SugarMill comes to break the rules of village building simulation. Get ready to deal with food expiration, thirst, real world measurements and transportation of goods with horse-drawn carriages. Can you survive?
All Reviews:
Mixed (40) - 65% of the 40 user reviews for this game are positive.
Release Date:
Dec 15, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“SugarMill is a really complex, deep and long game. With early access, I will be able to identify where fine tuning is needed and requested by the community. Also balancing is going to be challenged by you, as every building in the game will require real materials to be built. For example, a Bohio (Shack) needs 300KG of wood and 10KG of nails to be built. Now, this needs to be perfected for every building in the game. Keep in mind you have to build over 50 buildings in order to reach the maximum level of town prosperity.”

Approximately how long will this game be in Early Access?

“It will roughly take around 24 months to polish this game to the degree I always wanted to be. Many things need to be refined and added to it.”

How is the full version planned to differ from the Early Access version?

“The full version is going to feel finished and it will be heavily shaped by the most active and prominent users. Many additions will be also included in the full version.”

What is the current state of the Early Access version?

“At the moment the game is solid, playable and fun. Roughly eights weeks into beta testing these are the more prominent comments/feedback on the game:
- Awesome looking assets
- Deep and long gameplay
- More tools are needed

Please also be aware that the game does not feel finished at this stage.”

Will the game be priced differently during and after Early Access?

“As the game reaches completion and new features get added, the price might be slightly increased for the full release.”

How are you planning on involving the Community in your development process?

“The community will have the last word in every decision from now on in the development of the game. I will gather users feedback and that will do my weekly schedule of items to complete, based on it. The priority will come, with the number of times a feature is being requested by the community.

I want SugarMill to become the ultimate village building simulator. And this will become only a reality with the community involvement.”
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Recent updates View all (44)

January 14

Hoarding - Hot Fix


A quick fix to address mainly the wood hoarding of some buildings. A few other things were fixed, added or adjusted!

Thanks for your support

3 comments Read more

December 22, 2017

Version 0.5 is now available


Once again, with a huge joy, I'm announcing that SugarMill v0.5 is here! Also celebrating one year into Early Access now!. This time over 150 new items have been fixed, adjusted or added to the game.
The game has come a long way and finally, I'm thinking of a release date. Really happy.

The game is featuring a brand new GUI and new decorative items, so your Sugarmilling is more pleasant!

Looking forward to hearing your feedback and suggestions.

Thanks for all your help and support!

SugarMill's Dev Team

Most prominent things added, fixed or improved since ver 0.4:

-Brand New GUI
-Decorative Items added
-Mountain Mine will issue order when has over 500KG on inventory now
-Input orders fixed
-Inventories now are alphabetically ordered
-Left top corner resume inventory, plus explanation added on help
-Able now to mute some specifics sounds
-Night cycle is lighters
-Explanation when Sea to Path is clicked
-When construction is loaded, shows sign
-People not getting fire fixed
-Not demolishing buildings fixed
-Transition to night cycle improved
-Quest window improved, text and order of quests
-Final inventory added to Report
-Too much wood in inventories issue fixed
-Citizens not dying bug fixed
-Foresters will produce and carry 20% more of wood
-Wood price was decreased by 50%
-Fuel formulas adjusted (consume half of wood now)
-Lamps no decorations
-Added Xmas placeholders
-People not dying bug fixed
-Lazy indicator bug fixed
-New clay asset added
-Settings improved
-Icons and banners updated
-Quest text improved
-Time in between quest changed
-Halloween theme added
-SugarShop building added
-People will reroute if being on route over 30 days
-New 3d Assets: Dock, BlackSmith, Carpentry, Lumbermill, SugarShop
-Added Wool, Shoe, Candy, Rubber and Cigarbox product and icon
-GUI texts improved
-Achievements added
-Arrows aid added in tutorial
-Workers will notice empty warehouse now. Full warehouse bug fixed
-Check Port reputation bug fixed
-Lighthouse workers will increment Port reputation now
-Improved profession names
-Add order window and Building window texts improved
-Quest order adjusted
-Dockers import orders bug fixed
-People will hide now if nearby a building
-GUI bug fixed
-Our inventories not updating scroll size (Add Order Window) Fixed
-Final order (small report) added to the (Add Order Window)
-Trees LOD adjusted
-Camera max height, adjusted
-34th Achievement added
-Stuck, Foresters and Dockers fixed
-Lighthouse change description changed
-When a person dies state profession if had one
-Notification window adjusted
-Left top corner inventory resume fixed
-Production Tab details improved
-Double import orders issue
-Wheelbarrows picking orders improved
-Left top GUI now updates
-School years function expanded
-Citizens getting stuck. Fixed
-14 New quests added
-Fixed issue when a worker was hired or fired and then saved and loaded
-The roadmap was posted
-Citizens getting stuck improved (may still happen, if so please send me the save file)
-Small storage in between Big storage and Dock issue solved
-Dockers improved
-Mine construction fixed
-Road place glitch fixed
-Ships not picking old orders in inventory. Fixed
-Typo fixed: now reads: "dock has been fully built"
-Teacher profession adjusted
-Heavy building maximum amount of workers now are 5

7 comments Read more
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About This Game

SugarMill is a sandbox village building game. The game happens in the early days when Europeans were settling in the Caribbean. It has a heavy component in person and buildings micro management. As well as an economical and trading aspect.

The player starts with a few families and a storage full of supplies, you will try to survive and thrive your settlement. You can build a port to import and export goods. However, there is an indicator called 'Port Reputation', this will dictate how often ships will visit your port. Also, pirates were on scene those days, if the 'Pirate Threat' indicator goes too high you will lose the game.

The game brings many new and unique features to the genre, below is a list of the main ones:

Main Features:
  • Products expiration: Just like in real life, in this game every product expires. Some food items expire sooner than others.

  • Thirst: People need to drink water to survive. One of the challenges of the game is to keep their thirst quenched. (In real life we can only survive 3 days without water)

  • Measurements: No more 10 units of wood and 5 of iron to build a building. Be ready to gather 300KG of wood, and 10KG of nails to build a shack. Can you guess how much is needed for a brick house?

  • Horse Carriages: As the game has real measurements people can carry only so much. That's when horse-drawn carriages come into place. They carry a lot more, as a result, your economy gets boosted. A person in their best years might carry around 15KG, wheelbarrows closer to 60KG, but the smaller cart can carry 240KG.

  • Usage of goods: Crates, barrels, wheelbarrows, carts, tools, cloth, crockery, furniture and utensils are all needed to do the traditional activities of a town. As these goods get used, they diminish, as a result, a person won't carry anything if there are no crates. Keep an eye on that ;)

  • Happiness: People's happiness is influenced by various factors. How much money they have, food variety, religion satisfaction, access to leisure, house comfort and education level. Also if a person has utensils, crockery and cloth will influence their happiness.

  • Port reputation: You can perform traditional trade activities such as importing and exporting any product. This indicator identifies how often ships come to your port.

  • Pirate threat: Pirates were still around. This indicator identifies the risks of suffering a pirate attack. If that happens your game is over. You can decrease this by constructing military buildings.

  • Views/Camera: The game has the traditional city building camera and also allows you to go to ground level and get a closer look at your people.

  • Buildings: Over 50 different buildings to construct. House models randomly select their textures.

  • Products: Over 80 different products.

  • Line production: To make a simple nail you need to mine ore, in the foundry melt the iron, and finally in the blacksmith make the nail. Or you can cheat if you got enough money, you can always buy the nail directly on a ship.

System Requirements

    • OS: Windows 7
    • Processor: Intel® Core™ 2DUO/AMD 64 2 GHz
    • Memory: 4 GB RAM
    • Graphics: GTX 460/Radeon HD 6950
    • DirectX: Version 11
    • Storage: 1 GB available space
    • OS: Windows 7, Windows 8, Windows 10
    • Processor: Intel® Core™ i5/AMD Phenom II
    • Memory: 8 GB RAM
    • Graphics: GeForce 760/Radeon HD 7870
    • DirectX: Version 11
    • Storage: 2 GB available space
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