
Set in a wholesome fairytale world, Fabledom is a laid-back City builder. Enjoy the growth of your settlement, interact with your neighbors and defend your kingdom from magical creatures. All to find true love and live happily ever after!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 2.14/day in the week to Aug 28 → 6.29/day in the week after.
About

Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $20.99 | 7.9Kreviews | 85% | — | $5.2M |
| $24.99 | 867ratings | 63% | — | not modelled | |
Engagement
Reviews
Themes across 956 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pitiful crap.
砖厂的工人会去仓库把石头搬过来而不是就近取石头矿的石头,好不容易搬过来之后,仓库工人又会到砖厂把石头搬回仓库,哈哈
Отличная идея и графика, сказочный мир, милые анимации и приятный рассказчик. Строить город реально приятно, и романтическая ветка забавная. Но механики странные: рабочие ходят медленно, склады маленькие, перестановка зданий мучительная, а некоторые баги реально бесят. В общем, для пары вечеров в спокойном режиме пойдёт, но долго в неё играть я бы не стал.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 9.8K | 86% | $14.99 | |
| $5.2M | 3.3K | 87% | $49.99 | |
| $5.2M | 8.2K | 96% | $34.99 | |
| $5.2M | 8.3K | 89% | $20.99 | |
| $5.2M | 9K | 92% | $24.95 | |
| $5.2M | 5.6K | 93% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $93.9K | 122 | 77% | $19.99 | |
| $233K | 1.3K | 62% | $6.24 | |
| $683.7K | 1.1K | 76% | $9.99 | |
| $279.3K | 2.3K | 85% | $4.99 | |
| $223.1K | 264 | 91% | $24.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 266/day in the week to Jul 15 → 2.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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*, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Russian, Portuguese - Brazil, Japanese*languages with full audio support
| $24.99 |
| 292ratings |
| 68% |
| — |
| not modelled |
| $20.99 | — | — | — | not modelled |
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.
Hours played at review time, across 960 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Another trash game with incredibly slow development. 8 months to add some decorations? Go ♥♥♥♥ yourself.
Отвратительно медленная игра, просто ужас как медленно. Всё сводится к тому, что надо накопить хлеб и жижу
遇到了恶性bug,骂骂咧咧的下线了 这游戏没有自动存档,遇到恶性bug没存档的习惯就只能自认倒霉了 小品基建,画风不错,防御和战略系统太没存在感了,感觉有很多能扩展得更好的。 没出现和邻国恶交的情况,也不会发生战争。不小心建太多建筑会导致负债,前期主收入来源还是收税,后期大使馆开了和邻国贸易就什么都不缺了,但邻国也挺穷的,逛了一圈钱拿完了,要等好久才回复资产。 但触发恶性bug后就真的不想再打开游戏了orz
Competent, Cozy but not Compelling [h1]Fabledom: Competent, Cozy but Uncompelling[/h1] Fabledom is a competent medieval city builder that, if it had come out a decade ago, might be seen as a classic. Today, it comes across as a bit dull, outdated and perfunctory. It's not a bad game by any means, it just doesn't hold up when compared to similar games released in the last couple of years. Because it doesn't do anything particularly wrong and cozy indie games by small studios get a free pass on Steam, this game will have a higher review score than it probably deserves. But for many players this will be a pretty forgettable experience that they'll spend a few hours with and move on to something that's simply deeper and better. Fabledom follows the typical grid pattern, building-placement formula that Banished nailed down back in the mid-2010s. You plop down houses, work buildings, a few decorations and off you go. Many buildings have a positive or negative effect radius, so you're constantly balancing proximity for efficiency with desirability. You've seen this formula before. The twist is that you're in a bit of a fantasy universe, taken out of the tales of Mother Goose and other novels, so the buildings are a bit more whimsical. So you might get the odd beanstalk or witches' house and you have a hero with your army that you can use on missions and a bit of combat. But the core of the game is the building placement and there's nothing new to be found here. Put in the order for the buildings to be built, watch them get built (slowly, more on that later), place a couple of workers and do it all over again. You'll balance the normal farms, wheat-to-bread production chain, wood, coal, stone, iron, planks....is any of this sounding familiar? If you've played a medieval city builder in the last 15 years, it is. The supply chains are very basic in Fabledom. Perhaps one of the biggest differences is that your Fablings don't have babies. They just move in if there's space to do so. They can die if you screw up like running out of food or if there's a sickness but there's no birth cycle, education or anything like that. There's also no tech tree either. You unlock new buildings strictly by population numbers. So there's really very little incentive to do anything but put down as many food production centers and houses as your coal/wood supplies can support, especially at the start of the game. There are other leaders around the world and you can do some basic missions and diplomacy with them, but this area of the game isn't particular compelling either. Once you build a messenger's guild you can send them out on some basic missions but I didn't find this particularly engaging. It's a decent way to get more resources or perhaps help/hurt a nearby leader but that's about it. Likewise, there's a bit of a romance aspect where you can court a nearby leader. But again the systems here weren't engaging to me and it takes a lot to progress the relationship, so I never did get to the point I got married. Then again, neither did the vast majority of Fabledom Steam players. Reading the above, you'd rightfully get the impression that I'm not particularly enthused about Fabledom and you'd be right, despite my thumb's up rating. So let's talk about why that is. The main reason is that Fabledom does nothing new. This gameplay formula was created, popularized by Banished, perfected by other titles and the genre has largely moved on. The entire gameplay loop is very dated. It's not just me. 65% of the owners of the game got to a population level of 25 people. If we use that as the base for anyone who has spent more than 30 minutes with the game, then fewer than 40% of that same player base got to a town of even 200 people or built a castle. Considering players of building games tend to stick with them, that's indicative of a game that just isn't holding the attention of most people who tried to play it. The graphics are about as dated as the game play. I want to be clear that they're not ugly to be sure. They're bright, colorful with a bit of a cartoony art style but they're a bit fuzzy, even on the best graphics quality. Turning off the film grain helps a bit in this regard. But ultimately the game looks charming but a bit old. The graphics would have been good a decade ago and acceptable 5 years ago. Now they look worse than modern mobile titles. This isn't a game where I sit back and marvel at my creation like I would in Anno or Farthest Frontier because the visuals just don't do it for me. I understand that this is a 2-person studio but this game looks a bit out of date already. I might be wrong on this but I don't think this will be a game that visually ages well. The music isn't really any better. It's entirely forgettable and something most of us are likely to turn down or off entirely. The tutorial is mainly a set of goals to figure out the basics. But those goals just kind of....end, leaving the player wondering what to do. And there are many unexplained concepts and systems, which cause confusion and anger on the forums. It doesn't help that there are some odd bugs in the game as well. At one point I wasn't getting any prompts to get new people in my town even though I had space. It turned out my desirability dropped to zero, which is a practical impossibility. Now as a new player it took me 30 minutes to figure that out because desirability isn't explained. And reloading the save did nothing, so I figured my entire game was hosed. Ending the game entirely and re-launching it fixed this bug but it left a bad impression because I could have easily given up and uninstalled the game. It happened one other time as well, with a save, quit and reload the fix again. So I'm not sure what is going on there. But my main issue with this game is the pacing. It's gawd-awful slow and even at the highest game speed it takes my Fablings a long time to do most anything. It'll take many minutes for them to make 20 planks and get those to a job site to build a single building. If it wasn't for pop up messages I have to respond to, I'd probably just let it run overnight to collect as many materials as possible to make progress faster when I'm actually playing it. But because the pop ups stop the clock, I can't do that. As such, I actually fell asleep playing this. It's that slow. This game could probably use the benefit of modding given the small development team but the devs didn't build in any mod support or Steam Workshop support and that's a shame. Finally, there are some end-game type problems with Fablings not relocating to their work place, making the game very tedious and requiring a lot of micro-management to change their workplaces since you can't change their home. I've already seen evidence of the impact of this in my small city and it does impact my desire to grow a larger city. That level of micromanagement isn't what I'm looking for from a cozy, casual city builder. So what the game ends up being is a competent, semi-cute city builder that's entirely redundant and fairly forgettable. If you're into city builders and you've played a bunch of them already, then maybe give this a try but get it on a steep discount. [u]Conclusion[/u] Recommended but only to a very limited audience and only get on sale
Я в восторге от этой игры! Исходя из наигранных 40 часов за неделю, могу сказать что она безусловно стоит потраченного времени, очень красивая и уютная стилизация и затягивающий игровой процесс! Думаю буду возращаться для перепрохождения раз в 6-8 месяцев. Однако у меня имеется рад идей для будущих нововведений, чтобы игра стала еще более наполненной: Разведение лошадей для ускоренной перевозки товаров и увеличенного перевозимого объема. Разведение овец для получения шерсти: + лавка портного для пошива зимней одежды + модная одежда, которая улучшает уровень счастья Больше новых игровых событий основанных на сказках. + можно добавить к уже имеющимся дополнительные задания, а не просто плашка с выбором. К примеру: чтобы помочь красной шапочке, нужно испечь 50 буханок хлеба. Больше новых соседних правителей. Здание улучшенного склада с большей вместимостью и возможность отправлять товары на экспорт. Здание улучшенного амбара с большей вместимостью и возможность отправлять товары на экспорт.
很煩,不能隨意移動建築,明明有這個功能卻老是不給移,新東西的涵蓋範圍每次都差個一兩格,我就得拆掉重蓋資源白白浪費,工人離家太遠效率就低,一直搞布局拆建築越玩越窮越玩越煩躁,卡在一種要死不活的狀態玩得很難受,我玩的還是標準難度
Not too hard, rather chill, but gets laggy at 200pop+
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.