Compare Nested Lands prices across 50+ stores and find the best deal. Developed by 1M Bits Horde. Published by META Publishing. Released on 2/25/2026. Available on PC. Genres: Action, Adventure, Indie, RPG, Simulation, Early Access.

Colony-sim depth crammed into a plague-ravaged medieval shell, with a 73% overall Steam rating that's trending upward: Nested Lands rewards patient builders and punishes everyone else.

I've spent enough hours in Medieval Dynasty, Farthest Frontier, and Valheim clones to recognise a genuine systems-first survival game when I see one, and Nested Lands is close to being exactly that. You crash-land on a plague-soaked island with little more than a helpful NPC named Balder and a desperate need for an axe. From that starting pit, the whole premise hinges on one question that the genre almost never asks seriously: can you build a functioning community, not just a base? That framing is what separates Nested Lands from the pack, and also where most of its friction lives. The settlement layer is the mechanical heart. You recruit survivors scattered across two explorable islands, assign them roles - Farmer, Trapper, Cook, and others - and watch your muddy camp slowly grow into something resembling a functioning village. Buildings unlock as you explore: a crematorium for corpse disposal, an apothecary for medicine production, a blacksmith for metal tools and armor, a weaver's hut for proper clothing. Each structure feeds into the others, and the resource chains are tighter than they look. Winter freezes crops and strangles food production, and the survivor AI has a documented problem at launch - a seven-person workforce of Farmers, Trappers, and a Cook was not reliably producing enough food to sustain the village it was meant to serve. That is a design issue, not a tuning issue, and it stings precisely because the rest of the economy is interesting. The devs have been responsive: a bow-and-arrow inconsistency bug shipped with Early Access launch and was patched within days, and Update 0.7.11.0 added fast travel across map regions and co-op multiplayer sync fixes for the Quest Board and equipment visuals. Active iteration is the best thing an Early Access game can signal, and Nested Lands is signalling it clearly. The plague is the game's most evocative concept and, right now, its most underused one. It blights the terrain with visible tumors, spreads through the land itself, and reportedly laughs while it kills you - the Lovecraftian horror underpinning is genuinely interesting. In practice, though, it functions more as an environmental obstacle than a living threat. There are no plague-mutated enemies, no escalating infection cascades that demand real quarantine decisions. The bandit encounters that fill the combat side of the loop are functional but clunky, and the bow feels inconsistent enough that melee is often the safer bet even when range is what you want. Combat is the weakest pillar, and anyone coming in expecting fluid action should readjust expectations now. For strategy and sim players, the co-op offering is legitimately compelling. Up to four players can share the management burden across a cross-platform session (Steam, GOG, and Epic all talk to each other), which turns the food-supply crisis into a coordination puzzle rather than a solo slog. The roadmap is concrete: a Dark Waters biome adds the final story arc, an Expeditions system lets you dispatch villagers to remote islands for resources, livestock husbandry and fishing are both confirmed, and a new island with fresh enemy types is in progress. That is a lot of content depth waiting to arrive, and it matters when evaluating an Early Access buy. The honest summary is that Nested Lands is a colony-survival sim with genuine mechanical ambition and a villager AI that has not yet caught up to that ambition. The plague setting is underexploited, combat needs work, and the food-production loop can feel punitive in ways that read as bugs rather than design. But the foundation - building progression, survivor roles, the grim medieval atmosphere, responsive devs, cross-play co-op at launch - is solid enough that fans of Farthest Frontier or Medieval Dynasty will find real hooks here. Just go in knowing you are funding development as much as playing a finished game. Diego, Scout Team

Nested Lands
ActionAdventureIndieRPGSimulationEarly Access

Nested Lands

Feb 25, 20261M Bits HordeMETA Publishing
GamerScout Says

Colony-sim depth crammed into a plague-ravaged medieval shell, with a 73% overall Steam rating that's trending upward: Nested Lands rewards patient builders and punishes everyone else.

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About Nested Lands

I've spent enough hours in Medieval Dynasty, Farthest Frontier, and Valheim clones to recognise a genuine systems-first survival game when I see one, and Nested Lands is close to being exactly that. You crash-land on a plague-soaked island with little more than a helpful NPC named Balder and a desperate need for an axe. From that starting pit, the whole premise hinges on one question that the genre almost never asks seriously: can you build a functioning community, not just a base? That framing is what separates Nested Lands from the pack, and also where most of its friction lives. The settlement layer is the mechanical heart. You recruit survivors scattered across two explorable islands, assign them roles - Farmer, Trapper, Cook, and others - and watch your muddy camp slowly grow into something resembling a functioning village. Buildings unlock as you explore: a crematorium for corpse disposal, an apothecary for medicine production, a blacksmith for metal tools and armor, a weaver's hut for proper clothing. Each structure feeds into the others, and the resource chains are tighter than they look. Winter freezes crops and strangles food production, and the survivor AI has a documented problem at launch - a seven-person workforce of Farmers, Trappers, and a Cook was not reliably producing enough food to sustain the village it was meant to serve. That is a design issue, not a tuning issue, and it stings precisely because the rest of the economy is interesting. The devs have been responsive: a bow-and-arrow inconsistency bug shipped with Early Access launch and was patched within days, and Update 0.7.11.0 added fast travel across map regions and co-op multiplayer sync fixes for the Quest Board and equipment visuals. Active iteration is the best thing an Early Access game can signal, and Nested Lands is signalling it clearly. The plague is the game's most evocative concept and, right now, its most underused one. It blights the terrain with visible tumors, spreads through the land itself, and reportedly laughs while it kills you - the Lovecraftian horror underpinning is genuinely interesting. In practice, though, it functions more as an environmental obstacle than a living threat. There are no plague-mutated enemies, no escalating infection cascades that demand real quarantine decisions. The bandit encounters that fill the combat side of the loop are functional but clunky, and the bow feels inconsistent enough that melee is often the safer bet even when range is what you want. Combat is the weakest pillar, and anyone coming in expecting fluid action should readjust expectations now. For strategy and sim players, the co-op offering is legitimately compelling. Up to four players can share the management burden across a cross-platform session (Steam, GOG, and Epic all talk to each other), which turns the food-supply crisis into a coordination puzzle rather than a solo slog. The roadmap is concrete: a Dark Waters biome adds the final story arc, an Expeditions system lets you dispatch villagers to remote islands for resources, livestock husbandry and fishing are both confirmed, and a new island with fresh enemy types is in progress. That is a lot of content depth waiting to arrive, and it matters when evaluating an Early Access buy. The honest summary is that Nested Lands is a colony-survival sim with genuine mechanical ambition and a villager AI that has not yet caught up to that ambition. The plague setting is underexploited, combat needs work, and the food-production loop can feel punitive in ways that read as bugs rather than design. But the foundation - building progression, survivor roles, the grim medieval atmosphere, responsive devs, cross-play co-op at launch - is solid enough that fans of Farthest Frontier or Medieval Dynasty will find real hooks here. Just go in knowing you are funding development as much as playing a finished game. Diego, Scout Team

Tags

singleplayermultiplayercooponline-coopcross-platformachievementscontroller-supportcloud-savestier:indieColony SimPlague SettingSurvivor ManagementSettlement ProgressionCross-Play Co-opResource Chain ManagementDark MedievalExpeditions System

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 10 and above
Memory
16 GB RAM
DirectX
Version 12
Storage
15 GB available space
Graphics
NVIDIA GeForce RTX 3050 4GB or higher
Processor
Intel(R) Core(TM) i3 or higher

Recommended

OS
Windows 11
Memory
32 GB RAM
DirectX
Version 12
Storage
15 GB available space
Graphics
NVIDIA GeForce 4050 or higher
Processor
Core i5 or better

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Game Info

Developer
1M Bits Horde
Publisher
META Publishing
Release Date
Feb 25, 2026

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Nested Lands is available on PC.

When was Nested Lands released?

Nested Lands was released on 25 February 2026.

Who developed Nested Lands?

Nested Lands was developed by 1M Bits Horde and published by META Publishing.