Outlanders artwork$9.9991%Very Positive
Colony sim pick

Outlanders A gentler kind of town building

Outlanders is a cozy town-builder where you guide stubborn, charming settlers who pick their own jobs and houses. You place buildings, set work spots and keep food, shelter and happiness balanced through mission stories and open sandbox towns.

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Settlers who choose for themselves

You never grab an Outlander and tell them what to do. You place houses, farms, sawmills and bakeries, decide how many work spots each building gets, then watch folk choose jobs, homes and construction tasks on their own.

That makes colony sim fans read the town instead of micromanaging it. If bread stalls, you add spots, move storage closer, or prioritize building. Click a settler and you can check their state and traits, then fix the need behind it: food, rest, housing, or something fun nearby.

Decrees that bend the rules

When the town wobbles, you can pass Decrees. Longer hours, tighter consumption, more or fewer babies: small rule changes that pull production back in line.

They cost happiness, so you use them sparingly. Leave the longer-days decree on too long and cheerful builders turn grumpy, stop celebrating, and start slipping off to the hammock or pastry shop at the wrong hour. The joke of the game is right there, in trying to run a disciplined colony with people who have dessert plans.

Missions, then your own sandbox

The campaign is a string of mission levels with set goals and town leaders whose stories cross over in funny, warm ways. Each chapter adds buildings and mechanics, so early maps teach foraging and timber before later ones ask for culture, fine food and bigger populations.

When a goal gets fussy, Sandbox mode opens the full catalog from the start. You pick the map and rules, build a themed town, or set your own challenge. There is no combat, no raids, only harvests, housing and morale to get right.

Good to know before you settle in?

Do you control settlers directly?

No. You shape their choices with buildings, work spots, priorities and Decrees, and they decide who does what. It rewards good layout, short walking routes and enough homes near work.

Can you lose a mission?

Yes, through your own choices. Missed harvests, empty stores, unhappy or homeless folk and stalled building can sink a goal. There are no enemies, so failure comes from hunger, low morale and bad planning.

How do food chains work?

Simple chains, up to about three steps. Forage wild fruit, then farm crops like lettuce, tomato or eggplant, and mill wheat or bake bread when a map supports it. Cooks fetch ingredients trip by trip, so kitchens work best near fields, mills and storage.

What can you change in Sandbox mode?

You get the full building catalog and can adjust the map and rules. It is the place for themed towns, self-made goals, or practicing layouts without mission timers and picky optional goals.

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