$34.99Farthest Frontier Grow a town from thin soil
Grow a handful of settlers into a walled medieval town at the edge of the map. You place houses, fields, workshops and walls, juggle food, health and raiders, and learn which soil likes wheat. Slow, fiddly and satisfying when the harvest comes in.
Is Farthest Frontier worth it?
Farthest Frontier is worth it if…
- you like slow city-builders where food, soil and storage are the plot
- you enjoy planning crop rotations and long production chains
- you want raiders and disease you can tune, or turn off
- you like a fresh random map every run, with mods from the workshop
Screenshots
From sticks and berries to bread and iron
You start with almost nothing: trees, stone, clay, wild herbs, honey, deer to hunt and water to fish. Settle in and you grow 19 kinds of food and tend 12 field crops, then turn raw stuff into 32 crafted goods across several production steps. Villagers trade those goods, eat them, wear them and fight with them. What you lack locally, you buy at the trade post with what you made. It is a long chain from log pile to stocked shelf, and one dry joke writes itself: the frontier runs on paperwork and firewood.
A settlement that levels up around you
Your town grows from rough shelters to a busy city with over 190 buildings to place. Houses and the town center rise through tiers as prosperity and desirability improve, and a tech tree of more than 140 points unlocks better production and upgrades. Build a temple and shape local faith with relics you find. Production buildings can be upgraded for efficiency and new recipes, so old streets keep getting new jobs. You decide where to expand, what to research next and when a hamlet deserves stone walls.
Farming with a memory
Fields remember what you did to them. Choose from 12 crops with different needs, set rotations to protect fertility, dodge heat and frost, and keep disease from building up. Over seasons you clear weeds and rocks, adjust the soil mix and raise fertility for bigger yields. Fence deer out of the cabbages, keep bears away from stores, and leave medicinal plants and forage patches standing where you need them. Watch tree cover too, since it protects underground water. Get it right and the granary fills; get it wrong and winter feels very long.
People, plague and people with torches
Villagers live in real time: they haul goods from work sites, process materials, deliver food to homes and the trade post, and store the rest. Roads, wagons and better storage keep things moving before food spoils. Clean water holds off dysentery and cholera, greens and berries hold off scurvy, shoes and coats help against tetanus, rabies and frostbite. A healer's house can quarantine the sick, and rat catchers plus tidy waste help keep plague away. Then come raiders, drawn by prosperity. Raise palisades into stone walls, add towers and barracks, and arm soldiers, or switch on pacifist mode and skip combat.
Good to know before you settle?
How does a run begin?
With a small band of settlers and wilderness. You pick a spot for the town center, harvest wood, stone, clay, ores, herbs and honey, then hunt, fish and farm to keep everyone fed while the first houses, workshops and storage go up.
What threatens the town besides hunger?
Weather, disease and raiders. Crops can suffer heat, frost, drought and blight, water and diet affect sickness, and rising prosperity attracts raiders. Walls, towers, soldiers and a healer's house help, and difficulty settings let you soften or sharpen each pressure.
How different is each map?
Very. Terrain and resources generate randomly, with biomes, map themes and harsher extreme maps for replay value. You can set how much water and mountain you want, down to which resources appear.
Can I play without fighting?
Yes. Pacifist mode removes combat, while other settings offer varying raider difficulty. If you keep raiders on, expect to progress from wooden palisades to stone walls, towers and equipped soldiers.


















