
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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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 87 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
lacks depth
[u]First disclaimer :[/u] I haven't finished the game yet, but I intend to do so. It's rather addictive, but it needs a lot more polishing before I can truly recommend it. [b]The start :[/b] Careful about the first hard-look game loss in the first 2 minutes ! You'll be tempted to go for the first research presented to you : wood cabin... but don't construct any, otherwise you'll spend everything and won't have enough for a woob cabin that requires wood ! [b]Overall[/b] The game is mostly a resource management, similar to Foundation, Banished, and other in that domain. Food and medecine will be your main concern to survive, although getting an endless quarry of stone / ore will also be another priority. Diplomacy is useful but very simplistic. I've tried once combat and won't be doing that again : too much randomness in who goes to combat and how the villager attacks. [b]The polishing / bugs :[/b] The villager's pathing is buggy : sometimes they will deliberatly ignore a stone path (+150% move) and just go through dirt path (+75%) or even no path at all ! The walls are mostly to prevent exploration from your villagers and also sets "unwalkable paths", but it's very cumbersome to use, and it's usefulness in combat is questionnable at best. UI ergonomy is just horrendous, there's a lot of improvement in that domain : pop-up can't be moved, or go above more useful information, bottom menu is archaic, villager filtering works only for their name and nothing on energy / skills, ... For a game that heavily relies on stats, the basic "general stats" doesn't give you anything useful. You have to math out yourself if your food / medecine production is enough. Even worse, preview of harvesting buildings doesn't give you how many nodes are impacted. You'll have to guesswork if moving a few tiles left, right, up or down is better or not. [b]Conclusion[/b] : If it's your first game entry, I'd rather strongly recommend to start elsewhere : Banished and Foundation are excellent finished games. If you've pillaged already your fair share of village construction, then it's a rather cozy and decent enough game ... But even for 10€, I fell like it should either be on lower price, or wait for bug fixes and more polishing.
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Languages: English
Hours played at review time, across 87 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Please translate this into Brazilian Portuguese.I'm really enjoying the game, but some things get a bit confusing because I don't understand English very well.
First and foremost, did I get my money's worth from this game? My answer is yes. For almost any game I play, I base the answer to this question on if I can get at least one hour of gameplay for every dollar I spent on the game. I bought this game on sale for $10 and at the time of this review I've played 10 hours. I may even go back in and putz around with some more things, maybe try another map or two or try to get the last of the achievements. Is this game simple? Yes. This plays more like a very simplified idle harvester and town builder. I rarely took the game off 10x speed (the max), as there is a LOT of waiting around to achieve enough resources for whatever you're trying to build. I was often either working or reading while I had this up and running. Resource requirements also seem to grow almost exponentially while the rate at which you acquire resources doesn't match. It wasn't horrible, but the dev could definitely spend some time rebalancing harvesting and production against building requirements. The town building of the game is pretty basic and linear. There's some limited housing options (move from building tents to cabins to houses, etc...), but placement doesn't matter too much. By mid game, you might have one area that's more clumped than others to benefit from a couple of different "service" buildings, but there's not real incentive to design for efficiency. There also doesn't seem to be much of a purpose for town walls, as "combat" with other settlements is your population basically just meets somewhere in the middle between your area and the "enemy" settlement to do battle with the enemy population. Diplomacy in this game is also simple (but that also means it doesn't take much involvement if you don't want to bother with it too much). I'm going to be a little more specific on this topic, as it seems to be a pain point from some of the other reviews. As you encounter another settlement, it will open up the diplomacy option with them. If you ignore them, they'll start off demanding resources from you, but you can avoid those demands fairly easily by bribing them for a day or two of peace if you have some excess resources, which has the added benefit of also building up your influence with them. You can also send an envoy or two from your population who will generate additional influence with them each day. Once you hit a certain point, the demands switch to requests (that you can ignore or fulfill for more influence). Once your influence is maxed with them, then they stop even requesting things. Does it feel unfinished or have missing content? No, not that I noticed. It's relatively "shallow", but has a complete progression path from start to end. With some QoL updates and rebalancing a few things, I would be even more likely to extend my time playing it.
The game is pleasant, but after my first playthrough it left a slight aftertaste that it isn’t more expanded – there’s a bit of… I guess, further gameplay missing. I’ll definitely play it again, though. I’m not really sold on the economy: sure, it’s a kind of idle game, but the cost of individual buildings feels borderline insane. Maybe instead of that, there could be more production diversity, so constructing a given building was cheaper, but logistically more challenging?
Fun game. Pretty challenging. Will play this for a long time I think. Addicting already.
Charming and with surprising depth
I think the base of this game is good, but I think needs more time to cook or requires more testing. It's a fun game, but I think towards mid-game it becomes unfun because villagers become less efficient and require a lot of resources to keep going at a reasonable rate. I think there needs to be some adjustments to the balance/numbers of things when you're around 50 villagers just so that it's a bit more enjoyable to watch things grow. Maybe even a cheapter/more efficient way to clean up spaces/the areas you own. At this time, I don't think I can recommend but I hope the single dev can make some adjustments!
It's cozy at the start, enjoyable. However once your population rises above 5 and you begin diplomacy it seems like you have to permanently lose one ally at all times to stave off annihilation (sent off on a diplomacy mission). I got into my first combat situation and my entire populace was killed by 2 enemies, and I see no way to improve my odds. I'm struggling to see the vision of where the dev wants to go. - The videos show walled towns and all this interconnected countryside, but I just find myself waiting idly while my townfolk farm 200 stone from a quarry over 3 ingame months. - Revealing the fog of war feels like an awkward chore, rather than exploration. A relatively high expense early on, which ultimately shows my neighbors have choked me off into a peninsula. - The game doesn't build up quick enough to keep our attention early on. Some tuning is needed. - The tutorial gets in the way of many of the games menus, blocking you off from picking things that are meant to advance the tutorial. I found myself having to turn off the tutorial just so I could do the very thing it was asking. I'm optimistic... But that's the only reason I recommend right now.
Just perfect! As soon the tutorial is done and you understand the game you cant stop, it a lot of fun within this genre and pricetag
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