
Take part in healing after the Great Calamity. Tend your farm, complete quests for the villagers, and explore dungeons filled with challenge and treasure in this cozy, solo-developed farming sim. Build a new life in a recovering world with your fluffy Spellbook Companion.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 24 → 0.14/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.
About

I'm the solo developer of Seeds of Calamity. I grew up playing Nintendo games and later fell in love with farming sims. I wanted to make the kind of game I'd love to play myself, blending cozy farming sim gameplay with dungeon crawling and turn-based combat. I hope it's something you'll enjoy!
In a quiet wayside village you’d pass by in a classic JRPG – you and your fluffy Spellbook Companion tend your farm, help the community, and explore dungeons filled with challenge and treasure.

Twenty years after the Great Calamity, the land is finally recovering. As a young adventurer, you’ll leave the bustling capital to settle in a quiet village on the frontier. Here, you’ll build a cozy farm, help your neighbors, and uncover the small joys of life in a world healing from its past.
Tend crops, raise animals, and craft tools to grow your farm through the seasons! Help rebuild by sending resources to the capital and supporting your community. Celebrate the post-Calamity world with festivals, from harvest feasts to moonlit gatherings.

Beyond the village, dungeons filled with enemies, bosses, and valuable resources become a key part of your journey. Turn-based combat feeds directly into your progression, unlocking new upgrades, systems, and ways to develop your farm.

The Spellbook Companion is your constant ally, guiding you through your journey. This magical friend helps you uncover hidden treasures, catalog recipes and quests, and even casts spells in battle. It’s more than a companion – it’s an essential part of your adventure.

Seeds of Calamity is designed with inclusivity in mind, featuring extensive accessibility options. Adjust controls, length of day, colors, difficulty, visuals, and more to ensure the game feels right for you.
Step into a world rebuilding from its past, one crop, friendship, and adventure at a time!
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 | $14.99 | 360reviews | 81% | — | $167.7K |
| $8.99−40% | 4ratings | 80% | — | 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.
Engagement
Reviews
Themes across 57 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR; The "Finished Game" Feels like an Early Access Game Simply Due to The Quality of The Product. This is one of the only reviews I have ever written. I must say that I am throughly dissapointed. Lets start with the good: - The pixel art of the world looks great! Buildings, Rivers, and Crops look amazing. - Many QoL features such as adjusting day length, day pause if you don't move from bed, character speed is not reduced when running out of stamina, e.t.c. - Fishing mini game is nice. Unique in how simply and interactive it is. - The dungeon and quest board features are my favourite and are what I think make the game stand on the most!!! - I really did enjoy the UI for the leveling, quest book, map, e.t.c. As for the bad: - Pixel art is sore on the eyes in regards to the in game portraits as well as for characters in the world. - Very much a "Stardew Clone" as much as it tries to not. The "community center" or rather Temple has the same bundles as stardew, the Musuem System is very limited - Day Cycle is brutal as it teleports everyone to the tavern as soon as it hits evening, barring you from any shops or the dungeon (Key Components of the Game) - The time UI is poorly done making it difficult to tell exactly what time it is or how fast time passes, unlike a standard analog clock. - Even the Dungeon is lacklucker, a major selling point for the game, as it only has 3 floors and the variety within is very limited. Essentially you have the exact same gameplay loop as the optimal path is very easy and quick to figure out. Overall I beleive that this game has a good amount of potential but just feels undercooked unfortuantly. Would not recommend as the time of review.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, German
Hours played at review time, across 57 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Charming, but plenty of issues.[/h1] it's a Stardew Valley clone. You farm, venture into the mines, fish, cook and fulfil requests from villagers and from a mysterious force of nature. But it has a LOT of issues. Overall balancing is really weird. Some starter crops give you such a small profit it's not worth it. A single gem (a common drop) from the mines out-perform a 3*3 patch. Then later, when you don't need it, crops are worth 4 times their investment (seed) price. After finishing the first year with 99% of everything done I just slept through the year to get a a Winter-only quest you can get at earliest Winter, year 2. I wanted to 100% achievements and had an ok time doing so. Don't let my 122 hours play time fool you. Game was idling for most of that time. Every week, there are 3 items that are worth 30% extra to sell. This was mostly useless except maybe the first week. Many items were processed items like pickles and wine. Which takes 2 weeks to process. So by the time they were done, extra price was already gone. Or the commisions were worth so little that you would just make more coin doing almost literally anything else. I liked the fishing mini-game. Way faster than other games of its kind. And having different rarity pools to fish from helped to target certain fish for completion. This was a little punishing as well as you could be really unlucky and not get a pool of a certain rarity on a day with specific weather for a fish to spawn. Time management was weird as well. You could only go into the mines once per day. Time was frozen while inside (except buffs still ticked down (but you could just overcome this by saving > exit to menu > resume, which would keep the buff but remove count down)). When done in the mines, it would always be night time when you exited. Reading books used the same principle but you would always read until a specific time. Sunrise/day/evening/night. Meaning if you started reading just when day started you would read the entire day, until evening. If you started a second before evening started, you would still read until evening started, and thus not "waste" time. Just stange game play choices. Controls were messy. Hard to target chests you wanted to open and processing machines you wanted to get loot from. 100% this game without save scumming would be a nightmare. Some artifacts were only available during certain seasons. Artifacts spots randomly, maybe 1/8 that a "map section" had a spot, then you would still roll against the entire available pool of artifacts to maybe get the one you wanted. I'd scum a screen until I got a spot, then scum the artifact until I got what I wanted. Some of them took maybe 30-40 tries. Let's say 1/33 to get it, multiply by 1/8 to get a spot, that's 1/264 to get an artifact you needed. 28 days per season and 6(?) maps to get a spot. That's roughly a 50% chance to get an artifact per season. And there are multiple! And you want double that that both donate to museum and sell for journal completion (journal is not required for achievements, just something I wanted to do)
I was really excited to try out this game, and was disappointed. There's certain aspects I like about it, like some controls and stuff, but overall the game feels lifeless. There's only like 5 villagers, one mine/dungeon, and a couple crops each season. I do like the fishing mechanic a lot better than Stardew though. Unfortunately though, I still can not recommend this game even after it's big 1.0 update :( I'm hoping the game continues to improve so my money wasn't wasted, but don't get your hopes up too big for this game :(.
Far, far too many bugs still not fixed, and a system that is very rough around the edges to be offered at this price. I enjoy these kinds of games, as I like to focus, but unfortunately, this game is not one I can continue.
When playing with a controller, the game constantly switches between mouse and keyboard input and back to the controller, causing brief stutters. There are no issues with the same controller in any other game. Also, works fine on Steam Deck, but on desktop - not so much.
The idea behind the game is not bad I just feel like there should be waaay more levels in the dungeon and it should be waaaay more difficult. After just the first spring season I already beat the final boss in the dungeon, I have some of my tools upgraded to the maximum, my inventory is maximum and I think I discovered all of the map (which was pretty small to begin with). Some things other story related things are still not unlocked but I think that's because they are set to unlock in later seasons. Also already during these 28 firsts spring days the game is extremely repetitive. I'd say from day 15 on all I did was going to the dungeons and sell everything I get in there to get the money to upgrade the tools. Maybe it didn't help that I set the speed of the day to 2x even though the time anyway stands still in the dungeon and when you leave it's evening so it probably didn't have that much of an impact. Also I agree with the other people in the comments that farming is not necessarry at all because the dungeon items give way more money compared to the items you're able to sell in the beginning from your crops. I did really like the asthetics of the game and that you can choose an animal that follows you around, that is very cute ^^ I also really liked that the fighting system in the dungeon is turn-based. The way the dungeon is built (that you can only exit at certain points) is also a good idea. I think the game really has a lot of potential but at it's current stage I unfortunately cannot recommend it.
Game crashed after around 17 hours of playtime, and deleted the entire save file.
Alright, well... I tried and I can't take it anymore. I even turned on a show to help me and I ended up watching the show instead. This is literally a game that's devoid of soul. A soul that's been shattered due to the need to please everyone... Amongst other things. So pick your "are you fat or not?" body type and let's get this over with. Giving credit where credit is due: Cute game. Relaxing atmosphere. Different types of crops that aren't standard. Dungeon combat. Fishing was enjoyable and the Spellbook companion. Everything else though... -> The slow movement. YES, you can increase it later... But for now you'll be slower than a zombie at this rate and this adds to the already growing boredom. -> Only 3 quest slots. Cool. I keep getting "Can't get another quest until you finish another one"... Okay then. -> There ain't no point talking to the villagers. Like at all. Unless it's for a quest. There is no gifting... No romance and nothing to make your heart flutter from that "special someone"... Making it dull and pointless. I mean... Other people pointed the other stuff out, so those are my "mini nitpicks". Except for social interactions. Guess this is a good way to say "people are boring, go farm instead". Now the rest: -> The story. The war/aftermath? I grew up with two generations of family that've lived through wars. Real wars. Do you know the most important thing, apart from food (which negates your "fat or not" body type btw) after war? Birthrates. Replacing the population. There were MASS LOSSES, right? So you need to REPOPULATE! What does this game do? There are no kids. Women are plentiful, in positions of power (because of course!) and they are more into one another than the village men. There are what... 4 guys in the village? One is an old hermit, one is married, and two... At this point the game will probably tell us that they are "hot for one another". Therefore, the conclusion to this village: [b]FAILURE[/b] Grow all the crops you want. Fish all you want. No kids? No healthy relationships? You are freaking DONE! And what about your MC/Main Character? Well... She is an "IT". EVERYONE refers to you as AN "IT". Therefore I have concluded: Your character is an alien/supernatural from another dimension that wears a human skinsuit. Alrighty then. What else? Hmm... You know... I was kind of so bored I started to think about the title of the game. "Seeds of Calamity". You are the farmer right? So you are the one sowing these seeds... Therefore... It actually makes sense. You are literally harbinger/bringer of this "doom". You are SOWING the DESTRUCTION. In that case -> There goes credit to the title. It could've been a good, cute game. It could've. But deep down, one always knows what they've done wrong. Whether they wish to acknowledge this fact or not... That's up to the individual. Yep.
What You Get: Seeds of Calamity has everything you expect for a cozy farm sim: crops, animals, fishing, crafting and a few more activities that have started to become standard in the genre, like bundles, a museum, and bug catching. In addition, it has turn-based combat dungeon delving which makes it stand out a little among other entries. Things I loved: The fishing game is more engaging than you think at first, with lures making a difference on what kind of fish you catch or the way you play the minigame. I appreciate it's more than just clicking on water and waiting. I also adore the bookshelf: you can find books that give you experience or treasure maps and it's a much better way to spend a day you have downtime rather than just sleeping through it like you might in other games. One more callout I adore is the villagers are super responsive to your overall progress. Although there's only a few villagers, I felt a lot more connected to them because they were so invested in my activities! Things I Missed: I'm always a sucker for romance, so the lack of a marriage system is always a bummer to me (but I also know how much work they take and respect the dev's choice to skip this for more gameplay and more immersive dialogue). Progress is also a little slow for my tastes, but this is made up for by accessibility options that let me change my preferred rate of play, so it's a nitpick at best. It feels worth the price point (and more so if you catch it on sale). I fully intend to spend more time in completing my farm. While it might not be a game I come back to over and over again, it's a nice, unique entry in a busy genre and it was a smooth experience with no bugs or glitches: a really big feat for a solo dev!
This is an adorably cute farming sim. There's mining, fishing, a little dungeon, bug collecting. A little bit of everything. The one thing to understand is that it's small: A small map, a small selection of crops/farm animals, a small dungeon, a small cast. But, somehow, it feels just right if you want to play a cute cozy game without feeling overwhelmed. If you go in with the expectation it'll be just like stardew in its current state, you'll be disappointed. The art style is cute, the mechanics are fun. Doing your day to day tasks feels rewarding. Leveling up gives you bonuses in various skills. The solo dev is active and responsive and is open to feedback and suggestions. There are a few cons: The two chests that connect to the workbench are limited in space. You can upgrade them, but you'll still quickly run out of space even fully upgraded. The chest you place things to sell overnight has finite room and you'll often find yourself with more things to sell than space to put things and you cannot sell directly in stores. The in-game clock is graphics only (a bar with a slider than slowly increments) so you can only guess when the time switches to each phase of day. But, these complaints are minor and might be improved in the future. Given time, I hope that Jenny (the solo dev) will continue to update and improve this game. It's worth it.
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