Farlanders

Tetris in a Spacesuit, and I Mean That as a Compliment

by Andrii Bychkovskyi

Simulation gameSteam$14.99

Reviewed by the Rankeno Strategy & Sim DeskUpdated Oct 2026

Farlanders is a Simulation game for Steam. It scores 6.8 out of 10 — Mixed.

6.8Mixed#178 of 209 Indie games

How it scored How we score

  • Design6.5
  • Innovation7.5
  • Value7.0
  • Utility6.5

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

Farlanders is a colony sim that quietly reveals itself as a spatial puzzle game, and it’s far better at the second job than the first — brilliant when you’re stamping terrain into shape, undermined by a happiness economy that can spiral out of control with little warning and no way back.

Released Jan 17, 2023

The verdict

What we liked

  • Terraforming stamps turn landscaping into a spatial puzzle with real depth
  • Adjacency bonuses create deep, legible optimization without spreadsheet tedium
  • Excellent unlock pacing; new systems arrive before old ones go stale
  • Pixel art does real functional work, not just nostalgia
  • Full Windows/macOS/Linux parity

What could be better

  • The happiness economy death-spirals with almost no actionable warning
  • No undo — misclicks cost as much as misjudgments
  • Campaign difficulty spikes outrun its own tutorialization
  • Story promises a mystery the systems never deliver on
  • Strategy converges once solved; procedural variety is surface-level

Cheaper than 50% of the 202 Indie games we price-check.

Is it for you?

Best for

  • Puzzle players who bounced off colony sims. If you liked Into the Breach and Dorfromantik more than you liked Frostpunk, this is aimed directly at you.
  • Optimization-minded strategy fans who enjoy adjacency math and spatial constraint over resource micromanagement.
  • Players who want turn-based pacing — no pause-scumming, no real-time panic, just a board and a decision.
  • Not for: narrative-driven sim players expecting a Martian story with teeth, or anyone with a low tolerance for unrecoverable failure states.

More reviewed in Indie

Overview

Most Mars games want you to feel the weight of the mission. Farlanders wants you to feel the weight of a badly placed tile.

Developed by solo creator Andrii Bychkovskyi and published by Crytivo — a studio with a long history of backing offbeat, systems-forward indies — Farlanders arrived on Steam in January 2023, dressed as a retro-styled, turn-based city builder. It isn’t, really. Or rather, it’s that plus something more interesting sitting underneath. You are the chief architect of humanity’s first Martian colonies, and every turn you’re handed a small hand of terraforming stamps: preset tile shapes that raise and lower terrain, seed water sources, and enrich mineral deposits. You don’t sculpt Mars with a brush. You play the shapes you’re dealt, onto the ground you have, and live with it.

That single design decision reframes the whole genre. Traditional colony sims — your Banisheds, your Frostpunks, your Surviving Marses — run on time. Pause, unpause, watch systems tick, panic, intervene. Farlanders runs on turns, which means it runs on deliberation. There’s no simulation churning while you dither. There’s only the board, the pieces, and the consequences.

Market-wise, it slots into a specific and increasingly crowded shelf: the mid-priced, single-player, pixel-art strategy game aimed at players who want mechanical crunch without a 200-hour commitment. It’s shipping into a genre where Against the Storm has raised the bar for run-based city building and Dorfromantik proved that tile placement alone can carry an entire product. Farlanders sits between them, and to its credit, it doesn’t feel derivative of either. It feels like a designer who looked at colony sims, noticed the placement layer was the good part, and cut most of the rest away.

The reception reflects a real split. Rock Paper Shotgun and Try Hard Guides both landed on some version of “rocky,” with the recurring complaint that the narrative writes checks the systems can’t cash. The design suggests a game that’s easier to admire than to love, and understanding that split is the whole review.

Key features

  • Preset-Shape Terraforming: The core hook. Each turn you deploy tile-shaped tools to raise or lower terrain, spawn water, or enrich mineral deposits. You’re constrained by shape and geometry, not by an unlimited god-brush — which turns landscaping into a legitimate puzzle rather than a formality.
  • Adjacency-Driven Construction: Housing, farms, water pumps, solar arrays, mines, and factories all carry location-based bonuses. A structure’s value depends on what’s next to it and what’s under it. Placement isn’t decoration; it’s the optimization problem.
  • Subterranean Excavation: Dig beneath the surface for alien artifacts, extra resources, and narrative breadcrumbs about what Mars was before you got there. It’s the game’s one genuine exploration vector.
  • A Deep Research Tree: Unlocks arrive at a brisk enough clip that new mechanics land before the old ones calcify — a real achievement in pacing.
  • Procedural Everything: Maps, terraforming patterns, trade proposals, and weather events all regenerate per run. You cannot memorize an opening.
  • Three Modes, 45 Achievements: A seven-mission narrative campaign, freeplay, and a sandbox with the guardrails off.

Analysis

The Gameplay Loop

The loop is easy to grasp: terraform, build, balance, repeat. What makes it sing is the tension between those first two verbs.

Terraforming gives you shapes. Building wants specific geometry. The gap between what you’re offered and what you need is where the game lives. Stare at a three-tile L-shaped elevation stamp and a patch of ground that desperately needs to be two tiles higher and one tile flatter, and the thing all good puzzle games make you do kicks in — working backward from the outcome to the sequence. Lower here first, then raise there, then the water source lands adjacent to the farm plot, which is adjacent to housing, which triggers the happiness bonus that keeps the whole chain from collapsing.

When it works, it’s genuinely excellent. There’s a specific satisfaction — Sokoban-adjacent, honestly — in realizing that a seemingly useless stamp is exactly what you needed three turns from now. The turn-based structure is essential here. Real-time pressure would flatten this into guesswork.

The Happiness Problem

Happiness in Farlanders is a death spiral, and the game doesn’t tell you you’re in one until you already are. This is the single biggest design failure here, and it’s not a difficulty preference — it’s a feedback design failure. As colonies grow, happiness degrades, and the recovery tools available scale worse than the problem does. By the time the number turns visibly ugly, the structural decisions that caused it are twenty turns back and unfixable.

Good difficulty tells you why you’re losing while you still have agency. Farlanders often tells you that you’re losing, then hands you a colony too large to restructure and too small to survive. That’s not challenge. That’s a delayed verdict.

The Missing Undo

Compounding this: there is no undo. In a turn-based game built entirely on irreversible spatial commitment, where a single misclick can waste a stamp you needed, the absence of even a single-action rollback is baffling. This is not a purity issue. Into the Breach — a tactical spatial puzzle built entirely on careful placement — ships with a full undo and is not one iota less demanding for it. Undo removes fumbling, not thinking. Farlanders taxes both, and only one of those taxes is interesting.

The counterargument is that permanence creates weight. Fine. But permanence should punish bad plans, not bad mouse hands, and the game doesn’t distinguish.

Campaign vs. Freeplay

The seven-mission campaign is the weakest container for these systems. It carries the story — alien artifacts, hints of a Mars that predates you — and the story is where critics correctly identified the shortfall. The narrative gestures at mystery and discovery, but the systems underneath never dramatize it. You find an artifact. You get a resource bump. The mystery stays a UI notification.

The campaign also introduces sharp difficulty spikes, where a mission’s constraints demand knowledge of interactions the previous missions never taught. That’s a tutorialization gap, and it lands hardest on exactly the players the campaign is meant to onboard.

Freeplay is where the game is actually good. Stripped of narrative obligation, the procedural generation does its job: new maps, new stamp distributions, new trade proposals, new weather. The puzzle stays fresh longer than it has any right to.

The Ceiling

Long-term, the honest concern is repetition once the loop is solved. There is an optimal adjacency grammar, and once you internalize it, runs converge. The procedural layer varies the inputs but not the strategy. Expect a solid stretch of strong hours with diminishing returns after — respectable, but short of the genre’s best.

Visuals & performance

The pixel art is confident and legible, which matters more than it sounds. In a game where the entire skill expression is reading spatial relationships, art direction is functionally a UI decision. Elevation tiers, resource nodes, and structure types all read cleanly at a glance. The Martian palette — rust and ochre gradually yielding to green and blue as you terraform — gives the colony a real sense of progression that the numbers alone wouldn’t convey. Watching a map turn habitable is the game’s best emotional beat, and it’s delivered entirely through art.

The UI is more functional than elegant. Information density is high, and the interface leans on iconography that takes a mission or two to internalize. There’s an onboarding friction cost here that a slightly more verbose tooltip system would erase.

Technically, this is a lightweight, turn-based 2D game with no simulation churn — the kind of design that is light on hardware by nature, which suits its modest scope.

Platform nuances

Farlanders is a Steam-only proposition — Windows, macOS, and Linux. No verified iOS, Android, or Nintendo eShop release exists for this specific title, so treat any claim otherwise with suspicion.

Mouse and keyboard is the native and correct input. Every action is a precise placement on a grid, and the pointer is the right tool. The macOS and Linux builds are first-class rather than afterthoughts, which is still not a given in this genre and worth crediting.

The obvious observation: this design is screaming for a tablet. Turn-based, grid-based, tile-stamping, no reaction speed required — it’s a touch-native game that doesn’t have a touch version. Steam Deck handling is serviceable via trackpad, but the small-text UI is working against the format on a 7-inch panel.

Final verdict

Farlanders is a good puzzle game wearing a colony sim’s uniform, and the tension between those two identities explains both its devoted audience and the lukewarm press. Players who engage with it as a spatial optimization problem will find something sharp, chill, and quietly addictive. Anyone evaluating it as a Mars colony narrative will find the story thin and the systems unforgiving — and they wouldn’t be wrong either.

The terraforming stamp mechanic is the real thing here — a legitimately fresh idea in an over-farmed genre, executed with enough discipline that the constraint feels generative rather than annoying. That deserves credit, especially from a solo developer.

But two flaws hold it back, and both are fixable rather than fundamental. The happiness spiral needs better telegraphy — not easier numbers, just earlier signals. And the absence of undo in a game about irreversible placement is a design position we can’t defend; it punishes execution errors that were never the interesting part of the challenge.

Buy it for the puzzle. Don’t buy it for Mars. Set your expectations at a strong, finite run of excellent hours rather than a permanent slot in your rotation, and you’ll get exactly what you paid for.

Reviewed by the Rankeno Strategy & Sim Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review

Your rating for Farlanders:
Was this helpful?

Are you the developer of Farlanders?

Submit for review or ask about a placement. Paid $49 · expedited $149

Submit your product

Reviewed on Rankeno? Show the badge on your site — a free copy-paste snippet.

Embed this score badge on your site

Embed this review badge

Paste this snippet on your site to show your Rankeno score. The link back to rankeno.com is a normal followed link — no redirect, no ad tracking.

Quick facts

Developer
Andrii Bychkovskyi
Publisher
Crytivo
Released
Jan 17, 2023
Platform
Steam
Price
$14.99
Genres
Indie, Simulation, Strategy

Questions about Farlanders

Is Farlanders worth it?

Farlanders is a good puzzle game wearing a colony sim's uniform, and the tension between those two identities explains both its devoted audience and the lukewarm press. Our editors scored Farlanders 6.8 out of 10, which puts it in our Mixed band.

Why does Farlanders score 6.8 out of 10?

With a score of 6.8 out of 10, Farlanders lands in our Mixed band. Innovation is its strongest category at 7.5 out of 10. Design is the weakest at 6.5.

What do our editors like most about Farlanders?

Terraforming stamps turn landscaping into a spatial puzzle with real depth. Adjacency bonuses create deep, legible optimization without spreadsheet tedium.

What do our editors say is Farlanders's biggest weakness?

The happiness economy death-spirals with almost no actionable warning. No undo — misclicks cost as much as misjudgments.

If you liked Farlanders

Similar picks our editors rate highly.

Get our picks when they're worth it

We'll write when there is something worth your time — our newest verdicts and the top-ranked picks across apps and games. No fixed schedule, and we will never share your address.

We use your email only for these picks. See our privacy policy.