
Build and expand your very own settlements in high mountains! Carefully plan production chains and satisfy various needs of your three-caste society while dealing with mountain hazards such as weather breakdowns and avalanches. Are you skilled enough to make your town thrive?
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): 0.71/day in the week to Sep 8 → 0.43/day in the week after.
About
Laysara: Summit Kingdom is a challenging city builder which tasks you with creating a new home for your people forced out of the lowlands. During a campaign or sandbox playthrough, you will establish multiple towns, each on a unique mountain with its own traits. All your towns co-exist in symbiosis, creating a trading network, which you can then adjust to your needs by revisiting already developed settlements. The Kingdom of Laysara has to be rebuilt!
Each mountain comes with a new set of challenges. Mounts differ in shapes, vegetation zone layouts, resource availability and weather conditions. Sometimes you will have plenty of room for farming in green lowlands, sometimes you will need to rely on breeding and extracting valuable minerals from regions dangerously close to peak glaciers. If you find yourself in dire need of a certain resource, you can always try to establish a trading route with another town.
One of the ever-present dangers you will have to deal with are mighty avalanches. You can’t stop them, but you can take precautions and be prepared. Afforest the key areas to create natural barriers, build artificial ones to redirect rushing masses of snow, or trigger the avalanche early, while it’s still manageable. Create a deliberate and reliable strategy and you might even be able to use the power of snow to your advantage; fail to do so and find your city buried and devastated!
So, transporting goods is easy, right? Well, not if your destination lies on the other side of the mountain, a few hundred meters higher, behind cliffs, ridges, canyons and rivers. You will need to create a vast, complex transport network consisting of roads, bridges and shafts to ensure reliable delivery chains. As demand for resources will grow alongside the town’s population, always look for opportunities to optimise your transportation network, be it by building paved roads, using more advanced lifting constructions, or aiding your carriers with glamorous yaks.
If you manage to endure all mountain dangers, build a network of efficient production chains and satisfy all needs of your people, there is only one more thing to be done: conquering the mountain peak! To succeed in this great endeavour you’ll need to reach the summit and establish safe routes for your carriers to bring in enormous amounts of building resources, but beware! Weather at this height is as deadly as ever. The final effect is well worth the effort though, as raising the summit temple is an act of total triumph of human courage (and your logistics skills!) over the elements.
Final note: the game is a pure city building experience solely focused on the economy, resource management and surviving despite the inhospitable environment. Therefore, the game doesn’t feature combat or any other military aspects.
Sums Steam only; PlayStation, GOG, 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 | $17.49−30% | 1.5Kreviews | 82% | — | $1.4M |
| $25.49 | 51ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 81 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Laysara is a good-looking city builder with some factory-management elements (at least it reminded me a bit of Factorio). I've completed the campaign on Normal difficulty and enjoyed it quite a lot. I would recommend it because I had a great time with it and, despite its flaws, I think it's a good game that delivers what I expected from it. That said, I can understand why some players might give up on it after a few hours. PROS: * It's beautiful and has a lot of charm. * The localization is very good. I played in Spanish and never encountered any translation issues * There are some interesting progression mechanics, such as unlocking better transportation methods, productivity upgrades, and so on. The housing-level system and citizen needs are also well balanced. * Controls and keyboard shortcuts are excellent. For example, the fact that dragging with the mouse automatically links two buildings is fantastic, and being able to click the magnifying glass icon on a building and jump directly to its production area is incredibly convenient. That said, these features should be explained more clearly, as I only discovered some of them after 10 hours of gameplay. * The terrain adds a puzzle-like challenge that makes the game more interesting, even when it increases the difficulty. However, I do miss some way to expand the available building space, such as constructing wooden supports or terraces to create additional platforms and allow for more flexibility. * The game runs very well. I didn't encounter any bugs, and performance remained solid even with larger settlements, lots of entities, and animations. CONS: * The campaign. 1. While it does a decent job of teaching the mechanics, many objectives are poorly designed. Quite often the game asks you to have a certain number of houses of a specific tier even when you've already progressed far beyond that point and have more than enough population. I found myself demolishing Tier 4 houses just to build a large number of Tier 2 houses because the game required it. Then, once the objective was completed, I would tear them down again and rebuild my Tier 4 neighborhood. These kinds of missions completely disrupt the flow of the game. It feels like you're forced to follow objectives step by step and ignore the housing progression system until the game explicitly tells you to use it, even when doing so hurts your economy and forces you to sacrifice income that you would otherwise be generating through higher-tier housing. 2. At some point, the campaign starts sending you back to previously completed cities. The concept itself could be interesting, but the execution is boring. If revisiting a city meant unlocking a new area or a new district where the additional construction could take place, I'd be fine with it. Instead, most of the time you're simply tearing down a city that was already working perfectly in order to adapt it to arbitrary new requirements that don't add anything meaningful. This becomes even more frustrating when combined with the previous issue. You return to a city where every house is already Tier 4 and suddenly the game says, "Now we want 180 Tier 2 houses," despite the fact that you already have excess population. * Logistics can be extremely tedious. Some transportation buildings can only move goods from Point A to Point B, meaning you need another building just to distribute those goods. I don't understand why every transportation building can't also function as a distributor. I also don't get why you can only transport one item at a time. Tunnels, while they seem useful, require you to build a dedicated entrance and exit for every single resource. It's a very similar story with the handcart station, where you sometimes have to place five of them just to haul five different resources to an area with more space to work. It only results in additional resource costs and takes up valuable space. On top of that, all of these buildings have a very limited operating range, especially when assigning resources to production buildings. * The size of some buildings. While building placement is clearly a core part of the game's puzzle/Tetris-like design, some structures are simply frustrating to work with. For example, you might design your entire town around the market, which occupies a relatively small footprint, and later discover that you need to place a Mandala or an Academy that is enormous by comparison. I'm exaggerating a little, but trying to fit the Mandala into an existing city was one of the most frustrating parts of the game. It has limited coverage and takes up an absurd amount of space. These issues wouldn't be nearly as noticeable if space weren't so limited. But when every tile matters and you've already built a large settlement, relocating major buildings becomes incredibly tedious. Conclusion: I think Laysara has a lot of potential, and I will probably continue playing it for a while. However, I completely understand why some players may find the combination of limited space, factory-style production chains, and complex logistics frustrating. In my opinion, the game would improve significantly if it offered ways to expand building platforms, reduced the footprint of some oversized buildings, increased the operational range and capacity of distribution structures.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.88/day in the week to Jul 21 → 0.8/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, German, Spanish - Spain, Polish, Ukrainian, Simplified Chinese, Japanese, Portuguese - Brazil, Traditional Chinese, Italian*languages with full audio support
| $24.99 |
| 29ratings |
| 90% |
| #278 |
| not modelled |
| $25.00 | — | — | — | 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 81 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have just recommended it to my friend :)))
cool
Surprisingly solid game
Pretty cool
jogo muito divertido, leve, com um desafio moderado. a tematica é bem interessante.
гуд ок
It's a pretty fun, cozy, relaxing game. It's actually a puzzle game in disguise. Entertaining but a bit repetitive and monotonous after the first half the campaign. ~7/10
Lauschige Kampagne in einem unverbrauchten Szenario. Wirklich sehr schön gemacht!
Jogo tem um dinâmica excelente
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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