
In Smart Farm you take over an abandoned farm bought at auction and rebuild it with hard work, smart planning and modern agriculture. Restore fields and buildings, care for animals, process your harvest and turn ruins into a profitable farm.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Aug 31 → 0.29/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.
About
Smart Farm is a farming and management game where you buy an abandoned farm at auction and bring it back to life with hard work, smart planning, and classic craftsmanship. Restore fields and buildings, care for animals, process your harvest into valuable products, and supply town and countryside – step by step, a ruined plot becomes a working farm.
The farm used to be the heart of the region – until it was abandoned. Broken barns, overgrown fields, rusted machines. Nobody wanted this piece of land… except you.
In Smart Farm, you take over a rundown, auctioned farm and rebuild it with patience, effort, and clear planning. No magic, no shortcuts – just honest work, solid systems, and your decisions.
You start with a few tools and a small amount of money. Bit by bit, you restore fields, repair buildings, buy seeds, and bring the first animals back to your farm. What you produce can be sold directly in town – or processed into higher–value products with better profit margins. Milk becomes cheese, grain becomes bread, fruit turns into jam. Step by step, you shape a farm that not only looks alive but runs on a sound economy.
Your choices matter: Do you invest first in new machines, more animals, or a small workshop? Do you focus on simple raw goods with quick turnover, or on longer production chains with better prices? Smart Farm rewards long–term thinking and a straight, consistent approach – just like real farms always have.
Take over an abandoned farm
Start with a neglected, auctioned property: broken buildings, messy fields, limited resources – and full freedom to design your own farm.
Traditional farming gameplay
Work your fields with grain, fruits, and vegetables, take care of livestock, and manage your supply chains from soil to storage.
From raw goods to final products
Sell your harvest directly – or refine it. Turn milk into dairy products, grain into baked goods, fruit into preserved goods. More effort, more profit.
Supply the town and region
Deliver your products to the nearby town and various buyers. Different customers pay different prices and have specific demands.
Step–by–step rebuilding, not instant upgrades
Repair, extend, and modernize your buildings in clear stages. Nothing appears out of nowhere – everything comes from work, time, and investment.
Clear, transparent management systems
Track your income, expenses, storage, and production chains. Smart Farm focuses on understandable numbers instead of flashy gimmicks.
Calm but consequence–driven gameplay
There is no frantic timer chasing you, but your decisions have weight: careless spending keeps you small; careful planning builds a stable farm over time.
If you enjoy games where you build something from the ground up, where every decision shapes your future, and where a ruined piece of land slowly turns into a working, profitable farm, Smart Farm is made for you.
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 | $8.99 | 64reviews | 72% | — | $17.2K |
| $4.99 | — | — | — | $0 |
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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
güzel oyun. devam
First of all, I apologize in advance if you find what I've written difficult to understand, as I'm not very good at English and had to use AI translation. Review - The gameplay is quite easy to understand, requiring a little adjustment. Those familiar with this type of game shouldn't find it difficult, but those who have played more complex games might find it unfamiliar. Suggestions: - Each mission should have a reward, such as experience points, money, or items. - I've played your game for 16 hours. I haven't been able to get far, except for planting crops and completing the 7 right-hand quests, which yielded nothing special and cost me almost all my quest materials, forcing me to start over. Moreover, the quests keep repeating themselves. - The main building should be movable. Some players want to design their own farm layout. The inability to move or rebuild makes players feel more restricted than enjoyable, limiting their imagination. - Please fix the bug where the introductory gameplay guide screen overlaps and cannot be closed. It requires pressing T repeatedly and then closing again (using the Esc key to close it would be better than using the mouse). - The player-created area should be an open space allowing players to fully express their creativity. The placement of buildings and objects shouldn't be restricted. - If you want to have quests, the first quest should be one that's excessively large. Right now, I've been doing it for 16 hours and I still haven't finished it; it's incredibly boring. You can also use those quests as a tutorial. Don't teach it all at once at the beginning of the game, as players won't have time to learn. Other quests should be infrequent or requested from factories, NPCs, shops, or other sources. They shouldn't appear constantly. You can use the computer to create quests; just display a notification bar when there's a new request from someone. This will keep your game from becoming monotonous, allowing players to choose which quests to accept, preventing boredom. Also, you don't need quest buildings cluttering the game. - The only building you should place initially should be the one containing the computer. Importantly, it should be movable, destructible, and rebuildable, as computers can do many things already; you don't need multiple buildings cluttering the space. - The boredom of the game lies in the inability to move or destroy items. Once placed, they are permanently fixed, and destroying them takes a long time. Destruction skills shouldn't be limited to trees; they should include other items as well, or even have separate skills for destroying individual items. - All items except trees take about the same amount of time to destroy, regardless of their material strength. This is extremely time-consuming. - Building houses, animal pens, or gardens should be done using blueprints rather than simply placing items. This way, if the player doesn't like the design, they can be quickly removed and revised without wasting time or resources. After that, players should be able to find the necessary items to assemble them themselves. - The game shouldn't focus solely on generating income, as this can become repetitive. This type of game is more fun when players create their own income-generating strategies, such as farm layouts or solving problems. For example, if male and female animals are too close together for too long, they will reproduce. If this isn't addressed, the animal population will become uncontrollable. Or, if food and water are forgotten, the animals will die. - You won't need to spend a lot of time making models of animal pens, gardens, or anything like that if you simply create items that players can assemble themselves, allowing them to use their imagination and creativity (like you do with building houses or structures). - Each item should have a description, including its purpose, where to buy it, or how players can craft items that aren't sold. - I don't mean to compare, but your game seems very cluttered. Compared to Ranch Sim, your game has less replayability. Ranch Sim, despite having fewer items, can be used efficiently and offers high replayability without getting bored because it doesn't limit imagination, especially in building structures, animal pens, and crop cultivation. Give it a try! - I understand you want to create a game with your own unique style, but your game is too limiting. Players can't do much beyond what you've dictated. Just the three buildings that can't be removed or moved force players to waste time planning the farm layout, which is restricted by buildings blocking the way. Items, once placed, cannot be moved; they have to be destroyed and replaced, which is unnecessarily costly. Question: What's the point of having a crop field if you don't have farming tools like plows or seed planters? There's only a unusable harvester. You already have a crop field, so why buy another crop field as an item? And you can't use the harvester in this area. Hopefully, this advice will help you develop and create a more enjoyable game. At the same time, if you succeed, you can increase the price of your game. Don't stop developing! Your game has potential; just reduce unnecessary elements and create more items that encourage player imagination. - In the future, if possible, a shop system and turning the farm into a tourist attraction would be great.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Portuguese - Brazil*, Dutch*, Polish*, Russian*, Swedish*, Czech*, Turkish* +5 more
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a great game. Many thanks to ZD Games! I recommend this game to all farmers.
Ich find das Spiel echt fun und so viel content. Kann man nur empfehlen.
Beğendim güzel oyun umarım yeni şeyler ekler oyuna
sehr umfangreiches Spiel. Für diesen Preis auf jeden Fall wert auszuprobieren. Das Spiel hat zwar noch einige Bugs, aber welches Spiel nicht ? Solange es regelmässig updates erhält einen Daumen hoch vo mir
it's a great game every body should try it. it's so cool and so good. needs little work but it's not bad game there lot to do
farm + crafting. a good combination
Definitely a must for crafting game lovers. all you do is relaxed farming and crafting
fun niceee game
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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