Farthest Frontier

Games

Protect and guide your people as you forge a town from untamed wilderness at the edge of the known world.

Latest · by Crate EntertainmentWebsiteRSS

Release activity

Release activity — 5 releases across 5 days in the last year. Each cell is one day; darker means more releases that day. Older weeks are hidden at this screen width.
JunJulAugSep
SundayNo releases on May 31, 2026No releases on Jun 7, 2026No releases on Jun 14, 2026No releases on Jun 21, 2026No releases on Jun 28, 2026No releases on Jul 5, 2026No releases on Jul 12, 2026No releases on Jul 19, 2026No releases on Jul 26, 2026No releases on Aug 2, 2026No releases on Aug 9, 2026No releases on Aug 16, 2026No releases on Aug 23, 2026No releases on Aug 30, 2026No releases on Sep 6, 2026No releases on Sep 13, 2026
MondayNo releases on Jun 1, 2026No releases on Jun 8, 2026No releases on Jun 15, 2026No releases on Jun 22, 2026No releases on Jun 29, 2026No releases on Jul 6, 2026No releases on Jul 13, 2026No releases on Jul 20, 2026No releases on Jul 27, 2026No releases on Aug 3, 2026No releases on Aug 10, 2026No releases on Aug 17, 2026No releases on Aug 24, 2026No releases on Aug 31, 2026No releases on Sep 7, 2026No releases on Sep 14, 2026
TuesdayNo releases on Jun 2, 2026No releases on Jun 9, 2026No releases on Jun 16, 2026No releases on Jun 23, 2026No releases on Jun 30, 2026No releases on Jul 7, 2026No releases on Jul 14, 2026No releases on Jul 21, 2026No releases on Jul 28, 2026No releases on Aug 4, 2026No releases on Aug 11, 2026No releases on Aug 18, 2026No releases on Aug 25, 2026No releases on Sep 1, 2026No releases on Sep 8, 2026
WednesdayNo releases on Jun 3, 2026No releases on Jun 10, 2026No releases on Jun 17, 2026No releases on Jun 24, 2026No releases on Jul 1, 2026No releases on Jul 8, 2026No releases on Jul 15, 2026No releases on Jul 22, 2026No releases on Jul 29, 2026No releases on Aug 5, 2026No releases on Aug 12, 2026No releases on Aug 19, 2026No releases on Aug 26, 2026No releases on Sep 2, 2026No releases on Sep 9, 2026
ThursdayNo releases on Jun 4, 2026No releases on Jun 11, 2026No releases on Jun 18, 2026No releases on Jun 25, 2026No releases on Jul 2, 2026No releases on Jul 9, 2026No releases on Jul 16, 2026No releases on Jul 23, 2026No releases on Jul 30, 2026No releases on Aug 6, 2026No releases on Aug 13, 2026No releases on Aug 20, 2026No releases on Aug 27, 2026No releases on Sep 3, 2026No releases on Sep 10, 2026
FridayNo releases on Jun 5, 2026No releases on Jun 12, 2026No releases on Jun 19, 2026No releases on Jun 26, 2026No releases on Jul 3, 2026No releases on Jul 10, 2026No releases on Jul 17, 2026No releases on Jul 24, 2026No releases on Jul 31, 2026No releases on Aug 7, 2026No releases on Aug 14, 2026No releases on Aug 21, 2026No releases on Aug 28, 2026No releases on Sep 4, 2026No releases on Sep 11, 2026
SaturdayNo releases on Jun 6, 2026No releases on Jun 13, 2026No releases on Jun 20, 2026No releases on Jun 27, 2026No releases on Jul 4, 2026No releases on Jul 11, 2026No releases on Jul 18, 2026No releases on Jul 25, 2026No releases on Aug 1, 2026No releases on Aug 8, 2026No releases on Aug 15, 2026No releases on Aug 22, 2026No releases on Aug 29, 2026No releases on Sep 5, 2026No releases on Sep 12, 2026

5 releases in the last year

Patch notes

Farthest Frontier v1.1.0 is now live!

Added 5
  • Introduce Gridless build mode allowing settlement layout without adhering to the grid system
  • Add ability to seamlessly switch between grid and gridless build modes
  • Introduce Guided Journey to help new players settle in the untamed frontier with clear objectives
  • Add new building management tool
  • Add copy/paste tool for building settings

From Farthest Frontier

Following a round of public testing, Farthest Frontier's first major content update is now live!

With v1.1, we are proud to introduce Gridless build mode, offering you freedom in how you lay out your settlement without adhering to the old grid. You can seamlessly switch between the old grid and the new gridless mode at any time, for when you do want things to line up perfectly.

The second important addition is the Guided Journey, which will help ease new players into the challenges of settling in the untamed frontier by offering clear objectives that will ensure your fledgling settlement makes it through the first winter.

Beyond that, v1.1 is focused entirely on quality of life improvements that you have been asking for, including a new building management tool, a copy/paste tool for building settings, and much more!

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For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/809099845132430967/).

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How Farthest Frontier v1.1.0 is now live! went

Farthest Frontier v1.0.5 is now live

Added 1
  • Added new widgets for Barns and Chicken Coops to indicate when slaughtering of animals is paused by production limits on their products
Changed 4
  • Child happiness no longer factors in shoes and beer availability
  • Improved logistics for wagons servicing mines and pits to allow them to more effectively grab large quantities of heavy materials and reduce the frequency with which villagers will pick them up themselves
  • Increased Immigration rates at lower populations
  • Raider attacks on Excavation Sites now have a different icon to differentiate them from regular raids
Fixed 8
  • Fixed an issue where graphs would stop displaying in the Annual Report
  • Fixed an issue where disabling weather effects would also disable lightning strikes, which consequently reduced chance of fires
  • Fixed an issue where a combination of the Intensive Animal Farming policy and Artificial Selection tech could cause the two to not stack
  • Fixed an issue where reloading could cause Horsemen and Lancers to have reduced health
  • Fixed an issue where using the Select All Military function would ADD the military units to an active selection of villagers, instead of overriding it
  • Fixed an issue where building upgrades that require Bricks would not display the correct costs after unlocking the Masonry tech
  • Fixed an issue when taunting raiders using the Military Monument in Pacifist Mode that could cause raids to become stuck and the cooldown to not be respected
  • Fixed some edge cases when placing double-wide gates that could result in gaps in the wall

From Farthest Frontier

Since the v1.0 release, the team has been diligently addressing your reported issues. The latest in our series of hotfixes has just gone live. For details on all 5 hotfixes, the full changelog is available (https://steamcommunity.com/app/1044720/discussions/0/628940008766767359/).

For those in the US, we wish you all a pleasant Thanksgiving and a gentle food coma!

v1.0.5 Hotfix 5

**

  • Fixed an issue where graphs would stop displaying in the Annual Report.

  • Fixed an issue where disabling weather effects would also disable lightning strikes, which consequently reduced chance of fires.

  • Fixed an issue where a combination of the Intensive Animal Farming policy and Artificial Selection tech could cause the two to not stack.

  • Fixed an issue where reloading could cause Horsemen and Lancers to have reduced health.

  • Fixed an issue where using the Select All Military function would ADD the military units to an active selection of villagers, instead of overriding it.

  • Fixed an issue where building upgrades that require Bricks would not display the correct costs after unlocking the Masonry tech.

  • Fixed an issue when taunting raiders using the Military Monument in Pacifist Mode that could cause raids to become stuck and the cooldown to not be respected.

  • Fixed some edge cases when placing double-wide gates that could result gaps in the wall.

**

  • Child happiness no longer factors in shoes and beer availability. The Pub is checking IDs.

  • Added new widgets for Barns and Chicken Coops to indicate when slaughtering of animals is paused by production limits on their products (ex. Tallow).

  • Improved logistics for wagons servicing mines and pits, which will allow them to more effectively grab large quantities of heavy materials and reduce the frequency with which villagers will pick them up themselves (ex. villagers grabbing ore before a wagon can).

  • Increased Immigration rates at lower populations.

  • Raider attacks on Excavation Sites now have a different icon to differentiate them from regular raids.

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How Farthest Frontier v1.0.5 is now live went

Farthest Frontier V1.0 Hotfixes now Live

Changed 4
  • Increased Health of Palisade and Stone Walls and the Health and Armor of Palisade and Stone Gates
  • Reduced % chance of fire spread and made fires easier to put out without the Civic Inspections tech
  • Reverted change that increased Hay season duration, which prevented putting Field Maintenance in the same rotation
  • Increased chance of Traveling Merchants selling Tomes of Knowledge and reduced their base price
Fixed 14
  • Fixed an issue where building windows were capped at a smaller height than intended
  • Fixed an issue where villagers with tools would be miscounted, resulting in incorrect low tools warnings
  • Fixed an issue where settings windows in the main menu would improperly resize, which also caused them to not fit on ultrawide resolutions
  • Fixed an issue where opening the crop field window could cause a brief performance hitch
  • Fixed an issue where raider banners could fail to display on the minimap if the banner holder would spawn inside of battering rams
  • Fixed an issue where a critical laborers warning would appear excessively

From Farthest Frontier

Our priority is always in ensuring everybody has a smooth experiencing with our games. As such, the team was diligently addressing critical bugs reported by you since release. We have now released two hotfixes and will be keeping an eye out for more issues. We will likely have at least one more hotfix patch before we focus our attention on larger updates and eventual DLC content.

Thank you to everyone that reported bugs and provided feedback!

v1.0.2 Hotfix 2

**

  • Fixed an issue where building windows were capped at a smaller height than intended.

  • Fixed an issue where villagers with tools would be miscounted, resulting in incorrect low tools warnings.

  • Fixed an issue where settings windows in the main menu would improperly resize, which also caused them to not fit on ultrawide resolutions.

  • Fixed an issue where opening the crop field window could cause a brief performance hitch.

  • Fixed an issue where raider banners could fail to display on the minimap if the banner holder would spawn inside of battering rams.

  • Fixed an issue where a critical laborers warning would appear excessively.

**

  • Increased Health of Palisade and Stone Walls and the Health and Armor of Palisade and Stone Gates.

v1.0.1 Hotfix 1

**

  • Fixed an issue that could cause the game to crash on load. If you are still experiencing crashes during loading, please reach out to support@crateentertainment.com with details of your issue.

  • Fixed an issue where the game could crash when engaging in combat with raiders. Like above, if you are still experiencing this issue, please reach out to us so we can help debug it further with you.

  • Fixed an issue where the Early Access data migration message would display for new players starting up the game for the first time. This was a result of Steam Cloud erroneously generating the old directory at startup, which has now been pwned.

  • Fixed an issue with the Custom Game options window not fitting on screen at ultrawide resolutions.

  • Fixed an issue with tooltips not scaling in the Tech Tree when changing resolutions and/or UI Scale in the game options.

  • Fixed an issue with minimap icons sometimes not displaying correctly when toggling their visibility.

  • Fixed an issue where villagers would sometimes seek water on opposite sides of lakes.

  • Fixed an issue where Compost Yards could become stuck with the Vermicast tech active, particulaly if there is 1 point invested in it out of 2.

**

  • Reduced % chance of fire spread and made fires easier to put out without the Civic Inspections tech.

  • Reverted change that increased Hay season duration, which prevented putting Field Maintenance in the same rotation.

  • Increased chance of Traveling Merchants selling Tomes of Knowledge and reduced their base price.

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How Farthest Frontier V1.0 Hotfixes now Live went

Farthest Frontier v1.0 is out!

Added 20
  • Custom Game Options
  • Spirituality System
  • Minimap
  • Crop Summary
  • Tier 2 Forager Gardens
  • Tier 2 Bakeries

From Farthest Frontier

Farthest Frontier v1.0 is now available!

The game has officially left Early Access after 3 tremendous years of working with the community to make the game you want!

The team is thrilled to have reached this milestone. We hope you enjoy v1.0 and what will come beyond!

P.S. If you have already been with us during Early Access, be sure to fully restart Steam to make sure the v1.0 download starts.


With your input and support, the game grew dramatically during Early Access. Here is a quick rundown of what was added!

  • Custom Game Options

  • Spirituality System

  • Minimap

  • Crop Summary

  • Tier 2 Forager Gardens

  • Tier 2 Bakeries

  • Military Formations and Banner HUD

  • Priority Requests at the Trading Post

  • Deep Mines

  • Foresters

  • Guild Hall and Paper Industry

  • Raider Camps

  • Salvage Sites

  • Chickens

  • Goats

  • Horses

  • Raider Siege Weapons

  • Diagonal Walls

  • Double-Wide Gates

  • Mod Support

  • Color Blind Filters

  • Supply Depots

  • Monuments

  • Policies

  • Tech Tree

  • Victory Conditions

  • Bridges

  • Dozens of new decorations

  • And stuff I am no doubt forgetting!

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How Farthest Frontier v1.0 is out! went

V0.9.7 Hotfixes

Over the past week, we have pushed a series of hotfixes to address critical issues. The latest, v0.9.7d, has just gone live.

We will keep monitoring the forums for critical issues, but otherwise the team is going to focus on bringing you v1.0!

With a 100+ node tech tree that will massively shake up the way you play Frontier, end-game monuments, bridges, and more, v1.0 is going to be a crowning update that truly marks the end of one era, and the beginning of the next.

We are nearly ready to officially launch Farthest Frontier with a very strong foundation!

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How V0.9.7 Hotfixes went

Farthest Frontier v0.9.7 is Now Live!

Added 6
  • Diagonal walls
  • Villager idle behaviors
  • Achievements
  • New buildings
  • Steam Workshop support
  • Mono mod support

From Farthest Frontier

We are excited to bring you Farthest Frontier's latest major update, v0.9.7!

This is a major milestone for the game that bring us closer to our vision for v1.0 later this year. You can enjoy diagonal walls, villager idle behaviors, achievements, new buildings, Steam Workshop and mono mod support, and much much more!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/603027846150004668/).

Thanks to your continued support and feedback during Early Access, we have made a bigger and better game than we initially dreamed of. We hope you enjoy while the team is hammering away at v1.0. The full release will fundamentally shake the game up, with a 100+ node tech tree, end-game monuments, bridges, and more!

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How Farthest Frontier v0.9.7 is Now Live! went

V0.9.6 Hotfixes

As always, addressing your pressing issues is our #1 priority. Over the last 2 weeks, we released 4 hotfixes to resolve critical bugs and concerns. The latest, v0.9.6d, has just gone live.

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/603016959722785699/)!

We appreciate your continued bug reports and feedback!

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How V0.9.6 Hotfixes went

V0.9.6 is Now Live!

Added 3
  • Custom Game options to toggle raiders, desirability, and enable free-build mode
  • Tier 2 Forager to grow critical foraged resources anywhere
  • New audio to add another layer of polish to the game
Changed 1
  • Save directory location moved outside of OneDrive to address launch issues

From Farthest Frontier

The latest features, optimization, and bug fixes have made their way to Farthest Frontier with v0.9.6!

You can track what's still coming in our detailed (https://forums.crateentertainment.com/t/the-state-of-early-access-update-07/141562/1).

V0.9.6 introduces fun new ways to play the game with the Custom Game options, where you can toggle everything from raiders to desirability and even enable a free-build mode. The Tier 2 Forager lets you grow critical foraged resources wherever you please, and the addition of new audio adds another layer of polish to the game.

V0.9.6 also includes a change to the save directory. This was move was necessary to address issues players have been experiencing with OneDrive preventing the game from launching. The new directory is outside of OneDrive's jurisdiction. Your saves are safe!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/603016959722785699/).

We hope you enjoy our latest additions. Happy holidays from everyone here at Crate!

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How V0.9.6 is Now Live! went

V0.9.5 is Now Live!

Added 3
  • Introduce a versatile minimap
  • Add a crop summary window
  • Generate salvage sites on the map in new towns for villagers to excavate and discover valuable resources
Changed 1
  • Improve optimization
Fixed 1
  • Fix latest bugs

From Farthest Frontier

Our push towards v1.0 continues today with the official release of v0.9.5!

You can track what's still coming in our detailed (https://forums.crateentertainment.com/t/the-state-of-early-access-update-06/137208).

V0.9.5 introduces a multitude of highly requested quality of life improvements, including a versatile minimap and a crop summary window. In addition, new towns will also generate salvage sites on the map, which your villagers can excavate to discover valuable resources. Alongside the latest bug fixes and optimization improvements, this is another major step towards Farthest Frontier leaving early access!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/4701286908195309440/).

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How V0.9.5 is Now Live! went

V0.9.4 is Now Live!

Added 2
  • Mansions as a new building type for settlement advancement
  • Pastry shop as a new building type
Changed 2
  • Military controls revamped to add a new layer of strategy for defense
  • Performance improved with optimization updates

From Farthest Frontier

We are rolling right along with our latest additions and improvements for Farthest Frontier!

The introduction of mansions and a pastry shop will allow you to advance your settlements to gorgeous new heights and revamped military controls add a new layer of strategy when defending your people from encroaching raiders. You can also expect improved performance with the latest batch of optimization!

But that is just the start of v0.9.4. For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/4755326299659237565/).

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How V0.9.4 is Now Live! went

V0.9.3 is Now Live!

Added 1
  • Implemented new military controls
Changed 2
  • Improved framerate performance across the game as the first optimization pass
  • Rebalanced game mechanics and visuals with a significant balance and visual pass

From Farthest Frontier

Pleased to report that Farthest Frontier's first optimization pass has just gone live for everyone!

While we expect framerate to improve for most players, this is only the first step. You can look forward to further performance boosts in upcoming updates!

This isn't all that v0.9.3 has to offer, as it comes alongside a significant balance and visual pass, new military controls, and more!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/4524512379490150087/).

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How V0.9.3 is Now Live! went

V0.9.2 Hotfixes

Changed 1
  • Combat tuning adjusted based on player feedback
Fixed 1
  • Address multiple frustrating issues

From Farthest Frontier

We are always committed to addressing your critical concerns. We recently released a series of 4 hotfixes for v0.9.2, with the latest just today.

The latest hotfix includes a pass on combat tuning, based on your feedback, and addresses a number of frustrating issues.

You can read all of the hotfix changes on the official website.

We are now diving deep on preparing the next patch, which will include a number of significant optimization improvements, and of course MOAR!

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How V0.9.2 Hotfixes went

Farthest Frontier v0.9.2 is now live!

Added 3
  • Recruit new soldier types and enlist horsemen units to defend your town from new threats
  • Add goats and chickens as new animals
  • Add the ability to request resources from the trading post
Changed 1
  • Soldier management has been completely overhauled with military companies and new RTS controls for deploying forces

From Farthest Frontier

We are pleased to announce that the Farthest Frontier combat update, v0.9.2, is now live! Recruit new soldier types and enlist the aid of powerful horsemen units to defend your town from new threats! Soldier management has been completely overhauled with military companies and new RTS controls that help you deploy your forces where they are needed most.

But the combat update is not all about combat. Pacifist players can enjoy the addition of goats and chickens, a number of quality of life improvements, such as the ability to request resources from the trading post, and more!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/4355617246780324669/).

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How Farthest Frontier v0.9.2 is now live! went

Farthest Frontier v0.9.1 is now live!

Added 3
  • Raider encampments appear on the map that can be defeated to earn loot and delay future raids on your settlement
  • Crypts allow burial of the dead in centuries-old towns
  • Storage limits provide control over where resources are stored and in what quantities

From Farthest Frontier

Farthest Frontier's latest update has now gone live!

With this patch, new towns will contend with raider encampments on the map, which you can vanquish to earn loot and delay future raids on your settlement. Crypts will ensure that your centuries old towns have room to respectfully bury your dead, and storage limits at last give you full control over where you want your resources stored and in what quantities.

This and more is now available! For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3953658857078793652/?tscn=1699983383).

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How Farthest Frontier v0.9.1 is now live! went

Farthest Frontier v0.9.0 is now live!

Added 4
  • Add spiritual needs fulfillment for people
  • Add exploration of map to uncover forgotten relics
  • Add paper industry
  • Add Guild Hall for paper industry

From Farthest Frontier

Pleased to announce that Farthest Frontier's largest update yet has just gone live!

With this patch, you will fulfill your people's spiritual needs and explore the map to uncover forgotten relics! Your industries will flourish with the addition of the paper industry and its Guild Hall!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3809534228666107410/).

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How Farthest Frontier v0.9.0 is now live! went

Farthest Frontier v0.8.3 is now live

Added 4
  • Town Center placement now shows an overview of all resources in the general area
  • Work Camps can be upgraded to tier 2 with the ability to replant trees for sustainable forestry
  • Deep Mines and Quarries are now available in tier 4 and can gather their respective resource indefinitely once placed
  • Professions Window now features an Auto-Refill checkbox that automatically refills available laborers to other professions during vacancies, toggled on by default

From Farthest Frontier

Version v0.8.3 is now available.

This update has many highly requested features that should make your endgame towns more enjoyable as well as some critical bug fixes to some rare, but frustrating issues:

  • Town Center placement now has an overview of all resources in the general area.

  • Work Camps can now be upgraded to tier 2. In addition to harvesting logs and stone, tier 2 Work Camps can also replant trees for sustainable forestry.

  • Deep Mines and Quarries are now available in tier 4. These buildings can gather their respective resource indefinitely once placed. Note that this feature requires starting a new map as the resources need to be regenerated.

  • The Professions Window now features an "Auto-Refill" checkbox underneath the Laborer count. When this feature is turned on, available laborers will automatically refill other professions whenever there are vacancies (ex. villager deaths). This feature is toggled on by default.

We hope you enjoy the latest improvements to Farthest Frontier. Stay tuned as we will be announcing a livestream in the coming weeks that will give you a deeper look at the major features coming in v0.9.0 and beyond as we work towards the full release of the game!

For the full list of changes, stop by the (https://forums.crateentertainment.com/t/farthest-frontier-v0-8-3/127297).

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How Farthest Frontier v0.8.3 is now live went

Farthest Frontier v0.8.2 is now live

Added 4
  • Town Center and Graveyards can now be relocated at the cost of gold
  • New automation options for Arborists and Compost Yards
  • New keybinds for Camera Rotation with default Q and E
  • Steam Cloud saves are now enabled for the game
Changed 1
  • Monthly Gold cost is now broken down into more detailed information

From Farthest Frontier

Version v0.8.2 has just been released!

This update includes a number of quality of life improvements requested by the community, including:

  • You can now relocate the Town Center and Graveyards at the cost of gold.

  • Arborists and Compost Yards now feature new automation options.

  • New keybinds have been added for Camera Rotation, default Q and E.

  • The Monthly Gold cost has been broken down into more detailed information.

  • And more!

Steam Cloud saves have also now been enabled for the game. Just note that we do not have access to your cloud saves, so if anything ever goes out of sync between your local and cloud saves, we cannot help restore lost data.

We hope you enjoy the latest improvements to Farthest Frontier and stayed tuned for v0.8.3, which will feature new buildings!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3787003401775601665/).

Bug Reporters note: we are on the hunt for repro's for a couple very rare but nasty bugs. If you have any information on mass quantities of villagers stopping all actions or all crops not getting harvested, please share it with us (https://steamcommunity.com/app/1044720/discussions/0/3757726983063802976/).

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How Farthest Frontier v0.8.2 is now live went

Farthest Frontier v0.8.1 is now live

Changed 1
  • Improve framerates in towns of all sizes through optimization
Fixed 2
  • Address reported bugs
  • Address critical issues in hotfix v0.8.1a

From Farthest Frontier

Pleased to announce that our latest improvements to the game are now live with v0.8.1!

This update was focused almost exclusively on improving performance and addressing a number of reported bugs. With our first optimization pass, you can look forward to better framerates in towns of all sizes.

We hope you enjoy, and stay tuned for what's in store next!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3767858814402889125/).

UPDATE: we have now also pushed hotfix v0.8.1a to address a couple critical issues. If you are still having crashing issues after this hotfix and are using mods, please try disabling melonloader + mods and see if the issue persists.

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How Farthest Frontier v0.8.1 is now live went

Farthest Frontier v0.8.0 is now live

Added 5
  • Production Limits can now be set from within the Resource Window and from building windows
  • Tutorials have been added to many of the game's systems and windows
  • New decorative and entertainment buildings including Festival Poles, Ornamental Trees, Flower Urns, Bench Plazas, and new Fence types
  • Houses now display a detailed Desirability bar that shows progress towards housing tiers
  • Building Windows now feature a button to mark a building for top priority repairs
Changed 1
  • Villager AI has been upgraded to make them more efficient and intelligent at performing tasks
Fixed 1
  • Reduced instances of villagers stopping mid-task or dropping items around town

From Farthest Frontier

We are pleased to announce that v0.8.0, Farthest Frontier's first major update, is now live!

This is a massive addition to the game, with an extensive list of new buildings, features, quality of life improvements, and bug fixes.

Some of the highlights:

  • Production Limits can now be set from within the Resource Window and/or from building windows.

  • Many of the game's systems and windows have been updated with tutorials.

  • Beautify your towns with a series of all new decorative and entertainment buildings! Enjoy Festival Poles, Ornamental Trees, Flower Urns, Bench Plazas, new Fence types and more!

  • Houses now have a detailed Desirability bar that shows progress towards housing tiers.

  • Villager AI has received numerous upgrades that will make them more efficient and intelligent at performing their tasks while also reducing frustrating instances of them stopping mid-task or dropping items all over town.

  • Building Windows now feature a new button to mark a building for top priority repairs.

We hope you enjoy these major additions and are excited for what's still to come!

For the full list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3553931489673467766/).

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Farthest Frontier v0.7.6 is now live

Added 1
  • Added quality of life features
Changed 2
  • Tuned various game elements
  • Optimized some game elements
Fixed 1
  • Addressed a number of issues that were detrimental to player experience

From Farthest Frontier

Pleased to report that our latest update, v0.7.6, has just gone live!

This update was focused on addressing a number of issues that were detrimental to your experience in Farthest Frontier, but also includes some tuning, quality of life features, and optimization of some game elements.

We hope you enjoy!

For the complete list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3368152931571575269/).

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Farthest Frontier v0.7.5 is now live

Added 1
  • Added a new map for a more relaxed setting
Changed 1
  • Implemented improvements throughout the game
Fixed 1
  • Implemented important bug fixes

From Farthest Frontier

V0.7.5 is now available for your enjoyment.

This update is packed with important bug fixes and improvements as well as a new map for those that prefer a more relaxed setting. That's not all of course and is only the beginning of everything we revealed in our first State of Early Access preview.

We hope you enjoy! Keep the feedback and bug reports coming!

For the complete list of changes, stop by the (https://steamcommunity.com/app/1044720/discussions/0/3315233099211901761/).

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Farthest Frontier v0.7.4 Hotfix 2 is now live

Changed 10
  • UI scale now goes up to 2x
  • UI text tweaks to accommodate longer words in some languages
  • Scrolling the camera far from the Town Center and into Fog of War now causes the Center on Town Center button to become highlighted
  • Declined Immigration events no longer have a chance to turn hostile and pillage your storage
  • Pacing of villager Entertainment demands significantly reduced and delayed to smooth out how quickly your town needs to provide entertainment to maintain happiness
  • Clay Deposit generation rates and sizes increased for some biomes
Fixed 8
  • Various UI fixes and adjustments, such as text clipping UI elements
  • Fixed blurry images on some building UI
  • Fixed a major issue when loading a game related to game pause occurring while the load screen was not yet gone
  • Fixed a major issue where farmers would not work on fields
  • Fixed improperly displayed tooltips
  • Fixed incorrect item counts with deceased villagers
  • Fixed crop field outlines in certain odd cases when intersecting with roads
  • Building select SFX now correctly affected by UI audio slider
Removed 1
  • Disabled the supply wagon construction button

From Farthest Frontier

We've wrapped up the next round of important bug fixes, but we also have some initial gameplay tuning based on your feedback so far.

Thank you all for continued feedback and bug reports. Keep it coming!

v0.7.4 Hotfix 2


  • UI scale now goes up to 2x. This is at least a step towards improving the experience at 4k resolution that could be done in short order.

  • Various UI fixes and adjustments, such as text clipping UI elements.

  • UI text tweaks to accommodate longer words in some languages.

  • Fixed blurry images on some building UI.


  • Fixed a major issue when loading a game related to game pause occurring while the load screen was not yet gone.

  • Fixed a major issue where farmers would not work on fields.

  • Fixes for improperly displayed tooltips.

  • Fixed incorrect item counts with deceased villagers.

  • Fixed crop field outlines in certain odd cases when intersecting with roads.


  • Scrolling the camera far from the Town Center and into Fog of War now causes the Center on Town Center button to become highlighted.

  • Declined Immigration events no longer have a chance to turn hostile and pillage your storage. The ability to fight them was not working as intended and ultimately this old mechanic did not feel good as you are likely declining immigrants to avoid overpopulation and would sometimes be punished for it.

  • Pacing of villager Entertainment demands significantly reduced / delayed to smooth out how quickly your turn needs to provide entertainment to maintain happiness.

  • Clay Deposit generation rates and sizes increased for some biomes. In short: moar clay. This change is not retroactive.

  • Building select SFX now correctly affected by UI audio slider.

  • Added/updated some missing/incorrect translations.


  • Waste accumulation in lower tier houses has been reduced.

  • Disabled the supply wagon construction button. The Supply Wagon is the starting point for your people and is not intended as a storage method beyond that point. In the future, we plan for a way to convert your starting wagon into something more useful.

  • Apothecary Shop relocated on building menu from Food to Amenities and Services.

  • Armory can now produce Shields without Iron Ingots. This allows armorers to produce items in Tier 2 even if Iron Ingots are unavailable, which can be produced in town in a Tier 3 Foundry.

  • Pub has moved to Tier 3 so that it now coincides with Brewery, which produces beer to use at the Pub. This change also aligns with the adjustments to entertainment needs.

  • Rat Catcher monthly costs reduced.

  • Theater monthly costs reduced.

  • Well water alert now only displays when well is empty.

  • Wind Mill flour production speed has been halved, but the number of Millers has been raised from 1 to 2, for more GRAINular control over how fast flour is generated.


  • Honey no longer spoils.

  • Taxes generated by Pottery and Candle luxury goods in homes boosted from 3 to 4 gold per year.

  • Taxes generated from Spices and duration before they are consumed in homes boosted significantly.


  • Tower and Soldier monthly upkeep costs reduced.

  • Raiders are now a bit more stabby but less likely to destroy certain buildings, such as Root Cellars.

  • Reduced armor on some raiders.

  • Reduced melee weapon damages slightly all around.

  • Regular villager attack boosted slightly.

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How Farthest Frontier v0.7.4 Hotfix 2 is now live went

Farthest Frontier v0.7.3 Hotfix 1 is now live

Changed 1
  • Work camp workers no longer pool with builders
Fixed 3
  • Fixed a case where saved games could save in an incorrect directory
  • Fixed a bug where some hand-entered map seeds could cause a game to not start
  • Fixed a crop field worker count issue that could result in excess or even negative farmer counts

From Farthest Frontier

The community has been extremely helpful so far in helping us discover issues and reproduce them on our end.

Likewise, we are listening to your feedback regarding systems and mechanics. More tutorials are on the way to help those that are struggling to figure some of them out as well.

As not all issues are created equal, we frontloaded those we consider top priority for your enjoyment of the game and pushed them out ASAP.

This is only the beginning of our support of the game as we have a number of other fixes still on the way in the near future, as well as ongoing improvements to game performance and existing features.

Farthest Frontier v0.7.3

  • Fixed a case where saved games could save in an incorrect directory.

  • Fixed a bug where some hand-entered map seeds could cause a game to not start.

  • Work camp workers no longer pool with builders.

  • Fixed a crop field worker count issue that could result in excess or even negative farmer counts.

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