$19.99Depraved Build a town that survives the frontier
Lead pioneers into a procedurally generated Wild West, pick ground for your first settlement, and keep hunger, thirst, cold, and crime from emptying it. Happy residents bring newcomers, unhappy ones raid, steal, or leave. A rough-edged colony sim with bandits, bears, and hard winters.
Is Depraved worth it?
Depraved is worth it if…
- you like slow, careful planning around food, water, and firewood
- you enjoy colony sims where unhappy settlers cause their own trouble
- you want a Wild West setting with multiple towns and trade routes
- you like directing settlers yourself when hunting or fighting
Screenshots
Pick your ground and raise the town
You arrive with one carriage of resources and a whole empty map. Later you found more towns and move goods between them to cover what the first one lacks. Desert ground starves you of food and water, snowy ground eats through firewood, so the site you pick shapes every winter after it.
Fed, watered, buried, and behaved
Your residents want food, water, clothes, and firewood, plus a preferred food for their population type. Feed them something else and they eat it, moodily. Leave the dead unburied or skip the outhouses and sickness spreads through the streets. Keep people content and colonists drift in; let famine, illness, or lawlessness take hold and the streets thin toward ghost town. You watch the mood because unhappy residents do not just grumble, they raid, commit crimes, or walk away.
Bandits, beasts, and neighbors
Storms close in, wolves and bears maul careless residents, and bandit camps rob and raid what you stockpiled. You can take direct control of townsfolk in RTS style, arm them, and send them to hunt or defend. Native settlements start wary of you. Trade with them to earn favor, or fight them for the land, and live with what that choice costs. Difficulty settings can be changed mid-game, which helps when hostile wildlife, bandits, and natives all notice you at once.
What should you know before settling?
How do new colonists join your town?
Happiness is recruitment. Supplied, clothed, and safe residents attract newcomers, while hunger, sickness, and crime drive people off. Expect growth to stall or reverse after a bad season.
Can you control settlers directly?
Yes. Alongside assigning jobs and orders, you can select townsfolk RTS-style, group them, arm them, and use them to hunt animals or fight bandits and rival camps.
What do seasons change?
Seasons bring visual change plus a day and night cycle, and winter stops crops and reforestation. Stock food, water, clothes, and firewood before the cold, especially in snowy regions.
How do Native Americans work?
Settling near them makes them feel threatened at first. Trading tempers that and builds favor, while attacking means open conflict over land. Either path shapes how safe the surrounding country stays.

















