FARMER’S DYNASTY: RISE OF A DYNASTY offers a totally new gaming experience by mixing elements of a life simulation with role-playing elements and a classical farming simulation game.
Recent Reviews:
Mostly Negative (38) - 39% of the 38 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (643) - 78% of the 643 user reviews for this game are positive.
Release Date:
Dec 14, 2017
Developer:
Publisher:

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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?

“Farmer’s Dynasty is a game with a vision. What we, UMEO Studios and Toplitz Productions, want to achieve with this game is breaking up old habits and genre stereotypes that are fixed components within the “Simulation” genre. Building up a complex and huge-as-possible life simulation, with RPG elements like questing, is an involved and large scoped task.

As it was always getting harder to make cuts feature-wise, we finally decided that we need the community involved – getting a grasp of their view on features, balancing and overall feel. Releasing the game in Early Access will greatly help to get the game where we want it to be: We want to deliver a long-lasting experience not for the hardcore simulation player, but for everyone who is enjoying a complex, visually stunning open world game.”

Approximately how long will this game be in Early Access?

“We plan to end the Early Access phase in February 2018.”

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

“The full version is planned to differ from the Early Access version in the following points:

USER EXPERIENCE

We are planning to add more comfort features:
- Fixed quick travel points, beside using your machinery as mobile entry points.
- More in-depth machinery and product management.
- Satisfying helper / worker system. You will be able to hand down tasks to NPCs that will get your fieldwork done – even in a visual way.

PROGRESSION SYSTEM

We are planning to add a level system coupled with perks to easy up your work. E.g. faster growth of green house plants, increased repairing speed. The player should have the feeling to grow and get smarter and craftier throughout the game. In addition, we are planning to add additional side quests and varied ways to earn more money and social points.

LIVELY ENVIRONMENT

We are planning on an in depth environmental AI system with which we will have AI traffic and neighbours working on their fields. Additionally we are planning to add some wildlife.

FEETIME ACTIVITIES

We are planning to add more freetime activities. First breakdown will be the addition of picking wild mushrooms and berries, which can either be consumed or sold.

VEHICLES

We are planning to add a nice SUV-like family vehicle to explore the vast world. We also plan to add vehicle customization. At least the user will be able to apply certain colour patterns / skins to his machinery.”

What is the current state of the Early Access version?

“We have broken down the current status of the Early Access version into the following points:

QUESTLINES

All basic questlines are implemented – the storyline is built around the main character inheriting a run-down farm from his grandfather.

ENVIRONMENT

Farmer’s Dynasty is set on 16 square kilometre Middle European open world in which the user can roam around and pick up different quests, tasks and activities or can also work completely on his own and for his own goals.

CHARACTERS

You will find a dozen of unique character throughout the world. Beginning with your helpful neighbour Oliver up to John the merchant selling his goods across the street. Most of these are already fully voiced in English and German.

FARMING SIMULATION CORE

In its core, Farmer’s Dynasty is still a Farming Simulation. This means you can plow, cultivate, fertilize and seed the 85 naturally aligned fields within the world – presumed you already have the starting capital. You are able to grow four different types of grain (Wheat, Maize, Barley, and Canola) and vegetables (peas, soy, and lupine). Of course, you will also be able to sow grass to feed your livestock. Within your own greenhouse, you are able to plant additional vegetables: zucchini, tomatoes and pumpkins.
In addition, the user can own livestock (cows and chicken) producing milk and eggs that can either be sold or used to make delicious home cooked meals to satisfy your characters basic needs (hunger and sleep).

SOCIAL LIFE

We have an in-depth social system in place. For each quest you fulfill for a NPC your “social bond” will be increased with this particular character. Increasing your “bond” will also be possible by meeting up with NPCs in social places and having daily chitchat. In addition, it is possible for the player to date, marry and even have kids with a chosen NPC from within the vast open world.

FIXING AND RENOVATING

We also have an in-depth system for renovating buildings. This covers your own farm with all its different buildings, as well as NPC buildings, which you will be able to repair in different quests. You are able to apply different materials to different surfaces, for which most of them will have unique tools in use and satisfying animations.

FREETIME ACTIVITES

The user can relax in social spaces where NPCs are present and will be able to do freetime activities. Currently fishing is implemented.”

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

“We are not planning to increase the price after release. Everyone should be treated the same, but be sure we will forever be grateful for the interaction and feedback we will get from our EA users.”

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

“The community always is, and should be, a corner stone of game development. We would like to hear critical feedback about overall features, balancing and look and feel of this game. As our target is to break up with habits of the Simulation genre, making it less of a chore but rather a relaxed story- and quest driven game with a simulation core we really need some hands-on feedback to make our vision and ideas come to life.

Our designers and community managers will always be present in the steam forums to track down your feedback, bug reports and ideas.”
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Recent updates View all (26)

April 29

0.98, 2018 04 29

Hi guys,

here comes the newest update with massive changes to internal code regarding physics, game AI, menu controls and new driving AI. Here is the changelog:

DRIVING AI / HELPER SYSTEM:
- number of internal physics tweaks and improvements for terrain self-driving vehicle AI.
- added traffic
- traffic prefers main asphalt roads.
- different traffic vehicles (not farming machines)
- many different colors for vehicles
- different drivers for different vehicles, with proper driving animations
- traffic can drive both ways
- traffic drivers properly detect and avoid collisions between each other
- traffic drivers detect player collisions with larger margin, though there may be possibility where collision will occur (with far end of large plow, for instance). This leads for no bad effects nor penalties however.
- If player leaves a lot of vehicles on the road, he may block the traffic temporarily. However this should unload after a while (though not when the player is very close). They will quietly teleport out further to the road to avoid large jams.
- Traffic vehicles properly use lights at night.
- added AI hired workers
- IMPORTANT: player has to have at least 50,000 social points to hire workers. SP is not decreased when hiring workers at all, but a threshold is needed to not spoil initial gameplay.
- There has to be at least 6 second gap between hiring another workers (map pad menu does not count).
- player can hire the AI worker for player fields anytime if he can afford it.
- worker hiring price is temporary, needs to be played for a while to balance out (it's probably too low now)
- workers are hired from map pad by selecting and clicking his field to work on. If the field is not already worked on, proper worker hire menu will appear.
- all new worker terrain drive AI, not dependent on roads. They try to properly move through terrain, selecting speeds, turns and wheel work to adjust to terrain. They avoid driving on fields as well.
- if worker AI cannot move through difficult terrain for some reason (stuck), it will skip ahead a few meters to move forward.
- worker AI currently does not detect collision with other vehicles (it will soon, though). However if blocked, it will skip forward anyway.
- hired worker has to drive to the field before he starts working using his terrain AI, he does not teleport to the field directly.
- map shows if the field is being worked on by worker (and work has been assigned).
- it is not possible to hire 2 different workers for the same field.
- workers are seen on a map as (differently colored) vehicles.
- workers can be canceled by clicking them on the map. No money refunds.
- workers use proper header for maize.
- proper field work updates from worker machines including 3d ground changes (but for that player has to be close - optimisation).
- proper engine sounds for worker vehicles
- worker vehicles get dirty properly while working
- workers properly saved and loaded from save, both when driving to a field and when working a field.

VISUAL:
- for two higher grass display settings, grass distance increased.
- for highest grass display settings, trees&bushes LoD distance increased.
- a bit better and bigger front lights FX for player vehicles
- increased disappear range of vehicle wheels
- increased range of vehicle colors visible

ADDITIONAL:
- new loading backgrounds
- background changes properly synchronized with hint changes (1:2)
- fixed fish dropping off the hook randomly sometimes, even when player was holding them with a correct pull.
- vehicle currently driven by player was marked gray on a map - fixed
- old player combine with narrow header drops less hay in one run than the new combine with wider harvester.
- material sources (crates) were multiplying after loading a saved game - fixed.
- restored proper functionality of greenhouse watering control.
- removed random map zoom changes when turning on map pad. Zoom is properly remembered between map usage.
27 comments Read more

April 14

0.73, 2018 04 13 (Maintenance Update - Part 2)

Hi guys,

for the Maintenance Update we promised some fine tuning to the fishing as well. Also we did some magic and implemented selling of vehicles as the demand from the commuity was pretty strong. So, without further redo, the changelog:

Family Life
- Wife probability to get pregnant during June, July and August increased from 1:70 to 1:40. You still have to sleep in your bed for her to get pregnant.
- Adjustments to kids going outside params

Vehicles
- Ability to sell any vehicle. If you own a vehicle you want to sell, drive to a vehicle store, exit the vehicle and look at it. In addition to entering the vehicle, option to sell the vehicle appears.
- Vehicles are sold for 90% of their original price. This allows for easier rebuying the vehicle, even making this a temporary loan option (sell the vehicle, do what you want, rebuy the vehicle at as little as 10% loss).

Fishing
- Moving fishing rod to the sides pulls the bobber towards the end of the rod, so that the player can somehow control it.
- More natural pull from a caught fish, it actually steers away from player, moving also to the sides.
- All different pulling the line during fishing. Holding LMB pulls the line, releasing LMB stops pulling.
- If a fish is caught, it cannot be totally loose, but it also cannot be pulled constantly or it will break free (too much force). Player has to pull, then loose, then pull again.
- Fish pulling strength is displayed during pulling, so that player can see when it gets loose (indicator to the left) or when he pulls too strong (indicator to the right).
- Probability of catching fish outside of visible fish field increased by 20%

Additional
- Internal changes to vehicle physics as preparation for AI driving.

Best,
Your Toplitz & UMEO Team
20 comments Read more
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About This Game

FARMER’S DYNASTY: RISE OF A DYNASTY offers a totally new gaming experience by mixing elements of a life simulation with role-playing elements and a classical farming simulation game.

Remember the good old days visiting your grandfathers farm? The time when you were sitting on your grandfather's tractor together with him driving around and working on your fields? You are back on your farm now. The past years have been full of work for you in the city but you never forgot the good old times. The dream always lived in you: to rebuild your grandfather's farm and start your own dynasty - let the dream come true!

  • A unique mix of building, farming and life simulation
  • Repair, rebuild and expand your farm
  • Interact with the extensive Open World and collect Social Points
  • Follow unique characters through special quest lines
  • Control agricultural machines and tractors

System Requirements

    Minimum:
    • OS: Windows 7, 8, 10
    • Processor: Intel Core2Duo / AMD X2, min. 2.2 GHz
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible GPU, min. 1.5GB dedicated VRAM (AMD Radeon HD 7000 series / NVIDIA GeForce GTX 500 series)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    Recommended:
    • OS: Windows 10
    • Processor: Intel i5 / AMD X4, min. 2.8 GHz
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible GPU, min. 2GB dedicated VRAM (AMD R9 300 series / NVIDIA GeForce GTX 900 series)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space

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