
Patron is a survival city builder with a unique social dynamics system. Gather and produce resources, build your fledgling village into a prosperous city and navigate the intricate social tensions before they reach boiling point.
Modeled estimate, not a reported figure. How we estimate →
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.
About
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
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 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
PATRON. It's not a very balanced game. - The tech tree looks interesting but you're able to research items far ahead of the time when you can use them but you have nothing else to research in the meantime and nothing to do with all your money. - It sometimes takes multiples of a type of building just to service very basic needs of a small population in the beginning but the main quest line you have to follow demands products, goods and targets that you won't be able to meet for quite some time, they are too advanced for your town's progress. - You cannot control your population growth. Once residents hit a certain age they are homeless until you build a home for them instead of staying in their original home. - There is no easy way to find a certain type of building that you have built and where it's located which wastes a lot of time clicking on buildings one at a time until you find what you're looking for. - Why not include more goods on the game status window when your mouse hovers over certain icons such as; adding quartz when you hover over the stone icon andb displaying the various types of food when hovering over the food icon. This would be much more efficient and easier than having to bring up the stock menu which is very large and then trying to scroll to find what you're looking for. - Graphics are nice but very demanding on the hardware, my gaming laptop fans run constantly when I play. - Decent buy if it's on sale but I wouldn't pay more than $10 for it.
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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): 0.43/day in the week to Jul 21 → 0.4/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, German, Russian, French, Polish, Simplified Chinese, Japanese, Portuguese - Brazil, Spanish - Spain, Turkish, Italian, Hungarian +1 more
| $19.99 |
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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 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If this game did not have direct predecessors (Banished and its copycats) I wouldn't judge it too harshly; however, this iteration doesn't add much and even does some things worse. The most notable addition is the "story quest," which mainly consists buying the next chapter with resources. No time limit, no penalty for not doing it, no engaging plot. Pros: -Research system gives sense of progression -Building upgrades let you invest in industries you've already built -Can adopt and customize town policies -- would like to see this developed more Cons: -Significantly worse UI than similar games -Less control over fields and ranches, e.g. you can't split a herd or chop an orchard -Story quests and decisions don't feel important or challenging -More buildings simply appear when placed, rather than needing to be built -General lack of realistic and engaging detail: can't see names of townsfolk, building animations are less granular, livestock magically appear in new fields, etc.
Best settlement game since Banished. Hard to find well balanced, not overwhelming or too simplified, with challenging issues still.
这游戏金币赚得过慢了,就是挂机游戏
Кому нравится градостроительство в стиле 2010-2015 - игра зайдет. Механика из давнейшего прошлого. Но кому-то нравится =) Мне не зашла, по внутренним причинам, я больше люблю новое управление и механику в градостроительстве, но сама игра хорошо сделана. Делаю возврат, но советую тем, кто любит олдскул
——记录:《Patron(领主)》,捆绑包“Build your own Killer Bundle (BundleFest 2026)”,26.03/20入。 ——中世纪生存城市建造作品,在经典的资源生存、城建扩张框架之上,加入了社会阶层动态、政策舆论、群体幸福度等深度社会模拟机制,生存压力更硬核、经营维度更丰富。美术氛围沉稳写实、难度梯度可自定义,是城建生存品类里完成度不错的作品;但上手门槛偏高、后期玩法固化、创新边界有限的短板也同样明显,适合慢节奏经营爱好者,休闲玩家容易前期劝退。 ——综合评分:7.2/10 ——背景:玩家扮演中世纪领地领主,带领首批移民在一片未开垦的荒野上从零定居,开荒拓土、发展生产、繁衍人口,逐步将小村庄建设成繁荣的中世纪城镇,同时应对寒冬、饥荒、瘟疫、火灾等天灾人祸,平衡不同阶层的利益诉求,维系领地的长治久安。 ——核心玩法体系 1.经典生存城建:资源链条与季节循环 完整的生产产业链:从伐木、采矿、农耕、畜牧等基础资源,到食品加工、纺织、酿酒、工具制造等二级产业,再到市场交易、税收财政的上层体系,环环相扣,; 四季循环与生存压力:冬季无法耕种、燃料消耗剧增,粮食储备与柴火储备直接决定人口存活率,; 灾害事件:火灾、瘟疫、蝗灾、移民潮、商队到访等事件随机触发。 2. 核心特色:社会阶层与舆论动态系统 市民分为农民、工匠、商人、贵族等多个社会阶层,不同阶层的需求、关注点与利益诉求完全不同:农民关心税收与粮食价格,商人在意贸易政策与移民开放度,贵族看重宗教与领地声望; 政策法令双向影响:玩家可颁布税收、移民、宗教、劳工等各类法令,每一项决策都会让不同阶层产生不同的满意度反馈:讨好农民可能惹恼贵族,宽松移民会拉低原住民幸福感,不存在两全其美的最优解; 满意度直接关联生产效率与人口去留:不满度过高的阶层会出现怠工、迁出甚至动乱,真正模拟了 “治理社会” 而非 “管理机器人” 的经营质感。 3. 科技树与长期成长 拥有庞大的科技研究树,覆盖农业、工业、民生、市政四大方向,解锁新建筑、新配方、新政策与效率加成。科技研究需要消耗资源与时间,前期选择方向直接决定发展路线,是优先点农业稳生存,还是冲工业提效率,不同路线体验差异明显。 4. 贸易与财政体系 中期解锁商站后可与过往商队进行资源交易,调剂余缺、换取稀缺物资;通过税收、市场管理费获取财政收入,用于维护公共建筑、发放救济、支撑科研,形成完整的经济闭环。 ——突出优点 1. 社会动态系统有深度,治理感真实 阶层分化 + 政策舆论的组合,让城建不再是单纯的堆建筑、堆人口,而是加入了政治权衡的维度。每一项决策都有代价,需要在多方利益中寻找平衡点。 2. 生存难度扎实,成就感强烈 前期生存压力硬核,粮食、柴火、住房、健康任一短板都会引发死亡螺旋;但一旦理顺产业链、稳住人口、形成正向循环,看着小镇逐步扩张的成就感也格外强烈。 3. 美术氛围沉稳,沉浸感出色 写实偏柔和的3D画风,中世纪建筑质感细腻,昼夜与四季变化自然,农田耕作、工坊生产的细节动画丰富。搭配舒缓低沉的配乐与环境音效,慢节奏经营时沉浸感极佳。 ——明显短板与劝退点 1. 新手友好度偏低,前期极易劝退 新手引导非常薄弱,产业链、阶层机制、政策影响都没有系统讲解,新手很容易在稀里糊涂中遭遇全村暴毙。社会系统的数值逻辑不透明,玩家很难直观判断一项政策会带来多大影响,前期试错成本极高,大量玩家会在前几局就弃坑。 2. 后期玩法固化,深度后继乏力 熬过前期生存难关后,一旦产业链跑通、人口稳定,游戏难度会断崖式下降,后续只剩下堆人口、扩建筑、点科技的机械循环。社会矛盾的冲击力大幅减弱,政策选择逐渐有了固定最优解,策略深度明显下滑,后期容易陷入挂机式的枯燥感。 3. UI与信息展示不够直观 各类数据面板分散,人口结构、阶层满意度、资源消耗速率等关键信息不能一目了然,排查产业链断点、分析幸福度下降原因非常繁琐。操作细节打磨不足,批量建造、批量分配工人的便捷性一般,精细化管理时操作偏繁琐。 4. 优化与细节打磨仍有缺憾 大人口规模下会出现明显掉帧,AI 寻路偶尔卡顿;部分事件逻辑简单重复,后期灾害的威胁感不足;模组生态虽有但远不如头部作品繁荣,长线内容支撑有限。 ——本作是生存城建品类里非常稳妥的 “进阶款作品”,它没有颠覆性的创新,但在经典框架之上加入了有深度的社会治理机制,生存手感扎实、氛围到位,对于喜欢慢节奏硬核经营的玩家来说,几十小时的游玩体验物有所值。 ——仅推荐生存城建爱好者、偏爱慢节奏硬核经营、喜欢社会治理类策略、享受从零搭建产业链成就感的玩家 。 休闲城建玩家、讨厌前期反复试错暴毙、需要完善新手引导、追求颠覆性创新玩法、在意UI便捷度与精细化操作的玩家慎入。26/08/18
saved games take forever to load. sometimes buildings become unselectable you spend a lot of time just waiting for goods DO NOT PAY FULL PRICE FOR THIS
It's pretty fun. I agree with some of the reviewers where the tasks the king sends you are pretty pointless. You just ignore them till you have whatever they need and send it to them. In other games the task completion opened up things like different animals or trade routes. After a little bit I just had a bunch of harbors where I would sell tons of things and every now and then buy something I wasn't making fast enough. It went from kinda hard to repetitive pretty fast. It would be a good addition of the interaction with the faction/king actually meant something. Or was part of the actual play.
Boring. took 24hours to get most of the achieves (its the only reason i could force myself to continue playing). the rest of them i just couldnt be bothered.
A game that, honestly, doesn't look good at all, but it does have a really good and simple to navigate UI. Mechanics-wise, it really does have "sensitive social issues" to balance and a lot departments of NPC managing. Depending of how much you're dwelling into this genre of games, it may feel between causal to demanding, but never overwhelming or too complicated.
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Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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