
Foundation is a grid-less, laidback medieval city-building game with a focus on organic development, monument construction and resource management.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
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): 5.43/day in the week to Aug 27 → 5.43/day in the week after.
About
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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $34.99 | 24.2Kreviews | 87% | — | $34.3M |
| $34.99 | 308ratings | 80% | — | 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.
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 978 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Have been playing the game since early access, coming back from time to time to see the progress made hoping it will finally be working properly. It has been fully released for a while now and is still fundamentally broken. Too often things are simply not getting executed. Soldiers not training, workers not working. Houses getting upgraded/downgraded costing a lot of resources, while workers choosing homes that are extremly far away for no apparent reason. I keep having to micromanage unnecessary things, like moving around soldiers to get them to train, and kicking workers out of housing, so they finally choose the house that is literally next door to work. And then of course, is the impossible task to move goods long distance, which is necessary, as your mining will happen far away, and you will need to create small settlements that should work independently, but somehow just don't work.
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 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 17: 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): 3.5/day in the week to Jul 21 → 4.2/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.
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, Russian, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Polish, Swedish +5 more
Hours played at review time, across 982 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like this game but I'm posting a negative review because I've already encountered a few bugs and game design issues that are ruining it for me. 1. In one case the Tax office wasn't being detected as connected to the main building. Eventually had to destroy and rebuild the whole thing for it to work. 2. Another case that I'm having right now is with a Tavern not getting any visitors. Edit: turns out I had to assign a service to the "service counter". Should have some warning since it's easy to miss. 3. Houses in patrols areas. Many keep going in and out of "downgrading" state between the time the patrol reaches them. Although the area assigned is "Adequately sized". This is big since you keep having these icons pop up randomly as if there's something wrong. Edit: If you assign more patrol people this doesn't happen, but the UI isn't helpful. 4. Generally, houses upgrading/downgrading sometimes happens automatically for different reasons. Sometimes it's fine, sometimes it's just a waste of your resources. Sometimes a whole area might start upgrading, which takes away plenty of resources. It took me a while to realize where are my tools were going. 5. Generally, it's hard to balance your production as there always seems to be one part of the chain being under or over produced. You try to balance it, but the imbalance moves elsewhere. 6. Linked to previous issues, but many times you get useless notifications. Like not enough housing, or a missing resource, when its just a small temporary thing, or due to houses changing. Again, I'm enjoying the game but these things are ruining it. This needs a patch instead of some DLC. I would give this 3/5, or neutral +.
Kind of insane that this game was ever considered out of early access considering how buggy it is. Buildings losing all functionality because you changed the position of any buildable, complicated overlays for the fortification levels that don't update properly when you edit something, infuriating pathing for NPCs (you literally have to create exclusion zones or villagers will trample your crops) and sometimes the pathing doesn't go away even after destroying something and your farmers will just be inefficiently building around empty nothing... and for some reason they think my nuns are brothers? (Very important). And... the utter ♥♥♥♥ optimization. Especially in 3x speed: buggy interactions and consistent 60 fps. So yeah, in summary great game 11/10. Another 10000 hours for me.
Feels unfinished, a lot of unclear mechanics that it does not explain - like entertainment. Can't find a single thing in game to tell me how I'm supposed to build that other than a tavern which sucks as the only option, especially when the taverners won't stock the drinks with a full granary of them right next to it
+ lovely building levels + lots of beautification stuff you can do unfortunately game is borderline unplayable: - population starving despite having hundreds of different foods in the bank - goods distribution/storage pathing completely off, warehouses do not store goods and markets do not get the goods - builders do not build prioritized buildings, instead build other stuff - residence houses constantly up- and downgrading swallows most building resources and builder times. this is unavoidable from mid- to lategame on because so many needs are constantly fullfilled and then unfulfilled again - bugged needs such as patrol area worsen this problem
Я зловила трошки залежність від гри, але не про що не шкодую) Це просто кайф, особливо - те що є українська лока, не залишає шансів пройти повз! Будуйте, чільте, хочете моди -тримайте, хочете просто спокійну гру? Теж без проблем. Ну смаколик, я дуже задоволенна покупкою;)
优点很多,但底层缺陷更多,不推荐。 这个游戏最大的优点是**自由建造**。小人会自己造房子、铺道路,浆果和野猪资源也会根据树木范围自然产生和变化。玩家主要负责经济、民生和公共建筑的规划,而且建筑自定义程度很高。游戏还有一个纯布景模式,配合这套建造系统,以及本身非常出色的美术,确实能造出非常漂亮、独特、自然的小镇景观。这部分很有想法,也很有魅力。 但缺点同样非常严重,甚至严重到会反过来破坏这些优点。 第一,明明是很大的地图,却需要你一块块购买地皮才能建造。结果前中期只能在一片或几片螺蛳壳大小的区域里硬塞建筑。对于一个城镇规划类游戏来说,这几乎是致命问题。你往往不得不先在狭小区域里凑合建,后面买了地皮再把原来的建筑迁过去,最后留下满地居民踩出来的道路蜘蛛网,规划感被破坏得很彻底。 第二,经济系统,也就是生产线部分,基本属于没有认真做数值设计。具体展开解释感觉都没有必要,只能说马克思在这个世界里研究不出《资本论》。 第三,贸易系统也有类似问题。贸易路线只有固定的几条,买卖内容也很固定。再叠加前面提到的生产线问题,导致游戏产业结构非常畸形。常见玩法就是攒木板去开某个城镇的贸易,然后卖鱼买工具。甚至还可以走更邪道的产业空心化路线:只收人头税,用税收购买必需品,生产线之类完全不需要。这对于一个殖民模拟、生存建造类游戏来说,实在很伤。 第四,还有很多细节问题。比如民房和防御系统。很多人提到巡逻问题,我这里说一个防御相关的:围墙不能直接升级。你想从轻型防御的木墙升级到重型防御的石墙,就必须先拆旧墙,再建新墙。而在这个过程中,民房一旦失去防御导致宜居度下降,小人不会选择弃房或者离开,而是会直接把房子拆了降级成茅草屋。 你可能会问:为什么不在外面先围一圈石墙,再拆里面的木墙?问题又回到了第一条——地皮太小。你的建筑,尤其是围墙,大概率就是贴着可用区域边缘建的,根本没有额外空间再围一圈。 我差不多同一时间买了这个游戏和《遥远的边陲》。这个游戏每次让我怀念的,都是它优秀的自由建造和美术部分;但每次打开,玩半个小时左右又会因为这些底层设计问题而关掉,体验非常难受。 相比之下,《遥远的边陲》则能让我完全沉浸进去。它的游戏模式和多年前的《放逐之城》基本一脉相承,而《放逐之城》的底子实在太好了,《遥远的边陲》虽然照着抄出来的,依然非常好玩。 如果你打算买这类殖民模拟生存游戏,我更推荐直接去买《遥远的边陲》。
This used to be one of my favorite games. It is beautiful and relaxing. But since an update a few years ago I haven't been able to play it. It completly BURNS my GPU. I've tried everything. Lowering graphics, minimizing FPS, disabling v sync, reinstalling the game.. Nothing helps. Even at the start of a settlement my GPU jumps to 95+°C. I'm not using mods. This is just the base game. My PC can run games like Baldurs Gate 3 and Skyrim on the highest graphics settings no probem. Also other simulation games like Going Medieval. But for some reason not this. My GPU is built to be able to handle high tempreratures, but since I'm on a laptop and the rest of my system isn't, I'm not willing to risk it. Like the top part of the keyboard gets so hot that it actually burns my fingers whenever I try to run this for more than a few minutes. I have reported this multiple times over the years and it is still an issue. So if you don't have a great cooling system or a beast of a PC, this probably may be an issue for you as well and it doesn't seem like it's going to be fixed any time soon, so just be warned. But I'm still looking forward to playing this game when I can save up to buy a better PC. I still think about it at least once a week and I'm really sad I can't get back into it.
Theoretically a laid back medieval empire builder that plays well initially. But as you progress deeper into it, the poor design and bugs turn it into a painful episode of looking up videos and reddit posts trying to understand the non-sensical mechanics. I would say this game is at least 6 months away from being able to do an actual successful play-through.
1) Very poor performance After having more than 70 population the game started to drop its fps down more and more. Now I average 10 fps, in a PC that can run modern games in ultra settings at 60fps+. Even after dropping the resolution down and disabling everything in video setting i managed to get like 18 fps, which is simple ridiculuous. I have a laptop and a desktop PC, it happens in both. 2) Speed up setting is glitched You better stick on default game speed because if you play at x3 speed the game starts borking, resources missing, production chains interrupted. The game feels unplayable for me, wich is sad because the game is fun. But I would avoid it until devs
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 | — | — | |
| $18.6M | 31.4K | 94% | $19.99 | |
| $28.9M | 43.3K | 90% | $19.99 | |
| $5.7M | 9.7K | 90% | $19.99 | |
| $3.8M | 7.7K | 95% | $24.99 | |
| $566.6K | 461 | 59% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 70.2K | 65% | $29.99 | |
| $34.3M | 12.8K | 69% | $59.99 | |
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.2M | 27.3K | 91% | $39.99 | |
| $34.4M | 84.3K | 90% | $24.99 | |
| $34.4M | 41.6K | 88% | $29.99 |