
Settler's Domain is a strategy game about building a new settlement in unknown lands. Grow your population, explore the map, and contend with other settlements while keeping your settlers alive.
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About
Disclaimer: This game does NOT have deep simulation like Dwarf Fortress or Rimworld. It's similar, but the simulated elements are very simple in comparison. It's a survival settlement-builder with the goal of "beating" an individual world in 8-12 hours of gameplay.
Manage your ever-growing settlement! Use the resources at your disposal to build structures necessary for survival. Research new structures with a variety of functionalities. When resources grow scarce, explore your surroundings for more. Encounter other settlements and deal with them using diplomacy or hostility.
Collect resources to build new structures and keep your settlers alive. Resource management is essential for a thriving settlement.
Use resources to build structures with a variety of uses.
Clear away the unknown to discover more resources and and other settlements in a procedural world.
Use Influence to recruit new settlers to your cause. Larger populations can produce more resources, but need more food, medicine, and housing to survive.
Research new structures from a large tech tree.
Interact with other settlements in a variety of ways. Figure out a way to deal with them without losing your settlers- or your settlement- in the process.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 86 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The core loop does what the store page promises: gather resources, put up buildings, keep your settlers breathing. It works. It's also thin. Drop a lumberjack next to trees and you're done forever. The trees regrow infinitely, so there's no reason to ever move the hut again. Just wait for wood. Mining is the opposite problem: stone doesn't come back, so you're constantly picking up and relocating the hut, which is at least something to do. Then you unlock the quarry, stone becomes infinite too, and you're back to waiting. Both ends of that arc land in the same place, which is an idle game. You can build fountains and taverns for example. But they just provide static benefits and settlers won't use them. As far as I can tell settlers do exactly two things: walk to whatever job their priority list says, and go sleep next to their tent when they're tired. That's the whole personality. Combat is worse. I walled my settlement in and enemy factions simply stopped attacking, they don't seem to path to walls and try to destroy them. So walls don't seem to do anything and there's no weapon production I could find, so defense feels entirely "hope the RNG gave you settlers with good attack." After destroying one of the walls I did get attacked in the next battle but when I lost every villager I had nothing happened. No defeat screen, no abandon prompt. The clock kept ticking and the AI settlements carried on without me. There's supposedly a relationship system where settlers produce offspring. I put a male and female in the same house and got nothing. And I'd say diplomacy is the biggest gap between marketing and reality. "Interact with other settlements in a variety of ways" means: hit population 5, every faction you've met turns slowly hostile, and they start making daily demands until you either cave every single time or they declare war. Provoking a war with one neighbour didn't seem to affect how anyone else felt about me. The default state is mutual hatred and the only real verb is "annex"... Add UI bugs, windows that overlay each other, no escape key to close menus, and the Anno-style pain of a resource sitting just outside your medicine hut's radius, and you get a rough package. If this were labeled early access with a roadmap, I'd hang onto it. It isn't. This appears to be the game, and I don't see where it goes from here.
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Languages: English
Hours played at review time, across 86 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is so fun! It's made by a solo dev and he has improved the game SO MUCH since I last played the demo. Hardcore recommend this to anyone interested in city builders, I think you'll really enjoy it too
Wide, but shallow. Walls of text that don't exactly clue you in at all. To this moment I've yet to understand what "efficiency" actually is. Diplomacy can be solved by sending an envoy the moment you meet them, the demands system is grating. Every building is a recolour of another and you don't feel your settlement improving, only getting wider and more cumbersome. My breaking point was unlocking dirt paths, having to manually place them even after the game promised automatic path creation then later unlocking stone paths and realising there is no upgrade system and each path has to be manually destroyed and rebuilt. I have no idea how this game is not early access but a full release, its charming but feels unfinished. It promises a lot, but delivers the base concepts of depth.
4/10. Good ideas, bad execution. The game is hard the first 30-60 minutes due to the lack of resources to build the structures and gather the mats, because you have to research almost every building to gather resources with the same currency you recruit settlers. To clear the fog you have to research the building, gather the mats and choose a spot at the edge of it (every building has an area and can delete the resource underneath, so you have to pay attention), and then your settlers have to walk the whole area before it opens up. And that area is a circle: since you never explore in circles but in lines, every exploration building wastes most of its radius on ground you already know or don't need. The Exploration background gives +50% radius, and area scales with the square, so it's really +125% coverage. Other settlements are just there, waiting. They don't grow, don't expand, they do nothing except demand or request things from you, once you have a minimum of settlers, until you reach 1k opinion, and then they stop. Below a certain point they declare war. So you start exploring and expanding, you find other settlements, they threaten you, you build and gather, and then you have enough influence to unlock production buildings, so you start producing infinite food, medicine, textiles, stone, ores... There is no real need to "build a city". You never need walls. There are no threats, there is no real danger, no enemies, nothing. It could be fun, it could be a great game, but not right now. It feels like a project instead of a game. There are systems, some deeper than others, and many layers working together, but there is no real mechanism. It's not organic. You can max diplomacy and there's nowhere for it to go. The demands/requests stop, you reach the influence to annex them, and done. Nothing in the world reacts to you. Everything that can go wrong is your own stockpile hitting zero: disease is what happens when medicine runs out, starvation is what happens when food runs out.
This is a very cool game in the city building and colony sim genre. It eases you in to growing your settlement and the menus are not complex to learn. I feel like this is a cozy Songs of Syx. I'm looking forward to playing more of this. Great job, Rick!
Settler's Domain feels like an early access game. When I bought I just assumed it was one. I refunded it because it was too early access. It wasn't till just now that I noticed this was supposed to be a full 1.0 release. It does not feel like that at all.
Cozy and Fun city builder. Great game and a lot to do. :) 10/10
Game just isn't fun. Can't generate resources fast enough. Before I had 5 settlers I had 4 other settlements around me demanding all kinds of stuff I just don't have or can't get fast enough in the first 10 minutes of the game. I refunded the game.
This game is a mile wide and an inch deep. Most of the game time is waiting for you pops to do tasks to earn a currency to unlock new buildings, then waiting on your pops to gather a new resource and then repeat the cycle. Not a bad game but not a great game either. A solid 6/10.
Vale, por partes, es un juegazo, llevo 4 horas y aun no estoy ni cerca de crear la ciudad que quiero, siempre tienes algo que hacer y pensar, a lo mejor tienes que esperar 20 segundos, pero como en cualquier citybuilder, la diplomacia, igual es un poco facil, mas que facil, sencilla, el tema construccion y apartado grafico, tiene mucho potencial, a lo unico que le pondria pega seria a que no puedes eliminar recursos del suelo, implica que crecen arboles en tus carreteras, lo cual queda muy feo, o por lo menos no he visto la opcion de hacerlo, es lo unico negativo por ahora que pondria, un parche urgente a eso, por el resto, tiene muchisimo potencial, enhorabuena a los creadores.
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