Compara los precios de Fantasy Village Simulator en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por CYCLOPS. Publicado por CYCLOPS. Lanzado el 20/6/2024. Disponible en PC, Mac. Géneros: Indie, Simulation, Strategy.

A roguelite village builder that forces you to make supply-chain decisions under attack pressure - rewarding for patient planners, thin for anyone expecting grand-strategy depth.

My first question when I sat down with Fantasy Village Simulator was whether the roguelite wrapper was doing any real work, or just dressing up a shallow wave-defense loop. After several runs across different races, the honest answer sits somewhere in the middle, and where it lands will decide whether this belongs in your library. The core structure is a between-wave drafting system. After each demonic assault, you pick two building blueprints from a randomised pool and slot them into your village layout. The race you choose at the start shapes which blueprints are worth prioritising: different races carry distinct production characteristics, so the optimal build order genuinely shifts run to run. That variable is the game's strongest design decision. On the military side, you field four unit types - Warrior, Bowman, Wizard, and Priest - and compositing them correctly is the closest thing to a skill ceiling the game offers. Get the mix wrong and a mid-game wave will shred your guards before your workshops can equip them properly. The supply chain underneath all of this is where the tension actually lives. Population growth drives food demand upward in a straight line, and if your farms and food-processing buildings can't keep pace, starvation cascades fast and fatally. You also have to run parallel material production through various workshops to keep guards equipped with weapons, armour, and accessories. Managing both resource tracks simultaneously while the blueprint pool hands you imperfect options is the game's main puzzle. For a sub-five-dollar title, that puzzle has more moving parts than the price suggests. The market trading system adds another variable - exchange rates shift, and leaning on trade instead of self-sufficiency is a legitimate strategy that some races enable better than others. Where Fantasy Village Simulator runs into trouble is depth over time. The randomised blueprint pool keeps early runs feeling fresh, but the decision tree is not wide enough to sustain the kind of run variety that makes a great roguelite replayable for dozens of hours. There is no mod support to speak of, AI wave scaling feels mechanical rather than adaptive, and a known UI bug that clips the bottom of the game screen on certain resolutions still crops up in community threads. Steam reviews currently sit at Mixed, with 63 percent positive across 52 reviews - a signal that the game lands for a specific appetite but alienates players expecting fuller production. The developer has been responsive post-launch with patches, fixing mage attack miscalculation bugs and adding a damage-number toggle, which is a good sign for a small studio. If you want a 200-hour grand-strategy experience with branching diplomatic systems, look elsewhere. But approached as a compact, replayable planning puzzle - something you can run for 20 to 40 minutes on a lunch break, lose, and immediately understand why - Fantasy Village Simulator is functional and occasionally satisfying. Treat it as a light roguelite colony-defender with a supply-chain twist, calibrate expectations to the price tier, and the Mixed rating starts to make sense as a "your mileage varies" rather than a condemnation. Diego, Scout Team

Fantasy Village Simulator

Fantasy Village Simulator

20 jun 2024CYCLOPS
GamerScout opina

A roguelite village builder that forces you to make supply-chain decisions under attack pressure - rewarding for patient planners, thin for anyone expecting grand-strategy depth.

PCMac
Steam Deck Playable
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Mínimo histórico: €3.99

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My first question when I sat down with Fantasy Village Simulator was whether the roguelite wrapper was doing any real work, or just dressing up a shallow wave-defense loop. After several runs across different races, the honest answer sits somewhere in the middle, and where it lands will decide whether this belongs in your library. The core structure is a between-wave drafting system. After each demonic assault, you pick two building blueprints from a randomised pool and slot them into your village layout. The race you choose at the start shapes which blueprints are worth prioritising: different races carry distinct production characteristics, so the optimal build order genuinely shifts run to run. That variable is the game's strongest design decision. On the military side, you field four unit types - Warrior, Bowman, Wizard, and Priest - and compositing them correctly is the closest thing to a skill ceiling the game offers. Get the mix wrong and a mid-game wave will shred your guards before your workshops can equip them properly. The supply chain underneath all of this is where the tension actually lives. Population growth drives food demand upward in a straight line, and if your farms and food-processing buildings can't keep pace, starvation cascades fast and fatally. You also have to run parallel material production through various workshops to keep guards equipped with weapons, armour, and accessories. Managing both resource tracks simultaneously while the blueprint pool hands you imperfect options is the game's main puzzle. For a sub-five-dollar title, that puzzle has more moving parts than the price suggests. The market trading system adds another variable - exchange rates shift, and leaning on trade instead of self-sufficiency is a legitimate strategy that some races enable better than others. Where Fantasy Village Simulator runs into trouble is depth over time. The randomised blueprint pool keeps early runs feeling fresh, but the decision tree is not wide enough to sustain the kind of run variety that makes a great roguelite replayable for dozens of hours. There is no mod support to speak of, AI wave scaling feels mechanical rather than adaptive, and a known UI bug that clips the bottom of the game screen on certain resolutions still crops up in community threads. Steam reviews currently sit at Mixed, with 63 percent positive across 52 reviews - a signal that the game lands for a specific appetite but alienates players expecting fuller production. The developer has been responsive post-launch with patches, fixing mage attack miscalculation bugs and adding a damage-number toggle, which is a good sign for a small studio. If you want a 200-hour grand-strategy experience with branching diplomatic systems, look elsewhere. But approached as a compact, replayable planning puzzle - something you can run for 20 to 40 minutes on a lunch break, lose, and immediately understand why - Fantasy Village Simulator is functional and occasionally satisfying. Treat it as a light roguelite colony-defender with a supply-chain twist, calibrate expectations to the price tier, and the Mixed rating starts to make sense as a "your mileage varies" rather than a condemnation.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Wave DefenseBlueprint DraftingRace SelectionSupply ChainBetween-Wave BuildingFood ManagementUnit Composition

Requisitos del sistema

Mínimos

OS
Windows 10 64-bit
Memory
4 GB RAM
Storage
1 GB available space
Graphics
Intel HD Graphics 4000 or greater, 1280x720 resolution or higher.
Processor
Intel i5 or equivalent

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Información del juego

Desarrolladora
CYCLOPS
Distribuidora
CYCLOPS
Fecha de lanzamiento
20 jun 2024

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¿En qué plataformas está disponible Fantasy Village Simulator?

Fantasy Village Simulator está disponible en PC, Mac.

¿Cuándo se lanzó Fantasy Village Simulator?

Fantasy Village Simulator se lanzó el 20 de junio de 2024.

¿Quién desarrolló Fantasy Village Simulator?

Fantasy Village Simulator fue desarrollado por CYCLOPS.