Keep a town alive in Farthest Frontier. It's a town builder with a strong survival side, made by Crate Entertainment, the studio behind Grim Dawn. You start with a small group of settlers on a randomly generated map at the edge of the wilderness, and your job is to keep them fed, warm, and healthy while their camp grows into a real town. The full version came out in October 2025 after years in Early Access, and it's a single-player game on PC.
Every town begins with the Town Center, the first building you place and the heart of the settlement. Where you put it matters, since nearby food, ore, and threats like wolves and boars decide how easy the early years will be. From there, villagers clear the land, gather wood and stone, hunt, fish, and forage, then turn those raw materials into the tools and goods the town needs. Time moves through seasons and years, and each season brings its own chores.
Animals add food and useful materials to your town. Chickens live in a Chicken Coop and give eggs and meat. Goats live in a Goat Barn and give milk, meat, and hides, and cows live in a Barn and give the same. Horses are bought from traders and kept in a Stable, and they're mainly for mounted troops, so they're a military choice rather than a food one.
Winter is the first real test, and firewood has to be stocked before the cold arrives, because running out can be fatal. Food is the steady pressure, since you need to keep growing, catching, and storing enough for everyone. As the town grows, you trade extra goods with merchants for gold and for items you can't make yourself, unlock new techs with the Knowledge your town produces, and prepare for raiders who come as your town draws attention. The goal is a prospering town, and building a monument triggers a flexible victory, though you can keep playing afterward.
- Developer
- Crate Entertainment
- Publisher
- Crate Entertainment
- Release
- Global: 2025-10-23
- Platforms
- Windows
Game data
Buildings
Buildings are the core of Farthest Frontier, covering the water, food, warmth, housing, tools and defense that villagers depend on. The Build menu (B) sorts them into categories, and many only open after Town Center upgrades or tech research. Production buildings need workers to run, and any building can be repaired, relocated or salvaged as the town changes. Housing depends on desirability, so where you place homes, decorations and workshops matters as much as how many you build.
Crops
Farthest Frontier's crops run from peas, beans, turnips, carrots, cabbage and leeks to buckwheat, rye, wheat, hay, flax and clover. Grains are milled and baked into bread, root vegetables and greens feed your town, flax becomes linen clothing, and hay feeds your animals while clover rebuilds the soil. Each crop affects fertility, weeds and disease in its own way, so rotating them over a three-year cycle is how fields stay productive.
Resources and Goods
Resources and goods are everything your town gathers, grows, makes and trades in Farthest Frontier. They fall into four groups: raw materials, food, produced materials and usable items, and most of them move from the land to the workshop to the villager. Where your town is built decides which raw materials you can reach, and surplus goods traded at the Trading Post make up for what your land lacks.
Farthest Frontier Controls
| Action | Desktop |
|---|---|
| Open the Build menu | B |
| Rotate a building while placing it | Tab |
| Place a building or select | Left-click |
| Order selected units to move | Right-click |
| Save a control group | Ctrl + number key |
| Select a saved control group | Number key |
Farthest Frontier gameplay tips
- Start on Pioneer for your first game. You pick the difficulty when you create the world, and you can't change it later. Vanquisher starts you on lean times, while Pioneer has no dangerous wildlife, so you have room to learn how villagers, food, and winter fit together.
- Check the land before you place the Town Center. Look for berry bushes, fish, and deer for food, plus iron, gold, and coal, and note where boars and wolves roam. Villagers spend a lot of time hauling, so food and ore close to the center save a lot of walking.
- Get firewood production running before the first winter. Winter arrives quickly, and villagers need firewood to stay warm. If your stock runs out when the cold hits, the results can be fatal, so start building a supply while there's still time.
- Forage and hunt before you plant fields. Preparing a field is slow work, since farmers have to clear rocks and trees and till the soil, and on rough ground that takes a long time. Berries, herbs, fish, and game from hunter's cabins keep your people fed until the fields are ready.
- Build wells early so villagers aren't drinking lake water. Drinking from nearby lakes can bring parasites and dysentery. Wells give your people clean water, and prevention is the best answer to sickness once it has a chance to spread.
- Keep food in a Root Cellar. All food spoils over time, and the root cellar is the best place to slow that down because it stays cool underground. Barrels stored inside cut spoilage even further, and a root cellar holds more of them than a storehouse. Keep carts and stockyards for materials instead.




















