Game review
Farm Together
7 / 10
- Developer
- Milkstone Studios
- Publisher
- Milkstone Studios
- Released
- 11 October 2018
- Platforms
- Windows, macOS, Linux
- Genre
- Farming Simulation
- Monetisation
- One-time purchase for the base game, plus 16 separate paid cosmetic/content DLC packs sold individually since launch — confirmed non-pay-to-win by long-time reviewers, but the fullest package is far more expensive than the base price alone
- Players
- Online co-op, shared/split-screen co-op, and Remote Play Together, up to several players sharing one persistent farm
The short version
Farm Together sells itself as a relaxing co-op escape, and for a very large share of its audience that's exactly what it delivers — a farm you and friends slowly fill with crops, animals and decorations, with no combat, no fail state and no story pressure, played in whatever short session fits your day. Reviewers with 3,000, even 6,000 hours logged aren't exaggerating when they call it their favourite game; a handful credit it with getting them through genuinely hard periods in their lives. That's a real achievement for a game this modest.
What that same review page won't let you ignore is how closely the underlying structure copies a free-to-play mobile farm sim — crops that take real-world hours (up to a full day) to grow, watering loops, energy-style pacing — without a single microtransaction to speed any of it up. Public achievement data backs up the resulting complaint: the entry-level tasks sit above 90% completion, but "unlock all chunks" sits at under 8%, meaning the vast majority of owners never reach the version of the game the store page shows off. Sixteen separate paid DLC packs sitting on top of an already NZ$29 base only sharpen the question of how much game NZ$29 actually buys.
Biggest strengths
- A large, genuinely devoted community: multiple reviewers report 3,000-plus hours and call it their favourite game outright, with a handful specifically crediting its low-pressure pacing with helping them through difficult periods
- Full Remote Play Together and controller support (including DualSense) make it one of the easier games on Steam to actually sit down and co-op with a non-gaming friend or family member
- No pay-to-win mechanic anywhere in the model — reviewers who own most of the DLC are explicit that none of it is required to play or compete, only to decorate
Biggest weaknesses
- Public achievement data shows a steep drop-off from entry tasks (over 90% completion) to late-game goals like unlocking every map chunk (under 8%), corroborating the recurring complaint that the "full farm" shown in trailers is a real-world grind measured in weeks
- The core loop is structurally identical to a free-to-play mobile farm sim — timers up to 24 real-world hours per crop, repetitive watering — and dozens of reviews independently reach for the Farmville comparison unprompted, positively and negatively, before judging the result
- Sixteen separate paid DLC packs sit on top of the base price; the game's own store page invites a "just how complete is complete" question that Stardew Valley or Harvest Moon fans coming in expecting a single fixed-price package won't find answered kindly
Who it's for: Couples, families and small friend groups who want a screen-share-friendly, zero-stakes farm to putter around in together in short daily sessions, and players who specifically want a Farmville-style loop without the free-to-play monetisation attached to it.
Our recommendation: Buy it for what it is — a patient, real-time farm-builder best played a little at a time over months, ideally with someone else logging in alongside you — and go in expecting the advertised scope of the game to be a long-term investment, not a weekend's discovery.
7 / 10
The pitch: a farm you build with someone else, at your own pace
Farm Together is a cooperative farming sandbox with no fail state, no combat and — by design — almost no urgency within a single session. You plant crops, raise animals, decorate a shared plot of land, and expand it outward one purchased chunk at a time, either alone or with friends dropping in and out of the same persistent farm. Milkstone Studios shipped it as a full 1.0 on 11 October 2018 with no Early Access period, and it has sat at a Very Positive rating across roughly 17,600 Steam reviews (about 94% positive) essentially ever since.
That headline number is not a fluke of launch-week enthusiasm. Positive reviews keep arriving years apart with the same shape: a player logs an implausible number of hours — 3,300, 6,600, in a few cases more — and describes the game as something they return to specifically because nothing in it demands their attention. A handful go further, crediting the low-pressure loop with getting them through a genuinely hard stretch of their life. For the audience this game is actually built for — people who want to zone out on a farm with a partner or a friend rather than optimise a system — that reputation is earned, not manufactured.
The part every honest review has to say out loud: it plays like a mobile farm game
Read past the five-star write-ups and a second, equally consistent thread runs through the review page, and it isn't really a complaint about quality so much as a complaint about category. Crops take real-world time to grow — up to a full 24 hours for some — and the day-to-day loop of watering, waiting and collecting maps almost exactly onto the free-to-play farm-sim template that built Zynga's fortune a decade earlier. Reviewers reach for that comparison constantly and independently, across every year since launch: "way too similar to a free to play game," "it's essentially a very expensive free-to-play game... but no, on Steam, with a price tag," "cute, high quality graphics, but absolutely zero gameplay... you plant crops that take real life minutes and hours to grow, water them 9999999999 times."
What makes Farm Together's version of that structure genuinely different — and it's the detail that turns a fair number of those same critical reviews into a grudging recommendation anyway — is that there is no timer-skip purchase anywhere in the shop. You wait the real-world hours because that's the pacing the designers chose, not because a currency exists to make you not wait. Several long-time owners with most of the sixteen DLC packs installed are explicit on this point: none of it buys progress, only cosmetics and extra content categories (new crop and animal types, seasonal sets). It's the rare case of a game copying free-to-play's rhythm while refusing free-to-play's business model — which is also exactly why the "is this actually deep enough" question below lands so much harder than it would on a $5 mobile clone.
What the achievement data actually shows about that depth question
"It's shallow once the decorating wears off" is the second most common negative-review argument, and it's worth checking against something other than opinion. Steam's public achievement percentages for Farm Together back it up with real numbers: entry-level tasks like buying your first crop (92.3%) or completing your first quest (78.8%) sit at the top of the curve, exactly where you'd expect for anything most owners try in their first session. But the achievements tied to the game's actual advertised scope collapse fast — raising 20 items to level 30 sits at 11.5%, building a hundred-chicken field at 10.7%, and unlocking every map chunk, the single achievement that represents "the full farm" the store page's screenshots show off, sits at 7.8%. Fewer than one in twelve owners ever reach it. That's not proof the game is bad; it's consistent with a design that deliberately measures its content in weeks and months of real time rather than hours, and it's exactly the evidence the "this is a mobile game's pacing without the mobile game's playtime expectations" critics are pointing at.
The DLC stack, and where "relaxing" quietly stops being true
Farm Together's base price is a one-time NZ$28.99 (NZ$14.49 at the 50%-off price active when this review was checked, 11 September 2026), and the game has since accumulated sixteen separate paid DLC packs — cosmetic sets, new crop and animal categories, seasonal content — sold individually rather than bundled by default. None of it is required, and reviewers are consistent that none of it is pay-to-win. But it does mean the honest answer to "how much does the complete version cost" is a good deal more than the headline price, and one heavily-upvoted 2019 review specifically accuses the developer of inflating the bundle's list price ahead of sales to make the discounted figure look larger than it is — a claim worth flagging as a single (if well-voted) reviewer's accusation rather than an independently confirmed pricing audit, but the kind of complaint that recurs around bundle-heavy live-service-style pricing for a reason.
More concretely verifiable is what happened during a 2024 limited-time seasonal event. Multiple reviewers describe a bug that surfaced mid-event, and a "side effect" of the developer's fix was that many players lost progress they'd already made toward that event's rewards. The same event gated a rare fish behind a catch rate reviewers put at roughly 10–20%, tying it to time-limited event currency rather than the game's normal, patient economy. The developers did apologise and adjusted the rate afterward, but the reviewer who documented it summed up the actual cost plainly: "filling the year with grindy limited time events is the opposite of relaxing." For a game whose entire pitch rests on being the anti-FOMO farming game, a single mishandled event is a bigger credibility problem than its size suggests, because credibility is the one thing this design has instead of a monetisation hook.
Verdict
Farm Together is honestly two different games depending on who's reading its review page. To the audience it's actually built for — people who want a no-stakes, screen-share-friendly farm to putter around in together for a few minutes a day over months — it has clearly delivered, and the thousand-plus-hour testimonials are real and consistent across eight years, not launch-week noise. To anyone expecting Stardew Valley's systemic depth, or hoping a NZ$29 Steam price tag buys something structurally different from the free-to-play template it visibly borrows from, the achievement data and the review page both say the same thing: what you see in the first hour is close to what you get, stretched out over real-world weeks, with sixteen optional purchases on top and at least one recent event that briefly broke the promise the whole design is built on. Neither verdict is wrong. Know which player you are before you buy it.
Pros and cons
Pros
- A large, genuinely devoted community: multiple reviewers report 3,000-plus hours and call it their favourite game outright, with a handful specifically crediting its low-pressure pacing with helping them through difficult periods
- Full Remote Play Together and controller support (including DualSense) make it one of the easier games on Steam to actually sit down and co-op with a non-gaming friend or family member
- No pay-to-win mechanic anywhere in the model — reviewers who own most of the DLC are explicit that none of it is required to play or compete, only to decorate
- Consistently praised low-poly presentation that reviewers say still looks clean and readable eight years on
- Genuinely no fail state or time pressure within a session — you can walk away for real-world hours or days and lose nothing, which is the actual selling point for its core audience
Cons
- Public achievement data shows a steep drop-off from entry tasks (over 90% completion) to late-game goals like unlocking every map chunk (under 8%), corroborating the recurring complaint that the "full farm" shown in trailers is a real-world grind measured in weeks
- The core loop is structurally identical to a free-to-play mobile farm sim — timers up to 24 real-world hours per crop, repetitive watering — and dozens of reviews independently reach for the Farmville comparison unprompted, positively and negatively, before judging the result
- Sixteen separate paid DLC packs sit on top of the base price; the game's own store page invites a "just how complete is complete" question that Stardew Valley or Harvest Moon fans coming in expecting a single fixed-price package won't find answered kindly
- A 2024 limited-time event required a mid-event bug fix that wiped players' progress in that event, and reviewers report a rare fish tied to the same event was gated behind a roughly 10-20% catch rate — exactly the FOMO-and-grind pattern the honest, no-microtransaction base game otherwise avoids
- Several reviewers who came in wanting a Stardew Valley-style farming RPG report finding closer to zero systemic depth once the initial decorating impulse wears off — no story, no combat, no skill trees, just scale