Compare Gnomes Garden prices across 50+ stores and find the best deal. Developed by Workroom7. Published by 8Floor. Released on 12/18/2015. Available on PC, Xbox. Genres: Casual, Indie, Strategy.

Forty-nine timed levels of resource juggling that reward clean build orders over button-mashing - approachable enough for newcomers, shallow enough to frustrate genre veterans by the midpoint.

My honest reaction after loading up Gnomes Garden for the first time: this is a competent, zero-surprises casual time-management game that does exactly what it promises and almost nothing else. You command a small crew of gnome workers across 49 levels split across four distinct landmasses, clicking to queue up tasks in the right order so your workers gather food, wood, stone, and crystals fast enough to beat each stage's clock. That core loop - establish resource buildings like mines, farms, and windmills, then spend those resources clearing road obstacles and repairing bridges to reach the level's objectives - is genuinely readable within minutes. The tutorial respects your time and does not talk down to you, which matters more than people give it credit for in this genre. Where it gets mildly interesting from a planning standpoint is in the upgrade decision. Upgrading your gnome house unlocks a second or third worker, which accelerates everything, but the upgrade costs materials you could have spent on clearing a path earlier. Similarly, upgrading your resource generators improves their yield but eats into your current stockpile and slows forward momentum. There is a real build-order tension in the first half of the game, and chasing gold times on a level with a two-second margin can produce a satisfying loop of planning and re-execution. Occasional helper units, including witches for certain objectives and firemen to chase off nuisance monsters, add minor variety to the action queue. The problems are structural. Every mechanic gets introduced in the opening handful of stages, and the remaining forty-plus levels are almost entirely more of the same. Reviewers who played through the whole run noted that the gameplay vocabulary stops growing early, which means the back half of the game leans entirely on execution speed rather than new ideas. The jester enemies that freeze your workers mid-task are a friction mechanic that landed poorly with a portion of players - it shifts the genre's satisfaction from clean optimization toward reactive interruption management, and not everyone finds that trade worthwhile. The story exists in name only, and the audiovisual presentation reads closer to a mobile port than a PC-native release. For the right audience, none of that is disqualifying. If you have younger players in the house, this is genuinely family-friendly content with cute visuals and a low barrier to entry. If you are a time-management genre regular who has already worked through the 12 Labours of Hercules series or similar, you will find Gnomes Garden mechanically thinner by comparison and probably hit the repetition wall before the final landmass. Steam players sitting at 87% positive across 260 reviews suggest the audience it is aimed at leaves satisfied - that audience just is not strategy-first PC players expecting depth to accumulate over time. Treat it as a short, low-friction palate cleanser between heavier titles and your expectations will be calibrated correctly. Diego, Scout Team

Gnomes Garden
CasualIndieStrategy

Gnomes Garden

Dec 18, 2015Workroom78Floor
GamerScout Says

Forty-nine timed levels of resource juggling that reward clean build orders over button-mashing - approachable enough for newcomers, shallow enough to frustrate genre veterans by the midpoint.

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About Gnomes Garden

My honest reaction after loading up Gnomes Garden for the first time: this is a competent, zero-surprises casual time-management game that does exactly what it promises and almost nothing else. You command a small crew of gnome workers across 49 levels split across four distinct landmasses, clicking to queue up tasks in the right order so your workers gather food, wood, stone, and crystals fast enough to beat each stage's clock. That core loop - establish resource buildings like mines, farms, and windmills, then spend those resources clearing road obstacles and repairing bridges to reach the level's objectives - is genuinely readable within minutes. The tutorial respects your time and does not talk down to you, which matters more than people give it credit for in this genre. Where it gets mildly interesting from a planning standpoint is in the upgrade decision. Upgrading your gnome house unlocks a second or third worker, which accelerates everything, but the upgrade costs materials you could have spent on clearing a path earlier. Similarly, upgrading your resource generators improves their yield but eats into your current stockpile and slows forward momentum. There is a real build-order tension in the first half of the game, and chasing gold times on a level with a two-second margin can produce a satisfying loop of planning and re-execution. Occasional helper units, including witches for certain objectives and firemen to chase off nuisance monsters, add minor variety to the action queue. The problems are structural. Every mechanic gets introduced in the opening handful of stages, and the remaining forty-plus levels are almost entirely more of the same. Reviewers who played through the whole run noted that the gameplay vocabulary stops growing early, which means the back half of the game leans entirely on execution speed rather than new ideas. The jester enemies that freeze your workers mid-task are a friction mechanic that landed poorly with a portion of players - it shifts the genre's satisfaction from clean optimization toward reactive interruption management, and not everyone finds that trade worthwhile. The story exists in name only, and the audiovisual presentation reads closer to a mobile port than a PC-native release. For the right audience, none of that is disqualifying. If you have younger players in the house, this is genuinely family-friendly content with cute visuals and a low barrier to entry. If you are a time-management genre regular who has already worked through the 12 Labours of Hercules series or similar, you will find Gnomes Garden mechanically thinner by comparison and probably hit the repetition wall before the final landmass. Steam players sitting at 87% positive across 260 reviews suggest the audience it is aimed at leaves satisfied - that audience just is not strategy-first PC players expecting depth to accumulate over time. Treat it as a short, low-friction palate cleanser between heavier titles and your expectations will be calibrated correctly. Diego, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Time-Limit ScoringBuild-Order PuzzleWorker ManagementFamily FriendlyLevel-Based ProgressionMobile-Style DesignSingle-Session Levels

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows® 7 32/64 bit
Memory
1024 MB RAM
DirectX
Version 9.0
Storage
150 MB available space
Graphics
Intel GMA 3150
Processor
Intel Atom N455 (1660 MHz)

Recommended

OS
Windows® 7 32/64 bit

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Game Info

Developer
Workroom7
Publisher
8Floor
Release Date
Dec 18, 2015

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Price History

2026-06-101.35(lowest)

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What platforms is Gnomes Garden available on?

Gnomes Garden is available on PC, Xbox.

When was Gnomes Garden released?

Gnomes Garden was released on 18 December 2015.

Who developed Gnomes Garden?

Gnomes Garden was developed by Workroom7 and published by 8Floor.