
PC, Mac, Linux
The joy of city building games, for me, peaked in Sim City 2000. Now, that’s not because I’m some silly nostalgic old man (I hate the past just as much as the present!), and obviously I recognise that games like City: Skylines are incredibly good. It’s just that… they’re maybe too good? As in, too detailed, too complex, too involved, with far too much intricate minutiae to manipulate. I get it, I get that people want and love it, but there was something specifically special about the more limited scope of that 1993 classic. Which is almost relevant when it comes to discussing the incredibly wonderful Dawnfolk.
Dawnfolk is nothing like Sim City 2000. Honestly, I’m not even sure why you brought it up. Dawnfolk is, in fact, a wonderfully fresh approach to town-building antics, with small, goal-orientated tiled worlds on which you must create small, rural communities, with successful farms, mines, and increasingly more complicated buildings, alongside trade agreements or conflicts with local orcs and elves, all while battling against the forces of darkness. And it’s all with a refreshing, deeply engaging simplicity. And no, that’s not a contradiction, because Dawnfolk‘s genius is to make a huge array of systems extraordinarily approachable, and then doubly-fun by having battles, hunting, fishing and various other aspects play out as the teeniest minigames, taking place literally within the tile.
Each level begins primarily in darkness, and it’s by gathering light that you’re able to illuminate new tiles. These will dimly reveal what’s on orthogonal tiles that are yet to be lit, giving you an idea of in which direction you might want to expand. There might be a plain field on which you can build tents, the crudest form of home for your people. Or there could be some wild sheep (incredibly irrelevant tangent: did you know that there are wild sheep, called mouflon, and as the dog is the domesticated wolf, the sheep is the domesticated mouflon! Cows, since you ask, come from aurochs), which you could then kill for food, or farm for supplies. Build a farm, then some crops nearby, and perhaps set up a mine on a mountain tile. All through this, it’s about balance. You need homes to have people, but homes need supplies and people need food, and you need people to get supplies and food. Which is standard stuff, other than the threat of the darkness.

Dawnfolk has a narrative running through the thematic levels of its story mode. You are guided in your game by a little flame character called Lueur, who has no memory of who he is at the start of the game. His antithesis is a similarly-shaped creature of darkness called Nuit, who will occasionally invade your little town with dark storms. You know one’s coming when it starts to rain, at which point you’re going to want to conserve as much light as you can to battle against them. These storms spread onto tiles you’ve explored, and need to be combated with light through more of those little arcade minigames, until eventually the storms weaken enough for you to destroy their cores. Each level has this happen a number of times, another thing to keep in balance.
Then, beyond this series of scenarios, the game also offers puzzle levels (including daily puzzles), an endless mode (and indeed you can continue playing any scenario for as long as you want after the goals are achieved), a sandbox mode, another series of levels called Curious Expeditions where unique changes are made to how the game plays. Then there are various difficulty levels, easter egg modes, and all of these elements are unlocked by spending a currency accrued by finishing levels and achieving a billion little goals. Oh, and this is the work of one guy.

This is just fabulous. I cannot tell you how much fun I’m having, each level taking just fifteen minutes or half an hour, and each uniquely rewarding as it ups the ante, introduces new elements and new dangers, has me battling ogres or befriending dragons, all while ensuring that core mechanic of balancing light, people, resources and food is maintained. This is properly delightful, with so much to do, and all so satisfying to complete. Also, given it’s best played with a gamepad, this is a perfect Steam Deck game too.
If you’re not into city builders, play this. It’s nothing like them. Like I say, it was unhelpful you even mentioned Sim City at the start of this. If you do love city builders, then you should play this too, because it distils the most pure concepts into a gorgeous, chunky, meaningful game. Which is to say, if you exist, I really do recommend playing Dawnfolk.
- Darren Keller / Astra Logical
- £13/$15/€15
- Itch, Steam
- Official Site
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Something frustrating, I have an original, boxed CD set of Sim City 2000, but I cannot play it because it requires authentication from some non-existent server.
Mike – how can a 1993 CD-ROM game be wanting an internet server? That doesn’t sound right to me.
Oh, I was totally wrong. I just dug it up and it is Sim City 4, from 2003.
I have discovered turn based city builders with farlanders. This game didn’t get enough recognition sadly. It feels like playing a digital boardgame which is something I like a lot. I am also a sucker for good pixel art so dawnfolk is going up in the wishlist.
As someone who really isn’t usually into city builders, this very much looks like it does away all the reasons they aren’t usually my cup of tea. Cute pixel graphics! Story mode so you actually have some direction and progression! Definitely getting this one.
I admit I haven’t played much of this aside from the demo, but to me it *feels* a lot like DOTAGE with the grid-based view with turn based actions, and resources that either increase or decrease each round. However, there seem to be plenty of other differences aside from that. Even the aesthetic in this game is a bit less ‘silly’ and offers a more mysterious vibe.