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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
AutomationResource ManagementTransportation
$15.99 ~30.1 hr median no co-op complexity: moderate 91.2% of 4k
The Squirrel's verdictTrain-based logistics on a 3D globe replaces road-and-trail networks here: three cities consume resources, trains handle all distribution, and the planet's surface slowly transforms as production scales. Reviewers note that depot controls offer limited routing flexibility, and late-game flooding can force costly rebuilds. Released 2025, median playtime 30.1 hours, priced at $15.99.
Not for you if you want fine-grained control over depots and routing rather than the simplified three-city logistics structure this game imposes.
2
Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
City BuilderColony SimBase-Building
$9.99 ~14.6 hr median no co-op complexity: light 94.5% of 477
The Squirrel's verdictMicroTown's economy is shallower than a full Settlers-style chain — reviewers describe the production loop as enjoyable but limited, with most content visible within a few hours. At $9.99 with a median 14.6 hours of play, it trades the depth and sprawl of The Colonists for a tighter, calmer sandbox with no combat and strong quality-of-life design.
Not for you if you want deep, multi-stage production chains and long-term complexity rather than a shorter, more linear resource loop.
3
Base-BuildingPvECity Builder
$34.99 ~27.1 hr median co-op complexity: moderate 81.5% of 5k
The Squirrel's verdictSame core loop as The Colonists: build resource chains, route goods along transport networks, and manage a settlement from the ground up, made by the same team. Pagonia adds co-op and a larger scope, but reviewers report weak enemy AI, manual production orders instead of automation, and unfinished military systems.
Not for you if you want automated production chains and real enemy factions rather than manual order-clicking and spawner-based attacks.
4
Budget Pick Budget PickThe best game here for the least money.
Base-BuildingAutomationMinimalist
$12.99 ~8.3 hr median no co-op complexity: moderate 81.1% of 721
The Squirrel's verdictShares The Colonists' road-based logistics puzzle and resource-chain building, but strips it to a tighter, campaign-based scope: roads carry a single good, buildings can't be moved once placed, and progress doesn't carry between maps. At $12.99 with a median 8.3 hours, this suits players who want the transportation puzzle without the sprawl.
Not for you if you want multi-resource roads, movable buildings, or a large-scale colony sim rather than a tight single-good logistics puzzle.
5
Closest Match Closest MatchThe most similar game to the anchor, by what players say.
AutomationCity BuilderColony Sim
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$19.99 ~29.7 hr median no co-op complexity: moderate 80.5% of 796
The Squirrel's verdictKubifaktorium shares The Colonists' core loop: manual stockpile assignment, resource routing, and logistics-driven colony growth. It splits progress into separate island scenarios with fixed objectives rather than one continuous settlement, and layers in more Factorio/Rimworld-style crafting chains. Priced at $19.99, released 2021, median playtime 29.7 hours, no co-op.
Not for you if you want one continuous expanding settlement rather than separate island objectives, or find clicking through individual stockpile routing tedious rather than engaging.
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City BuilderColony SimResource Management
$18.99 ~14 hr median no co-op complexity: moderate 80.7% of 429
The Squirrel's verdictSettlements Rising covers village growth and resource management but replaces the trail-and-logistics network with standard villager-management mechanics. Reviewers compare it closely to Farthest Frontier and Banished — familiar systems, competent execution, no meaningful innovation. At $18.99 with a median 14.0 hours, it suits players who want more town-building in this vein without the transport-chain puzzle.
Not for you if the road and trail logistics system was the draw, since this game replaces it with conventional villager-management borrowed from Farthest Frontier.
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City BuilderEconomyHex Grid
$19.99 ~16.5 hr median no co-op complexity: moderate 78% of 2k
The Squirrel's verdictExpanding across multiple islands and eventually to other planets is Before We Leave's defining structure — where The Colonists keeps you on a single map, this game asks you to build separate settlements and connect them via trade routes. Reviewers flag recurring space constraints on small landmasses and a low completion rate, suggesting the mid-to-late game demands patience.
Not for you if you want tight, well-balanced maps rather than expansion across multiple small islands with recurring space constraints.
8
Dream Engines: Nomad Cities
PC
City BuilderSurvivalAutomation
$11.99 ~20.4 hr median no co-op complexity: moderate 73% of 622
The Squirrel's verdictBoth build production chains where resource transport logistics is the core puzzle. Dream Engines drops the peaceful settlement-building for a roguelite structure: a mobile city moving across a hostile world, fuel pressure, and difficulty that escalates over time, with combat and exploration layered onto the factory-building. Suits players who want the logistics itch under threat instead of at leisure.
Not for you if you want The Colonists' calm, story-free town planning without survival pressure, escalating difficulty, or combat encounters.