Farthest Frontier: Complete Survival Town-Builder Guide

How to grow a Farthest Frontier settlement from a handful of settlers to a thriving town: first-year priorities, food and farming, health and disease, housing, defense against raiders, and the systems added since 1.0.

Researched September 2026 — current as of v1.1 (9 April 2026) plus the Cats and Dogs DLC (14 May 2026); v1.2 with a Trading Post overhaul is expected to enter playtesting this fall. Live games change; check the linked sources if something differs.

Quick Start

  1. Try the Guided Journey first. Added in v1.1, it gives clear objectives that get a new town through its first winter.
  2. Water, firewood, food, storage, shelter. Those five decide whether you survive year one. Everything else can wait.
  3. Build a Well early. Drinking lake water raises the risk of parasites and dysentery.
  4. Diversify food. Foraging, hunting, fishing and early farming together beat any single source, and variety prevents nutritional disease such as scurvy.
  5. Protect food from spoilage and rats. Root cellars (with barrels) and granaries matter as much as production.
  6. Stockpile firewood before winter. Cold exposure is one of the deadliest health threats.
  7. Keep workplaces close to homes and storage. Villagers carry goods on foot; distance kills productivity.
  8. Plan defenses before your town looks rich. Raids scale up as the town grows.
  9. Pacifist mode exists. If you only want to build, you can turn off raiders.

Game Status

Milestone Date
Early Access launch 9 August 2022
1.0 release 23 October 2025
v1.1 (Gridless build mode, Guided Journey, QoL) 9 April 2026
Cats and Dogs DLC 14 May 2026
v1.2 (Trading Post and trade mechanics overhaul) Playtesting expected fall 2026
v1.3 Announced for early 2027
First expansion Announced (new production lines, mechanics and resources); no date

1.0 added a 140+ point tech tree, Monuments with victory conditions, bridges, a Policy system, raider camps with siege weapons, salvage sites, droughts and map-based weather.

Starting a Game

World Generation

Maps are randomly generated with different biomes and themes. You can control the amount of water and mountains and which resources may spawn. For a first game, pick a map with plenty of water, fertile land and nearby stone and clay.

Difficulty

Difficulty ranges from gentle settings to brutal ones, and custom settings let you tune threats, weather and more. Pacifist mode removes combat entirely.

Choosing Your Town Center Location

The First Year

A solid opening order:

  1. Town Center placed.
  2. Temporary Shelters or first homes so villagers aren't exposed.
  3. Well for clean water.
  4. Wood production and a Firewood Splitter to stockpile fuel.
  5. Food sources: a forager, a Hunter Cabin and a Fishing Shack.
  6. Storage: a Storehouse, then a Root Cellar before your first big harvest or winter.
  7. Saw Pit for planks once construction ramps up.
  8. First crop field, placed on good soil.
  9. Healer before disease shows up.

Leave military spending until you've survived the first winter, unless wolves or bears are nearby.

Food

Sources

Processing

Building Converts
Smokehouse Meat and fish into smoked versions
Cheesemaker Milk into cheese
Preservist Berries, fruit and root vegetables into preserved jars (needs glassware)

Processed food lasts much longer and adds variety.

Storage and Spoilage

Farming

Farthest Frontier's farming is deep. Crops have different yields, fertility demands, ideal soil mixes and disease risks.

Crops Mentioned in the Official Guide

Crop Notes
Wheat Very high yield, but sensitive to fertility and depletes it quickly
Clover Restores the field; does not need harvesting
Rye, Buckwheat Grains (processed at a Windmill)
Cabbage, Leeks, Turnips, Carrots, Greens Vegetables
Beans Legume crop

The game has 12 food crops in total; check each crop's details in-game for heat and frost tolerance.

Soil and Rotation

Pests

Deer eat crops. The Cats and Dogs DLC adds groundhogs that infest fields and foxes that hunt chickens, and dogs (plus Doghouses) to guard crops and livestock.

Health and Disease

Problem Cause Prevention
Dysentery, parasites Dirty water Wells
Scurvy No Vitamin C Varied diet with fruit and vegetables
Typhoid Contaminated water Wells
Smallpox Seasonal, contagious Healer's House quarantine
Flu and colds (untreated flu can become pneumonia) Seasonal Early treatment at a healer
Bubonic plague Rat fleas Rat Catchers, granaries, cats
Foot injuries, sprains No shoes Cobbler (shoes)
Broken limbs Mining Temporary Shelters at work camps, healers
Hypothermia, frostbite (untreated hypothermia can become gangrene) Cold exposure Firewood, clothing, Hide Coats, shoes
Festering wounds Combat injuries Quick treatment at the Healer's House
Rabies Wolf bites Keep villagers away from wolf dens; clear dens with hunters
Rat bite fever Rat bites Rat Catchers, proper grain storage

Treatment

Bedridden villagers can't work, and contagious illness spreads if healers lack capacity. Build healers before outbreaks, not during.

Housing and Town Growth

Production Chains

Key crafting buildings from the official guide include:

Rule of thumb: build a chain only when you have both the raw input and a clear use for the output. Idle workshops waste workers.

Defense and Combat

Raiders

Defenses

Defense Notes
Palisade walls Cheap; upgrade to Fortified Walls with lots of stone
Gates Let villagers through, block raiders and wildlife
Fences Cheap protection for livestock
Lookout Tower Bow-armed guards; upgraded towers have better range and damage
Town Center bell Villagers shelter inside and fire arrows at nearby threats; fine for wolves, not full raids
Barracks Recruit soldiers; cost scales with unit power and equipment
Military Stable Mounted units; requires horses

Unit control: drag-select villagers or soldiers, right-click to move or attack, Alt + right-click to attack-move, Ctrl + number to make control groups, and Ctrl + right-click to adjust formation.

Equipment progresses from hide coats and simple weapons and bows to plate armor, heavy weapons and crossbows for the best units.

Wildlife

Controls and QoL (v1.1)

Common Mistakes to Avoid

Advanced Tips

FAQ

Is Farthest Frontier finished? Yes. It left Early Access on 23 October 2025 and keeps getting free updates (v1.1 in April 2026, v1.2 coming).

Can I play without combat? Yes, pacifist mode disables combat.

How do I stop food spoiling? Root cellars with barrels, granaries for grain, processing buildings, and rat control.

Why are my villagers getting sick? Usually dirty water, poor diet, cold, rats or lack of shoes. Build wells, diversify food, stock firewood, add healers and rat catchers.

What does the Cats and Dogs DLC add? Cats and dogs you can breed (18 variations), kennels, doghouses, groundhog and fox threats, and decorations.

When do raiders come? They grow with your town. Some demand gold, and destroying their camps delays the next raid.

Sources