
The Wandering Village is a city-building simulation game on the back of a giant, wandering creature. Build your settlement and form a symbiotic relationship with the colossus. Will you survive together in this hostile, yet beautiful post-apocalyptic world, contaminated by poisonous plants?
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.
Reviews, worldwide (the counter carries no country): 2.29/day in the week to Aug 28 → 4.14/day in the week after.
About
In a world where mysterious plants are spreading all over the earth, emitting toxic spores as they grow, a small group of survivors seeks shelter on the back of a giant, wandering creature they call 'Onbu'.
Become their leader, build their settlement and form a symbiotic relationship with Onbu to survive together in this hostile, yet beautiful post-apocalyptic world.
A functioning village is the basis of your survival. Build your settlement and expand it over Onbu’s back. Plan production chains and optimise them to utilise the limited space as efficiently as possible. Create a society that can overcome any challenge.
Living on the back of another organism comes with its own set of challenges. Will you live in symbiosis, bond with Onbu and survive on mutual trust? Or will you become a parasite, only aiming to ensure a better life for your villagers? The choice is yours.
Continuously adapt your village as you travel through a multitude of different biomes, each with its unique climate zones, opportunities and threats. Scout your environments and send out foraging missions to gather rare resources and ancient artefacts.
Remnants of the old world hold knowledge that has long been forgotten, but can be unearthed by your villagers. Find and research these technologies, but use them wisely, as progress can be a double-edged sword.
Ensure the survival of both your villagers and your Onbu, even though poisonous spores, merciless weather, bloodsucking parasites and many more challenges mean that the odds are often stacked against you.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Nintendo 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 898 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Je ne joue pas souvent aux jeux de gestion / city builder, et j'ai beaucoup apprécié celui-ci. Déjà, une inspiration direct de Nausicaa qui me fait plaisir étant l'un de mes films d'animation préféré, et en plus une idée vraiment cool : vivre sur le dos d'une créature géante, ce qui engendre le besoin de prendre soin d'elle, et d'évoluer selon son caractère, qui parfois écoutera nos décisions, et parfois non. Le mode histoire était vraiment cool, franchement je n'ai rien à redire à ce jeu, j'ai apprécier de bout en bout, c'est assez addictif.
Have a good month! So the game is fine, the achievements are kinda ridiculous, but the overall experience was fun. It's about 30h long if you wanna build a cool semi-automated village. Unfortunately, you can't fully automate it, you still have to make the same decisions time and time again, which get kinda old later on. I got it on a sale, and I felt it respected my money. Also props for wholesome ending lol. I played it on the medium difficulty (the one before the hard one, I don't remember the name), and it didn't feel challenging, but I'm not sure if I'd want the challenge in this game. It felt more like it was meant to be chill. Anyway, I recommend it, for 15$ it's fun, but tbh, for 30$ (full price) it's kinda pushing it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
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| $9.6M | 26.3K | 92% | $19.96 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $4.3M | 4.2K | 76% | $20.79 | |
| $4.1M | 4.6K | 81% | $24.99 | |
| $24.7K | 42 | 95% | $15.99 | |
| $56.9M | 38.6K | 96% | $34.99 | |
| $702.7K | 2.3K | 94% | $9.99 |
Reviews, worldwide (the counter carries no country): 149.2/day in the week to Jul 16 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Arabic +2 more
| $29.99 |
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| 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 906 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very good relaxing game. the change of environment keeps the game fun since need to react to changes ahead of time. if it was not for this, gave would become boring fast.
J'ai adoré ! Le jeu a une direction artistique bien ficelée et un système de gestion qui m'a gardé en haleine jusqu'au bout. Mais ce qui compte le plus pour moi, c'est aussi un récit démontrant que l'harmonie avec un écosystème est non seulement possible, mais aussi souhaitable : un message essentiel pour notre époque.
Engaging city building with some unique elements. Not a lot of endgame though.
amazingly chaotic!
It's basically like living on a minecraft sniffer but petting him is a built in mechanic
다 좋음. 원래 이런 게임들 좀 하는 편이라 원트에 스토리 싹다 밀고 스토리 상으로 강제되는 빌드들 때문에 오히려 바로 어려움 도전해서 난이도 단계별로 다 뚫고 25개 모디파이어 다 집어넣고 행복도 최대 될 때까지 즐겼는데, 여기까지 170시간 정도 걸림. 다만 좀 아쉬웠던 것은 25개 모디파이어 다 집어넣고 100일 이상 생존하는 거 이런 거 엄청 도전적인 건데, 업적이 없더라.... 몇 명이나 이렇게 깼는지 보고 싶었는데.... 그거 하나 빼고는 게임의 전적인 분위기, 신경써야되는 요소들 등이 좀 짜증나는 것들이 있긴 했으나, 전형적으로 관리하는 맛이 쏠쏠한 게임이었음. 온부의 질병이나 이런 걸 좀 다양하게 만들고 사람들이 먹는 음식의 종류는 차라리 좀 줄이거나, 아니면 다양하게 먹을 수 있도록 시스템이 더 갖춰졌으면 다양한 음식을 유지하는 시스템이 좀 더 재미있지 않았을까 싶음. 아니면 아예 빼던가, 이거 좀 짜증나더라. 온부는 기생충 이런 것들이 좀 다양하게 있긴 한데, 중독도랑 배고픔만 결국에는 관리대상이라는 게 좀 아쉬웠고 기생충은 사실 무시해도 되는 경우가 많은데, 이건 짜증나게 난이도를 올릴 게 아니라, 해결하게 되면 더 좋은 점들이 있었다면 어땠을까 싶음. 크리티컬한 어려움을 주는 요소들은 이만하면 됐고, 난이도가 좀 낮은 어려움을 다양하게 늘려주고, 감수하고 가는 게 아니라 깼을 때는 온부 신뢰도를 올려준다던지, 온부가 기쁜 마음으로 똥을 많이 싸준다던지 이런 거 있으면 좋을 듯. 온부 기분 좋으면 수확량이 늘어난다던가, 좋은 페로몬을 뿌려 사람들 기분 좋아진다거나 이런 거 있었으면 더 좋았을 거 같은데 아쉬움
this game is dangerous. it will eat your time. because it is that good.
Zacznę od podsumowania; gra się rozwija i jest na jej wczesnym etapie, to widać. Jednak skoro twórcy wolą się skupić na rozwoju płatnego DLC, [b]zamiast doprowadzić podstawową wersję gry do przyjemnego doświadczenia[/b], to tę postawę oceniam negatywnie. [h2]Rozwinięcie[/h2] Gra jest oryginalna w założeniach i [b]mogłaby[/b] to być świetna spokojna gra w zarządzanie, ale ma sporo niedociągnieć, które end-game (który osiąga się po 8-10 godzinach) potęguje. Brakuje między innymi paru funkcji "quality of life" jak globalne zestawienie produkcji (jaki surowiec jest produkowany i zużywany; w jakiej ilości) czy ujemne priorytety. Część funkcji ma niejednolite działanie (np. pewną akcję musimy wywołać bezpośrednio klikając w punkt, a nie narzędziem; w tym drugim przypadku po prostu nic się nie stanie). Niektóre mechaniki nie są tłumaczone na żadnym etapie, tylko trzeba ich się domyslić, lub przeczytać głęboko zakopane we wbudowanej "pomocy", która to [b]nie ma wspisów dla wszystkich przedmiotów i budynków[/b]. Niektóre wydarzenia, jak [spoiler]zaspokajanie potrzeb kultu[/spoiler], ma efekt natychmiastowy i nie ma mozliwości się do niego przygotować, tylko jesteśmy zmuszeni do natychmiastowej rekacji, która nie zawsze jest po prostu możliwa.
Selling now
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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
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