
Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to survive. Produce crafted items to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats.
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.
Every market we collect.
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): 5.29/day in the week to Sep 2 → 8.86/day in the week after.
About
Protect and guide your small band of settlers to forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to sustain your advancing town. Produce crafted items for villagers to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats (pacifist mode available for players who do not want to engage in combat).
Harvest, Grow, Craft - Harvest 16 different raw materials from wood, stone and clay, to metal ores, wild herbs, and honey. Grow 19 types of food, including forage items, fish and game, plus 12 food crops, each with different characteristics. Produce 32 crafted items and materials in a multi-tiered economy.
Build and Advance - Construct over 190 different buildings as you grow your town from a fledgling settlement to a bustling city. Your town center and housing will advance through multiple building tiers as the prosperity and desirability of your town increases and advancements are made in a vast 140+ point Tech Tree. Upgrade production buildings to increase efficiency and enable production of more advanced items. Construct a temple and customize your people’s faith with discoverable relics.
Most Detailed Farming System Ever - Strategically select from 12 crops with unique growing characteristics and configure crop rotations to maintain soil fertility, avoid heat and frost damage, and prevent the accumulation of diseases. Cultivate your fields over time, removing weeds and rocks, raising fertility and adjusting soil mixture to achieve maximum crop production to keep your growing population fed.
Advanced Town Simulation - Villagers actively live their lives and perform their jobs in real time. Watch as villagers carry goods across town from remote work-sites to be processed into materials and crafted into items. See foods and goods delivered to homes, the trade post or stored for later use. Develop roads, transport wagons and improve storage methods to facilitate the efficient movement of goods through your town and prevent spoilage.
Randomly Generated Maps - No game is ever quite the same with beautiful, completely randomized terrain generation and resource distribution. Unique biomes and map themes increase replayability, with extreme maps leading to unique challenges. Controls allow players to specify the amount of water or mountains they desire, even down to which resources can generate on the map.
Idyllic to Brutal - Customizable difficulty options allow players to turn off features like invaders and disease, for a more tranquil experience or max out difficulty to truly test their town-builder prowess. Enable custom game options to cater the experience to your desires.
Environmental Interaction - Develop your economy based on which resources are locally abundant and produce items for trade to acquire that which you lack. Erect fencing to keep deer away from crop fields and stop bears from raiding food storage. Manage tree cover to prevent underground water supplies from drying up. Balance the need to clear land for agriculture around vital natural resources like wild growing medicinal plants and forage items.
All Them Old-Timey Diseases! - Ensure your villagers have clean water to stop outbreaks of dysentery and cholera. Collect berries and plant greens to avoid scurvy and ensure a healthy diet. Make sure villagers are properly shoed and clothed to reduce chances of contracting tetanus, rabies or frostbite. Build a healer’s house to quarantine the infected and provide herbs and medicine for treatment. Manage rodent populations by collecting waste, securely storing food and employing rat catchers to ward off the feared bubonic plague.
Fend Off Would-Be Invaders - Choose to play on pacifist and avoid combat altogether or engage with varying levels of raider difficulty to raise the stakes for your town’s survival. Progress from wood palisades to stone walls, build towers and barracks, recruit and equip soldiers in the defense of your town as rising prosperity attracts the attention of raiders and foreign armies seeking plunder.
Steam Workshop Integration - With full support for modding through the freely available Unity development tools and Steam Workshop, players have the power to take the game's strong foundation and build upon and reinvent it to their wildest desires.
Crate Entertainment is a fully independent developer and publisher located outside Boston, MA. Crate is best known for the critically-acclaimed action-RPG, Grim Dawn. Join the Crate community and help shape the future of development of our games and be among the first to receive news about Farthest Frontier by participating in polls and discussions on our forum.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1140 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muito bom o desenvolvimento da colonia, é meio confuso só o gerenciamento de comida
总的说来不错的游戏,做得很细致,教育方面还可以有中等教育,比如接受中等教育才能从事研究,战斗方面有待完善,地形工具细化一下,实在不好用,可以选择抬高或降低地形,房子不管地形怎么动垂直于地面。
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 |
|---|---|---|---|---|
| $33.5M | 50.6K | 87% | $19.99 | |
| $33.7M | 113.5K | 97% | $9.99 | |
| $33.2M | 32.8K | 90% | $39.99 | |
| $33.2M | 78.4K | 96% | $19.99 | |
| $33.8M | 36.3K | 93% | $29.99 | |
| $33.1M | 55.1K | 86% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 236 | 72% | Free | |
| $9.3M | 31.4K | 94% | $9.99 | |
| $3.9M | 7.7K | 95% | $24.99 | |
| $289.9K | 368 | 86% | $12.49 | |
| $6.7K | 29 | 79% | $6.99 | |
| $0 | 423 | 86% | Free |
Reviews, worldwide (the counter carries no country): 7.75/day in the week to Jul 25 → 10.29/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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, Italian, German, Spanish - Spain, Czech, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Swedish +3 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun game, well made. Had some difficulty sizing up my settlement at times but I assume they were on my end!
Die Perfekte Mischung, Ich liebe es!
Nice !
jogo muito bom para quem gosta deste34 estilo de simulador. Desafiador !!!
I love this game as well they developing nicely
Awesome, well made hours of fun.
Farthest Frontier is a storehouse logistics simulator larping as a city builder. It has all of the tropes you might expect of a classic city builder: building, population management, seasons, and so on...but in reality, all gameplay systems are warped around your ability to efficiently transport goods to/from production buildings from/to storehouses. There are several different types of storehouses (more than any other building) and you'll quickly realize you need to optimize city layout around storage. If you don't, you'll be operating at abysmal production rates with perishables spoiling constantly. Once realized, the last problem to solve is ensuring houses are near amenities and production is away from houses. This optimizes Desirability, a prerequisite to upgrade your settlement. From here, the game plays itself. Over time you unlock research points which you can casually spend to either improve efficiency marginally or unlock a new building types. Many of these new buildings feel arbitrary because the goods they produce offer no practical value other than to be sold at the market for currency. As noted in other reviews, the market can feel very rng because you'll only get 1 - 3 merchants per year that may or may not sell/buy what you need. You might have an excess of hides that can't be sold for years, significantly slowing down your progression because you just didn't get a merchant interested in buying anything you have. Fortunately you can request merchants return the following year with a desired item you can purchase at a premium. Once you diversify your goods enough to reduce the odds you can't sell anything, then currency as a mechanic becomes a waiting game. I operated at a major deficit for years just selling excess goods to stabilize my economy. There's nothing to do anymore than wait each year to exchange surplus and buy some things to speed up your next upgrade. By the way, the market relies on you stocking things from a nearby storehouse using the market's unnecessarily cumbersome UI. Go figure Beyond the core progression of the game you'll find some smaller systems that spice things up. Bandits will raid your town or deny resources on the map with tiny camps. This is sadly pretty dull because you'll play most of the game with wooden walls (only 1 upgrade late game) and the same wooden tower (literally worse than two archer units on the ground). There are no other ways to enhance your city defenses other than actually recruiting military units. These are prohibitively expensive for most of the game. You essentially have melee and ranged with enhanced versions of each. Sadly you may realize early on that a naked mass of 3-5 archer units can clear most of the raids for the first 25 years if micro'd well. Sickness and fires crop up occasionally but don't really require any interaction. If youve given your people the right necessities then these go away as quickly as they come. Wildlife occasionally mauls your people. My favorite moment of Farthest Frontier was when a bear killed a forager and then actually ate all the stores of fruit in his house. I wish there were more moments like this that really make the world expressive. Lastly, Ill share that farming is alright. The management of terrain, rockiness and crop types is neat--if a little annoying--so optimizing those was interesting from time to time. Overall Farthest Frontier is a city builder. But it tries too hard to focus gameplay on logistics optimization without the city scale to make that interesting. There are too few defense upgrades to ever feel like your city is really becoming formitable. Combat is too easily undermined with hit and run archer micro. The gameplay is too thin or simple elsewhere. At the end of the day I enjoyed my time, and I look forward to returning in a year or two after updates hopefully flesh out the game to help it feel more rewarding. 6.5/10
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.