Farthest Frontier cover art

Farthest Frontier

2025Crate EntertainmentPC (Microsoft Windows)

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 sustain your advancing town. Produce craft items for villagers to trade, consume, equip and fight with as you battle for your survival against the elements and outside threats.

What it feels like

The focused narrative of protecting and guiding a settlement carries sincere commitment to town-building fantasy.

Earnest40%

What it's about

Battling the elements and forging survival from raw wilderness is central to the premise. A frontier settlement in an untamed wilderness evokes medieval frontier aesthetics and resource constraints.

Survival Against Nature65%
Medieval55%

How it plays

Harvesting raw materials, hunting, fishing, and farming under scarcity pressure is the foundational loop. Core loop is constructing, expanding, and managing a functioning town from raw wilderness. Explicitly framed as a 4X: explore, expand, exploit, and exterminate across a frontier settlement.

Resource Management80%
City Building75%
4X70%
Base Building70%
Crafting65%
Survival Needs65%
Deep Simulation60%
Farming60%
Trading & Economy50%

How it looks and sounds

User tags indicate top-down camera perspective typical of city builders and strategy games.

Top-Down55%

How it's structured

Explicitly single-player design with no multiplayer component. A bounded narrative arc progressing from wilderness settlement to established town with defined challenges and goals. A designed frontier world shaped by player choice rather than procedural generation.

Single-Player90%
Campaign75%
Handcrafted World50%

Shares Resource Management, City Building, Base Building, Deep Simulation.

Both lean into Single-Player, City Building, Resource Management, Base Building.

Single-Player80%City Building90%Resource Management85%Base Building70%
Banished67% match

Shares Resource Management, City Building, Survival Against Nature, Survival Needs.

Both lean into Single-Player, City Building, Resource Management, Survival Needs.

Single-Player95%City Building90%Resource Management85%Survival Needs80%

Shares City Building, Resource Management, Survival Needs, Survival Against Nature.

Both lean into Single-Player, City Building, Resource Management, Survival Needs.

Single-Player85%City Building90%Resource Management80%Survival Needs75%

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Autonauts44% match

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Both lean into Single-Player, Base Building, Resource Management, Crafting.

Single-Player92%Base Building80%Resource Management68%Crafting70%
TheoTown37% match

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Both lean into City Building, Resource Management, Single-Player, Deep Simulation.

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