Pathless Woods

Embark on a cozy open-world survival journey inspired by ancient China's heritage. Gather resources, cultivate crops, build your dream home, and defend it from marauders. Team up with friends to explore and uncover a world where adventure meets serenity.

Pathless Woods is a open world, crafting and sandbox game developed and published by AniYa Games Studio.
Released on April 02nd 2024 is available only on Windows in 3 languages: English, Simplified Chinese and Traditional Chinese.

It has received 988 reviews of which 782 were positive and 206 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 15.60€ on Steam and has a 20% discount.


The Steam community has classified Pathless Woods into these genres:

Media & Screenshots

Get an in-depth look at Pathless Woods through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 (64-bit)
  • Processor: Intel® Coreâ„¢ i3-4130 or Coreâ„¢ i5-3470 or AMD FXâ„¢-6100
  • Memory: 8 GB RAM
  • Graphics: NVIDIA® GeForce® GT 1030 (DDR4) or AMD Radeonâ„¢ RX 550
  • DirectX: Version 11
  • Storage: 2 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Aug. 2024
I really love this game is so beautiful , iam impressed about building , crafting , enemy and a lot ,i like the combination of chinese culture with survival game , this game showed its own way of playing , the scenery is vary beautiful , i really enjoy and excited to ending this game , 10/10
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May 2024
While I recommend the game, there is a lot going on and not a lot of explanation at times. It has some cozy farm / build / social type loops, but there is a cloud of pressure that sits on top of it. TLDR: Food spoils too fast, systems are complicated/under explained, and fighting is not great. Building is great; recruiting a horde of villages is fun and easy; farming is simple to set up and use; and the possibilities look great for as little as I've done so far. "Building" your own weapons is neat, but the details of how the different handles affect the different heads, and sometimes what the heads do is a little bewildering. The blowfish / chicken hammer doesn't damage chickens, and "breaks" (I think "break" is like stamina / stun on enemies) more than others, but I'm not sure if that is right because trying it out seems to get me in more trouble than just going in with a dagger and running around to heal as needed. The whole combat system is strange. If you go too far from the enemy, they heal. So you get in a loop of just getting them to agro on you and then running around to heal and strike a few times. The enemy scaling jumps pretty far too. The fat armored dudes take a beating because the best "penetration" stat I can get is like 38%, which I guess means 38% of my damage goes through? IDK. Food is interesting once you get the hang of it. High or hot Chi foods make you more susceptible to heat, and low/cool Chi to cold. A little hot adds some power at the cost of defense I think, and a little cold the other way. Too hot/cold and you get bigger boost but also can take heat stroke/frost bite damage. You need potions or hi/low Chi foods on hand to cancel effects before you hurt yourself if you are trying to use Chi boosters as a strategy. There is also nutrition, which is just a number/gauge I think, but you have to eat foods that boost nutrients as well as manage Chi (heat). Pork is the best I've found so far for that. Oh, and if you eat too much at once, you don't get all the nutrition. Also, to make better cooking stations you have to combine them on top of each other. So a bamboo rack on a fire gives you a grill (add the charm to not burn your food! Huge help), and adding a pot to the grill lets you make soup isntead. You can roughly judge what food will do (as far as nutrients and Chi), but occasionally certain combinations give you blue/purple goo that has some good and some bad, and usually adds more "stinky" stat (but IDK what "stink" does). You also have to add water every time you cook soup, where a grill you can just drop stuff on. Keep another similar sized or larger bucket next to the soup pot and you can just add from there instead of filling up a can at a time. Cold/Hot biomes can also hurt you, but you can try to dress for the weather. Except to get to the biome, especially cold, you have to cross the opposite one. So you either have to keep two sets of cloths on you, set up teleporter signs, or leg it. Most enemies will ignore you or at least not chase you very far. The progression of buildings/materials is still a bit of a mystery too me. It seems standard, except there is also a few different woods that have different building styles and apparently some tool/weapon differences, but I really don't understand those. Peach wood lets you make a wooden sword ... that shoots fire? A wolf tail lets you build ... an ax? I'm still trying to get a tier above copper for mining because I can't get tin with stone, copper, or ... a chicken beak... and I assume tin is better than what I have. And what I have for weapons doesn't do much against Captains or really the armored fatsos either. The weapons all have Damage, Break, and Penetration (I think) stats, and each material / weapon type seems to be better for some cases. There is also a ... balance of some sort for each part (head and shaft). Not sure what the balance does, but I'm assuming it affects attack speed. None of the weapons I've found / made are great for more than soldiers and archers; the bow is useless so far against anyone expect soldiers and archers so far too. There has to be a way to make fighting easier, but I'm probably not using teas/potions right either. It may sound like I'm down on the game, but I'm really just trying to pass along what little I have learned so far. There is a lot to love about the game. Getting your own little village built with villagers to work the fields for food, mine rocks, and gather lumber is rewarding (I think I'm supposed to play with friends or bring villagers along so I stop dying on raids, but I'm learning). The way you can interact with the world isn't intuitive to me, but has some great ideas. I saw a YouTube video showing how a guy would build a farm around a water pond and just drain part of the pond every few days to water his crops. The shear volume of item varieties means the devs are probably / have already come up with some great gear potentials. I already like the idea of added parts on armor and certain armors can't take certain add-ons. Makes you think about what you need from the kit. Setting up you farm is pretty cool too. If you put the farm inside the circle of the camp management station, you can make small areas of hoed land be part of a "plan." So if I do a 2x2 block, skip a row, do another 2x2 block (or whatever side), I can set the plan for block 1 to be yams, and block 2 to be cabbages; the villagers set to farm will just plant and tend without more instructions on my part. Next thing you know, you have a bunch of yams to cook up and feed to the farmers. A few thoughts on what QOL changes would make this an awesome game: [*]Let us save recipes / better food combination clarity while adding ingredients. I think some of this is localization issues since the text (in English) runs off of the cooking menu. [*]Longer food timer. At least some of the rare foods. And remove the timer on special items that are not food/mostly not food like insects and special items. [*]Fix some descriptions (like the chicken heart and some part of the pig) where it says you can dry them for more nutrients / different uses. Maybe I haven't unlocked a bigger dry rack, but you can't dry chicken hearts on a bamboo weave. [*]QUICK STACK FROM INVENTORY!!!! I hate going into each box and trying to stack items into chests. See the game Grounded for a very good way to do storage stacks. You can turn some boxes off from quick stack and a single button lets your inventory go everywhere else. [*]Some clarity on what might go in the boxes. Maybe an item descriptor added like where it says the stats. I think something is an ingredient and apparently my villagers think seed for things like roots and yams. Still don't know why grass is an ingredient but the stuff to make linen is an "other." [*]Some way to see what an item can be used for. I hate to think I'm burning all that rainbow poop that is actually used for mega potion and I just hadn't noticed. [*]Add a crafting range. I don't want to go from one craft station to the next for every sub ingredient. Or at least make some craft stations work alone or as an add-on. The linen/rope station can go with the sewing table for example, so you can combine them or have them separate. Or maybe make it where you can have a few villagers tending the supplies so you can always have 20 rope on hand or what have you. [*]Add a way to not attack strangers by accident! I keep hitting people when I'm done talking to them by clicking one-too-many times. Overall, it really is a fun game. It's not a chill as it could be (because of food mostly), but strikes a pretty good balance so far. The world is huge, and while some of it is repeat biomes, they are still fun to run around and explore. The character interaction with the story is coming along nicely I think.
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April 2024
Even though I'm recommending this game, I want to make it clear that you should wait on getting this game, at least until they fix some things. The game has a wonderful custom weapon/tools crafting system that allows you to mix and match a lot of skills. It also has a very intriguing food system that requires balancing warm and cold foods, while also making sure they give enough nutrition. However, its currently held back by two systems: 1. Durability. 2. Food expiration. These 2 systems single handily make this game a stressful game instead of a cozy game. The issue with these systems is it requires you to be constantly getting new food (Since it will expire), constantly getting new tools (Cause they break quickly), and even your inventory will expire. The inventory is handled by bags (Which is a cool concept), but since those have an expiration time, you have to worry about that too at some point. What this all means is to even kinda relax in this game, you have to eat the easiest to get stuff only that doesn't worry about expiration, and you have to make the highest durability tools that don't require you to gather more. Because let me tell you, a lot of tools/weapons durability will just vanish. And food expires within 3-4 ingame days which go by kinda quickly. All of this just means you have chores to constantly do, and not really time to explore or enjoy yourself. The problem with the durability also means its un-optimal to craft custom equipment, which is a main selling point of the game. I think once these 2 problems are addressed, the game will be a lot more relaxing and a lot more enjoyable. There is a lot of fun and stuff to do in this game, but ultimately right now, its just not possible to do those things because your having to micromanage 2 things constantly. If this was a hardcore survival game, I could understand them. But this game is being sold as a cozy game. So they really should just not exist.
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April 2024
cute but still clunky and the beginning feels kind of empty and directionless. will revisit once fully released for sure!
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April 2024
Takes a while to get used to the menu's etc. but when you become familiar with the mechanics, it's a really good game. The art style, the environment, in fact the entire design of the game is great. Can't recommend it enough.
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Last Updates

Steam data 16 November 2024 12:09
SteamSpy data 22 December 2024 14:56
Steam price 23 December 2024 12:51
Steam reviews 23 December 2024 18:04
Pathless Woods
7.6
782
206
Online players
18
Developer
AniYa Games Studio
Publisher
AniYa Games Studio
Release 02 Apr 2024
Platforms
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