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Farthest Frontier on Steam

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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 on Windows, Steam Deck and Steam Machine.

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 18.98€ on K4G.


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.

163 hours played
June 2026
For years this has been my go to city builder. I play other city builders but I always come back to Farthest Frontier. To me it's a successor to Banished in spirit but it goes so much further and deeper. You can chill and build a cozy village in peace or you can challenge yourself in terms of making survival harder. Wildlife, diseases or even build a small army to stand up to the threat of roaming raiders and bandits. It's all there in the customization before you start a new game. There are 5 different biomes with varying terrain and resources. Map generation layout itself is largely randomized. But even this is customizeable to some extent. Check out https://farthestfrontier.wiki/wiki/World_Generation for more information. Many people have already experimented with seed generation and found good maps so a simple Google search will net you quick results. As a reward for reading my poor review of this amazing game I'll share a seed I like and play at the time of writing; 738C23264D8 Good luck!
16 hours played
May 2026
Edit for 2026 and because how stupid reviews are shown first tend to be most upvotes. A lot of the complaints are fixed and improved on. --- 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.
30 hours played
April 2026
Its a great fantasy city builder, and probably one of the best I've seen out there. Visually the game looks great and the trading system feel engaging through the whole gameplay. Its a rare survival city builder where you can make a city that's trying to survive and also have the ability to make it visually pleasant along the way. What it does well: - Visuals are very pretty and change through the seasons - Gridless cities and a diverse enough selection of decorations means that you can actually make some very nice looking areas in your city if you decide to. - Large tech tree to explore and unlock - Resources are diverse in what you can produce/harvest/consume. - Having defensive structures with controllable army units is cool - Crop rotation farming system with a weather/fertility/weed/rockiness aspect of your fields which influences what you can plant and when. - All growable resources (trees, plants, animals) have different areas on the map that are better for growing them on. So you have to take that into consideration as well as space. - Trading is necessary, and feels more like some system for you to sell to and generate gold. On every map but the starting one, you will be usually missing something. - Food spoiling system, foods have different storage lifetimes - Rather than telling your total food count, it tells you how many months of food you have (as well as how much is spoiling in a year). Gives you a better idea of how much runway you have left. What it does meh: - City builders typically have some education mechanic in this game. It feels pretty barebones in this game and is mostly there to check a box. Would have loved if it explored it more. - You can have town policies, and the general idea is you get some benefit but with a negative tradeoff. However, they typically punish happiness which can affect "productivity to fertility and effectiveness in combat". The policies only seem there as a "Break glass in case of emergency" button. Example: People eat less, but take a large happiness hit. I don't think I've ever had to click the buttons. - Raiders are a bit dumb, so the fights can be fairly easy. I wish that they were more intelligent (or at least not walk in a single file line on a road if they can avoid it) It makes defensive structures questionable as by the time you can afford them, you can afford to equip enough soldiers to scare off raiders. Defensive structures feel more aesthetic than anything - Game has a soft cap of 500 villagers before warning you that increasing it further can cause issues. You can raise the cap. I got to 650 villagers before I started a new one, and didn't notice any issues at all with my specs. Just a warning. Bad: - I would never recommend this to someone who is not familiar with city builders before. While the tutorial gives you some guidelines on what to do, it doesn't do a great job of helping a new player navigate the menus to find the building it wants you to build. Players who are familiar with the genre will probably do fine, but the tutorial could still use some work. Timberborn isn't as complex, and their tutorial highlights what buttons to press and where I believe, which makes it easier for newer players. - When opening a menu for the first time (such as farming), they just info dump on you how to use the system. Its all informative and good, but you have to be fine with reading it. - Map icons start off really small (you can enlarge them in settings). Its hard to find the resources you want on the map you've explored. They've hidden the menu to highlight resources under some buttons, but even after you find it you can only highlight the main ones. You can't highlight all the different harvestable resources on the map which can be annoying when you're trying to find good spots for your gatherers.
23 hours played
April 2026
I've been waiting a long time for a game to replace Banished in the medieval city/survival sim genre, this is the one. It blends a lot of the strategy games into one, from Anno to AoE and it's well worth the full price. It carries a lot of the same concepts you'd expect and expands the end game far greater beyond what Banished offered but kept the core gameplay and end goal. There's greater complexity in every choice and the game gives you a reason to decorate your town in order to optimize your growth. I really like the desirability mechanic, it puts a nice twist on the growth mechanics from Anno 1800 and encourages you to use every resource available. The combat mechanics are refreshing and kept me on my toes at some points. I'm excited to play more.
194 hours played
April 2026
Great game if you are interested in travelling time. You will start playing at a given point in time and end your session at 5am a few days later and remember you forgot to eat.

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Frequently Asked Questions

Farthest Frontier is currently priced at 33.99€ on Steam.

No, Farthest Frontier is currently not on sale. You can purchase it for 33.99€ on Steam.

Yes, 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.

Yes, Farthest Frontier is playable and fully supported on Windows.

No, Farthest Frontier is not playable on MacOS.

No, Farthest Frontier is not playable on Linux.

Yes, Farthest Frontier is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Farthest Frontier is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Farthest Frontier does not support VR.

Farthest Frontier is a single-player game.

Yes, there is a DLC available for Farthest Frontier. Explore additional content available for Farthest Frontier on Steam.

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

No, Farthest Frontier does not support Steam Remote Play.

Yes, 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 22 September 2026 13:23 UTC
SteamSpy data 14 October 2026 12:40 UTC
Steam price 26 October 2026 20:12 UTC
Steam reviews 18 October 2026 15:51 UTC

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
995
Developer
Crate Entertainment
Publisher
Crate Entertainment
Release 23 Oct 2025
Platforms
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