Paleon Reviews
Your time machine is broken. And it looks like you are stuck in the past. Try to create your own civilization and return home!
App ID | 1554220 |
App Type | GAME |
Developers | Paleodev |
Publishers | Paleodev |
Categories | Single-player, Steam Trading Cards |
Genres | Indie, Simulation |
Release Date | 27 Oct, 2023 |
Platforms | Windows |
Supported Languages | English, Portuguese - Brazil, French, German, Russian, Ukrainian |

350 Total Reviews
289 Positive Reviews
61 Negative Reviews
Mostly Positive Score
Paleon has garnered a total of 350 reviews, with 289 positive reviews and 61 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Paleon over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1014 minutes
Good, simple sim, growth is nicely paced, but it's easy to have a massive set back(no food) if you don't use the priorities tab
👍 : 0 |
😃 : 0
Positive
Playtime:
957 minutes
The A.I is unbelievably bad. I watched a villager harvest a grape, walk far away, harvest some barley, and then proceed to go back to the grapes. Still no priority system. I had 5 villages designated to just haul material, food, etc, and food continued to lay on the ground instead of be deposited into the clay food storage buildings.
👍 : 0 |
😃 : 0
Negative
Playtime:
917 minutes
there are some minor QOL features missing, which could just be a design decision, or a 'planned implementation' See 'Warehouses'
Animals are the game breaking problem. They don't die except to old age, and you can't slaughter them for food. neither hunters, nor ranchers will kill the animals when they start overpopulating. There is no UI option to automate their roles/slaughter either. So they just breed. And breed. And breed. I have a map full of animals queued for slaughter and no roles that will actually stop and kill them. Rancher just stands and watches them (until its time to clean manure?)
3/4 my people starved to death a few winters ago and I couldn't kill any domesticated animals for food. AND THEY ARE STILL BREEDING. They should have ALSO starved to death, but despite debuffs for hunger while they run across all the green grass, non of them will starve to death and save my screen from the clutter so I can see my colonists.
PLEASE FIX DOMESTICATED ANIMALS
Also, warehouses:
higher max production limits-
End game 99 isn't enough. I casually have 1500+ wood by the end of harvesting cycles. 99 charcoal SHOULD be enough but... there is no way to control distribution.
storehouse Item limiters-
I want a lot of charcoal going to my smelter storehouse, but not ALL of it, even though I do want it prioritized to some degree. Using the TOTAL allowed items slider in a warehouse can potentially help.... if that warehouse doesn't have other important items being stored as well, especially if they might out compete each other for storage space. Individual item limits per warehouse feels necessary.
complex production quotas-
An if: (X > 2Y) style limiter would be huge. This one is the MOST subjective of my suggestions, it might not fit your game as a mechanic. Maybe as a research? 'Teach mathmatics/logistics to the cavemen' 1000-4000 knowledge points kind of thing. Even a 'simple' version of this that just turns of production if an ingredient drops below a threshold IE (x <= # ) turn off recipe would be huge.
The animals are painful and broken, the warehouse QOL tweaks would be nice.
👍 : 1 |
😃 : 0
Negative