Game review
The Ranchers
5.5 / 10
- Developer
- The Ranchers
- Publisher
- Trophy Games Publishing ApS
- Released
- 30 July 2026
- Platforms
- Windows
- Genre
- Farming / Country-Life Sim
- Monetisation
- One-time purchase, no in-app purchases, no DLC. Listed at NZ$38.49 with a 10% launch discount bringing it to NZ$34.64 — checked 3 August 2026. That is full-price territory for an Early Access build, and several reviewers say so.
- Players
- Online co-op for up to four players, cross-platform — but structured as visiting. One player hosts their ranch and the others join to help; there is no shared world in which each player keeps their own farm and progress, which is the arrangement most buyers expected.
The short version
There's a large, likeable country-life sim in here with more sandbox freedom than most of its genre allows — a real open world, vehicles that need fuel, buildings you place where you want them, and the unhurried rhythm the audience turns up for. It is also an Early Access build at nearly full price, with clunky driving, a UI that fights you, quests that stall until you reload, and a co-op mode that isn't what the people buying it for co-op assumed. Promising, and not yet worth thirty-five dollars unless you specifically enjoy playing along with development.
Biggest strengths
- Genuine open-world scale and sandbox freedom — buy lots, place buildings where you like, and range much further than the genre's usual single-valley layout
- Simulation details land well: vehicles need fuel from gas stations, trunks hold cargo, and the world has a lived-in texture
- Building and home decoration are enjoyable and generous, and the art style is warm
Biggest weaknesses
- Co-op is join-someone-else's-world help, not a shared farm with independent progress — the single most common reason for a refund in the launch reviews
- Vehicle handling is poor enough to be a running joke in the reviews; cars drift through slow corners and getting stuck is common
- Quest progression can stall, with players reporting a save-quit-reload cycle as the workaround
Who it's for: Solo farming-sim players who want a bigger, more simulated open world than Stardew-likes usually offer and don't mind rough edges, and backers who've been waiting for this. Not for couples and friend groups looking for a shared-farm co-op game — that is the specific expectation this build does not meet.
Our recommendation: Wishlist it and check back in six months. If you want it now, buy it for solo play with Early Access expectations firmly set, and go in knowing the driving is awkward and the quests occasionally need a save-and-reload to unstick. If you're buying it to play with a partner or friends on equal footing, wait for the developers to address the co-op structure — as it stands you'll be a visitor on someone else's ranch.
5.5 / 10
Most of the people leaving negative reviews for The Ranchers wanted the same thing, and they say so in almost identical words: they wanted to play a farming game with their partner or their friends, the way you play Stardew Valley together, and this isn't that.
The Ranchers has co-op for four players. What it doesn't have is a shared world where each player keeps their own farm and their own progress. You join someone else's ranch and help with their chores. For solo players that distinction is invisible; for the couple who bought two copies to build something together, it's the whole purchase. That gap accounts for more of this game's Mixed rating than any bug does.
The game underneath
Which is a shame, because there's a lot here. The Ranchers is an open-world country-life sim rather than a single-valley farm game — you buy lots of land, place buildings where you want them rather than in prescribed slots, and drive across a genuinely large map to the city and back. The simulation reaches further than the genre norm: vehicles need refuelling at petrol stations, trunks carry your cargo, crops and animals want tending on their own schedule.
The freedom is the selling point and it delivers. Players who like arranging a homestead exactly their way have more room here than Stardew Valley or most of its descendants allow, and the building and decoration systems are meaty enough to sustain that. Presentation is warm rather than twee, it runs well on modest hardware, and Steam Deck players report responsive controls. One of the most enthusiastic reviews comes from a backer with 469 hours logged across years of test builds, which tells you there's a game here worth that kind of time.
Rough in the way Early Access is rough
The complaints beyond co-op are the usual first-week list, and they're consistent enough to plan around.
Driving is the standout. Cars drift through slow corners, get wedged on scenery, and generally handle like they were implemented last. Given the map's size, driving is not optional, so this matters more than it would in a game with a smaller footprint.
Quest progression stalls. More than one player has landed on the same workaround — save, quit, reload, and the stuck objective advances. That's a real bug with a known shape, which is usually the kind that gets fixed quickly, but it's live right now.
Onboarding is thin: figuring out something as basic as where hay comes from sends new players to a search engine. And there are the usual launch oddities you'd expect four days in, including players falling through the world.
The one-hour and six-hour problem
Here's the split that should shape how you read the 59%.
The English negative reviews have a median playtime of one hour. The positives sit at six, with a long tail into the hundreds. That pattern — quick bounces on one side, invested players on the other — is common at launch, but the causes here are specific rather than vague. People bought it for co-op, discovered the structure inside twenty minutes, and refunded. That's not a failure to give the game a chance; it's a purchase that was mis-set by expectation before it began.
The positive reviews, meanwhile, are unusually clear-eyed. The recurring note isn't "this is great" — it's "this is Early Access, it has real problems, and it's going in the right direction." That's a healthier kind of enthusiasm than a launch-week 90% built on goodwill, and it's why this review lands where it does rather than lower.
The price is the other half of the equation. Nearly thirty-five New Zealand dollars for a build in this state is ambitious, and a visible slice of the negativity is really about value rather than design. An Early Access game gets latitude on bugs; it gets less latitude when it's priced like a finished one.
Verdict
The Ranchers is a promising game having a rough week, and most of the roughness is fixable — driving can be retuned, quests can be unstuck, tutorials can be written. Whether the co-op structure changes is a bigger question, because it's architectural rather than cosmetic, and it's the thing most of the disappointed buyers actually wanted.
If you play farming sims alone and enjoy watching a game grow, it's a reasonable buy now and likely a good one in a year. If you're buying it to farm alongside someone else as equals, wait for a patch note that says so explicitly, because right now you'll be the farmhand.
Players who want a world that keeps growing between sessions — and who'd rather share it than visit it — may also enjoy Wanderer.
Pros and cons
Pros
- Genuine open-world scale and sandbox freedom — buy lots, place buildings where you like, and range much further than the genre's usual single-valley layout
- Simulation details land well: vehicles need fuel from gas stations, trunks hold cargo, and the world has a lived-in texture
- Building and home decoration are enjoyable and generous, and the art style is warm
- Runs well on Steam Deck with responsive controls, per players testing it there
- The developers are visibly engaged with feedback at launch, which is the thing that matters most in Early Access
Cons
- Co-op is join-someone-else's-world help, not a shared farm with independent progress — the single most common reason for a refund in the launch reviews
- Vehicle handling is poor enough to be a running joke in the reviews; cars drift through slow corners and getting stuck is common
- Quest progression can stall, with players reporting a save-quit-reload cycle as the workaround
- Onboarding is thin — basic tasks send new players to a search engine rather than a tutorial
- Near-full price for an Early Access build with these rough edges, which is where much of the negative sentiment actually originates