
A deadly plague threatens the village of Grimshire. Manage your farmland, forage the bounty of the wilds, prevent your harvest from rotting away and keep the root cellar full. Can you help bring the community together and survive?
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.
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): 4.43/day in the week to Aug 29 → 4.86/day in the week after.
About
You’ve barely escaped the chaos that consumed your hometown overnight. The friendly residents of Grimshire, an isolated mountain village, offer you a new home. Restore the cozy old farmhouse, and tend the fields. But beware, a mysterious plague is coming. The community must work together if everyone is to survive.

Feed Them
Keep the root cellar stocked, balance the needs of both herbivores and carnivores.
Prevent food from rotting away by salting, pickling, drying, and smoking.
Cultivate a field of crops, and plant an orchard of fruit and nut trees.
Tame wild critters and raise them for a steady supply of eggs, milk, and meat.
Forage for seeds, flowers, herbs, nuts, roots and berries.
Go fishing in nearby marshes, rivers, and lakes.
Be a part of the Community
Gather materials and construct village projects to strengthen the community.
Donate specimens for research and discover new methods to increase the odds of survival.
Befriend the adorable villagers of Grimshire. But don't get too attached... It's possible that not everyone will survive.
Explore the World
Dive deep in the mines of Grimshire valley, and root out every vein of ore.
Experience beautiful shifting dynamic seasons and weather.
Decorate your home and farm with a variety of furniture, fences, pathing stones, and more!
Genres
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 341 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Actual fun!
I love farming sims, but with a lot of games in this genre I get bored very quickly due to lack of incentive or disinterest with the characters I am supposed to provide for. This game immediately thrusts you into an unfair world; but beneath the sinister undertones there is a message of hope and community that is unmatched. The characters feel authentic and are easy to grow attached to. I find myself feeling empathy for the town's residents and wanting to ensure I can provide for them. Grimshire is brutal. It gets ugly. You'll have to make choices and decisions that can influence how you succeed...or fail. Will keep me coming back to play for a long time due to how differently you can experience this game with each playthrough.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 5.57/day in the week to Jul 23 → 6.29/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 2,419 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Portuguese - Brazil, French, Polish
Hours played at review time, across 342 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a fantastic game and I can't wait for the full release. It definitely needs a bit of work in some areas like hit placement (namely mining). I played through 2 times. the first was on grim, and in the summer months I got wrecked in getting enough food. I realized that this game does not throw its punches lightly. The 2nd playthrough was much better that I knew what I was doing. Not everyone is expected to survive in your first play through. Its intended that way (at least on grim). I like the economy, but for many items its not worth making them as its only a marginal addition and its better to just sell the base items (I find this a bit of a shame). I like the research aspect of getting more and more ways to preserve and farm efficiently. I can't wait for more updates. I'm currently working on optimizing a challenge run. I am a little concerned about what's after the first year.
Are you cottage af but still a little edgy and have an enthusiasm for history? Look no further; different difficulty modes make it possible to play with what ever depression level you want. Do you want to play the game and its excellent content without risking your emotional wellbeing on a friend who dies getting mauled? This is a safe place, no judgement from me. Do you want to savor each moment with your favorite character and laboriously overthink decisions in hopes that they don't get killed because of your vote only to have them die of plague? Have fun, Dostoevsky. On a more niche note, I am obsessed with the way seasons flow into each other and the variability of crop hardiness. My pumpkins saw me through a good chunk of winter like the little over achievers I raised them to be. OP ass lil gourds. Moving forward I'm eager to see more story content updates as the years go on. I'd love to see infrastructure get built such as larger scale mills powered by the river (which can be devastated in a year drought year prompting another decision tree), the introduction of refugee characters from the mainland and managing the logistics thereof such as quarantining or cultural differences (such as those who may horde resources and challenging the collectivist nature of the town), etc. There is SO much that can be done with this game that I am hoping the devs have fun in their research and implementation - but not get overwhelmed by perfection. Your niche loves you, keep going, Devs.
I discovered this game from watching a youtube video and let me tell you some days I regret finding it, as I’ll constantly find myself committing to just an hour or an 1 hour more, just to go over. This games strength and its only issue is just how well it captures that sense of urgency, through the music, the likable characters, the atmosphere, exc. It is such a fun unique experience that I have rest myself countless times to be better for my little town, especially after I finally experienced my first real loss. And each time I do reset the game does a great job making it feel like a new unique experience through seemingly randomizing all the random ‘messy’ stuff to clear and where your trees are all located within your home space. I actually rest once saying naww… rng screwed me I want less trees up top to build my rough usual plans. Your luck in the mine chests and the mine layout changing also adds to an almost rouge-like feel in each run, that makes restarting enjoyable and still fun. This game has soo much content already to do and enjoy, that my current run I’ve been playing for days. I recall my first ending a win on baby mode to test the waters, taking me days as well. So there is plenty here already, which is why I’m so excited and shocked there’s more to come within the Year 2, they plan to release. As I said above the only complaint if you could call it that, as it’s more my own problem, is just how hard it is to break away from it, as I constantly find myself saying one more thing before I save and exit. Otherwise I could not recommend this game enough, my father who grew up in the 80’s I shared this game with and he also finds himself sucked in and totally invested, playing until 2am some nights. He said it reminded him of some of the games of his days. My 9 and 6 year old are totally invested in my village as they watch me play, and have tried to play their own which has been great to see as it has them to practice reading as they desperately want to follow everything the characters say. So if you're considering this game I’d say do it, especially during its development these lovely folks fully deserve the $15 bucks they currently have it set at.
Not for gentle souls, unless you can face/endure certain themes. It's called Grimshire for a reason. But if you want to be the lifeline of a village, taking on that burden/responsibility and carrying it using your farming/logistic prowess, this is the game for you. There are deadlines and consequences of failing to feed the village too many times, or if certain town projects fail. The villagers (especially the bright young adults) will do something reckless to compensate, and it often ends poorly. Personally, I *love* this game. Being rich and successful can be fun, but it's this kind of purpose that drives me. The gameplay is Harvest Moon-like, but the vibe is completely different. Rune Factory also more or less gives you a purpose, but in this one, you're definitely not some sort of sword-wielding hero wizard farmer. You're just a farmer. (With a decent amount of customization. Some villagers will recognize your species too. Try be a Dog/canine if you want to see it for sure.) Also obvious bonus point for furry/anthro characters, at least if you're like me. Some are romancable, but nothing is implemented yet, as of Update v0.29.2. As of this review, there's only 1 in-game year of gameplay (still early access), but it still provided me with roughly 49 hours of play time. (And it's not impossible that I'll play it again from start and do better, and maybe actually make my farm look nice.) The gameplay is up to the Harvest Moon standard (at least the old school ones, the only ones I'm familiar with). The controls can be a bit finicky at times... Actually, there's a demo, so you're encouraged to just try it yourself, if the concept intrigues you enough. I actually encountered a bit choppiness at the beginning (where the screen freezes for a second when walking and your character is suddenly tiles ahead). I no longer experience it later on, but it's possible that changing the settings to fullscreen or something fixed it. Might have to quit and restart the game first. Also just to save some frustrations: When chopping trees, make sure to remove the stumps too, *right away*. Trees in the village will regrow on their own (no planting needed), but you *must* remove the stump. I believe there's some sort of bug that turns saplings into stumps if you leave the stump alone and remove them later. For trees in your farm, you'll have to replant them using a seed/nut. AFAIK, the stumps do not regrow. There's no reason to keep stumps around. (Unless you really like the deforestation look or something.)
This is just a maybe. There is a lot done well here but there are also a lot of things done badly or half arsed. If I am reading the messaging from the devs correctly they plan to work on year 2 events then release 1.0. If they do this without addressing some of the core game mechanics this will be a firm no. Lets start with some of they stuff that is great. The idea of a story and events to add interest to the usual farming sim is executed brilliantly. It gives the game purpose. The foraging system is the best I have ever seen in a game. The taming and keeping of animals isnt perfect but its is fun. The crops not being tied to the season also works well and adds complexity. There is a lot of game in here for the price point even with just a single year to play. Now some of the not so good bits. The mines are boring and apart from the pick axe and the axe there doesn’t seem to be much point in spending time collecting ore, processing and upgrading tools. Ore takes far too long to process. In fact they currently have a one fix fits all with machines and almost everything takes 1 game hour. Taking of machines you cant cover your driers which means that drying food to preserve often takes many days. That gets boring real quick. All of these games have a collector or museum that asks you to get them samples. Next to no thought has been put into this system in this game. Its just a chest you dump things in and a quest for progress. To make it worse a lot of important tech is tied to this system. You have to collect to unlock. Festivals are utterly pointless. Nothing happens during them and they steal time from you. Time is the single most important commodity in this game because you have time limited goals. IMO there are lot of other things that are half baked and need worked on.
Why can I simply not eat the smaller villagers? I laughed, I cried, I cried, still crying, 10/10
coolio game
This is NOT a normal farming game
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.
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