
Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to sustain your advancing town. Produce craft items for villagers to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats.




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Russo | |||
| Ucraino | |||
| Inglese | |||
| Tedesco | |||
| Francese | |||
| Spagnolo |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
The list of settler/Anno-like games has grown really REALLY long in the past decade, and I have been disappointed more times than I can count, with each of them being just as boring and unfulfilling as the last. I almost cant believe it, but this one is actually good.. like.. really good. The economic simulation is fully phyiscalized and works at a huge scale. No teleporting goods or people. Everything is tracked and flows seamlessly. When your hunter kills a deer, they go and actually pick that deer up and bring it home in their inventory. They then turn the deer into meat, hides, and tallow, and each unit is then physically represented as its carried off to the smokehouse or storage. The smoked meat is then picked up by the grocers and sold throughout the city. The meat eventually ends up in the inventories of various households throughout the town and when people go to work in the
TLDR: Enormous potential to be a huge time-sink, but still needs work. The good: - It's a clone of Banished+Colonial Charter mod, in the best of ways. - The graphics, music, and ambience are generally very good. - The gameplay loop is addictive. - The additions of combat, soil composition, crop selection, all extra dimensions to the Banished formula and force you to consider your town's layout. - The UI is pretty good, though not perfect. - Road building is really easy/practical! The bad (keep in mind it's still in Early Access) - The "tech tree" doesn't make much sense as it is right now. As other posters pointed out, you often need building A so you can have building B, but building A will be useless for a while. Then you get attacked, and need weapons, but you need iron, but have no means to make it. - It's hard to tell buildings apart in the UI. I rely on hovering over them, becaus
Best-in-class city sim management game. I'm city game obsessive, from the days of Sim City 2000 to Cities Skylines and Manor Lords, I try them all and stick with the best ones. Farthest Frontier brings the goods. It's highly engaging, challenges you with raiders and wildlife as you develop your new city. The customization is excellent, from screen resolutions to UI scaling and optimization sliders to help the game perform best on your system. I LOVE UI scaling because it allows you to play on a TV from a few feet away. The game runs pretty smoothly at 5x speed on an RTX 4080 Super at 1080p, but definitely gets bogged down once you reach ~500 people or are on a large map with a few hundred citizens. I tend to play new cities rather than enduring at Tier IV so this hasn't been a huge problem, but it's worth noting. I also wish the game had a 12x speed like Manor Lords because I prefer to s
I was initially apprehensive, but I took a $25 bet and it paid off in a big way. Farthest Frontier is very much a spiritual successor to Banished. It’s a medieval town-building game where your primary antagonist is nature and entropy. However, where a game of Banished always felt like min/maxing a map, FF allows for more creative freedom in designing your town. Plus, it looks better. Also, plus it’s honestly just more fun. There are negative reviews pointing out that it doesn’t share a level of complexity with something like Cities: Skylines, where you need to micromanage every aspect and that’s true. It’s more meditative. More chill. FF isn’t without challenge, but it’s a low level of challenge that affords you the time to be creative. I’m always looking for the right mix of 4x and The Sims and so far, this game is scratching that itch.
Great game if you are interested in travelling time. You will start playing at a given point in time and end your session at 5am a few days later and remember you forgot to eat.
As a decades+ player of Age of Empires, and thirsty for a game that focused more on building and development over combat and seeking conquest-dependent game completion, I could not have jumped higher at the chance to test this game out. My first impression was very positive. It's immersive with incredible attention to detail. A few things I don't like: as a casual player, I would have liked an easier 'easy mode.' I found the learning curve a bit steep and a possible deterrent to players unsure if they would enjoy a game like this. There is so much to do and so much to keep track of that, while wonderfully realistic, can make it seem more like a job than a game, just keeping your villagers alive. One suggestion for improving this that I would like to strongly emphasize over any other is to make hunting and fishing more influential sources food. Right now, all maps seem heavily dependent o
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Frostpunk, the newest title from the creators of This War of Mine, is a society survival game where heat means life and every decision comes at a price. In an entirely frozen world, people develop steam-powered technology to oppose the overwhelming cold. You face the task of building the last city on Earth and securing the means necessary for your community to survive. Optimization and resource management often clash with empathy and thoughtful decision-making. While city and society management will consume most of the ruler’s time, at some point exploration of the outside world is necessary to understand its history and present state.