Pioneers of Pagonia

This city builder challenges you to build a thriving community while facing the dangers of an untamed land. Lead your people to success in a procedurally generated and dynamic world. Construct detailed settlements, defend against emerging threats, and optimize resource management.

Pioneers of Pagonia is a early access, procedural generation and base-building game developed and published by Envision Entertainment.
Released on December 13th 2023 is available only on Windows in 18 languages: English, German, French, Spanish - Spain, Portuguese - Brazil, Polish, Italian, Traditional Chinese, Simplified Chinese, Japanese, Korean, Dutch, Thai, Czech, Turkish, Ukrainian, Slovak and Russian.

It has received 3,821 reviews of which 3,233 were positive and 588 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 29.99€ on Steam.


The Steam community has classified Pioneers of Pagonia into these genres:

Media & Screenshots

Get an in-depth look at Pioneers of Pagonia 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
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows® 10 version 1909 or newer
  • Processor: Quad Core
  • Memory: 8 GB RAM
  • Graphics: nVidia GTX 1050 Mobile / AMD Radeon RX470
  • DirectX: Version 12
  • Storage: 5 GB available space
  • Additional Notes: Please note that Intel Integrated Graphics (UHD, Iris Xe) are not supported.

Reviews

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

Aug. 2024
The game is good, mechanics are well worked out but currently it's lacking a real game goal. After playing for an hour I get a feeling "why am I playing this?". After some time the game just lacks it's appeal and starts feeling pointless. Hope a proper campaign or more challenging maps would give this a better spin.
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June 2024
First off: This game is delightfully chill to play, which is very nice. However, it comes with some very serious drawbacks: Combat is very unfulfilling, the production chain is both too shallow and too complex at the same time, and some things are unnecessary fiddly. In more detail: The combat appears roll-of-a-dice based, so if your "combat power 4" Ranger encounters a "combat power 3" Bandit, there's a 4:3 chance (57%) your unit will win. It also means that it's shockingly common to have a single unit kill multiple foes: In 10% of cases, the lone bandit will kill 4 rangers, in 0.3% of cases, a lone bandit will wipe an entire guard tower worth or rangers. In poker terms, somewhere between a straight and a flush as far as probability goes! This results in very frustrating moments where you can't quite get rid of a camp, and likewise if your unit does all the slaying, things feel a bit undeserved. An HP-based system would go a long way here: Units who survive combat could then be healed back up (maybe at the tavern?), and if units were to collect XP over time, there might be a mechanism to earn Skilled Rangers without needing to be lucky with trades. I'm not sure what to do about enemies in general though. If you only have the basic guard and soldier classes, no matter which level, you're utterly powerless to stop both thieves and specters. If that's the case, they become a constant annoyance . Not a challenge - just an annoyance. Things go slower, you need to re-train units over and over, but they generally don't have the power to stop your expansion. Enemies might be more fun as an objective rather than an annoyance - so instead of invading the player, they'd instead be defending valuable resources, and the player would need to strategize and plan properly to take them out. This isn't to say that the occasional bandit invasion couldn't happen from time to time still - just that the enemy's primary purpose would be something different. As for production chains being too complex and too shallow: Coming from Satisfactory, even the most advanced chains are very straight forward and rarely cross over domains (for example, there's nothing needing to cross any wheat product with any iron product). There's very little thought required to build them out. I'd accept that this is a consequence of early access though. At the same time, there's 2 different resources of lumber and timber (one for tools, one for buildings) and it's not entirely clear to me what the benefit here is. It just feels like an arbitrary distinction to make the player micromanage more and despair once they run out of the dark stuff because they can't build for a while. I'd highly appreciate if they could be used more interchangeably, perhaps at different ratios (similar to how light armor can be made from 1 leather or 5 fabric). Doing so would also alleviate the UI problem the game has, where there's too much specificity in the HUD for the resources, so a seemingly random set of resources is hidden from the list. By reducing the specificity in requirements, meta-categories for lumber and timber could be shown on the HUD instead, cutting down on clutter. This also goes for the various foodstuffs, which could have meta-categories for main dishes/side dishes/desserts/drinks. And a last bit of clunkiness to mention is the recruitment of units. You place a building, and the building requests units automatically - so far, so good. However, if the guild house can't produce the units, it in turn does not request the relevant resources itself then. Similarly, I also find myself placing towers to expand the territory only to watch nothing happen because I have not enough guards - while neither idle guards go to help, nor the academy goes to produce units. It's not clear to me why I have to micromanage these things. Even if large mortality of guards eating up too many carriers is a concern - that could be solved with a "fill up to capacity" and an automatic hiring stop if there's too few carriers around. But again: despite all these things, the game remains delightfully relaxing.
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March 2024
The game does not work on the deck for more than about 30 minutes, then it starts crashing. Other than that, it was a good game and I enjoyed it. But it clearly isn’t even playable on the deck and shouldn’t be advertised as such.
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Feb. 2024
If you like Settlers-like games, Pioneers of Pagonia is definitely worth the time and money. TBH it is a bit too early to try: it feels like many things are still in development: hot keys for frequent actions, numbers for common buildings, copy/paste, etc. I feel the "campaign" or maybe "tutorial" is not fully polished yet, but the game is already playable and has good potential.
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Jan. 2024
Let's start with the bad, because there really isn't a lot in that regard. Werewolves! That's it. These annoying creatures can force you to lose if they are spawned to close to your starting location and there is simply nothing you can do about it. Throwing more troops at them will only mean they grow even faster and the inevitable end comes faster rather than later. The only counterplay are fearnaught units which require silver. So, if the first silver deposit is blocked off by several werewolf camps, then you lose. It's that simple! Unfortunately, this happened to me on several occasions. Please fix this ASAP! Just moving the werewolf spawns a little bit further away from the starting point should be enough in most cases. Now for the good: Pretty much everything else! The building mechanic is fun and organic, as soon as you've gotten used to it, there's a feeling of calmness in the entire game and the resource chains are very intuitive and just the right amount of complex. Watching your pioneers is extremely relaxing and the artstyle is beautiful. There's also very few bugs that plague the gameplay. So far, I haven't encountered a single o gamebreaking one. Some features are still missing from the game. However, they are barely noticable. In case one of the devs sees this, here is the code for a map, that is currently unwinnable due to six werewolf caves blocking any direction of expansion: G2GFD7 4A4RWH K7KRHX HLP22U
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 21 December 2024 00:59
SteamSpy data 19 January 2025 14:13
Steam price 22 January 2025 20:48
Steam reviews 21 January 2025 04:06
Pioneers of Pagonia
8.2
3,233
588
Online players
135
Developer
Envision Entertainment
Publisher
Envision Entertainment
Release 13 Dec 2023
Platforms