Compare Farlanders prices across 50+ stores and find the best deal. Developed by Andrii Bychkovskyi. Published by Crytivo. Released on 1/17/2023. Available on PC, Mac, Linux. Genres: Indie, Simulation, Strategy.

Ninety percent positive across nearly 500 Steam reviews, and the score is earned - Farlanders is the puzzle-brained city builder that scratches an itch most Mars sims don't even know you have.

I put this one through its paces expecting a lightweight colony manager with a retro coat of paint, and what I found was closer to a spatial puzzle engine wearing a city-builder suit. The core loop is deceptively simple: place buildings, end your turn, collect resources, repeat. But the turn-based terraforming system is where Farlanders separates itself from the crowd. Each turn you receive a handful of preset tile shapes - think Tetris-style templates for leveling mountains, carving canyons into water sources, or raising peaks to host wind turbines - and you have to work with whatever the RNG hands you. You cannot just bulldoze the map on a whim. That constraint is the whole game. For the strategy-inclined player, this tension is genuinely satisfying. Adjacency bonuses reward careful layout: greenhouses clustered together produce more food, turbines gain efficiency next to elevation, and solar arrays become liabilities the moment a sandstorm rolls through and blacks out half your grid. Managing energy across Martian weather events, particularly temperature spikes that drain morale and send colonists packing back to Earth, demands the kind of forward-planning that fans of tighter resource-chain games will recognize. The research tree covers more than 30 technologies, and combining those unlocks with a procedurally generated map means no two runs play identically. The game also goes underground - once surface space is exhausted, terraforming tools let you dig below for rare minerals and alien artifacts, which is a smart pressure valve for late-colony sprawl. The friction points are real and worth naming. Terraforming kits are handed out sporadically, which can leave you waiting on a specific shape for several turns while your colony's happiness slides. The happiness loop itself is punishing: once morale craters and workers start leaving, the chain reaction of understaffed factories and dwindling resources is hard to arrest. The campaign's 7 escalating missions follow architect Marco's story with reasonable narrative momentum, but information delivery is thin - the game rarely explains why a placement failed or what bonus threshold you just missed, which means early sessions involve a lot of trial-and-error reading of small UI indicators. The story elements (emails, text logs) feel bolted on rather than integrated. Music is pleasant but loops to the point of fatigue on longer sessions. Here is the part where I push back on the "too hard for beginners" concern. Farlanders actually onboards correctly: the first campaign mission is a guided, low-stakes tutorial that walks you through demolishing terrain and setting up a basic base without overwhelming you with options. Difficulty settings allow for a more relaxed freeplay session if the RNG swing is too punishing on the default settings. There is also a free prologue available on Steam if you want to pressure-test the mechanics before committing. For newcomers to colony sims, this is a safer entry point than, say, anything with a three-digit technology list. The puzzle framing keeps the decision space focused. You are never managing 40 sliders at once. The pixel art reads well at a glance and suits the Martian palette without straining. Controller support is present, cloud saves work, and the game runs on modest hardware. The mod ecosystem is not a factor here - this is a solo developer title from Andrii Bychkovskyi, and the scope reflects that in both the good (tight, intentional design) and the limiting (content ceiling is visible). If you are the kind of player who finishes a campaign run and immediately resets for a harder freeplay seed, Farlanders has legs. If you need constant content drip or multiplayer hooks, it does not. Diego, Scout Team

Farlanders
IndieSimulationStrategy

Farlanders

Jan 17, 2023Andrii BychkovskyiCrytivo
GamerScout Says

Ninety percent positive across nearly 500 Steam reviews, and the score is earned - Farlanders is the puzzle-brained city builder that scratches an itch most Mars sims don't even know you have.

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About Farlanders

I put this one through its paces expecting a lightweight colony manager with a retro coat of paint, and what I found was closer to a spatial puzzle engine wearing a city-builder suit. The core loop is deceptively simple: place buildings, end your turn, collect resources, repeat. But the turn-based terraforming system is where Farlanders separates itself from the crowd. Each turn you receive a handful of preset tile shapes - think Tetris-style templates for leveling mountains, carving canyons into water sources, or raising peaks to host wind turbines - and you have to work with whatever the RNG hands you. You cannot just bulldoze the map on a whim. That constraint is the whole game. For the strategy-inclined player, this tension is genuinely satisfying. Adjacency bonuses reward careful layout: greenhouses clustered together produce more food, turbines gain efficiency next to elevation, and solar arrays become liabilities the moment a sandstorm rolls through and blacks out half your grid. Managing energy across Martian weather events, particularly temperature spikes that drain morale and send colonists packing back to Earth, demands the kind of forward-planning that fans of tighter resource-chain games will recognize. The research tree covers more than 30 technologies, and combining those unlocks with a procedurally generated map means no two runs play identically. The game also goes underground - once surface space is exhausted, terraforming tools let you dig below for rare minerals and alien artifacts, which is a smart pressure valve for late-colony sprawl. The friction points are real and worth naming. Terraforming kits are handed out sporadically, which can leave you waiting on a specific shape for several turns while your colony's happiness slides. The happiness loop itself is punishing: once morale craters and workers start leaving, the chain reaction of understaffed factories and dwindling resources is hard to arrest. The campaign's 7 escalating missions follow architect Marco's story with reasonable narrative momentum, but information delivery is thin - the game rarely explains why a placement failed or what bonus threshold you just missed, which means early sessions involve a lot of trial-and-error reading of small UI indicators. The story elements (emails, text logs) feel bolted on rather than integrated. Music is pleasant but loops to the point of fatigue on longer sessions. Here is the part where I push back on the "too hard for beginners" concern. Farlanders actually onboards correctly: the first campaign mission is a guided, low-stakes tutorial that walks you through demolishing terrain and setting up a basic base without overwhelming you with options. Difficulty settings allow for a more relaxed freeplay session if the RNG swing is too punishing on the default settings. There is also a free prologue available on Steam if you want to pressure-test the mechanics before committing. For newcomers to colony sims, this is a safer entry point than, say, anything with a three-digit technology list. The puzzle framing keeps the decision space focused. You are never managing 40 sliders at once. The pixel art reads well at a glance and suits the Martian palette without straining. Controller support is present, cloud saves work, and the game runs on modest hardware. The mod ecosystem is not a factor here - this is a solo developer title from Andrii Bychkovskyi, and the scope reflects that in both the good (tight, intentional design) and the limiting (content ceiling is visible). If you are the kind of player who finishes a campaign run and immediately resets for a harder freeplay seed, Farlanders has legs. If you need constant content drip or multiplayer hooks, it does not. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Puzzle-City-BuilderAdjacency BonusesTerraformingProcedural MapsUnderground ExpansionResource ChainWeather EventsResearch TreeDaily Challenge

Steam Deck & Linux

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System Requirements

Minimum

OS
Windows 10 64-bit
Memory
4 GB RAM
Storage
1 GB available space
Graphics
Intel HD 4400 or equivalent, 1280x720 resolution or higher.
Processor
Intel i5 or equivalent (Dual Core with Hyper-Threading)

Recommended

OS
Windows 10 64-bit
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce GT 650M (1GB GDDR5) / Intel Iris graphics or greater
Processor
Intel Core i5 4690K or AMD Ryzen 7 1700

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Game Info

Developer
Andrii Bychkovskyi
Publisher
Crytivo
Release Date
Jan 17, 2023

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2026-06-102.54(lowest)
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Farlanders is available on PC, Mac, Linux.

When was Farlanders released?

Farlanders was released on 17 January 2023.

Who developed Farlanders?

Farlanders was developed by Andrii Bychkovskyi and published by Crytivo.