$34.99Ymir A civilization that runs itself
Ymir is a 4X strategy game crossed with a city builder where you raise a civilization of clothed pigmen from the stone age toward the post-iron age. You settle procedural regions, run a simulated economy you can only nudge, and trade or fight other players. Worth playing for city builder fans who want a slow, demanding settlement sim with real diplomacy.
Is Ymir worth it?
Ymir is worth it if…
- you like slow, careful planning where markets and moods decide the outcome
- you want city building tied to diplomacy, trade routes, and treaties
- you enjoy designing fortified cities and watching AI troops test them
Screenshots
A living pig economy you steer, not command
You do not place workers or set production directly. Your pigmen breed, age, work, shop, and pay taxes on their own, split into social classes with different incomes and buying power. Prices shift with supply, demand, rarity, and production cost, and even the materials for your own buildings are bought at market rates.
That makes building feel like tuning. You add farms, workshops, houses, and shops, then watch what the population does with them. Flood the market and you can crash it just as surely as a shortage would, so handing out a new good takes care. You drop a trade stall, it fills with food at the priority you set, then the surrounding homes buy from it.
Procedural land worth settling and trading across
Each tile on the world map opens into its own procedurally generated isometric region to explore, settle, and build on. Climate, relief, and vegetation decide what you find there, from ores to animals and plants, and the seven biomes hold different resources that push civilizations toward exchange.
Research carries you from the stone age toward the post-iron age through hundreds of technologies, unlocking farming, animals, money, and larger armies. Real-time mode runs as a stop-and-start game with friends, while persistent servers run day and night for weeks, with much slower actions and room for many rulers at once.
Cities built to be fought over
Battles happen in real time inside your actual settlements, with all troops controlled by AI once fighting starts. You shape the ground first: walls, gates, towers, stairs, bridges, and battlements, plus reshaped heights, canals, and river-island citadels that force attackers onto slow rafts or narrow crossings.
You also lay out a local defensive plan for each city, with zones, starting positions, and troop behavior, and both sides can feed in reinforcements while the fight continues. Unit rosters run to dozens of types, including mounted camels, elephants, and armored mammoths. Treaties, passage rights, taxes, payments, and trade routes give you reasons to avoid all that.
Good to know before you settle?
Can you play it solo?
Solo play is possible in real-time mode, alone or with a few friends across sessions. The design centers on multiplayer, with trading, treaties, and large persistent worlds built around other rulers, so solo settlements stay quieter and miss much of the economic and diplomatic game.
How long does a game take?
Expect a long burn. Real-time games are meant to be stopped and continued over several sessions, while persistent servers stay online around the clock and can run for weeks. Much of the time your towns tick along in the background while you check in, adjust priorities, and plan the next tech.
How hard is it to learn?
The learning curve is steep. The tutorial covers the early steps, the in-game porkopedia leaves gaps, and many systems interact in unpredictable ways. Mistakes can sink a settlement, so plan on restarting, reading the community wiki, and asking questions in the Discord before your economy settles down.

















