Compara los precios de Countryside Life Simulator en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ox Games. Publicado por Ox Games. Lanzado el 8/3/2024. Disponible en PC. Géneros: Indie, Simulation, Early Access.

A gardening-scale farming sim that skips tractors and livestock entirely - worth a glance for low-stakes crop loop fans, but carry zero expectations about developer follow-through.

My spreadsheet instincts told me to approach Countryside Life Simulator the same way I approach any early-access management title: list the systems, stress-test the economy loop, then decide if the foundation is worth building on. What I found was thinner than the tag list suggests. The core loop runs like this - buy seedlings, plant them in small planting beds, water and fertilize, harvest a modest crop of carrots, tomatoes, onions, and similar produce, then drive it to your market stall to sell directly to passing NPC customers. You can upgrade that stall, rearrange its layout with decorations and tables, level up to unlock more land plots and vehicles, and eventually swap your starter car for something roomier to haul more crates per run. It is a tidy little loop on paper. The reality is rougher around the edges than the premise. Players report that the customer AI at the market stall can stop functioning entirely - setting up a fully stocked shop and watching NPCs walk past without interacting is not an edge case, it is a documented recurring complaint from multiple reviewers. The planting beds themselves top out at a 5x10 maximum footprint, which means anyone expecting the scale of a proper farming simulator is going to bounce off hard. There are no animals, no heavy machinery, no seasonal pressure, no soil-quality variables. What you have is closer to a first-person gardening sim with a small retail component bolted on. That is not automatically a bad thing, but the marketing framing as a comprehensive farm experience genuinely misleads players who arrive expecting Farming Simulator lite. On the positive side, players who calibrate expectations correctly describe the loop as relaxing and satisfying in short sessions. The first-person perspective gives the crop tending a grounded feel that top-down farm sims lack, and the store customization - buying furniture, upgrading shelves, arranging the layout - scratches a mild shop-management itch. Progress in the early hours moves at a decent clip: a few sessions of selling produce and you can afford better vehicles and larger land plots, which creates a simple but functional sense of momentum. The system requirements are modest, the game supports cloud saves and achievements, and the colorful open-world environment is functional enough for the genre. The real problem sitting on top of all of this is the development trajectory. Steam flags that the last developer update was made over two years ago. For an Early Access title where the developer explicitly promised multiple new selling locations, animal husbandry, storage systems, and additional income streams, a two-year silence is a serious warning sign. The roadmap is frozen. What you see right now is almost certainly what you are getting. If the current content - a handful of crop types, one market stall, car upgrades, and basic home furnishing - satisfies you at the current asking price, the game does work in that limited scope. But anyone buying in hoping the promised content arrives is taking a meaningful risk on an apparently dormant project. Diego, Scout Team

Countryside Life Simulator
IndieSimulationEarly Access

Countryside Life Simulator

8 mar 2024Ox Games
GamerScout opina

A gardening-scale farming sim that skips tractors and livestock entirely - worth a glance for low-stakes crop loop fans, but carry zero expectations about developer follow-through.

PC
Steam Deck Playable
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €6.99

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Acerca de Countryside Life Simulator

My spreadsheet instincts told me to approach Countryside Life Simulator the same way I approach any early-access management title: list the systems, stress-test the economy loop, then decide if the foundation is worth building on. What I found was thinner than the tag list suggests. The core loop runs like this - buy seedlings, plant them in small planting beds, water and fertilize, harvest a modest crop of carrots, tomatoes, onions, and similar produce, then drive it to your market stall to sell directly to passing NPC customers. You can upgrade that stall, rearrange its layout with decorations and tables, level up to unlock more land plots and vehicles, and eventually swap your starter car for something roomier to haul more crates per run. It is a tidy little loop on paper. The reality is rougher around the edges than the premise. Players report that the customer AI at the market stall can stop functioning entirely - setting up a fully stocked shop and watching NPCs walk past without interacting is not an edge case, it is a documented recurring complaint from multiple reviewers. The planting beds themselves top out at a 5x10 maximum footprint, which means anyone expecting the scale of a proper farming simulator is going to bounce off hard. There are no animals, no heavy machinery, no seasonal pressure, no soil-quality variables. What you have is closer to a first-person gardening sim with a small retail component bolted on. That is not automatically a bad thing, but the marketing framing as a comprehensive farm experience genuinely misleads players who arrive expecting Farming Simulator lite. On the positive side, players who calibrate expectations correctly describe the loop as relaxing and satisfying in short sessions. The first-person perspective gives the crop tending a grounded feel that top-down farm sims lack, and the store customization - buying furniture, upgrading shelves, arranging the layout - scratches a mild shop-management itch. Progress in the early hours moves at a decent clip: a few sessions of selling produce and you can afford better vehicles and larger land plots, which creates a simple but functional sense of momentum. The system requirements are modest, the game supports cloud saves and achievements, and the colorful open-world environment is functional enough for the genre. The real problem sitting on top of all of this is the development trajectory. Steam flags that the last developer update was made over two years ago. For an Early Access title where the developer explicitly promised multiple new selling locations, animal husbandry, storage systems, and additional income streams, a two-year silence is a serious warning sign. The roadmap is frozen. What you see right now is almost certainly what you are getting. If the current content - a handful of crop types, one market stall, car upgrades, and basic home furnishing - satisfies you at the current asking price, the game does work in that limited scope. But anyone buying in hoping the promised content arrives is taking a meaningful risk on an apparently dormant project.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:indieGardening SimShop ManagementFirst-Person FarmingDormant Early AccessCrop LoopMarket StallLow-Complexity SimNPC Economy

Requisitos del sistema

Mínimos

OS
Windows 10 (64-bit versions only)
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 750 or AMD Radeon RX 450
Processor
Intel Core i5-3570K or AMD FX-8310

Recomendados

OS
Windows 10 (64-bit versions only)
Memory
12 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce GTX 960 2GB
Processor
Intel Core i7-4790 or AMD Ryzen 3 3200G

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Información del juego

Desarrolladora
Ox Games
Distribuidora
Ox Games
Fecha de lanzamiento
8 mar 2024

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¿En qué plataformas está disponible Countryside Life Simulator?

Countryside Life Simulator está disponible en PC.

¿Cuándo se lanzó Countryside Life Simulator?

Countryside Life Simulator se lanzó el 8 de marzo de 2024.

¿Quién desarrolló Countryside Life Simulator?

Countryside Life Simulator fue desarrollado por Ox Games.