
Clanfolk is a colony sim set in the Scottish Highlands. Harness your environment to survive - fish, gather, hunt, and farm as you prepare for the winter. Build an inn, trade with other clans, have children and marry them off - live life and prosper across the generations.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1/day in the week to Aug 26 → 1.86/day in the week after.
About
Starting with an empty plot of land and only your closest family, you will learn to survive as you establish your hearth and home, watch over your livestock, harvest your fields, and fight the bitter winter. Whether you grow your fledgling settlement into a bustling inn or a central trade hub, or you instead content yourself with building a prosperous and self-sufficient homestead or livestock ranch, everything rests in your hands - including the very lives of your clanfolk.

Craft your family's story from start to finish across multiple generations, building a home from nothing, and leaving behind a legacy for generations to come.
Create your precise lineage or choose from an existing clan, then take charge of a multi-generational family seeking to survive in the harsh Scottish Highlands. Your family members will get married, have children, grow old, and eventually pass away, leaving their contributions and struggles to be carried on by the next generation.
Manage schedules to make sure everyone is well rested, well fed, and reasonably happy without risking your family's preparedness for when the harsh winter inevitably settles in. Morning rituals, socializing, and rest punctuate a day of chores: sowing seeds, tilling soil, fishing, hunting, crafting, and cooking.
Every member of the family has their own traits, aspirations, dreams, and skills that help determine what they do best. They will care for themselves and for each other, and they will seek to better themselves over time. Your youngest family members are full of potential and learn from working alongside their elders - teach them to hunt, cook, clean, build, or farm, ensuring all the core survival skills are carried forward to the next generation.

The warm summers give way to crisp fall nights and brutal winters before life and spring return to the highlands - your survival depends on your ability to plan ahead and adapt to the flow of the seasons.
Each season presents its own challenges and opportunities - whether picking berries, trapping eels, hunting rabbit, or seeking out mushroom patches, you'll need to make the most of the opportunities of medieval life.
Soil conditions change and a host of factors impact how well your crops grow. Till the soil, employ techniques like slash-and-burn farming, and train the right farmers to keep your clan fed.
The environment presents constant challenges - your livestock, your wares, and your clanfolk themselves must be kept safe from heavy rain and sub-zero temperatures. Water left in the cold turns to ice that must be melted over a fire. Food soaked in the rain spoils quickly, though wet objects don't catch fire as easily. Farm animals without shelter can die of poor health, and unless your people are properly clothed in furs, they can freeze when not standing next to the warmth of a fire.

Establish your homestead starting with nothing but the land around you. Build the knowledge of survival across generations - every collected branch, tree, stone, and reed unlocks new ideas and methods your clanfolk can use to improve their living conditions.
From sleeping in the dirt under the night sky to constructing properly ventilated houses and barns made of brick and stone, you'll be unlocking new materials to use and items to craft every step of the way.
Technological advances happen naturally over time as you work the raw materials the land gives you, spurring your clanfolk to the creation of new ideas and methods. Pottery, bricks, and tiles are only available after you first dig up clay. Manufacture of iron tools are the product of chipping away at the right mountains. Working with furs is the result of hunting and skinning animals at the butcher's block.
Maintain complex and realistic production chains across the seasons, prioritizing tasks and setting crafting quotas and requirements. Balance the need for essentials and luxuries alike.
Prepare yourself for inevitable disasters – poor health, harsh weather, and raging fires can turn a thriving homestead into a graveyard or a funeral pyre.

Your clan is not the only family in the highlands - traders, travelers, and neighbors seeking work will visit, giving you an opportunity to make new friends, earn coin, or grow your settlement.
Trading posts attract members of other clans peddling useful goods and seeking to purchase your wares for themselves. Your reputation with another clan determines the types of goods their traders bring, and with each clan specializing in their own products, the right friends can ensure your survival.
Travelers seek lodging as they pass by your homestead, and if you so choose you can provide them shelter. Particularly happy guests might extend their stay or pay good coin, and building a bustling inn can be an attractive possibility.
Workers from other clans will arrive at job boards from time to time seeking an opportunity to earn money in exchange for their labor. A few extra skilled hands can go a long way towards finishing the harvest, bolstering your hunting parties, or staffing your newly built inn.
Clanfolk is a game about life and family. Lead the generations of your clan to experience full lives in the Scottish Highlands.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is truely an underdog, particularly if you like medieval settings. It has everything you may miss in Rimworld and it misses everything you hate in Rimworld. All included, no need for mods. The gameplay and feeling is so unique. Relaxed summers, harsh but cozy winters. So many opportunities, so much to do and decide to guide your clan through the seasons and so many challenges to pursue. Get it now! And gift your friends a copy too.
TLDR: This game is great and you should get it! I love this game! The developer is super communicative and I really enjoy reading how things are added into the game and why and what's coming. But that's just the bonus cherry on top of this delicious sundae of a game! The starting is very easy and it's nice to decide how many people you would like to start with and how difficult you would like your game play to be. There are a zillion different map seeds to pick your favorite from. The tutorials are easy to understand and very helpful when you are first starting out. It makes it easy to know what steps to take next with out dictating the whole game play for you. It also sets you up to succeed, letting you know what you should focus on each season during the first year. I would recommend this game to people that would enjoy helping a family create a life in the rugged middle ages, and hopefully succeed. Anyone that loves farming games, and settlement games and management games. It's for anyone who loves figuring out how to best keep the animals and people happy and alive throughout the years. But there's also so much more than just that. There's also the building aspect as well, its really easy to figure out, and fun to try to create the best layout that is functional and makes sense and that is nice to look at. I often move around my settlement to put the kitchen over here closer to this field, and then move the barn over by that orchard and the like. There is consistently new or tweaked gameplay that keeps things fresh and exciting!
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Simplified Chinese, Traditional Chinese, Italian, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian +2 more
Hours played at review time, across 849 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a game similar to its direct inspirations Rimworld/Dwarf Fortress with more emphasis on "Scotland" and "Cozy Survival" rather than trying to be a full-on epic colony builder (Dwarf Fortress) or frontier raid (ahem, story) game (Rimworld). I've played both of those games a lot and enjoyed them both, and if you have too, you know how Clanfolk feels as a game. If you like either of these games, you'll like this one. The main difference is Clanfolk has no emphasis on combat/war. Short review: It's pretty a good game. It will get better. Clanfolk is worth the money now. No crashes/lag for me. Pro-tip: Check reviewer hour counts. If they are high, the game is probably pretty fun and worth your money. This is one of them. Glad I took a chance on this EA title. Long review: The tech system is based on "Ideas" with prerequisites that occur naturally through gameplay (typically obtain x resources). This is good and organic and flows smoothly. It feels less 'gamey' than Rimworld's research. It's effectively generating research points (idea points) through labor rather than dedicated research. It's a good system. There is no conflict/war/raiding in this game. You won't be attacking or defending your homestead, except against the newly added bears. This is weaker than both Rimworld and Dwarf Fortress, since everyone knows fighting is fun. Clanfolk is much more focused on survival crafting and the basics are more nuanced than competition games. There are more character needs to manage and they are generally harder to manage, but not overwhelmingly so. It's like playing on 'primitive mode'. Procedural content seems to be weak and runs are all very similar. I haven't reached the world play system, but the starting biome is always the same (procedural map at least). This is much weaker than the Rimworld/Dwarf Fortress system of choosing a detailed starting location. Clans exist, but seem to only differ in what they like to trade. That said, the biome is rich with organic features. No ruins or anything though. I like idea of a multi-generational family homestead game. From my first few days playing, generations are going to take a very long time to work through and I don't think there is enough content to last that long. Player traits and differences lie in a basic 'quirk' system that has a handful of traits, personality affinities, and some task affinities. That's it. There doesn't seem to be any corresponding 'social game' depth yet. Just some basic interactions with other, generic clans. There are no layers above (feudal lord/society) or down (bandits/homeless). Your main interactions are from traders and overnight inn patrons. I feel less pressured to build structures compared to Rimworld. Since there are no raids, I don't need an outer wall or kill box. Build for the sake of building. There's no apparent economic reason to do so once survival is achieved. It's very self-motivated or 'cozy' in that sense. The UI/command system isn't as tight as Rimworld. There are no direct orders or force actions. You place a emergency banner instead and someone will take care of the task. Things aren't quite as clear on the screen. In Rimworld, the area/zone/priority system is necessary. Here, I have ignored it without any trouble. The main challenge of the game is surviving your first winter. This is a matter of collecting and preserving mushrooms. Refrigeration during non-winter months is achieved via "Ice Jugs". Once you have mastered these two things, there is little to threaten your colonists outside of special challenge settings. This isn't Rimworld?Dwarf Fortress where you constantly have deaths/recruits. I haven't had anyone come close to dying yet. I also haven't gained anyone either, and I'm mid-way through the tech tree in year 3. Music/sound is not memorable, but exists. Not a strong point of this game. Generic medieval fluff, certainly not annoying or intrusive. Technically, the game is currently stable without performance or noticeable bug concerns. If you compare it to Dwarf Fortress or Rimworld, it just doesn't have the depth or refinement. There was a time when those games didn't either. It's still a good and fun game, and I'm enjoying my time. Not a waste of money at all.
Cute survival game without monsters and bandits. It focus on production chains and family development. Work of passion.
游戏很好玩,但是没有创造者模式。导致想重开新档需要莫大的勇气。因为解锁科技和发展起来太慢了 We need a God mode; otherwise, the tedious technology unlocking makes playing a new save file require a lot of courage.
Clanfolk is a piece of art by a developer who is interested in the game himself. It's a tiny project and while I normally ignore Early Access titles this one is worth it. I played the challenge of the highest difficulty settings with the orphans and barely made it. Once the challenge is done there is not much else that is challenging you - but that's okay. I enjoy the cozy playstyle, prepare for the next winter and build even nicer houses for an even bigger clan. The added challenges via the updates constantly bring in new content. Especially noteworthy is the attention to detail the developer Barf is paying. It amazes me every time what he created and I am thankful to be playing his game once in while and certainly again after each new update. Thank you Barf!
A good idea, but the gameplay is too slow to get anything done in time. I start building a house on day 2 and by the time its day 10 I don't have enough straw to make a roof, and it's autumn so it doesn't grow anymore. Maybe I'm supposed to just make a block house, but what fun is that? Could be great if some things are rebalanced, like faster work speed or more resources per reed or tree etc would be good. The gameplay is generally boring and frustrating because everything takes so long.
不知道为什么 人多了以后 特特特特特特特特别卡!!!!!!!
捡树枝干草的优先级高到离谱,工具用完顺手就扔,小人逻辑代混乱,科技树连解锁个面包黄油都要到很后面,果然洋工还得洋人来磨
前前后后玩了许多次,属于从一开始就一直在玩的玩家。想说一下最新的版本让游戏的时长明显变长了,但是玩法上还是有些枯燥,落后的生产力问题没有得到根本性解决,但新任务更多了。 所以像其他狠多的玩家反馈的那样,虽然小人们都很忙,但是不知道在忙什么。 还有就是对中国玩家来说,很难理解种地的产出怎么那么低。种一把麦子收获三把,还要留种一把,中间浪费大量人力播种、浇水、施肥、收割、打谷,后面还要再度深加工,真的是属于负收益了。不如蘑菇干。。。 以及取暖的机制有点问题。并不想一直靠大量禁用窑来维持取暖,太蠢了。
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Where this game's players are, estimated from review languages.
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