
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
Ich habe lange überlegt tu mich aber echt schwer eine positive Bewertung zu geben. Das Spiel gibt einem oft ein "Siedlergefühl" es macht vieles richtig aber leider auch so vieles verkehrt. Das Militärsystem und ich wollte es mögen, ist eine mittlere Katastrophe. Die Handelsketten teilweise nicht richtig ausbalanciert und Bugs gibt es auch noch zu genüge. Als Sahnehäubchen oben drauf, gibts dann noch bisschen politische Themen, Homosexualität, Vielfalt etc. obendrauf. Damit wir alle nicht vergessen wie schön unser Land die letzten Jahre geworden ist. Supi
Not really captivating, progression is unsatisfying and managing building space is REALLY awful. I'm going back to settlers4 with HD mod ¯\_(ツ)_/¯
Media

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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 | 7.1K | 97% | $29.99 | |
| $7.6M | 14.4K | 90% | $19.99 | |
| $7.6M | 23.6K | 86% | $24.99 | |
| $7.6M | 11.6K | 91% | $19.99 | |
| $7.6M | 15.6K | 85% | $19.99 | |
| $7.6M | 14.9K | 94% | $15.99 |
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Du machst leider das Spiel durch mirco management mist kaputt ... ich bau ein haus/farm/usw. und muss erst mal bei der gilde etc einen Auftrag geben? Viel zu kompliziert ... auch das mit den Zaubern /Blabla-Zeug - Unnötig!!!! Mehr auf Wirtschaft ... Wo sind eigentlich die guten alten Esel? XD Das wäre eher das alte siedlern ;)
No active pause. Like, wtf? People keep asking about this feature since 2023. Devs just ignore. Too bad I launched the game first time after more than 2 weeks and can't refund it now, it's all this game deserves for such "strategic" approach.
I understand where the negative reviews are coming from. Settlers 3 Were the best in my opinion, most of what made the game great is not present here, so it is a missed opportunity to resurrect something magnificent. That being said - PoP is a great game in its own right. The challenge is in planning the supply for your expansion, ensuring proper infrastructure. The music is nice and soothing, the pace very comfortable so you don't need the active pause. It's supposed to be a laid-back experience guys. For me - certainly best when I'm stoned ;)
I buy a few games, but most just bore me after a few hours. So far, I'm not bored with Pioneers of Patagonia after 34 hours and several maps, and I am looking forward to what comes next. That's saying a lot.
меня трисет от того какой же сюжетный режим крутой 1000/10 самое лучшее что со мной случалось
mi figue mi raisin on a trop vite accès à l'ensemble des constructions, ce qui casse la difficulté et le challenge, et on tourne vite en rond malheureusement pas mal d'améliorations sont à prévoir pour atteindre la folie de the settlers de l'époque
After spending around 21 hours with Pioneers of Pagonia, I found a game that is fun at its core but heavily weighed down by overwhelming systems, dense presentation, and some technical issues. -------------------------------------------------------------------------- 👍Pros: -Enjoyable core gameplay loop Despite the complexity, the actual city-building and management gameplay is fun once you get into it. -Strong campaign experience (at least initially) I had a good time overall and even completed the campaign in ~21 hours -Objectives feel varied enough Even though they share a similar structure, they don’t feel overly repetitive during play. -Appeals to Settlers-style fans The game scratches that classic Settlers itch and can be appealing for long-time fans of the genre. -Replay potential via scenarios The scenario mode provides additional replayability and helps extend the game’s longevity after finishing the campaign. -------------------------------------------------------------------------- 👎Cons: -Steep learning curve / overwhelming onboarding Especially from mission 2 onward, the game throws too many buildings, systems, and objectives at the player without enough guidance. -Information overload leading to fatigue The amount of systems and explanations can become mentally exhausting and even physically unpleasant. -Unclear building functions early on It’s not always obvious what each building does or how it ties into objectives. -Excessive dialogue / story presentation The narrative is very text-heavy, feeling like a “book,” and skipping it doesn’t seem to impact understanding much. -Overstimulating notifications and events Constant pop-ups (e.g., boar attacks) can make gameplay feel chaotic rather than engaging. -Performance issues despite strong PC Some crashes and FPS drops occurred even on high-end hardware. -Not worth full price Recommendation is to wait for a sale, even for fans of the genre. -Drop-off after campaign completion While enjoyable, it doesn’t seem like a long-term “always come back” game after finishing main content. -------------------------------------------------------------------------- Even though I pointed out quite a few negatives, I still had a good time with it overall and don’t regret picking it up.
Das Spiel überzeugt durch seine Atmosphäre und gute Grundideen, besonders mochte ich die Liebe zum Detail. Die Häuser sind wunderbar gestaltet und es macht Spaß währen dem Spielen heranzuzoomen und sie sich genauer anzuschauen. Dennoch gibt es einige Punkte, die den Spielfluss und die Motivation beeinträchtigen. • Verschönerungsobjekte haben aktuell keinen spielerischen Nutzen. Da sie viel Platz einnehmen, fehlt der Anreiz, sie zu bauen. Boni oder positive Effekte für umliegende Gebäude (z. B. Produktivität oder Zufriedenheit) würden ihnen mehr Sinn geben. • Die Textmenge, besonders im späteren Verlauf, ist sehr hoch und enthält viele Wiederholungen. Das wirkt ermüdend und führt dazu, dass man die Story eher überspringt. Kürzere und präzisere Texte wären deutlich motivierender. • Die Kampagnen, vor allem die späteren Missionen, ziehen sich stark. Aufgaben werden häufig erst nach und nach freigeschaltet, wodurch lange Wartezeiten entstehen, in denen man nur auf die Fertigstellung einzelner Gebäude wartet. Mehr parallele Ziele oder ein besseres Pacing wären hier super. • Suchorte, z. B. für Schatzsucher, sind oft schwer oder gar nicht zu erkennen. Diese sollten auf der Karte klarer markiert sein oder zumindest eindeutig in der Aufgabenbeschreibung genannt werden. • Die Kampagne „Ein Heulen im Wald“ empfand ich als besonders anstrengend. Die Map wirkt sehr fordernd und steht im Kontrast zu einem sonst eher entspannten Spielerlebnis. Für ein ruhiges Aufbauspiel ist der wenige Platz und die Mapstruktur eher hinderlich. • (Ein Pausebutton wäre super, eventuell habe ich ihn aber auch nicht gefunden. Es wäre angenehm, Aktionen planen zu können, ohne dass das Spiel weiterläuft.) Ich finde insgesamt hat Pioneers of Pagonia viel Potenzial, das durch gezielte Verbesserungen an diesen Stellen noch besser zur Geltung kommen könnte. Besonders erstgenannter Punkt würde mehr anreize auch für benutzerdefinierte Spiele bieten.
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.