルエンザとかいう疫病一つで1000人の村が滅ぶクソゲー 病の早期治療項目はすべて解放し病院も5件以上建てたのに為す術がなかった 今までの時間を返してくれ
At most I'd use this as a sandbox game. The symbols of the Interface are tiny so I tried to size them up in the options, but turns out they stay tiny, just the UI gets bigger (so much so it can go off screen!), some of the text gets blurry, oh and the "helpful" screenshots have Chinese writing ._. Then there's too much info on screen which even the tutorial doesn't take the time to explain! I mean I get it, you dont't have to, but if you offer a tutorial (4 actually; for bloody beginners, intermediate and advanced AND when you start a new game file it holds your hand again even if you already did one of the specific tutorials) then at least explain it properly. Also where can I see my free workers? Definitely not in the townspeople tab, even though there is a ♥♥♥♥♥♥♥ of useless info like the gender ratio. Also the townspeople have like 6 portraits which get repeated even within the starting colony. If you're gonna go the route of portraits at least give them some variation if you're gonna make it so easy on yourself as to use AI generated images.. I got this on sale and still feel scammed somehow.
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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