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Introduction

Basic information

Developer Name: A2 Softworks
Full Name: Ancient Farm
Release Date: January 7, 2026
Released on: PC
Cross Play: No

Initial thoughts

Simone was interested in the idea almost immediately. A farming game set in ancient Egypt sounds unusual enough to stand out. On paper there is something genuinely appealing about taking the slower rhythm of a farming simulator and placing it in a historical setting that is not used very often in the genre. So we requested the key, got access, and expected something at least interesting, maybe even refreshing.

That turned out to be a mistake.

The biggest source of disappointment was not just that the game was rough. Plenty of smaller games are rough and still have charm. The problem was that what we ended up playing felt far less appealing and far less polished than the Steam page trailer seemed to imply. The trailer sells a cleaner fantasy: build your ancient farm, manage crops, grow your settlement, and enjoy the atmosphere. The actual experience felt much heavier, much clumsier, and much less inviting than that.

Instead of being drawn into a satisfying farming loop, we were pushed into a confusing and frustrating mess of systems that often felt more exhausting than enjoyable. The idea is still decent. The execution is where it fell apart for us.

Story and setting

Plot overview

There is barely a plot worth speaking of. You appear, and then you build. That is basically the experience. A farming simulator does not need a huge dramatic narrative to work, but it does need enough framing to make the world feel purposeful. Here, the game feels so bare in its setup that there is almost nothing to latch onto.

That makes the beginning especially weak. Instead of being welcomed into a setting or given a reason to care, the player is simply dropped in and expected to start dealing with systems. That might work if the systems were immediately compelling. They are not. So the lack of story becomes more noticeable because there is nothing else helping the opening feel meaningful.

World building and immersion

The ancient Egypt setting is the game’s single strongest concept, and unfortunately it is also one of its biggest wasted opportunities. A farming simulator in that period could have been atmospheric, distinctive, and genuinely memorable. Instead, the world often feels more like a framework for awkward tasks than a living place.

Immersion is hurt badly by the rough presentation and the mechanical confusion. Rather than feeling like you are building a life in a harsh historical environment, it often feels like you are wrestling with a badly explained project. The setting ends up acting more like wallpaper than something the game meaningfully explores.

Character development

There is effectively no meaningful character development to speak of. The game is not building around relationships, personalities, or progression in a human sense. It is purely system focused, and since the systems themselves are so hard to appreciate, that leaves the whole experience feeling even more hollow.

Emotional impact

The emotional impact is almost nonexistent. There is no real narrative pull, no charm strong enough to compensate, and no satisfying farming rhythm that creates attachment through repetition. The main emotional response we had was frustration, followed by disbelief that this was the game we had actually requested based on the materials shown.

Rating for story and setting

I have visited multiple aspects of the story, and after some thought and objective thinking, I rated the story and setting with an 1.5

Gameplay and mechanics

Core gameplay mechanics

This is where the game completely lost us. The broad promise is straightforward: plant, grow, build, and expand your ancient Egyptian farm. In practice, the gameplay feels unnecessarily complicated, badly communicated, and often just plain unpleasant. Rather than gradually teaching its systems in a satisfying way, the game seems to assume the player will naturally absorb a bunch of design logic that is not actually intuitive.

The result is a farming game that feels oddly hostile. Instead of calm progression or meaningful strategy, there is constant friction. Tasks feel overcomplicated, flow is weak, and systems do not naturally support one another in a way that makes the core loop rewarding. The entire experience left me asking the same question over and over: why is something this basic being made this confusing?

And yes, even the three season structure stood out as strange and awkward. That kind of decision is not automatically bad on its own, but here it just added to the feeling that the game was making unusual choices without enough thought behind whether those choices actually improved the player experience.

Difficulty and balance

The difficulty is less about challenge and more about irritation. It is not difficult in a satisfying I need to learn the system way. It is difficult in the why is this designed like this? way. That distinction matters a lot. A steep learning curve can still be good when the underlying systems are enjoyable. Here, it mostly made the game feel exhausting.

There is also a major difference between depth and clutter, and Ancient Farm often falls into the second category. Instead of rewarding planning, it too often feels like it is burying the player in poorly explained tasks.

Pacing of the game

The pacing is dreadful. Simone played for a couple of hours while I watched so we could review it properly, and it felt like the tutorial alone went on forever. At least five hours of the overall experience felt like one long drag through systems that never became fun enough to justify the time being asked of the player.

That is one of the worst pacing problems a game can have. If a farming simulator cannot make its opening progression enjoyable, then the entire fantasy collapses. This is a genre that lives or dies by routine becoming satisfying. Here, the routine never settled into anything pleasant.

Innovation and uniqueness

The only real unique thing about the game is the setting. Ancient Egypt is a fresh idea for this type of simulator, and that deserves some credit. But a unique setting alone does not make a good game. Innovation has to be supported by execution, and that is where this completely falls apart.

What should have been distinctive instead just feels like a missed opportunity.

Controls and user interface

The interface and control flow are both major problems. The game already has too many awkward systems, and the UI does not help make those systems easier to understand or enjoy. Instead, it adds another layer of friction.

That means even simple actions can feel more annoying than they should. A game like this should be helping the player settle in. Instead, it constantly pushes them away. It even has no controller support at all!

Microtransactions

None. That is one good thing, but in a game this frustrating, at least it is not charging me extra while being annoying is not exactly high praise.

Rating

After combing through many of the mechanics, the pacing and other factors of this game, I rated the gameplay and mechanics with a 1.5.

Graphics and art style

Quality of graphics and art direction

Visually, the game is very rough. The basic idea of farming in ancient Egypt still has some visual appeal conceptually, but the actual presentation is nowhere near strong enough to make that setting shine. Instead of creating atmosphere, the game mostly looks unfinished and awkward.

That roughness is worsened by the disconnect between expectation and reality. The trailer and store presentation suggest something more appealing, more cohesive, and more polished than what we actually encountered. That gap hurts trust as much as it hurts the game itself.

Technical performances

Technical performance is one of the clearest failures here. The game loads the whole thing in a way that creates obvious performance problems, and there is no decent enough option to really deal with that properly. So yes, lag it is. And because this is not exactly a game overflowing with visual spectacle that would justify the strain, the poor performance feels even more absurd.

A slow, rough farming simulator is a terrible combination. This genre needs smooth routine and comfortable repetition. Performance issues poison both.

Environment and design uniqueness

Again, the uniqueness is mostly in the concept rather than the result. Ancient Egypt should have been enough to carry the art direction much further. Instead, the world rarely feels beautiful, inviting, or culturally rich enough to really capitalize on that premise.

It is a setting that deserved much better than this.

Rating

It took me some time to give the graphics and art style an objective rating. There are many things to consider, but ultimately, I rated this section with a 1.5.

Sound and music

Music score and how it contributed to the game

Simone actually asked me, and I understand why, to mute the game. That says more than a measured sentence ever could. Music in a farming game should help the player settle in, relax, and get absorbed in the rhythm. Here, it actively became something we wanted gone.

That is a huge failure for this genre. Audio should be one of the easiest wins in a game like this.

Sound effects quality

Sound effects did not do much to rescue the experience either. At best, they are functional. At worst, they add to the sense that the game is unpolished and grating. Nothing about the audio side made the game more comfortable to spend time with.

Voice Acting

There is no meaningful voice work here to improve the presentation. That would not have been a problem on its own, but in a game already lacking story pull, polished sound, and immersive atmosphere, it becomes one more missing piece.

Rating

After a lot of consideration, I rated the sound and music section with a 1.

Replayability

Game Length and content volume

The content may very well be extensive, but that is not a strength when the game feels this unpleasant to play. A long bad experience is not better than a short bad experience. If anything, it is worse.

The tutorial alone already felt absurdly drawn out. That does not inspire confidence in the rest of the package.

Extra Content

Whatever extra systems or long-term goals the game may offer are buried beneath a first impression so weak that we never reached a point where those things felt exciting. The game needed to earn investment much earlier than it did.

Replay value

Honestly, who knows. In theory, farming simulators are often highly replayable because they are built around routine, progression, and optimization. In practice, Ancient Farm never became enjoyable enough for us to even seriously consider what a second run or long-term commitment would feel like.

Replayability only matters if the first chunk of the game is worth replaying. Here, that first chunk was already a struggle.

For us, replay value is effectively nonexistent. There was no sense that we should come back later and try again. The overwhelming feeling was relief when we stopped.

Rating

After thoughtful consideration, I decided to rate the replayability and game length of this game with a 1.

Suggestions and comparisons

Suggestions and feedback

No real suggestions from me beyond the obvious and brutal one: skip it. The game would need so much reworking in structure, performance, onboarding, interface, and overall feel that there is no small fix I can point to and say, this would save it.

The concept deserves a better game built around it. This version is not that game.

Comparisons

Compared to more polished farming games, this feels clumsy, overcomplicated, and weirdly joyless. Compared to the fantasy sold by its own trailer, it feels like a worse and rougher product than what you think you are getting.

That mismatch is part of why the disappointment lands so hard.

Personal experiences and anecdotes

When it ended, or rather, when we stopped, that was the best part. Simone actually put in a couple of hours while I watched so we could review it properly, and even that felt like a long, punishing stretch. The tutorial alone felt endless, and not in a wow, this game has so much depth kind of way. More in a please let this become fun already kind of way.

It never really did.

That is the core of the whole experience. We did not bounce off because the game challenged us. We bounced off because the game never justified its own demands.

Rating

Taking in all the personal experiences with Ancient Farm, I give it a personal rating of 1.0.

Last words

Pros

Cons

Ancient Farm had one strong thing going for it before we played it: the premise. Farming in ancient Egypt is a genuinely cool idea. But almost everything that mattered after that fell apart for us. The actual game felt rougher, more confusing, more irritating, and far less appealing than the trailer made it seem.

This is not one I would recommend. It is not even one I would tell people to cautiously watch for patches. Right now, it feels like a promising concept trapped inside a miserable experience.

FINAL RATING

Rated 1.4 out of 10

1.4

Please let me know what you think of Ancient Farm in the comments!
I hope you enjoyed reading this review. I hope to see you in the next review!
If you liked reading this review, maybe you would like to share this review with your friends.

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