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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
RPGCity BuilderColony Sim
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$23.99 ~71.4 hr median no co-op complexity: moderate 89.1% of 21k
The Squirrel's verdictGoing Medieval's 3D layered building and raid-defense colony sim replaces Valhalla Hills' island-hopping portal structure with a single persistent settlement that grows vertically as well as outward. Median playtime runs 71.4 hours. Reviews flag the absence of any family or lineage system, melee combat as unreliable, and pathfinding problems on multi-floor builds.
Not for you if you want family or lineage systems, solid melee combat, or reliable pathfinding across multiple building floors.
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City BuilderColony SimSurvival
$24.99 ~63.5 hr median no co-op complexity: moderate 86.8% of 18k
The Squirrel's verdictDawn of Man shares the same core loop: manage a settlement's logistics, unlock buildings and technology, and grow population across ages instead of Valhalla Hills' island chain. Progression runs copper through early iron age rather than a career tree. Median playtime sits at 63.5 hours, no co-op, single-player only.
Not for you if you want individualized villagers with personalities or a difficulty curve that holds up once population passes 100.
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Budget Pick Budget PickThe best game here for the least money.
Tower DefenseColony SimCity Builder
$14.99 ~66.7 hr median no co-op 87.7% of 8k
The Squirrel's verdictReal-time tower defense against monster waves and god-power abilities sit on top of the construction and worker-logistics loop — that combination is what separates Rise to Ruins from a straight colony builder. Reviewers flag rough onboarding and a trash-decay timer that punishes slow resource pickup, but the genre hybrid gives the base-management loop a consistent purpose. Median playtime is 66.7 hours.
Not for you if you want calm, pressure-free building without combat waves or god-power mechanics.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say.
Base-BuildingPvECity Builder
$34.99 ~27.1 hr median co-op complexity: moderate 81.5% of 5k
The Squirrel's verdictPhysical goods must be carried between buildings rather than abstracted away — that tangible logistics chain is Pagonia's defining trait, shared with classic Settlers-style games. Co-op is supported. Reviews note there are no enemy factions to contest against, only periodic spawner waves, and that crafting queues require manual clicks rather than automation. Median playtime is 27.1 hours.
Not for you if you want contested enemy factions rather than spawner waves, or expect crafting queues to run without manual input.
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Evolution of Ages: Settlements
PC
RPGCraftingBase-Building
$8.99 ~75.8 hr median no co-op complexity: moderate 86.3% of 292
The Squirrel's verdictIncremental resource layering and worker placement drive Settlements' depth — that's the mechanical core, buried under a UI reviewers describe as functional but dated, with graphics that predate modern expectations. Players who clear that bar report 75.8 median hours of 'just one more turn' engagement. A sequel is in development, per the developer's own pinned forum post.
Not for you if a readable modern interface or presentable visuals matter more to you than deep incremental resource systems.
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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 verdictReviewers compare Settlements Rising directly to Banished and Farthest Frontier — a straightforward town-builder with granular villager control and a clean UI, no portal structure or career unlock tree. It suits players who want the resource-routing management layer in a familiar, low-friction package. Median playtime is 14 hours; reviews describe it as casual and undemanding.
Not for you if you want a viking theme, portal-to-portal progression, a difficulty curve with meaningful challenge, or villager customization across runs.
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Colony SimCity BuilderVikings
$25.99 ~16.6 hr median no co-op complexity: moderate 73.8% of 2k
The Squirrel's verdictLand of the Vikings runs progression across multiple in-game years rather than discrete level stages, with production chains that include forestry, tool-making, and supply routing to specialist buildings. Reviews flag a specific recurring bug where warehouse workers go permanently idle when storage fills, stalling production. No endgame goal exists once the settlement is established.
Not for you if you need a defined endgame condition, or can't tolerate reported bugs that halt production chains mid-run.
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Rogue-liteSurvivalPuzzle
$13.99 ~7.9 hr median no co-op complexity: light 75.3% of 473
The Squirrel's verdictLandnama shares Valhalla Hills' colony-logistics core: resource management, building unlocks, and tribe survival across runs, but trades open-ended base-building for a tighter, run-based structure with randomized seasonal events. Sessions are shorter (median 7.9 hours) and the path to victory is largely fixed rather than open, appealing to players who want a compact, repeatable resource puzzle rather than a sprawling settlement to grow.
Not for you if you want long-term base expansion and varied strategies rather than a short, linear run with repeated randomized challenges.