Free to startSix browser games about laying something out properly. Free to start · optional in-game purchases · nothing to install · we run none of these worldsIndependently reviewed, free to startHow we survey them
StonecoursePlan
Building games onlySix settlements taken past the first redesignPlatforms taken from the publishers

Six places that get betterthe second time you lay them out

Luckvoyagehub is a desk for the building half of browser games, with the war left out wherever it could be. A village of workshops, a hospital, an industrial city, an elven capital, and two settlements that walk forward through the centuries. Six of them, taken past the point where you tear up your first layout — and ordered by how little they ask of a day.

6settlements built properly
3with no fighting in them at all
2that cross whole eras
Freeto start, every one
My Little Farmies key artFirst furlong
Where we would start you

My Little Farmies

The purest building game on the desk, and the one with the least standing between you and the thing you came for. Fields are planted, workshops turn raw goods into wares, townsfolk are supplied — and nothing in it will ever attack you, because there is no combat anywhere in the game.

Desktop browserWorkshops rather than armiesNo combat layer at all

It leads the plan because it is honest about what it is. Many building games hold a war in reserve and spring it on you around the second week; this one never does, so the whole thing is a question of layout, chains and supply. If what you actually want is to arrange a place and watch it work, start here and the rest of this page becomes optional.

The plan

The plan, lightest footprint first

Nothing is scored out of ten here. This is the order this desk would actually hand the six over in, starting with the village that keeps perfectly well without you and ending with the city that notices when your guild moves on. Every button opens the publisher's own site, under their terms.

My Little Farmies key art01Start here
No fighting at all

My Little Farmies

A medieval village that grows through workshops rather than conquest: fields planted, raw goods turned into wares, townsfolk supplied. There is no combat layer anywhere in it, which makes it the purest building game here and the one that never interrupts itself.

Fields and workshopsGoods into waresNo combat anywhere

Suits: Builders who want crafting with nothing attacking it.
Runs on: Desktop browser
Tending rhythm: Fifteen minutes a day, and it will keep without you

Opens the studio's own site. Luckvoyagehub runs no part of it.

Kapi Hospital key art02Lightest
A building with patients in it

Kapi Hospital

The same instinct applied to a hospital: patients arrive, treating them pays for staff and equipment, and the money goes into another ward. Research opens new treatments as the caseload grows. It is the lightest thing on this desk and the only one where the building has people waiting in it.

Patients to treatStaff and equipmentWards to extend

Suits: Players who want a building game with a job inside it.
Runs on: Desktop browser
Tending rhythm: Ten or fifteen minutes a day once the wards are staffed

Opens the studio's own site. Luckvoyagehub runs no part of it.

Uptasia key art03Most diverting
Building with a diversion

Uptasia

A bright industrial-era city grown factory by factory, with hidden-object scenes threaded through the progress. The scenes are the unusual part and the reason people stay: the building gives the searching a purpose, and the searching gives the building something to do between deliveries.

A city factory by factoryHidden-object scenesSteady, unpressured progress

Suits: Players who want building broken up by something to look for.
Runs on: Desktop browser
Tending rhythm: Twenty minutes, or as long as the scenes hold you

Opens the studio's own site. Luckvoyagehub runs no part of it.

Elvenar key art04Best looking
The handsome one

Elvenar

Far and away the best-looking thing on this desk, and built to be looked at: an elegant city growing outward through magic and technology, with a wide trading world attached. The faction you pick at the start changes the architecture as much as the research, which is the point of it.

A city worth looking atMagic and technologyTrade across a wide world

Suits: Players who want calm building and something beautiful to build.
Runs on: Desktop browser; mobile app also available
Tending rhythm: Twenty minutes a day around the build queue

Opens the studio's own site. Luckvoyagehub runs no part of it.

Rise of Cultures key art05Tightest focus
Cultures in sequence

Rise of Cultures

The same idea with a tighter focus: one settlement carried from the Stone Age into the great ancient cultures, with districts to plan and production chains to keep fed. Disputes are settled in turn-based battles, so the fighting is a puzzle rather than an interruption.

Districts to planChains to keep fedTurn-based disputes

Suits: Players who want the ancient world handled as town planning.
Runs on: Desktop browser; mobile app also available
Tending rhythm: Half an hour when an age turns, less in between

Opens the studio's own site. Luckvoyagehub runs no part of it.

Forge of Empires key art06Longest journey
One town, every century

Forge of Empires

The longest journey in browser building: a handful of huts becomes a bronze-age town, a medieval city, an industrial one and eventually something with aeroplanes in it. Each age rearranges what your streets are for, and the research line is the thing quietly deciding when that happens.

Ages that keep arrivingA research line to steerBattles on a grid

Suits: Builders who want a settlement that outlives its own architecture.
Runs on: Desktop browser; mobile app also available
Tending rhythm: Daily attention if you want to keep pace with the guild

Opens the studio's own site. Luckvoyagehub runs no part of it.

How we survey them

Three surveys, and the first asks whether this is really a building game

A great many games that look like town planning turn out to be war games with scaffolding. These are the three things this desk settles about each title before a word is written about districts, chains or research.

I

Whether anything interrupts the building

Some of these have no combat at all; some settle disputes in a turn-based puzzle; one expects a guild. None of those is wrong, but a reader who wants to lay out streets in peace needs to know which is which, so we state it before anything else.

Combat, puzzle or noneWho can interrupt youPeace as a feature
II

Whether the layout actually matters

The test of a building game is whether a second attempt is better than the first. We look for streets that reward thought, chains that punish sprawl and room to tear it all up — and we say plainly when a game is really a sequence of unlocks with a map attached.

Space that rewards thoughtRoom to rebuildUnlocks or decisions
III

What the shop sells a planner

All six are free to start and all six sell something, almost always time. The useful question is where the waits get long enough that the offer stops feeling optional, and whether a patient unpaid builder ends up with a worse town or just a later one.

Time, nearly alwaysWhere the waits biteWorse town or later town
Where the money comes from

Who pays the draughtsman here

No publisher has bought a place on this plan, and nothing on this desk is for sale. Some of the buttons that send you to a game are partner links, and that is what pays the draughtsman; what they have never done is change the order, which is argued out above sentence by sentence so that you can hold us to it. The worlds belong to their publishers — we keep no accounts, host nothing and handle no money.

Platforms

Which of these plans travel

Four of the six publish an official app and two do not, which in a genre of build queues is mostly about convenience: checking a finished workshop from a bus is pleasant, and nothing here will be lost if you cannot. Read the last two columns together before you settle on one.

GameWhat it isRuns onTending rhythmIf you miss a week
My Little FarmiesNo fighting at allDesktop browserFifteen minutes a day, and it will keep without youWorkshops finish their batches and stop. There is no combat and no decay, so a month away is a full warehouse.
Kapi HospitalA building with patients in itDesktop browserTen or fifteen minutes a day once the wards are staffedPatients keep arriving and the takings keep accruing. Nothing here is damaged by an absence.
UptasiaBuilding with a diversionDesktop browserTwenty minutes, or as long as the scenes hold youProduction continues and the scenes wait. Progress is kept exactly where you left it.
ElvenarThe handsome oneDesktop browser; mobile app also availableTwenty minutes a day around the build queueBuildings finish and trades sit in the window until somebody takes them. Nothing is lost by being away.
Rise of CulturesCultures in sequenceDesktop browser; mobile app also availableHalf an hour when an age turns, less in betweenThe settlement produces and the chains fill up. A quiet fortnight is a slower age, not a lost one.
Forge of EmpiresOne town, every centuryDesktop browser; mobile app also availableDaily attention if you want to keep pace with the guildProduction carries on and the city stands. What moves without you is the guild and the eras everybody else is reaching.

Every line in the Runs on column came from the publisher's own material — a store listing, an apps page, a support answer — with the address that settled it filed beside the entry in our notes. We never read a platform claim off a game's own front door.

Drawing boards

Six settlements and six different jobs at the drawing board

All six give you ground, a queue and something to arrange on it. What separates them is the job itself, so that is how this desk sorts them.

for the purist

A board with no war on it

Fields, workshops, wares and townsfolk, and not a single unit of anything anywhere. My Little Farmies is the only title here that could not interrupt your building if it wanted to.

for the short visit

A board with a job attached

Patients arriving, staff to hire, a ward to add when the takings allow. Kapi Hospital is the lightest thing on the plan and the easiest to keep up with.

for the distracted

A board with something to find on it

An industrial city grown factory by factory, with hidden-object scenes threaded between deliveries. Uptasia is the one that gives you something to do while the queue runs.

for the aesthete

A board worth looking at

An elegant capital growing through magic and technology, with a faction that changes the architecture. Elvenar is much the best-looking game on this desk and knows it.

for the organiser

A board of districts and chains

One settlement carried from the Stone Age into the great ancient cultures, with production to keep fed and disputes settled as turn-based puzzles. Rise of Cultures is the tidiest planning problem here.

for the long-hauler

A board that keeps being redrawn

Huts to bronze age to medieval to industrial, with every age rearranging what your streets are for. Forge of Empires is the longest journey in browser building and the one that most rewards a guild.

Building sensibly

A queue that finishes in three hours is an appointment you did not make

Every title here is free to start and makes its money from optional in-game purchases, nearly all of it time. That is a mild commercial arrangement; the structural one is worth more attention. These games fill a day with small finishing times, and a day can quietly rearrange itself around four of them without anybody deciding it should.

  • Pick your two visiting times and let everything that finishes in between simply wait. All six of these will hold a completed building for as long as you like.
  • Start one long build deliberately and walk away from it. The habit worth not acquiring is checking a queue, and it is much easier not to acquire than to lose.
  • Build one town, not four. Two settlements in two games is how fifteen minutes a day turns into an hour nobody planned.
  • What money buys here is time, which is the mildest thing an in-game shop can sell — but it is still money. Fix a monthly figure while nothing is half-built, and leave purchase approval switched on for the evening something is.
  • Check the publisher's own age rating before a child registers, keep purchase approval on an adult's device, and note that three of these six have no combat in them at all, which makes them unusually easy to recommend to a younger builder.
Free to startAll six can be played without paying anything.
Optional purchasesEvery one sells something; none of it is required.
Nothing to installAll six run in an ordinary browser tab.
Three without combatThree of the six contain no fighting whatsoever.
Planning queries

Six on the plan, two surveyed elsewhere

Six is as many settlements as one desk can take past the point where you tear up the first layout, which is where a building game shows its real quality. Surveyed elsewhere: Stonies, a Stone Age camp that belongs with our ancient-world desk because its whole subject is the beginning of history; and the farm and zoo builders, which have a desk of their own because tending animals is a different pleasure from planning streets.

None of them. Everything here is somebody else's software: we play it, place it and write about it, and that is the whole of our involvement. Press any button and you leave for the publisher's own site, where their rules apply and ours stop.

Three: the medieval village, the hospital and the industrial city with the hidden-object scenes. Of the rest, two settle disputes in turn-based battles you can treat as a puzzle, and the longest one has a guild layer that gets more martial the further through the ages you go. Nobody on this page can attack your town without your having gone looking for it.

No, and the better news is that none of these punishes a bad first attempt. Ground is cheap, buildings can be moved, and in every one of the six the second layout is better than the first because you now know what the chains want. That is most of the pleasure of the genre and all six of these deliver it.

Slow on purpose. Expect a fortnight before a town starts to look like a place rather than a tutorial, and longer in the two that cross eras. If that sounds like a complaint about the genre rather than a description of it, this is probably the wrong desk and we would rather say so now.

Three of the six have no combat at all and are about as gentle as a browser game gets, but ratings belong to the publishers rather than to us — read the one on the game's own site. The parts worth an adult's eye are the in-game purchases and, in the longest title, the guild chat.

Pick a site

Pick one site and lay it out properly

Read the plan, take the settlement whose pace matches the month you actually have, and leave the rest on the board. None of them is in a hurry and three of them cannot be interrupted at all.

Corrections are read first here. A world retired, an app published or pulled, an age added, a production chain quietly rebalanced — send it over and the plan is put right within the week.