

Foundation
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Foundation
Foundation is a gridless medieval city builder about shaping an organic settlement and managing its villagers. Place modular buildings freely, assign jobs, and connect resources through production chains. Trade, taxation, and distinct development paths shape the village economy. On Steam PC, 86%% of 23,218 player reviews are positive. The interface is available in Simplified Chinese, English, French, Italian, German, Spanish, Russian, Portuguese-Brazil, Japanese, Korean, Polish, Swedish, Turkish, Vietnamese, Czech, Thai, and Ukrainian. Released January 31, 2025.
Credits
Lowest recorded in 36 months
$22.492023-08-28 · GOGBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| French | Yes | Yes | — |
Show 14 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Swedish | Yes | Yes | — |
| Turkish | Yes | Yes | — |
| Vietnamese | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Thai | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Language
The interface supports English, German, and both Chinese variants, among other languages. Subtitles are listed for supported languages; full audio is not indicated.
Play style
Foundation is listed as single-player on Steam. Full controller support is not specified.
03Frequently asked questions
What do you do in Foundation?
Assign villagers jobs, build production chains, and trade with neighboring villages.
Is there a creative mode?
Yes. Creative mode lets you build without constraints, and you can also adjust difficulty and choose an Aspiration.
What progression paths are available?
Develop through Labor, Clergy, or Kingdom, specializing in one path or combining them.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
GRIDLESS BUILDING Not many gridless village builders. This one is one of the best especially with the new customization options and sandbox settings. Generate your own maps as well. TRY IT BEFORE YOU BUY IT Oh and there is a demo. Devs who include demos for their games deserve extra kudos IMO. 8 thumbs up.Show moreShow less
While the devs have implemented a lot of cool features over the past 6 years, the game is riddled with bugs and crashes regularly still. A lot of features are basic and lacking in depth. Expect a lot of pathing errors while getting frustrated trying to fix them by rebuilding all your buildings. Editing existing buildings still causes crashes way too often. Over my time playing and testing during early access I have not once finished a single town. There was always a major issue preventing me from playing or the save would straight up get corrupted. The game had mod support. Now it doesn't. Lots of features were removed, like legacy churches and statues. I wouldn't be surprised of they ended up being paid dlc. On top of that I cannot condone day 1 dlc in any way. The game needed more time to cook in early access, but I doubt it would be enough with the current dev team. In its current state I can't recommend it.Show moreShow less
This is an OK game - just not at the price point. As a builder game goes, the graphics are nice and the world mechanics work well - in the beginning. But you quickly get to the point where you cannot do anything anymore. It takes less than a days play to do that, once you understand the mechanics of the game. I'm a sim player - from Civiliation, old SimCity, "Cities: Skyline", Dawn of Man, Banished and many many more. I do not do multi-player games, the games are used as a distraction to allow me to focus on less important things in life - for a while. Simulation games are great at that, as you get to the "just one more" mode as you focus on how to move things forward, how to solve a particular problem - and you even find yourself thinking of the mechanics and possibilities even when not in game. That's a good simulation game - it keeps on giving, with hundres (thousands) of hours spent in game getting just the right result. And you can visit your favorite builds and move on. Unfortunately, Foundation is no such game. Like Planetbase and Dawn of Man (both Indie games) once you get the hang of the mechanics, it's easy to build a world that within 8-10 hours of game play just will not go any further. All achievements done, no more "quests", the world runs out of space, you cannot expand because the limited land/resources of the game come to fluition very quickly. Of course those limits make the game playable without a lot of compute resources so it's understanding why the game developers want these limits, but in this case that limit is reached within 8-10 hours of play - probably less if you really have a hang of the game. In this game, you have to get used to a very odd user-interface. Not all interaction in the game is intuitive. My platform is Linux, it runs well here (using Proton) but I do not get why rotating has to be done without a mouse button, but only can be done by holding the RIGHT ctrl button down (left CTRL does not work - if you try to remap the keys, it's 100% ignored). Access to resources is very inconsistent - depending on what kind of resource, you either have to create a zone, or just build something "close by" (what-ever that means), or send a "investigator" to a random area because nope, you cannot tell what kind of resource the land has - that would make too much sense. In some cases, you have to build a building to get a chance to mark land for use using zoning. Why this works that way, but when you create a hunter you have to first create a zone, then build a building - I have no clue. This is "early release" - as an early release game it's rather complete. I didn't find features listed that weren't implemented, the graphics looked complete if you ignore you can move your camera outside the area and see the polygons. It's relatively easy to see the icons once you're used to them and their meaning. But that's where it ends. The game mechanics are VERY simple. Only one crop type, only one "hubs" for brewing, location for these areas really doesn't matter, you don't need water near by or anything. Even mountain sides seem to work just fine for wheat. So once you have access to a resource, just make sure storage is available and when it comes to food, you need stalls to sell it (because why wouldn't you ask those who did the work to pay for the privilege to consume it?), and that goes for goods too. Makes no sense to me - but it's important in order to get income so you can expand the area and buy favors. There's a trading system that definitely need some work. You get 3 types of trading routes that needs to be enabled first (which requires resources). Once enabled, the SAME trader will travel selling/buying exactly the same things ALL the time - boy do I miss Banished and it's very broad trading system that with extensions can get even more complex. Worse, the traders can only purchase very small quantities. You very very quickly build up hundreds of wood/boards but when the trader finally comes he can buy 20 or 30 TOPS sometimes less. To compare to Banished, unpatched you have no idea what will be on the trader vessel when it arrives. Once arrive you can request resources for next visit, and you can set what should automatically be sold/bought on arrival. And you decide what goods to stock in exchange for goods you want. Here, none of those choices exist. It's the same 5-6 types of goods being bought and the same 5-6 goods being sold. The only difference is, that each of the 3 trade routes have different things they want. But they always want the same stuff - so much for basic supply and demand mechanics. In the early release, building higher only provides one addon feature - more points that you use to purchase new benefits with. So accumulate a lot of stone, lumber and tools and build a 20 story church or keep and you're basically set for the rest of the game. Yeah, they could really build skyscrapers back in those days. But those "rooms" or towers that you build this way have NO extra capacity - except for the one used for the treasury. This means you accomplish everything you need realitvely fast and run out of new features. Once you randomly find the required resources to move on (and it doesn't look like those will exist in all game environments) it's pretty much done - except you won't have space to build housing on, as the land that does exist is too far away for the "citizens" to be happy, but if you build it too close it's low desirability and no high level citizens will live there. There's two very high "I want to live close to this" components in the game, but they are limited to one instance each - once build that's it. I presume you could plan the game and build those in an empty area only used for citizens but that will be land you cannot afford early on. Other "early adopter" issues are that hosing is placed VERY randomly - and it will happily block the entry on one house by placing others in front of it. All other buildings except for housing, you control (with the wierd rotation setup I mentioned earlier) but not housing. That's a zone you make and houses are just randomly plugged in there and when they upgrade and get larger, houses will overlap with each-other or other things near by. Seems a consistent model where you just place the housing yourself like you do with every other building, and make the footprint large enough to hold the upgrade so you cannot place small houses too close that they cannot upgrade without conflicting with others. So the TL;DR version is, that if you're new to simulation this is a fantastic introduction. The written guide will help you understand how to think and the number of attributes you have to know about is very limited. There will be challenges finding/understanding them all, but it's a very small set compared to other simulation and puzzle games. Just don't pay full game price - the current price point is WAY too high. This games has less than half the features of Banished which sells for a fraction of the price of Foundation.Show moreShow less
Updated review after completing the Prestigious Burg aspiration on challenging difficulty (achievement is on my profile if you want to verify): TLDR: Just get Manor Lords instead. It's better in almost every way despite still being in early access. I put the game down after initially leaving this review, but picked it back up again because I wanted to at least be able to say I had given it enough of a chance and had actually completed one of it's aspirations in full, in this case the Prestigious Burg which is the economically focused aspiration generally recommended to be done first. It took me roughly 50 hours (we'll get into why) and unfortunately made me aware of just how much worse this game's design is than I had realized it was even at the 40 hour mark. Why did one aspiration take 50 hours? Most city builders let you speed up the sim, and Foundation does too — except its speed-up is bugged, cutting resource output (especially wheat) the faster you go. This bug has been around since launch over 6 months ago, with no fix yet and no date announced for the patch that will allegedly fix it. So I played the entire campaign on standard speed, which is why it took 50 hours. I didn’t mind, since I was on challenging and it was worth it to be made to pay close attention anyway, but there’s no excuse for a bug this severe still being around half a year after release. Where the game falls apart completely is in its economy and production chains. This game actively and severely punishes you for attempting to operate your own industries in your town and this never changes; it's not something you can eventually overcome, it's not dependent on map factors or playstyle; the numbers simply do not make sense. Take for example, tools, an essential building component in almost every building past some of the most basic starter shacks. Tools cost 6 coins each to import, and can be imported from 2 of the 6 towns you are able to trade with. If you wish to produce your own tools, you will need a blacksmith building to do it, which will turn 3 pieces of coal and 1 iron ingot into 1 tool. Iron can be imported for 5 gold per ingot, while coal is imported for 2 gold per chunk. This means that, if you wanted to produce your own tools and imported the ingredients to do so, it would cost you 11 coins for the materials to produce 1 unit of an item you can buy already completed for 6 coins, saving you on both the labor of your villagers and the upkeep of the building. This nonsensical math is pervasive in almost every production chain in this game, and it gets far, far worse. Those aforementioned iron ingots? In order to produce those yourself, you need to use the iron smelter building, which turns 2 units of coal and 4 units of iron ore into 1 iron ingot. That iron ingot, remember, is 5 coins to import. The coal is 2 coins each to import, while the iron ore is 3 COINS PER UNIT to import, meaning that the import cost of materials to produce a single 5 coin iron ingot is 16 COINS. This is one of the most complex and labor intensive production chains in the game, by the way. You need 4 miners to extract the iron ore, you need 3 charcoal burners to cut down trees and produce the charcoal, you need 2 ironworkers to combine the ore and first bit of coal to make the ingots, then you need 2 blacksmiths to combine even more coal with iron to make the tools. These are just the number of workers per building in the chain, you actually need more not to be bottlenecked. It goes the other way too, and this is where the economy fully collapses and the only real strategy becomes cheesing the trade system. You unlock hunting early, and two hunter camps of 4 serfs can consistently supply boars to a 2 commoner butchery, but this is pointless because you can instead just import boars for 4 coins, butcher them into 5 meat, and sell each meat for 3 coins. That’s 15 coins from a 4-coin input with no other materials needed. This trivializes the entire economy, letting you skip most production chains outright — which you absolutely should, because most of the rest are completely rapacious. Glass is produced by combining 6 quartz, 3 coal, and 1 tool, which returns you 1 unit of glass. Quartz is 2 coins each to import, coal is 2 and tools are 6, for a combined ingredient import cost of 24 coins to import. Import cost of one unit of glass, on the other hand? 7 coins. Insanity. By the way, did you know that should you opt to produce your own glass for export, you will only receive 3 coins per unit, while quartz can be exported at a rate of 1 coin per unit? Meaning that you will make double the coins just by exporting the completely unprocessed quartz you would the finished product? Jewelry requires 1 gold ingot and 1 gemstone to produce 2 units of jewelry. The gold and gems are 15 coins each to import for a total of 30 while 1 unit of jewelry is 20 to import. So it actually makes sense to produce jewelry, right? Wrong. Jewelry has 2 uses, satisfying the luxury need of citizens, or exporting. You know what else satisfies the luxury need of citizens just as effectively? Herbs, which you can import for 6 coins each. Or just have monks grow for free if you have a monastery, no production chain required. They go straight to market after harvest. So then we look at exporting jewelry, and now this doesn't work either, because jewelry only exports for 10 coins per unit, meaning if you import its ingredients for 30 coins, the export value of the finished goods is 20 coins total. What about making them from scratch? Well gems are rare drops from mining, so that’s fine. Gold, on the other hand? 6 gold ore plus 3 coal to produce 1 gold ingot. 1 gold ingot exports for 7 coins. Want to know how much gold ore exports for? 4 coins EACH. 24 coins worth of exportable gold ore to produce a single gold ingot, exportable for 7 each, IMPORTABLE FOR 15. A ONE STEP PRODUCTION CHAIN THAT IS SO WEALTH DESTRUCTIVE YOU PROFIT BY EXPORTING THE INGREDIENTS AND IMPORTING THE FINISHED PRODUCT. I have never seen a city builder that so actively punishes you at almost every turn for attempting to establish your own industry as opposed to just importing everything and calling it a day. If your only aim is to play creative mode and just build pretty looking towns and buildings, then by all means, get it. You will love this game. The cozy aesthetic is lovely, music is pleasant, the monument system for large buildings opens up a ton of unique possibilities and the organic development of roads and residential areas is both unique and mostly well implemented. But if you care at all about having a game that you, you know, actually play. Not anywhere near the challenge of something like Frostpunk (at least on normal difficulty), but a game where you have meaningful progression and are rewarded for things like problem solving, making smart decisions and planning ahead, then run, don't walk, away from this mess and straight over to Manor Lords. It is better designed in just about every way as a city builder that provides a fair challenge and rewards you for growing and creating a self-sufficient economy, and this is in spite of it still only being in early access. It’s also very well fleshed out already, and has a major update somewhere on the horizon that will be bringing even more to the game, whereas Foundation is currently considered feature complete, only having some paid DLCs and occasional bugfix patches in its future. Foundation could be great, but it’s on the devs to get it there, and sadly they just don’t seem all that interested at this point. I want to love it, but it just can't stop giving me reasons not to.Show moreShow less
I'm a 60 years young lifelong settler&citybuilder ;) enjoying this time consuming game ... waiting for some interesting add-ons and updates ... from a graphic point of view "foundation" has met my needs ;) yes, i would recommend it.Show moreShow less
This is a tough one for me to not recommend. It started off fun, and after 11 hours, unlocking most things, a couple maps and a lot of lessons learned (and some googling because this game is basically broken English at best for its tooltips)... I'ts just not anymore. My city was thriving. I didn't know about the treasury because the game never explained you could increase your max gold past 500. So I did, eventually got it up to 2300. I was making all the money in the world, enough for each week to be an increase. But thats there the fun ended. I kept doing what I was doing, managing needs, letting people in, building new things to cover those needs, etc. I went from making 1000 to losing 500 which is to assume my costs increased by 2000 somehow. Losing didn't make it fun, because honestly having a city where I was making all the cash wasn't fun either, because I didn't want to touch it. I didn't want to expand towards iron because I didn't even know WHY my town was the success it was. I tried building 4 more fisheries and guess what that didn't solve? If you guessed the food shortage then you're right. 200 People, 10 gatherers (buildings with 3x people working them each) and another 10 fisheries couldn't sustain people. Never had any fish in my warehouse to do quests and I wasn't even selling. No idea where my bread was going. Production/ consumption changes with every day and there's zero way to see what you're producing/ consuming on average. Save your money for a sale, or when the game gets updated. + Mods (decent ones, pretty good maps) + Camera controls + Visuals + A variety of things to do - Short - Basically every tooltip is wrong or blank - No production/ consumption feedback - Whether you're doing well or not is essentially a coin-flip. - Early access, some things feel incomplete because they are. And due to the ToS I have to recommend based off of how the game is NOW, now what it MIGHT be later. Like, I enjoyed my time. i don't regret it. But I don't see myself playing again now that my experience has soured, my city went from a success to a fail for seemingly no reason (I spent the same amount of hours detailing over everything as I did building it). Pathfinding has some work, balance issues, etc.Show moreShow less
So, uh, they removed the weather system and there is no natural day/night cycle. Fun game, but whyyyyyyy remove such little things that create immersion?Show moreShow less
This is a tough review because I really like the game. Unfortunately, the game's current state is abysmal. If this game was still in early access, I would be able to recommend it based on where it is now. However, I am concerned about this games future given the Dev's decision to launch this "1.0" build. The game-play is fun but all the systems and supply chains are very shallow. The 'rustic food' production, for example, quickly results in spamming the same fishing hut or gatherer hut 10 times, with no real way to improve existing buildings or supply chain. You villagers never stop needing the lower level 'Rustic Food,' so you are stuck adding more and more huts. The 'monument' buildings are fun at first. It is essentially Lego pieces that you build your big buildings (Church, Castle, Manor, etc) with. The lack of variety of the building blocks quickly becomes apparent though. Especially when you have a larger city and need to have the same monuments multiple times. The 'edit' building mode that you use to make these buildings is the source of many headaches. The mode constantly causes crashes in the middle of building your giant castle that you spend 20+ minutes decorating. The game's performance is rough. Especially as you start getting to 300+ villagers. With a RTX 4080 and a 7800X3D at 1440p, I am getting sub 50FPS with big frame spikes. The game also randomly pins my CPU and GPU at 100%. Overall, I would say this game is fun when it works correctly and frustrating most of the time. The Dev's may say it left early access, but the game does not. I do not think this game is currently worth the $35. I have to give this game a 'not recommended' but I hope that the team is able to turn it around. My plan is to revisit this game in April when hopefully some issues are resolved.Show moreShow less
This is less of a "City Sim", and more like a "bonsai/gardening city simulator". Making it uniquely wonderful for some people, and unplayable to others. - do not play this if you want to do optimal builds (it does not exist) + play this if you like to make a nice living diorama city - and get a zen like feeling from it. Residence and buildings in this game may not always grow the way you expect it to be. So just like gardening, you set the zone and boundaries, you place certain key materials with a pot, and let the plants grow. If your not happy with it, you cut out things you are unhappy with it, you trim out and discard what you dislike and try again. Making you focus more on general layout and looks of the city rather then specifics --- Part of the reason for this, is two parts 1) Its rather easy to keep things stable Once you got your logistical line setup (and unlock forestry), there is almost nothing in the way of disrupting your flow. Except a few minor events, which is rather easy to "over-produce" and stock up to guard against. Its also rather easy to ensure your whole town is in excess of cash positive, as long as you focus on producing your goods locally, rather then importing them. Also with cash holding having an "upper limit" there is little to no reason to "horde cash". You can easily setup your city to be +200 gold per turn, and never look at it again, as long as your not trying to do anything too drastic. You could literally (if notifications are disabled), leave the game running 24/7 with no worry. Puzzle solving of logistics is also relatively simpler, A gives B, which can be used to make C. So while it exists, to make you think lightly on how to setup your city in a balanced way. Its really not that difficult. And its there really just to set some "framework" to your city planning process. 2) The lack of optimal layouts, or optimal anything. While you can optimize layouts, or even villagers to specific jobs. Its general impact is less then 10% difference in "productivity". You could pretty much ignore it. If you want optimization, you could even stack building ridiculously close to each other due to their proper lack of collision detection. But that just "looks ugly". You can pull off ridiculous chains, of building 1 territory apart, and they will still work "ok". So organizing your production can end up being more of an design choice then a requirement. --- So because optimization is meaningless, and that slowly building has little to no difficulty. Does it mean its boring? Yes for some folks who live for the challenge. For me and a few others, the act of "gardening" and designing around the framework alone is the fun and the goal. Slowly expending, and redoing here and there. Makes viewing the living diorama a very zen like experience - which is a whole new type of fun of its ownShow moreShow less
The biggest reason I'm not changing my review?...As many redeeming qualities as this game has, there are simply other games that do what this game does better (and scratches "that itch" better) that I would LITERALLY rather play....and have been. Maybe eventually I'll get around to giving it yet another chance that it surely deserves, but at the end of the day it's the reader's responsibility to take what I've provided in my review along with the thousands of other unique reviews and use it to decide if they think this game is a good fit for them. You don't have to agree with a review to allow it to influence your purchase. Updated Review - Nov 21 It's very addicting and as a result a huge letdown, so I'm actually really frustrated as I write this. Buy this game if you are a glutton for punishment and are OK with starting a game up that will likely end with rage and an empty promise to yourself to never play again (hah). This is the second...now third....time I have reviewed this game, and in the end my recommendation isn't changing basically because of how frustrated I become with every game into which I invest my time. At first I was delighted with the concept that road networks were formed organically by my villagers, and this got me excited to see how things end up in the end stages if I grow a village organically, but that appeal soon became overshadowed by how tedious it is to manage everything once a village is really scaling up. This last game I played was going wonderfully until suddenly my happiness went from constant 100 and started crashing. I had 3-4 churches up (2 more in the works) and food stalls everywhere, but still the population was failing to get access to food and service. I think this is partly due to the town center being crowded and patrons refuse to congregate in other areas where the food stalls are less crowded. I could not build enough food stalls to fix the problem, and the trading info was confusing (I suspect trade has something to do with supply chain flow but information is limited). It is INCREDIBLY difficult to manage the supply chain in this game because of how tedious things are set up. I've actually come to appreciate the smaller UI windows more than I used to because I can keep them open on the side of the window, but they still are of little use when management comes down to using the "zoom in" function on people, and very unhappy to report that the “View Home” function is USELESS and doesn’t work, making it impossible to ascertain whether a food vendor is spending too much time walking to work, etc. So far, every time I play this game I seem to hit a wall that essentially totally tanks a perfectly played game at a random point. I was flying through early stages just scrambling to spend gold before my coffers filled up. I had maximum happiness, it was going beautifully...then suddenly happiness started CRASHING due to service and food issues and while I did my best to try and identify the source of the problem and fix it, my village literally just tanked way too fast for it to be possible. I am more frustrated than challenged by this game. I am not satisfied and every damn time I think I can do a better early game to avoid the mess towards the end but every time it’s the same thing. Regret and hair pulling. I just feel like I could fix these problems if I could make more sense of what is going on. I can identify the issues but still struggling with resolving them with the tools, info, and UI I currently have. (Old Review) Now, I seem to have all the basics covered and mastered what I need to do. I know I need to place out lots of wells to create desirable housing areas, and those areas also need to feature quick access to food carts and churches. After a few hours I get to the point where income isn't the issue (in fact I was scrambling to upgrade my treasury to hold more gold for a bit there), but managing resources is and the only way you can really do is using a small window that lists all your buildings, allows you to zoom in on their location, and then manage said building remotely. It just gets really tedious, and I am immediately turned off and the game suddenly makes me want to moan with annoyance. So I just close it. Next time I start a new game and think the experience will be better, but all that happens is that I spend even less time reaching that point. I don’t mind micro-management, but I don’t really feel set up for success in that regard. My most recent village is up to over 230+ villagers and frankly I found that part really easy and getting to that point rather satisfying, but the problem is that the game loses allure shortly thereafter because it's just a huge mess of a series of tiny UI windows and micro-managing independently. The game really is addictive, but ultimately the UI and resource management leaves enough to be desired that it's enough of a turn off for me to legit not want to recommend it. So, my problem isn't that the game is hard. Frankly, once I figured out how to create loads of desirable land the game got really easy until there was just too much to manage in any satisfying manner. I am really disappointed and annoyed at the idea of starting yet another game. May 2020 Update/Edit: I'm actually really glad that my review and the Dev's reply has been able to help people, even if some people are bothered by my review of the game. It's a delight to know that the UI is one of the things that they are addressing and makes me excited to go back and play the game and give it another chance. While some may think their response may merit my editing the review, I feel to do so before getting around to replaying it would be disingenuous, and it seems that even with this sitting at a negative, it is still drawing attention and helping people to decide to purchase the game, so it's a win-win. Building Grievances: -Placing Crosses on steeples always go sideways, have to manually rotate after -Base height is relative to ground level, cannot use subtle height changes to create a flush appearance as the ground level is the problem. -While building, must rotate cam constantly to prevent obstacles from being a nuisance while trying to select things. -View Home Function doesn’t work - making it impossible to make work locations efficientShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.