
A survival strategy game where every choice shapes your frontier's destiny. Lead your people into an uncharted world as they rebuild after ruin, endure harsh challenges, and carve out a thriving settlement. Manage scarce resources, face dynamic events, and never forget to pay tribute to the kingdom.
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About

Guide a handful of settlers as they create a village in the wild. Manage resources and grow your settlement carefully. Watch your community evolve from a fragile camp into a thriving outpost. Every decision you make influences how they adapt to the untamed world around them.

Step into the fog-covered land. Each new tile holds risks, rewards, and choices that shape your story. Explore the unknown as the world reveals itself piece by piece, offering surprises and dangers in equal measure. Your path unfolds only as you dare to uncover it.

Decide how your people live and survive. Your calls affect their future and their fate. Balance safety, ambition, and the needs of a growing frontier. Every choice leaves a mark on the world and on the settlers who trust you to guide them.
And don't forget, Strategy is key...
Plan your moves carefully. Each session brings fresh challenges, dynamic events, from disasters to tribute deadlines.

Campaign Mode with handcrafted missions across five regions
Real time or Turn-based settlement building
Skirmish Mode for endless gameplay
Dynamic weather system affecting gameplay and resources
Procedurally generated maps for high replayability
Multiple playable Factions with unique traits
Adjacency bonuses and tile-based synergies
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, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Swedish, Traditional Chinese, Turkish +2 more
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
TownsFolk takes city-building and survival mechanics and combines them into an experience where progress feels tied directly to risk and careful planning. Instead of giving players a peaceful sandbox where settlements can grow endlessly without consequences, the game builds tension around every decision. Resources are limited, expansion carries uncertainty, and maintaining stability becomes just as important as creating growth. The result is a strategy experience where success feels earned because every thriving settlement exists only after overcoming numerous challenges and difficult choices. The game places players in the role of leading settlers attempting to build a future in unfamiliar territory. At first, the goal appears simple: establish a functioning settlement and help it survive. However, the process quickly becomes more demanding than merely placing structures and watching numbers increase. Growth and survival constantly compete with one another. Expanding too quickly can create shortages and instability, while being too cautious may slow development and limit future opportunities. This ongoing balancing act creates tension that remains present throughout the experience. One of the stronger aspects of TownsFolk is how much importance it gives to decision-making. Every action feels connected to larger consequences. Constructing buildings, assigning workers, and managing available resources become choices that require planning rather than automatic improvements. Players are frequently asked to think beyond immediate rewards and consider how current actions might affect the settlement later. This creates a stronger feeling of involvement because progression is not simply handed to the player through passive growth. Exploration also appears to play a major role in shaping the overall experience. Instead of revealing the world entirely from the beginning, the game gradually allows players to uncover unknown territory. Exploring new areas becomes exciting because hidden sections may contain useful resources, opportunities for expansion, or entirely new dangers. There is a feeling of pushing into an unexplored frontier where every discovery carries both promise and risk. This system helps make expansion feel more like an adventure than a routine process of filling empty land with buildings. Resource management appears designed to maintain pressure throughout the game. Food, production materials, wealth, and other necessities require constant attention because settlers rely on efficient planning to survive. The game seems less interested in allowing endless accumulation and more focused on creating meaningful priorities. Players regularly need to decide where resources should be invested and what sacrifices might be necessary. This creates a satisfying challenge because prosperity only becomes possible through understanding how multiple systems work together. Another interesting feature is the recurring requirement to provide tribute to outside powers. This mechanic adds another layer of tension because resources are no longer used solely for internal development. Players may be forced to redirect valuable supplies toward obligations beyond the settlement itself. This creates situations where difficult choices become unavoidable. Meeting external demands while keeping a community stable introduces additional pressure and reinforces the feeling that the settlement exists within a larger world. Replay value also appears strengthened by roguelite-inspired elements that introduce changing circumstances and unpredictable situations. Different runs can unfold in different ways depending on events, available resources, and surrounding conditions. This helps prevent the experience from becoming repetitive because players cannot rely entirely on a single strategy every time. Adaptation becomes an important skill, and success often depends on responding effectively to changing situations. Visually, TownsFolk uses a pixel-art presentation that matches its overall design well. The environments and settlement structures carry a charming appearance while maintaining enough clarity to support management-focused gameplay. The art style creates a balance between comfort and survival tension, presenting a world that appears inviting while still carrying an underlying sense of uncertainty. Players looking for a purely relaxing city-building experience may find the game more demanding than expected. The focus on survival systems and limited resources means mistakes can have lasting consequences. Players who enjoy unrestricted creativity may occasionally feel constrained by the pressure to prioritize efficiency and maintain stability. Despite this, TownsFolk succeeds because it understands that overcoming struggle often makes success feel more meaningful. Expanding a settlement and watching it survive difficult circumstances becomes satisfying precisely because progress never feels guaranteed. Every achievement reflects planning, adaptation, and careful management rather than effortless growth. For players who enjoy strategy experiences that blend settlement building with survival mechanics and meaningful choices, TownsFolk offers a rewarding experience that constantly asks players to think ahead. It transforms the simple act of building a town into a larger challenge where every decision can shape the future of an entire community. Rating: 8/10
Sehr cool und interessant wenn man sich bisschen reinfuchst! Hab jetzt 5 Stunden am Stück gespielt und die Zeit verging wie im Flug!
I liked the demo I played last year but somehow, between it and release, they completely messed up the balance with insane RNG.
作为一款生存建造类游戏,本作强调相邻加成带来的数值影响。游戏共有五种派系,每个派系都有独特的图标、音乐和科技树。制作组也为游戏设计了许多模式,内容量上绝对足够。 但游戏的经济系统还是存在许多问题,不同派系的科技树更像排列组合,缺乏令人惊艳的独特建筑。只有相邻加成,没有地区辐射等其他系统,很容易得到最优解。没有围绕地图资源展开的特殊建筑,使建筑规划基本上是从城区出发摊大饼。
[h1][b]做市长,和做《文明》系列的国君,到底哪一个更爽?[/b][/h1] 像素风4x游戏《townsfolk》(直译为市民),于4月20日发售,带来了与别出心裁的[b]易上手,速扩张[/b]体验。玩家不必多城并举发展,只需要[b]集中都城,登峰造极[/b]。 不同于《文明》系列着重单位间的[b]动态互动[/b],也不同于《十字军之王》将攘外安内的[b]策政演绎[/b]数代光景,本作以一种近乎极简的方式将《文明》的兵戈之气与《十字军之王》的庙堂权谋共冶一炉,更将自己的[b]城建核心玩法[/b]打磨精进。 本质上,就是玩家[b]从中央营地出发,慢慢围绕着营地向外开拓的同时建设各种建筑[/b],完成资源收集效率的跃升,偶有单位交互,但这种动态探索并不是游戏核心的玩点。 [i]居民数、食物、齿轮、信仰与金钱构成了城建的核心五维[/i] [h2][b]eXplore(探索):未知的求索[/b][/h2] 完成教程,我们就可以轻松上手[b]战役模式(大地图)、征服模式(与AI的solo对局)以及谜题模式(完成每一个地图里面的任务)[/b],用手中特性不同的五个种族完成拓荒。 开局以营地为中心,市长只有六块地盘可供建造,通常是让农田与房屋类建筑先达成人与食[b]以消为长[/b],最终实现粮丰人和。 仓廪实后,便需开拓土地,不同的种族对于想要驱散邻地的迷雾,都需要耗费不同的资源(比如说帝国耗费齿轮,而游牧民族耗费粮食),且开拓所需要的[b]基础资源会随着远离中心营地的距离而递增[/b],因此,匀称地向外辐散是最为适宜的。 除此之外,在探索阶段,玩家也会遇到[b]随机事件[/b],或许是完成数列解题后给予奖励的[b]方尖碑[/b],或许是随机开出的[b]宝箱[/b],或许是[b]路遇坟墓、寺庙、村落与野蛮人[/b],每一次事件的完成都预示着一场开拓的尤里卡。 [h2][b]eXpand(扩张):建筑的基业[/b][/h2] 如果说前一步是点亮迷雾,那么这一步就是完成文明的开化,玩家可以在空地上进行初步建筑,并考虑不同片区的相性合理的搭建[b]具有协同效应的建筑群[/b](比如说农田与风车可以让食物收获倍增,林地与木场又能让齿轮数增),这些名录都会一一记录于游戏的百科之中。 对于自然资源的开发也极有必要,本质是考验玩家[b]对阖境资源的调度[/b],是[b]竭泽而渔快速发育[/b],还是藏富于野以待天时,[b]未来改造出更多的圈场、矿山,可持续地获取更多资源[/b],都需玩家充分权衡。但只需要保证五维总量始终为正,就不会有生存之虞。 [h2][b]eXploit(开发):有效的经营[/b][/h2] 游戏的挑战性以及[b]批量管理建筑[/b]的乐趣主要来源于这一阶段,通过收集技能星,我们可对不同文明独特的技能树进行解锁,从而研发出多种新建筑以及建筑升级效果。 随着建筑升级,我们很快并入了[b]五维资源之间可以条件转换的工业革命阶段[/b],不再依赖分配不均的自然获取,而是基于过剩的资源转化为他种资源,来维系我们这个城市的健康发展,此时,玩家需要粗算每一个资源的优先级,然后让[b]次重要的资源以耗促高优先级的资源生产[/b]。(市场、谷仓、工厂都是中期需要优先考虑建设) 经营过程更像是五个彼此驱动的齿轮相互作用下一起努力保持正向发展,但总有随机的灾厄事件与苛政王命[b]增加游戏目标感[/b]的同时,避免游戏陷入单纯的增量玩法。损益之间,就慢慢有长线的经营内政感了。 [h2][b]eXterminate(征服):兼并的竞争[/b][/h2] 其实本作在这一侧相对来说没有特别侧重,通过兵营类建筑进行单位建设,佐以防御类城墙的建设,除了和AI对手[b]进行版图扩张的资源获取的商业性竞争[/b]外,也需要完成[b]攻防战线建设[/b]。 当然,这种征服最终不一定非要血流成河,也可以单纯是先进文明垂范后的碾压,与其说市长战胜了对手,倒不如说在时间中克服了野蛮。 不可否认的是,本作以完整而极简的4x体验获得了移动端上的成功,但移植PC,除了复刻别具一格的游戏风格,还应有一些适PC端改造——包括[b]待完成/可升级事件提醒、批量建设、批量建筑操作的快捷设置等[/b],避免后期长时间的鼠标点选的枯累单一感。 身为城镇的管理者,我们的每一场开局都是难以复制的孤本文明史,探索与扩张中扎下一座坚固的乡邑,在经营中感受[b]“身许乡里,难全君王”[/b]的两难焦虑,最终在新城老镇的交替征服完成一段传奇,回过头来,不过是“[b]生于斯、长于斯、忧于斯、兴于斯[/b]”的漫长像素历史。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
游戏内容太少了点
For the price, it has a pleasant base play cycle and the tutorial does a reasonable job explaining mechanics, though it takes longer to get through than might be merited, since each mechanic starts the town at the beginning. I find starting over every time kind of frustrating, especially in the campaign where you seem to have to succeed at every map in order to proceed. Restarting the whole campaign instead of getting to restart each map seems prohibitively punishing for a single player game. If you just want to try for a high score, maybe you will find more joy and less frustration. I wanted to get more economy synergies, but a lot of the building bonuses for more advanced buildings seem impractical or too low impact to bother aside from a few specific combinations. Perhaps I will play more later and find the logic in it.
This game is quickly becoming my go-to for a quick strategy game session. It is easy to put down and pick back up again with the built-in breaks in the Campaign mode. There is a surprising amount of replayablility in this game thanks to the different factions and game modes. I recommend completing all the tutorials first - the tutorials give bite-sized and memorable info in short gameplay runs.
Nice game to chill out or when you wany to play something that do not need your 100% of attention all the time. Can easily recommend!
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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