
Grow your own farm all by yourself, or cooperate with your friends in this unique, relaxing farming experience!
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.
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): 0.57/day in the week to Sep 7 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 22.1Kreviews | 94% | — | $13.1M |
| $19.99 | 1.8Kratings | 91% | — | not modelled | |
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 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
玩了900多个小时 有一段时间,我认认真真邀约过身边每一个重要的人。安利,告诉她们这里很治愈,没有压力,不用厉害,不用上分,只需要慢慢一起建造乌托邦!我心里藏了很多细碎的画面。想和她们一起开拖拉机逛田野,一起种满整片花海,一起摆好看的路灯和木屋,一起慢慢把空荡荡的荒地,变成属于我们几个人的小世界。我总觉得,这种游戏一起玩才有意思。可到头来,没有人留下来陪我。一次次期待落空之后,我不再主动开口邀约了。 于是这座农场,最后只住进了我一个人。不知不觉,九百多个小时。 我一个人开垦,一个人播种,一个人翻新庄园,一个人把每一处角落都精心布置成喜欢的样子。风来无人共看,花开无人共赏,丰收的时候,也只有我自己站在整片田地里。 很多人不懂,为什么一款主打“一起”的游戏,我能一个人坚持玩这么久。我后来慢慢想通了。 我贪恋的从来不是种地,不是装修,不是游戏本身。 我只是太需要这样一个不会离开、不会变淡、不会敷衍我的世界。 现实里的关系太浮动了。姐妹会各自忙碌,暧昧会无疾而终,人心来来去去,热度忽冷忽热,很多陪伴都是阶段性的。我常常带着满心期待,最后只收获落空和遗憾。 但这里不会。 我付出多少耐心,它就回馈我多少安稳。我慢慢搭建的一切不会消失,我认真经营的风景不会走散。 我原本是为了「有人陪」才点开的游戏。 最后却在独处里,接住了我所有的情绪。 我曾经那么渴望有人能和我同频,愿意陪我浪费温柔、消磨时间。 可到最后,只有我自己,从头到尾,陪着我自己,走完了这漫长又安静的九百个小时。
我天生就是玩这个游戏的兵!两周猛猛肝了100h根本停不下来 这才是我想要的种田,没有挖矿打怪,没有剧情和社交,没有背包危机和永远收拾不完的箱子,没有每天匆匆忙忙赶在凌晨两点前回家的慌乱,没有血条体力条,只有纯粹种田,种树,养鱼养动物和室内外装修,作物成熟时间和现实时间一致,17min一个季节并随机天气,中后期可以雇佣npc工人也大大减少了肝度,收获的效果做的很好很有成就感,一眼望不到头的农场归我一人所有的感觉也太好啦!而且和现实时间挂钩,有时候半夜醒来还要启动一下sd收个菜折腾一下农场(不要学我),高低有点当年玩qq农场的意思了 两个不满意的一个是洒水器,洒水器只能浇相邻的两格,且只有这一种规格,虽然后期钱不是问题但那么多地洒水器要装一辈子;再一个就是遇到雨天不是应该瞬间把水补满么?下雨天作物还显示缺水真的有点好笑 联机可能会更好玩,但我一个人也玩的很爽,等我把地都开完了再来好好规划好好装修,就算什么也不做,开着我的定制痛拖(拉机)到处巡视我的超级大庄园也超开心!
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.
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Italian, Russian, Norwegian, Romanian, Swedish, German, Portuguese - Brazil, French, Simplified Chinese, Finnish +15 more
| $19.99 |
| 1.2Kratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | 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 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Нет, это конечно все здорово, но когда Илья Яцкевич вернет мои 100+ часов жизни?
好玩。但一起玩的朋友进城里处对象了,只剩我一人在乡下种地。做农民没有结果,只能像我种一辈子地,收农作物的钱还没有播种子的钱多,入不敷出。
口了女朋友2小时同意陪我玩这个,然后给女朋友当了130小时黑奴
游戏特别好玩,为了和男朋友抢燃料把男朋友踢出房间啦!家人们们我做的对吗?
сажай-поливай, продавай - ладно, но когда я увидела что у картошки ТАЙМЕР 15 ЧАСОВ.. вы е6анулись, мобильные дро4илки даже так не наглеют
As a farm game it feels very limiting. There's really no features. The gameplay is weird and you are confined within this closed space. I expected more stuff to do and more open worldy appraoch
After completing this game I want to share some of my feelings about it. My "not recommended" rating comes with a reason and I'll also explain why I feel comfortable giving it, as I did enjoy the game and quite happily 100%'ed it (okay, I'm at 98%, but if you look why it makes more sense, in a week it should be 100%). Throughout my play-through I've found quite a few flaws and inconsistencies that I feel take away from this game's enjoyment. From what I've understood, the second game improves on a bunch of these criticisms, so I feel fine giving a negative rating for this one and recommend people to give the second game a try as it's A LOT like the first game, but more polished and it looks like they have taken a bunch of the criticisms of this game seriously. So let's start with the positives: - You indeed do a lot of farming initially - It's nice to see your farm and wealth grow - Unlocks feel pretty good - Playing it together is quite fun - It's kind of cute and laid back. - Being able to visit other people's farms is also really nice, some of the other farms are really crazy and inspirational. - Farm customization is pretty fun, though a little limited. (they all kind of tend to look the same-ish since it's the same few handfuls of decorations, especially without the DLC's). Then for the negatives: - As you get further into the game, a considerable amount of your time is spent trying to sell off your produce since the selling is so slow. When you have to sell 9000 fish per 100, with an animation that takes a few seconds each, that means you are going to be spending like 5-10 minutes just sitting around with the spacebar pressed, and that is just for 1 resource. - Income/costs of items are sort of opaque. You have no idea what sometimes might be draining your money halfway through the progression once you unlock the farm hands. Animals can cost a lot of money out of seemingly nowhere and you will be wondering while your money is close to 0. So an overview that shows the in/out for specific resources would be really nice. - Animations are very slow. This especially becomes very obvious and annoying in the later stages of the game when you try to get some crops planted for which you only have 1 season, like chard and . - Farmhands do not work while you are not in the game. This led me to just leaving the computer on way more than I probably should have, while letting my guy idle somewhere on the map. Personally as a developer, it seems fairly simple to simulate what they have done during your absence. - Farmhands have zero customizability. I'd like to be able to prioritize certain tasks for example, like having them deal with plants that will not be pick-able anymore next season. They also really lack utility when it comes to normal crops. They are kind of slow and do not re-plant. To add to the previous point, it would be nice to "pause" a farmhand or tell if they should work while you are not in the game. - Quests suck. They arguably scale negatively as they become harder and more tedious as you level and unlock stuff, while their rewards become increasingly irrelevant. Like everything you've unlocked can be asked by the quest, with many of the late game unlocks having rather long timers. It's kind of silly that a quest that has you gather 20 animal drops, 10 early game flowers and 30 of some crop with a 30-120 min timer will yield the same 30 ribbons and 3000 exp as a quest that requires you to plant 650 graffiti cauliflowers (that have a 2 day timer). Even for ribbons quests become completely irrelevant. There's like 4 or more other sources that are all probably faster than doing most of the quests. Jobs, gift shops and honey/candy stands all are much more effective for getting these. Quests are also quite repetitive and feel like filler content, as what you need to get for them has nothing to do with the quest. So I think quests are quite fundamentally badly designed and there's really no reason to do them beyond a certain point. - The "premium" resources (jam, cheese and honey) seem a bit weird, they don't really seem to mean anything and by the time you need them, you will likely just buy them using gold nuggets as that's easier to get and less time-gated than these resources themselves seem to be, as you get gold nuggets very often in the end game. Also, there seems to be little reason why they cannot have a 'fast' building to sell them at, like the other resources. Also it's strange that there's no wine resource considering there are a few grape and wine centered resource buildings. - Storage is kinda crappy too. The late-game storage (Warehouse) offers way too little storage, with a timer that makes it very slow to level it (why does this one have a timer anyways? You get like 50 storage per upgrade and it's not like it has any sort of exponential growth effect that the boost buildings have), so everyone just ends up with filling a massive area of their map with red barns, as they are just 250 diamonds for 2x more storage than an upgrade to the warehouse (and they don't have you wait 20 minutes before you can add another 50 storage).
为什么我不推荐因为下雨天居然还要自己浇水。。。
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 |
|---|---|---|---|---|
| $630.3K | 4.8K | 78% | $4.99 | |
| $1.6M | 2.5K | 90% | $19.99 | |
| — | 0 | — | — | |
| $19.6M | 29.1K | 92% | $19.99 | |
| $8M | 12.7K | 84% | $19.99 | |
| $1.9M | 5.4K | 91% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13.1M | 15.3K | 66% | $29.99 | |
| $13.2M | 11.3K | 84% | $49.99 | |
| $13.1M | 6.7K | 91% | $49.99 | |
| $13M | 31.8K | 95% | $17.49 | |
| $13.2M | 100K | 88% | $9.99 | |
| $13.2M | 26.7K | 88% | $19.99 |