
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
ПРИ ПОТРОЙКАХ МНЕ ПИШУТ ЧТО НУЖНО 20 ДЕРЕВА, А ПРИ ОТКРЫВАНИИ ПИШЕТ ЧТО 0. В ИТОГЕ РАБОЧИЕ СИДЯТ ВРЕМЯ ИДЕТ , А Я ВЫНЕЖДЕНА НАЧИНАТЬ НОВУЮ ИГРУ. сначала думала что сделала что-то не так, но не тут то было. Построила больше всего и опять столкнулась с таким же безобразием. выходила из игры ( не помогает). ИСПРАВЬТЕ ОШИБКУ ЭТО!
I love this game. I play multiple city builders and this one is my favourite in term of coziness and visual. It's just the right amount of management for my brain, where it keeps me busy without ever being overwhelming or frustrating (yes I am looking at you Foundation). To me this one was also a bit easier in term of space management, especially the first games when you don't know yet what space you will need for what.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Fabledom sounds like it’s about to tell you an epic fairy-tale. But in reality, it mostly wants you to relax, sip some tea, and gently place cute little houses until you forget what time it is. And honestly? For a while, that works. At first is charming as hell. The art style is soft and pretty, the music is lovely, and everything feels warm and cozy. But here’s the thing. Once the honeymoon phase fades, you start asking a dangerous question: What am I actually working toward? The city-building is solid, but it’s also very laid back. If you love deep economic systems, cascading mechanics, or that feeling where everything you unlock meaningfully changes how the game plays, you might start feeling underfed. Fabledom mostly checks boxes rather than stacking systems on top of each other. It does a good job with what it has - it just doesn’t really evolve. The magical theme is another missed opportunity. On paper, a fairy-tale kingdom builder should be bursting with weird events, surprises, and “wait, what just happened?” moments. In practice, magic feels… decorative. I kept wanting more magical systems, more impactful events, more consequences that shake up how I play. Same with combat. TL;DR: Fabledom is a very cute, cozy city builder with great vibes and lovely music, but it lacks depth, clear long-term goals, and magical systems. Fun for a while, especially as a chill background game, but bugs and repetition hold it back. Worth trying on sale if you like relaxed builders, just don’t expect it to grow into something deep or surprising. 6/10
While this is one of the better city-building games, there are a few things that really piss me off. For example, if you destroy a house, every resource in that house is lost instead of being transferred to storage or other houses. That’s just stupid and doesn’t make any logical sense—why would they waste good resources like that? The area that a basic well covers is way too small to make sense. Same issue applies to some other buildings like the inn. The sawmill only allows 1 worker max, which doesn’t make much logical sense. It should be able to have up to 3 workers. A stone camp should have a max of 3 workers, and a stone quarry should have a max of 5 workers. I feel like there should be an option to build an additional building on the same plot to house 2 more Fablings in the same household. The homestead foundation max size should be 11, and max attachments should be 3 or maybe even 4 to allow for larger homesteads. Also, in the planning window there should be a button to randomize how the house looks, and another button to randomize the fence. Right now getting the fence opening to face the street properly can be really annoying, and it often ends up connecting awkwardly to a neighbor’s fence or even another house wall. Not being able to move the lumber camp does not make any logical sense. Bugs... There is one bug that absolutely ruined one of my potentially good runs on Cruel difficulty. Sometimes when you start a new story (world, or whatever you want to call it), you get missions where you need to gather resources, but randomly one of the resources does not count. In my Cruel difficulty run that got ruined by this bug, it was stone that wasn’t counting, even though I had gathered the required amount for the guest multiple times over. Because of this, I lost a lot of nobility and eventually decided to start a new run altogether. World seed was 5910b436-13d0-4609-81f8-9d5365fb5ce4 in case this is somehow tied to specific seeds. These are some of the things that make it hard for me to recommend this game, even though it is still one of the better city-building games I’ve played. And I’ve probably played over 50 different city-building games over the years. I hope you fix the bug and maybe consider the things I recommended. I will update this review in the future if I run into more issues or if things change. UPDATE! I have been playing more, and my new Cruel difficulty run has been going without any issues so far. I’m getting more into the mid-game, I think, and things are becoming more annoying rather than challenging. I can’t wait to see if the end game is actually challenging or just even more annoying. I feel like there are a few patterns the game should follow when it comes to difficulty to make it challenging in an interesting way: Option 1: The game starts very hard but gets easier toward the end game. (This emphasizes struggling at first, then overcoming the game and feeling unstoppable.) This is probably my favorite type of difficulty curve in games. Option 2: The mid-game is very hard, but early and end game are easier. (This gives you time to learn, then presents a big challenge, and rewards you with a smoother end game.) Option 3: Early and mid-game are straightforward, but the end game is very hard. (This emphasizes finishing the story, but requiring real skill to reach the end.) This is probably my second favorite type of difficulty curve. Option 4: Early and very end game are very hard. (This emphasizes learning at the start and then mastering the game at the end with an additional challenge.) Option 5: The game is equally challenging throughout. (Probably the safest option, but I personally hate this approach because it feels really boring. Also, very few games actually manage to keep difficulty consistent without weird spikes.) The thing is, I really want to like this game because I love the theme and atmosphere, and I also like the mechanics—especially how you can customize your homestead the way you want. However, it currently feels too restrictive. Because of all this, I’m still finding it hard to recommend the game.
uninspired and uninteresting. less charm than it pretends
I played about 20 hours. Is it the best game ever? No. Are many things not explained well. Yes. Did I still have fun? Yes. This is a fun game which I am going to play for maybe another ten hours?
meh
Cute & fun sandbox game ;)
lacking quite a bit in content as there is no real late game stuff. once you hit the nobles it is just sitting around waiting for repetitive challenges. needs expansion ability to other areas, war with other kingdoms and more production buildings as well as advanced production building to replace tier 1s for the price there are better games to play, played for 14is hours and dont see the need to play any more.
Fabledom is very cute to look at, and the overall fairytale flavour is there - it's just a lot more subtle than the trailer lets on! Visually, the game is nice - the Fablings have charm and the animations are playful, buildings are cute. The music is good. Watching the seasons change is really satisfying, even if the winter makes it very difficult to see what you're doing! I found the game to be a grind. I've restarted a few times and hit the same pain points. Trying to balance growing your population to progress, keep resources and manage expensive quests is much too tight. The Fablings also seem to ignore the "prioritise this" build feature, so you don't really feel like you have much control over how your city builds or have the flexibility to take on quests. Penalties for failing quests are harsh. The other kingdoms feel like a bolted on afterthought. Trading isn't unlocked until later, so the interactions and maintaining a good relationship doesn't feel important. A rebalance on resource/material management would make this a much more enjoyable experience. I still had fun with it, but I'm glad I picked it up on sale.
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.