Compare Farming World prices across 50+ stores and find the best deal. Developed by Excalibur. Published by Excalibur Publishing. Released on 5/2/2014. Available on PC, Mac. Genres: Casual, Indie, Simulation.

Buried under its isometric pastoral exterior is a numbers-driven agricultural tycoon that will bankrupt you before you figure out why. Worth a look only at the deepest discounts.

I went in expecting a lightweight farming sim and came out with a grudging respect for what Farming World is trying to do, mixed with real frustration at how poorly it executes on most of it. This is not a cosy clicker. It is a business management game built around soil quality degradation, seasonal demand curves, fertilizer cost-versus-yield optimization, and a live market where you can sell at posted prices, chase restaurant purchase orders, or list on the private market and hope someone bites. That layer of economic decision-making is genuinely interesting, and on paper it belongs in the same conversation as lite tycoon titles of its era. The core loop starts you with a small plot, a two-vehicle garage, a refrigerated warehouse, and a grain silo. From there you acquire land (buy outright or rent to preserve capital, a real tradeoff that matters early), lay road networks so your vehicles can actually reach your fields, and choose from over 30 seed varieties spread across multiple growing seasons. Weather shifts can cut your yield, pests can destroy it entirely, and soil quality degrades the more intensively you farm a given plot, pushing you toward crop rotation or fertilizer spending that eats into margins. There is a genuine resource-allocation problem buried in here. The trouble is that the tooling around that problem is thin and poorly explained. The tutorial is brittle enough that missing a single timed step, like a pesticide window that closes while the game is fast-forwarding, can lock the tutorial in a permanently broken state. That is not a recoverable design failure; that is a basic QA miss. The automation situation is the biggest structural complaint. When your operation scales past a handful of barns, manually triggering feeding for every livestock building becomes a second job with no payoff. There is no queue, no bulk-action, no priority system. The AI running the competing farm on the map is similarly underdeveloped, barely registering as a presence until you stumble across it by accident. For a game that asks you to engage with a stock market and manage a multi-crop enterprise, the absence of even rudimentary automation tools is a design hole, not a difficulty spike. Community threads from launch confirm that crop disease also has no cure mechanic: the game will flag the problem prominently and then offer you no resolution. Where Farming World has some modest appeal is in the building roster: over 40 construction types including greenhouses, bakeries, butchers, and processing facilities like canneries and juicing plants. The idea that you can vertically integrate, growing raw produce and then refining it before taking it to market, is sound and gives the mid-game some direction. The animal roster runs from chickens and cows up to turkeys and ostriches, which at least provides variety. The isometric presentation is functional, if firmly rooted in mid-1990s aesthetics. On Steam this title holds a mixed rating with roughly 42 percent positive reviews across its lifetime, which tracks with a game that has an interesting economic skeleton wrapped in unfinished execution. Strategy players who enjoy reading behind the numbers of a tycoon system might extract a few hours of genuine engagement from figuring out the market rhythm and the land expansion calculus. Everyone else, including anyone who wants a relaxing farm experience or expects the automation taken for granted in any modern management sim, will hit a wall of micromanagement and missing features quickly. There are no mods, no post-launch content updates of note, and no active community to paper over the gaps. Approach this as a curiosity from a mid-tier publisher's catalogue, not as a farming-genre recommendation. Diego, Scout Team

Farming World
CasualIndieSimulation

Farming World

May 2, 2014ExcaliburExcalibur Publishing
GamerScout Says

Buried under its isometric pastoral exterior is a numbers-driven agricultural tycoon that will bankrupt you before you figure out why. Worth a look only at the deepest discounts.

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Screenshots & Media

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About Farming World

I went in expecting a lightweight farming sim and came out with a grudging respect for what Farming World is trying to do, mixed with real frustration at how poorly it executes on most of it. This is not a cosy clicker. It is a business management game built around soil quality degradation, seasonal demand curves, fertilizer cost-versus-yield optimization, and a live market where you can sell at posted prices, chase restaurant purchase orders, or list on the private market and hope someone bites. That layer of economic decision-making is genuinely interesting, and on paper it belongs in the same conversation as lite tycoon titles of its era. The core loop starts you with a small plot, a two-vehicle garage, a refrigerated warehouse, and a grain silo. From there you acquire land (buy outright or rent to preserve capital, a real tradeoff that matters early), lay road networks so your vehicles can actually reach your fields, and choose from over 30 seed varieties spread across multiple growing seasons. Weather shifts can cut your yield, pests can destroy it entirely, and soil quality degrades the more intensively you farm a given plot, pushing you toward crop rotation or fertilizer spending that eats into margins. There is a genuine resource-allocation problem buried in here. The trouble is that the tooling around that problem is thin and poorly explained. The tutorial is brittle enough that missing a single timed step, like a pesticide window that closes while the game is fast-forwarding, can lock the tutorial in a permanently broken state. That is not a recoverable design failure; that is a basic QA miss. The automation situation is the biggest structural complaint. When your operation scales past a handful of barns, manually triggering feeding for every livestock building becomes a second job with no payoff. There is no queue, no bulk-action, no priority system. The AI running the competing farm on the map is similarly underdeveloped, barely registering as a presence until you stumble across it by accident. For a game that asks you to engage with a stock market and manage a multi-crop enterprise, the absence of even rudimentary automation tools is a design hole, not a difficulty spike. Community threads from launch confirm that crop disease also has no cure mechanic: the game will flag the problem prominently and then offer you no resolution. Where Farming World has some modest appeal is in the building roster: over 40 construction types including greenhouses, bakeries, butchers, and processing facilities like canneries and juicing plants. The idea that you can vertically integrate, growing raw produce and then refining it before taking it to market, is sound and gives the mid-game some direction. The animal roster runs from chickens and cows up to turkeys and ostriches, which at least provides variety. The isometric presentation is functional, if firmly rooted in mid-1990s aesthetics. On Steam this title holds a mixed rating with roughly 42 percent positive reviews across its lifetime, which tracks with a game that has an interesting economic skeleton wrapped in unfinished execution. Strategy players who enjoy reading behind the numbers of a tycoon system might extract a few hours of genuine engagement from figuring out the market rhythm and the land expansion calculus. Everyone else, including anyone who wants a relaxing farm experience or expects the automation taken for granted in any modern management sim, will hit a wall of micromanagement and missing features quickly. There are no mods, no post-launch content updates of note, and no active community to paper over the gaps. Approach this as a curiosity from a mid-tier publisher's catalogue, not as a farming-genre recommendation. Diego, Scout Team

Tags

singleplayertrading-cardstier:sub-5Agricultural TycoonMarket PricingSoil ManagementIsometric ViewLivestock ManagementVertical IntegrationSeasonal CropsBusiness Simulation

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Gold

Valve rates this game Steam Deck Unsupported. Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP (SP3)/Vista/7/8
Memory
2 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
Dedicated graphics card with 256 MB memory (GeForce 7600 GT-class equivalent or better)
Processor
Processor Dual core CPU 2.4 GHz
Sound Card
DirectX 9 compatible sound

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Game Info

Developer
Excalibur
Publisher
Excalibur Publishing
Release Date
May 2, 2014

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2026-06-100.58(lowest)

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How much does Farming World cost?

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What platforms is Farming World available on?

Farming World is available on PC, Mac.

When was Farming World released?

Farming World was released on 2 May 2014.

Who developed Farming World?

Farming World was developed by Excalibur and published by Excalibur Publishing.