Compara los precios de Fabledom en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Grenaa Games. Publicado por Dear Villagers. Lanzado el 13/5/2024. Disponible en PC, Xbox. Géneros: Casual, Simulation, Strategy. Puntuación Metacritic: 77/100.

Cozy city-builder depth that punches above its fairytale art style, the resource chains and Nobility system will genuinely surprise genre veterans, even if the late-game AI won't.

My spreadsheet instincts told me to skip this one. A pastel kingdom-builder where you chase romance with neighbouring royals sounds like it belongs on a mobile storefront, not on a strategy fan's radar. I was wrong to be dismissive. Fabledom sits closer to the The Settlers lineage than the mobile-casual end of the spectrum, and once the production chains click, food supply feeding population growth feeding building unlocks, the familiar city-builder rhythm gets its hooks in fast. The foundation is grid-based construction where every building placement carries genuine weight. Homesteads need to sit far enough from noisy sawmills and coal makers to stay happy, but close enough to job sites that your Fablings aren't wasting half the day commuting. There are four difficulty tiers, and Classic lands exactly right for a first run: tight enough that a food miscalculation stings, forgiving enough that one bad harvest won't spiral into a wipe. The Nobility currency adds a second decision layer, it's spent on random event outcomes and hero encounters, so you're constantly weighing whether to bank it or burn it. That's the kind of binary-but-meaningful choice I want more of, and it's a little surprising to find it here. The building unlock progression is milestone-gated rather than tech-tree-driven, which removes some player agency, but it also keeps the pacing clean and avoids information overload on new sessions. The Hero unit is where opinions split. You unlock one after constructing a palace, and they function as a controllable RTS-style scout: investigate ruins, fight off gnomes, climb beanstalks, clear giants blocking resource nodes. The fairytale flavour is genuinely well-integrated here, magic beans that grow into a climbable beanstalk with a Giant at the top is the kind of thing that makes a city-builder feel alive. Critics are right, though, that the Hero sits idle too often between points of interest, and the combat itself is a simple HP trade-off rather than anything tactical. The diplomacy with six neighbouring rulers, trade relationships, gift economies, courtship leading to marriage or war, adds a light role-playing skin over what is otherwise a standard ally-or-enemy system. Relationship levels affect trade exchange rates, which is a smart mechanical hook, but the individual rulers lack personality depth and the diplomacy rarely escalates into anything genuinely tense. The Nobility-via-challenge system occasionally breaks down when Fabling AI decides to ignore a production task despite having all the required inputs, which has cost players timed challenges and resources across multiple reviews. For strategy veterans hunting systemic depth, Fabledom will feel comfortable rather than challenging, and there is no mod ecosystem to speak of. For everyone else, genre newcomers, players burned out on grimmer colony sims like Frostpunk, or anyone who wants a build session that doesn't require a wiki, this is one of the cleaner on-ramps the city-builder genre has produced. Four difficulty settings, randomly seeded maps, and a Creative Mode with no resource costs mean the game genuinely meets players where they are. The content ceiling is real: once you've courted a ruler and crested your Fabling population cap, there is not much new ground. Start a second run on a harder difficulty and that ceiling resets, but the lack of ongoing content updates is a legitimate concern for long-term players. Diego, Scout Team

Fabledom

Fabledom

13 may 2024Grenaa GamesDear Villagers
GamerScout opina

Cozy city-builder depth that punches above its fairytale art style, the resource chains and Nobility system will genuinely surprise genre veterans, even if the late-game AI won't.

PCXbox
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €1.16

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My spreadsheet instincts told me to skip this one. A pastel kingdom-builder where you chase romance with neighbouring royals sounds like it belongs on a mobile storefront, not on a strategy fan's radar. I was wrong to be dismissive. Fabledom sits closer to the The Settlers lineage than the mobile-casual end of the spectrum, and once the production chains click, food supply feeding population growth feeding building unlocks, the familiar city-builder rhythm gets its hooks in fast. The foundation is grid-based construction where every building placement carries genuine weight. Homesteads need to sit far enough from noisy sawmills and coal makers to stay happy, but close enough to job sites that your Fablings aren't wasting half the day commuting. There are four difficulty tiers, and Classic lands exactly right for a first run: tight enough that a food miscalculation stings, forgiving enough that one bad harvest won't spiral into a wipe. The Nobility currency adds a second decision layer, it's spent on random event outcomes and hero encounters, so you're constantly weighing whether to bank it or burn it. That's the kind of binary-but-meaningful choice I want more of, and it's a little surprising to find it here. The building unlock progression is milestone-gated rather than tech-tree-driven, which removes some player agency, but it also keeps the pacing clean and avoids information overload on new sessions. The Hero unit is where opinions split. You unlock one after constructing a palace, and they function as a controllable RTS-style scout: investigate ruins, fight off gnomes, climb beanstalks, clear giants blocking resource nodes. The fairytale flavour is genuinely well-integrated here, magic beans that grow into a climbable beanstalk with a Giant at the top is the kind of thing that makes a city-builder feel alive. Critics are right, though, that the Hero sits idle too often between points of interest, and the combat itself is a simple HP trade-off rather than anything tactical. The diplomacy with six neighbouring rulers, trade relationships, gift economies, courtship leading to marriage or war, adds a light role-playing skin over what is otherwise a standard ally-or-enemy system. Relationship levels affect trade exchange rates, which is a smart mechanical hook, but the individual rulers lack personality depth and the diplomacy rarely escalates into anything genuinely tense. The Nobility-via-challenge system occasionally breaks down when Fabling AI decides to ignore a production task despite having all the required inputs, which has cost players timed challenges and resources across multiple reviews. For strategy veterans hunting systemic depth, Fabledom will feel comfortable rather than challenging, and there is no mod ecosystem to speak of. For everyone else, genre newcomers, players burned out on grimmer colony sims like Frostpunk, or anyone who wants a build session that doesn't require a wiki, this is one of the cleaner on-ramps the city-builder genre has produced. Four difficulty settings, randomly seeded maps, and a Creative Mode with no resource costs mean the game genuinely meets players where they are. The content ceiling is real: once you've courted a ruler and crested your Fabling population cap, there is not much new ground. Start a second run on a harder difficulty and that ceiling resets, but the lack of ongoing content updates is a legitimate concern for long-term players.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercloud-savestier:aaaCozy City-BuilderNobility SystemProcedural MapsHero ExplorationDiplomacy-LightRomance MechanicsCreative ModeFour Difficulty TiersProduction ChainsGenre Entry Point

Requisitos del sistema

Mínimos

OS
Windows 10 64-bit
Memory
8 GB RAM
Graphics
GTX 1060 / RX 580
Processor
Intel Core i5 3470 @ 3.2 GHz | AMD FX 8120 @ 3.9 GHz

Recomendados

OS
Windows 10 64-bit
Memory
16 GB RAM
Graphics
GTX 1070 / RX VEGA-56
Processor
Intel Core i5 4690 @ 3.5 GHz | AMD Ryzen 5 1600x @ 3.6 GHz

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Reseñas y valoraciones

Metacritic
77

Información del juego

Desarrolladora
Grenaa Games
Distribuidora
Dear Villagers
Fecha de lanzamiento
13 may 2024

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¿En qué plataformas está disponible Fabledom?

Fabledom está disponible en PC, Xbox.

¿Cuándo se lanzó Fabledom?

Fabledom se lanzó el 13 de mayo de 2024.

¿Quién desarrolló Fabledom?

Fabledom fue desarrollado por Grenaa Games y publicado por Dear Villagers.

¿Merece la pena comprar Fabledom?

Fabledom tiene una puntuación Metacritic de 77/100, lo que lo convierte en uno de los títulos destacados de Casual. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.