Farthest Frontier on Steam - User reviews, Price & Information

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Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world. Harvest raw materials, hunt, fish and farm to survive. Produce crafted items to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats.

Farthest Frontier is a early access, historical and agriculture game developed and published by Crate Entertainment.
Released on October 23rd 2025 is available only on Windows in 15 languages: English, French, Italian, German, Spanish - Spain, Czech, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Swedish, Traditional Chinese, Japanese and Ukrainian.

It has received 19,504 reviews of which 16,780 were positive and 2,724 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 33.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Farthest Frontier into these genres:

Media & Screenshots

Get an in-depth look at Farthest Frontier through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or later (64bit versions only)
  • Processor: Processor: Intel Core i5 3470 @ 3.2 GHz | AMD FX 8120 @ 3.9 GHz
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 780 | AMD R9 290, with 3 GB VRAM or better
  • DirectX: Version 11
  • Storage: 11 GB available space
  • Sound Card: DirectX-compatible using the latest drivers

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2025
It’s an okay city-builder, but it really doesn’t feel like a finished product. Steam "really" need an "okay" than just yes and no. That’s the main reason is there is a lot of negatives, not because it’s bad, but because there are better and more complete options available right now. Most of the issues could be fixed later, but at release, it’s rough. A lot of basic features are still missing or inconsistent. Windowed mode and “play in background” don’t work properly and sometimes just disappear from the settings menu, in a game with a lot of idle waiting, that matters. There are also no resolution settings at all, which feels bizarre in 2025. The recent tech/upgrade rework also didn’t improve much. Most research choices fall into one of three categories: * Pick the obvious gathering/crafting upgrade * Avoid the pointless upgrade * Unlock the next building that really should just have been tied to the Town Hall upgrade There’s no real specialization, the system mostly just slows you down. Some buildings feel like they are in the wrong tier entirely. The Healer’s Hut, for example, should be a basic early-game building (we’re talking herbal medicine here), but it’s stuck in a tier that makes early game unnecessarily punishing. On higher difficulty, one random wolf far away from its den can mean a villager bleeds out, because the healer is locked behind too many steps, no one can do anything. The pacing is also strange. The game starts fast, then collapses into a very slow phase where gold income is weak, most buildings cost 100+ gold, and you basically wait. (Yes, you can bypass the gold problem by placing the smallest possible field just to unlock the Apiary and print honey → gold, but that feels like exploiting the design, not playing it. And you still not big enough village to make an decent production line) Then when the production line is up and the children finaly grow up, you suddenly swim in gold and villagers, and the entire pace flips into a rush toward endgame. A lot of time feels like AFK idle, followed by instant acceleration from T2 and straight to T4. Combat is also undercooked. You’re suggested to build walls early on, but they’re too expensive for that stage, so it’s more efficient to just rally the entire population and swarm attackers. There’s also no cheap early melee weapon like a wooden spear , you get bows early, but units still prefer melee unless they archer/hunter (you can "game this" by having a lot of hunter hunts that you fill up during an raid to get cheap non-gold archers). Metal production also comes in late in T2, which makes early defense feel clumsy and inconsistent. An "milita with spear" from the townhall where they just grab an stick would help a lot. On harder map settings, the “challenge” often becomes staring at the trade screen more, especially when important resources like clay are missing and you end up trading honey for clay for half the game to you get out of the early production and decent production lines. Overall: If you push through the rough parts, it can be a decent city-builder. The atmosphere is good, the core loop is satisfying enough, and there’s potential here. But it is absolutely not finished, not well-balanced, and not well-tuned for pacing or play flow. If you’re okay with that, you may still enjoy it. If you want a polished city-builder right now, there are better choices.
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Oct. 2025
Best-in-class city sim management game. I'm city game obsessive, from the days of Sim City 2000 to Cities Skylines and Manor Lords, I try them all and stick with the best ones. Farthest Frontier brings the goods. It's highly engaging, challenges you with raiders and wildlife as you develop your new city. The customization is excellent, from screen resolutions to UI scaling and optimization sliders to help the game perform best on your system. I LOVE UI scaling because it allows you to play on a TV from a few feet away. The game runs pretty smoothly at 5x speed on an RTX 4080 Super at 1080p, but definitely gets bogged down once you reach ~500 people or are on a large map with a few hundred citizens. I tend to play new cities rather than enduring at Tier IV so this hasn't been a huge problem, but it's worth noting. I also wish the game had a 12x speed like Manor Lords because I prefer to speed build cities and try different scenarios to see what works best and even at 5x, progress can be a little slow at times. Raiders are my favorite part of this game. They scale up based on the size of your city, starting with 4-6 raiders causing trouble up to 100+ raiders with barricade busting forces laying waste to homes, markets and storage areas. I have played with raiders and wildlife set to maximum aggression because it keeps the game interesting between build outs. The looming threats force you to be mindful of city size and grid development, ensuring optimal routes are the focus of the game to avoid losing villagers. In early access, the game was easier to play as a beginner because the upgrade tree was based on the base command center level (e.g., unlock specific buildings at Tier II, Tier III etc.) Shortly before launch, they added a tech tree which is massive and not super well organized. The UI scaling also doesn't seem to apply to the tech tree so you need to play at a lower resolution (1080p) on a 4K display in order to see what the different options are without squinting (again, from a few feet away.) I appreicate Manor Lords for their grouping of tech tree components. That all said, I have adapted to the tech tree and they have done a nice job of making it a choose-your-adventure style gameplay by allowing you to put knowledge points into what matters most to you, like mining over defenses. Once you have ~40 points in the tech tree, it becomes considerably harder to earn knowledge so you have to choose carefully because overinvesting in other areas can lead to a less fulfilling end game because knowledge point development speed ups were not prioritized early enough. Improvements could be made to the way resources are populated on the map. If you choose a Medium size map, the resources are all much closer together and then quite spread out if you choose a Large map. It would be better (IMO) to keep the resource density of the Medium maps and just increase the amount of resources on the Large map. You have to travel great distances and it can take forever even on cobble road so it makes the Large map less enjoyable as a whole when resources are few and far between. Additionally, the game REQUIRES clay to develop the school, healer's house and other key game achievements to keep progressing. Unfortunately, there is no guarantee that clay will be on the map, so it forces you to add a Trading Post sooner in order to develop those buildings. I suspect this is due to some older decisions, when a Tier II Command Center made mining for clay and sand available. This is no longer default, and you have to unlock mining in the tech tree, even if you get the Tier II Command Center. This hiccup causes pain in the early development of your city and I can appreciate that clay may not appear on every map, but sand does and if one does, why not the other? Especially since you don't actually NEED sand to develop infrastructure in the same way that you do clay. There are some UI issues that I experienced at 1920 x 1080, namely the confirmation screen (e.g., Do you want to delete this?) is off-screen and impossible to bring back into the game window. There was also some initial confusion around how to manage policies. I can access them by using the 'J' hotkey but outside of that, how do I access policies? It was very confusing until I figured out the right key to press and I don't see an on-screen element to click that brings up the policies screen. In conclusion, I think you have to be someone who enjoys challenges if you want to excel at this game and I am, so I do. :) There is a "Pacifist Mode" that removes raiders and it took away the most enjoyable change agent in the game so I don't use it, but it may be of interest to others. You still have to survive so it's not exactly a sandbox free-for-all if you choose that mode. I also want to commend the developers on an incredible feat. I have played Banished, Manor Lords, Town to City, Foundation, Cities Skylines I & II, all the Sim Cities, Two Point Hospital, Tropico etc. This game is the best out of all of them, by far. Farthest Frontier lets you get into the nitty gritty and manage hundreds of citizens at scale. It is glorious and pretty well balanced. I wish there were more decoration options, but you can build a nice city/base with the handful of existing options. Highly recommended, it's the best city builder of 2025, hands down.
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Oct. 2025
The list of settler/Anno-like games has grown really REALLY long in the past decade, and I have been disappointed more times than I can count, with each of them being just as boring and unfulfilling as the last. I almost cant believe it, but this one is actually good.. like.. really good. The economic simulation is fully phyiscalized and works at a huge scale. No teleporting goods or people. Everything is tracked and flows seamlessly. When your hunter kills a deer, they go and actually pick that deer up and bring it home in their inventory. They then turn the deer into meat, hides, and tallow, and each unit is then physically represented as its carried off to the smokehouse or storage. The smoked meat is then picked up by the grocers and sold throughout the city. The meat eventually ends up in the inventories of various households throughout the town and when people go to work in the morning they will pick up the smoked meat and carry it around in their inventory until they are hungry and eat it. This all happens in the context of a city with hundreds of people juggling dozens and dozens of goods and materials. All this is happening under the hood, and it never lags or breaks. If you like city builders or econ sims, this is the one to get.
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Sept. 2025
I've been playing this game... for a while. Ive enjoyed the updates and am so pleased that the developers actually listened to the players. Highly recommend if you are looking for a game that you can sink hours into without having a panic attack.
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Aug. 2025
I rarely, if ever write reviews, but here goes. This game is still in early access so take what I post with a grain of salt. To start, the game in it's current form, as of August of 2025, is a solid game in concept and it plays fairly smoothly. Pros: 1. It saves automatically quite often. I cannot express to you how absolutely useful and user friendly this is for gamers. Many games that should have auto save capability do not have it, and it's always a big reason why players lose interest once that first big mistake happens and they then lose hours, or sometimes an entire play through. 2. Buildings in this game can be moved instead of having to tear them down and reconstruct them. Many city builders seem to think that it is in the best interest of the game play to force players to lose resources AND time in tearing buildings down, only to then make them use more to build new ones. This is especially aggravating when it comes to upgraded buildings that require fully upgrading them over again. In FF, there is no such issue, you simply move the building to the desired location and it automatically repopulates and begins working as intended. 3. Most of the upgrading system for buildings is in a good place balance wise. There are a few notable black marks, but otherwise, the meat and potatoes of the game works well and each building upgrade seems to fit the need of the designed age or era in game play. 4. FF has multiple different map types and customizable difficulty levels that it allows you to control. The options to change your challenge levels are very in depth and provide massive replayability. 5. Upgraded buildings allow for automated resource gather for some of the most basic resources in the game once you have made it midway through a play through. This frees up time to focus on a larger city and not become overloaded. Many games do not handle this aspect well and become a slog by forcing players to endlessly pause the game just to continuously micro-manage even the most basic resources. Cons: 1. Micro-management can become tedious at times, especially late game when your city becomes very large. Most city builders suffer from this so it is not a big surprise, and FF handles it fairly well, but it still becomes tedious nonetheless at city populations at or over 500. 2. Food resources are inconsistent in their use by villagers. The marketplace is supposed to supply dwellings with food, medicine, and basics like firewood and water. Unfortunately, I find that even with a fully upgraded marketplace and all villagers occupying it, they still cannot keep up with just 25 or so dwellings. I have witnessed behaviors where workers will take resources from one house, to another house, then back again, doing nothing but wasting time. 3. Useless tasks added by developer. About 6 months ago, the developer, for some unknown reason decided to make workers go do things like "laundry", "sorting", and "cooking".... these actions might seem to make sense from a realism standpoint, but they only serve to take workers away from their appointed tasks. An example I recently encountered was a forager going to harvest berries, who picked about 10 berries, and abruptly dropped them to go do laundry. Then, when finished, they went to get more berries, and stopped halfway from the berries, then walked all the way back to their hut to cook. This cost over 2 months of in game time for that one worker, which represents about 25% of their entire available gathering period. All for nothing. This was not needed, and never should have been added to the game, as well as NO ONE asked for it. 4. Forager huts need to be fixed. Foragers were initially fairly useful, then were programmed to be so productive when upgraded that it made farming nearly useless. Then when they were patched to rebalance them, they were nerfed so badly that there is never a reason to have any more than 1 or 2 forager huts and NEVER to upgrade them at all. Upgraded forager huts need to be able to move any plant into their garden while simultaneously STILL being able to gather out from the wilderness. Currently, forager huts are unusable. 5. Terrain management needs to be upgraded so that we are not reliant on getting lucky just to find a plateau to place our town center on. If we can level terrain, then there is no reason we cannot raise or lower terrain. The current system requires hours of tedious point by point manipulation of terrain in order to get the desired result. Overall, I DO recommend this game, however, I would say that it has a long way to go and the developers need to stop adding things into the game that drag villagers away from designated tasks. Realism is one thing, but functionality in games like this is far more important.
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Frequently Asked Questions

Farthest Frontier is currently priced at 33.99€ on Steam.

Farthest Frontier is currently not on sale. You can purchase it for 33.99€ on Steam.

Farthest Frontier received 16,780 positive votes out of a total of 19,504 achieving a rating of 8.42.
😎

Farthest Frontier was developed and published by Crate Entertainment.

Farthest Frontier is playable and fully supported on Windows.

Farthest Frontier is not playable on MacOS.

Farthest Frontier is not playable on Linux.

Farthest Frontier is a single-player game.

Farthest Frontier does not currently offer any DLC.

Farthest Frontier is fully integrated with Steam Workshop. Visit Steam Workshop.

Farthest Frontier does not support Steam Remote Play.

Farthest Frontier is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Farthest Frontier.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 28 January 2026 03:24
SteamSpy data 26 January 2026 20:56
Steam price 28 January 2026 20:51
Steam reviews 28 January 2026 13:51

If you'd like to dive deeper into the details about Farthest Frontier, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Farthest Frontier
  • SteamCharts - Analysis of Farthest Frontier concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Farthest Frontier compatibility
Farthest Frontier
Rating
8.4
16,780
2,724
Game modes
Features
Online players
1,322
Developer
Crate Entertainment
Publisher
Crate Entertainment
Release 23 Oct 2025
Platforms
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