
Rebuild hope in a world that was lost in the fog. Lead your Pioneers across the isles of Pagonia, unite scattered tribes, raise thriving communities and discover the history of your people as you reclaim your world in the new story campaign.
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.
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): 1.43/day in the week to Sep 3 → 0.14/day in the week after.
About
As a brave Pioneer you lead your people through a world that was devoured by fog—a world made up of countless islands, in which hope, craftsmanship and community must rise again. Establish settlements, discover lost tribes, unfold new technologies and face the dangers that lie in wait within the fog. Experience the story campaign: You are a navigator in search of the Tower of Visions—the heart of a fragmented world.
A people, cloaked in fog. One mission: Restore hope.
The catastrophe saw Pagonia fractured into countless isles. As the navigator, you are chosen to dispel the fog and reunite the world. Journey from island to island, meet unique factions, face dangerous enemies and find out what really happened.
Play the complete campaign with unique missions and meet a wide range of story characters
Discover new factions, artifacts and legends
Confront the Hollowed—boss enemies that seem to be born from the fog itself
Find the Tower of Visions, symbol of Pagonia’s unity
Construct a thriving economy with more than 60 building types and more than 100 commodities. Every production step is visible—from Forester to Weaponsmith. Watch as thousands of Pagonians simultaneously work, trade and live, bringing your world to life.
Visualized production chains and flow of goods
Dynamic logistics with roads, transport routes and bottlenecks
Comprehensive simulation of the economy—no simplification, no abstraction
Explore procedurally generated islands with different landscapes, tribes and challenges. Befriend other factions and unite them through actions and trade.
Scattered tribes with individual needs
Trade and fulfill quests to form alliances
Mysterious locations that are hidden in the fog
Not every encounter is peaceful: Bandits, ruthless Scavs und mythical beings threaten your settlement.
Fight tactically with your troops
Strengthen your economy to secure your defenses
Decrypt artifacts that influence the powers of the fog
Experience Pioneers of Pagonia in shared co-op for up to 4 players. Build, plan and raise a settlement together. Everyone can trade, construct buildings or manage resources at the same time—you create your world together.
Shared faction, joint responsibility
Multiplayer save games, seamless switching between single player and multiplayer
Perfect for creative teamwork
Use the integrated Pagonia Editor to shape your own islands, adventures and challenges. Create maps, share them with the community and explore how an idea turns into a world: Pagonia grows through you—island by island.
STORY CAMPAIGN — Experience the story of a brave navigator and rebuild the hope in a broken world.
FLOURISHING ECONOMY — Up to 3000 Pagonians, more than 60 building types, more than 100 commodities—everything simulated, everything visible.
PROCEDURAL ISLANDS — Endless possibilities with fully generated landscapes and distinct villages, factions and objectives.
CHALLENGES — Face enemies, discover treasures, resources and hidden artifacts that alter the world’s equilibrium.
SHARED CO-OP — Build a settlement together with up to 4 friends.
MAP EDITOR & COMMUNITY — Create and share your own worlds—become one of the Builders of Pagonia.
Join our growing community on Discord and become part of the movement that builds, expands and changes Pagonia.
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 | 5.5Kreviews | 81% | — | $7.6M |
| $34.99 | 38ratings | 74% | — | 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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I quite like the game Positives so far: Gameplay Art Sound Controls Easy to get into, Great value Negatives: The characters and story feel like something out of a book for a young child. Minimal control over your army Crashes on exit The game killer for me is: The audio distortion (when FPS drops) and major performance problems as the match goes on(doesnt appear to be gfx related)
Un jeu fluide, agréable, sans prise de tête.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.6M | 15.4K | 94% | $19.99 | |
| $7.6M | 7.1K | 97% | $29.99 | |
| $7.6M | 14.4K | 90% | $19.99 | |
| $7.6M | 66.8K | 91% | $7.49 | |
| $7.6M | 23.6K | 86% | $24.99 | |
| $7.6M | 11.6K | 91% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 38 | 74% | $34.99 | |
| $5.7M | 9.7K | 90% | $19.99 | |
| $516 | 1 | 100% | $14.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Reviews, worldwide (the counter carries no country): 175.5/day in the week to Jul 15 → 2.14/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French, Spanish - Spain, Portuguese - Brazil, Polish, Italian, Traditional Chinese, Simplified Chinese, Japanese, Korean, Dutch +6 more
Hours played at review time, across 847 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The complexity is high compared to The Settlers 2 and the Remake, but it is worth getting into it. It felt completely alien in the beginning, but in the mid of the third campaign level (where you'll still learn some basics), it clicked for me. Happy to see it back in this shape. Very well done. What I do not like too much is the UI. You cannot drag windows, everything is weirdly hard positioned. The layouts within the windows feel arbitrary. But what annoys me the most is the resource overview. You have diagrams lasting only one hour back, you cannot switch between the time intervals anymore. And I find it hard to find anything in the top bar. I would prefer a small window like in the old settler 2 that I can drag and have by my side, in a bit more modern fashion (filtering & search/selection). I guess people may be used by that experience from other strategy games, but it just does not work very well for my. The road system also changed. Which makes it more realistic, but it is harder to understand how the stuff is transported and where you can optimize. Roads were a good way to get a feeling for your resource flow, and unfortunately there is not a good replacement for that. The productivity percentage of buildings is also quite hidden, and you do not seem to be able to enable it on the map to get a quick impression. There is more micro management than in the old games, where you defined mostly global rules. For example, you set priorities for buildings, where you had in the old games a global priority list for transport. It changes the gameplay, making some things easier. But I am missing the challenge to create a globally working ecosystem a bit. Still: You are probably not getting anything similar to this. Like in the old games, every resource is fully simulated and the way you increase your land is very similar, giving you a very familiar feeling over some time.
To put it in simple terms Pioneers did not really manage to satisfy my Settlers 2 needs. They have tried reinventing the wheel with this one based on a lot of mechanics from the older games and I give it to them that it was better than most of the other games of the franchise, but some of those changes very lackluster and sometimes even downright annoying. Gathering precious materials feels useless , the random annoying boar attacks, the thief raids, the missing catapults and no military unit upgrades (like with the great coins system that used to be), were some the most frustrating parts with this one. Don't get me wrong, it is not a bad game, but I honestly expected more from the makers of this and if you compare this title to things like Manor Lords, well... it is not that great and feels quite dated.
Multiculturalism ruined this game for me :(
Wieder ein richtiges "Die Siedler"
Fun! Clunky at times, but overall a good settlers clone and worth playing if you enjoy the genre
Od razu zaznaczę, że pomimo negatywnej oceny, gra nie jest zła. Jest dopracowaną, solidną produkcją która może wielu osobom się spodobać. Problem z Pioneers of Pagonia jest taki, że jest to gra męcząca. Ładna oprawa graficzna i gatunek gry, sugerują jakoby miała to być przyjemna, odprężająca produkcja o budowaniu i rozwijaniu własnej osady. Niestety wiele elementów jest tak skonstruowanych jakby gra chciała nam zrobić na złość i utrudnić życie. Od razu zaznaczam, że o ile znam serię Settlers, to nigdy w nią nie grałem. Na początku przez jedną-dwie misje gra robi dobre wrażenie. Niestety im dalej, tym więcej budynków funkcji, itd. co wydawałoby się plusem ale to wszystko jest źle poukładane. Na pierwszy rzut oka, prosta gierka, ale jest tutaj za dużo mikrozarządzania - za dużo budynków, za dużo typów jednostek, za dużo surowców - gra jest zrobiona w taki sposób, że za dużo jest zależności między tym wszystkim. Chcę bronić osady - w innych grach stawiam odpowiedni budynek, w tym budynku rekrutuje wojsko za jakieś surowce, któremu później wydaje rozkaz obrony. Tutaj jest inaczej. Najpierw muszę mieć budynek który produkuje broń dla danego typu jednostki. Ale ta broń wymaga konkretnych surowców, wiec potrzebuje kolejnego budynku który ten surowiec produkuje. Ale do produkcji jest potrzebne jeszcze coś innego, więc muszę postawić np. kopalnię. Następnie w innym budynku jak już mam broń, nakazuje rekrutację jednostek. Teraz muszę postawić budynek "obronny" w którym muszę ustalić liczbę i typ jednostki która ma tam stacjonować. Proces ten z pewnością można by lekko uprościć. Nie zrozumcie mnie źle - to nic złego, że jednostka potrzebuje broni, a broń wymaga surowców itd. Ale to wszystko jest zrobione strasznie nieczytelnie, interfejs jest przeładowany cyferkami, a brakuje tu jasnych informacji czego brakuje czy czego potrzeba. Na dodatek wszystkie budynki są do siebie strasznie podobnie i czasami trzeba się naklikać po wszystkich żeby znaleźć to czego szukamy. Przechodzimy do kolejnego punktu jakim jest walka i konstrukcja kampanii. Po 2-3 misjach kampania wygląda tak, że poza celami czysto gospodarczymi, mamy zawsze do zlikwidowania jakiegoś wroga który ma wiele obozów. Trzeba najpierw odkryć mapę, później narobić jednostek i wysłać je do obozu wroga. Proste, wręcz prymitywne ale wróg regularnie wysyła patrole a te potrafią przejmować naszych cywilów (albo tych innych sojuszniczych komputerowych graczy) i nieustannie rośnie ich liczebność. To nie jest spokojna gra o budowaniu osady. To nieustanny wyścig z czasem i próba zrozumienie dlaczego coś nie działa/czego mi brakuje bo interfejs w niczym tutaj nie pomaga. Gra jest przekombinowana na siłę.
hmm could be better
like the old settlers
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.