
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 957 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cute relaxing game to play for 30 hours.
cute and cozy
I played this game 17 gameplay hours in 3 days. Very fun city builder for anyone who enjoys them. Highly recommend getting this any time its on sale. Its worth it.
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.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 961 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
满昏
Lovely game. Nice Looks and Balance. Mix of Settlers, Age of Mythology and Anno. Build, Harvest, Fight, Explore, Expand, do Diplomacy, do Quests, and find Love. Ca. 3 different Settler types that need different things.
10/10 — paz medieval con control de calidad.
Muito bom. Bastante divertido. O ruim é a velocidade como o tempo passa. É muito lerdo e nem na velocidade máxima acelera o suficiente. E para eu, o jogo quando eu pedia para sair. Trava tudo e não saia do jogo.
To summarize my opinions on the game: this is a fun, if simplistic and easy not to lose, city builder. 6/10 experience that could easily be improved with quality of life inclusions to alleviate simple infrastructure headaches that are more intrusive and annoying than they are enjoyable to interact with. in particular, a public transportation system like wagons or carriages to get fablings around and, by extension, allow them to work further from their homes without it being an issue would be nice. also, an inclusion of a way to use marketplaces as a resource hub to distribute to stockpiles around the kingdom to simplify construction material delivery would be nice as currently it's a process to get resources from the production hubs to the construction zones around the kingdom. Even having the laborer huts and laborers guilds being able to store construction materials would be preferable to the current systems. At first, I expected fairies to solve that problem but it's certainly not the case in practice. In the late game as well it would be nice to have a way to relocate resources or invest in a creation of a new resource deposit in a location of choice to simplify supply chains (especially prismatic liquid. when they spawn far apart it can make for incredibly long delivery times if grain and grapes need to be pulled from faraway supply chains especially when the grapes are being pulled for grape juice elsewhere). As for combat, micro-ing the soldiers and hero is a bit of a task as the formations aren't remembered even after you set them up and you have to manually position them and click the keep formation box every time you select a group which makes it burdensome to control large groups of soldiers manually. It doesn't even keep the swordsmen in front of the archers by default if you select both in the same group without the keep formation button checked. On the plus side, the soldiers aren't even needed once you have defenses built and prismatic fluid so you mostly just keep a reserve of soldiers to win the gold award from having a big military and to dispatch on off-world missions that require them, otherwise they just stand around as the troll camps melt for free once you have sufficient defensive structures and the prismatic liquid for ammunition. Sorry warrior princess, I'd use my military more if I had a reason. I'm sure Sir Payne appreciated the suffering inflicted though whenever I forgot to click keep formation and watched groups of archers move in front of my swordsmen and hero attacking troll camps. I would like to see commoners play a bigger role in the game than they currently do. At present, there's very few jobs you need commoners for when you unlock them and the only food production chain you can do without peasants is fish. It ends up feeling like you should never even get commoners once you have your embassy, marketplaces, and laborers' guilds staffed until you need grape juice and the palace staffed but even then that's like 11-14 more jobs, maybe 40-50 jobs across the entire kingdom you need them for if you utilize laborers guilds and marketplaces heavily. I almost always end up wanting peasants unless I need the tax money because peasants are infinitely more useful in nearly every production chain. Also, am I doing something wrong or does it really take 5-6 years on full production for a feast hall to make the resources for a feast? And why does it only take grape juice to make the supplies? It shouldn't take this long to create the supplies for a grape juice party? Feast supplies really need reworked, overhauled, whatever you wanna call it. On a surface level I understand why it isn't a thing, but I would appreciate if trading with the other kingdoms was an option instead of just praying for a reward from off-world missions to pop up otherwise you gotta farm it yourself or roll it off the merchant random event or get it from troll camp clearing. It seems odd to have so much interaction with other kingdoms with no trade to speak of. I feel bad for the merchant prince. Like I said at the beginning of the review, this game is fun and holds a lot of potential to be incredible. It's just held back by a lot of simple logistical issues and bottlenecks that a few implemented systems could easily fix. Distance from housing affecting jobs with no recourse beyond "build houses closer to jobs", difficulty getting construction materials to projects that are far from hubs beyond finessing things with marketplaces or stockpiles that shouldn't be necessary, Commoners being useless beyond a few necessary applications, and prismatic liquid placement (and to a lesser extent iron ore as well) with no possible way to relocate it make it frustrating at times to build around the restrictions that you would expect the game to have innate ways to circumvent that simply don't exist in the current iteration. I'm hopeful over time systems will be introduced to alleviate my sticking points with the game but it's a small dev team so at the same time I'm not holding my breath for an update, nice as it would be to see the game improved and built upon.
Чиловая игра на вечер
Игра мне очень понравилась. Стилистика милая, незамысловатая, моя самая любимая. Развитие не сложное, подойдет тем кто любит градостроители, но боится сложных игр. Есть возможность развивать отношения с NPC, забавные персонажи. Очень нравится система с сюжетом и событиями для героя. Не заметила, как наиграла 14 часов... и пока пишу отзыв собираюсь зайти снова.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $93.8K | 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 | 265 | 91% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 3.3K | 87% | $49.99 | |
| $5.2M | 10.4K | 87% | $14.99 | |
| $5.2M | 9K | 92% | $24.95 | |
| $5.2M | 8.2K | 96% | $34.99 | |
| $5.2M | 5.9K | 92% | $19.99 | |
| $5.2M | 6.9K | 73% | $49.99 |