Skip to content
Geeky Alien
Prosperity

Screenshots

Prosperity screenshot 1
Trailer 1 Improved trailerWatch trailer on Steam ↗

Prosperity

Persera Software Inc. · Published by Persera Software Inc. · Official site ↗

Mostly Positive — 72% positive (100 reviews)

Last updated 27 Sept 2026

Take on the role of leading a camp of weary peasants, make strategic decisions to fight for survival against the elements. If you're capable, the camp will grow into a settlement, and then a hamlet. Do you have what it takes to grow it into a city?

Early AccessDJCTQ l

£8.50

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

3 Sept 2026Lowest: £8.50 · Highest: £8.509 Oct 2026

Indie, Simulation, Strategy, Early Access, Casual · 2018 · More £5 - £15 games

Lead weary peasants through survival challenges and strategic growth in Persera Software’s Prosperity. From a humble camp to a thriving settlement, every decision shapes your journey toward urban prosperity.

About this game

How is this different from the web game?

Prosperity started off as a text based web game that I developed in 2014. Over time, the web version of the game diverged a great deal from my original vision for the game. Many of the things I wanted to do became unrealistic due to the limitations of the game's architecture and planning.

As a result, the PC version available via Steam is very different but keeps many of the same core concepts. Additional details can be found at our subreddit


About the Game

Prosperity is a city-building resource management game. Unlock more buildings, jobs, technology, and game mechanics as you progress. Use your resources wisely, strike balance between investing and conserving. Make and maintain relationships with other towns and factions to gain access to rare resources.

Your effectiveness as a ruler is measured by a number of factors, and the further you progress in the game, the more factors you will have to consider. Which policies will you enact to reduce the amount of management needed from your part? How will you deal with crime, famine, and natural disasters?

Put your workers to work in different buildings which grow, produce, or refine materials. Over time you'll get a sense of which resources are renewable and which are not. Being able to balance progress and growing demand with the availability of resources will be crucial to the sustainability of your town.

Upgrade your buildings, learn new techs, find new trading allies, improve your standard of living, and bring Prosperity to your city.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Memory: 2 GB RAM
  • Storage: 800 MB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • Memory: 4 GB RAM
  • Storage: 800 MB available space

Supported Languages

English

Latest news

  • Patch NotesOfficial

    August 2020 Accessibility Update

    Prosperity wants to be an experience shared by all sorts of people. One of the advantages of being text based is that those who have trouble seeing and require screen readers can play them. Unfortunately, Prosperity isn't 100% of the way there, but this update brings it up to say... 60%, I hope? After speaking with some blind gamers, I decided to shift my focus on this update from features to QoL improvements, so here they are. * Massive changes to the structure of the game code so that it is screen-reader friendly * Styling changes to make it easier for people with light sensitivity (aka, game is now dark mode) * Ambience audio channel is now split between Ambience and UI. UI channel provides audio cues to things happening on the screen such as tab changes and popups. UI audio is a work in progress, there is still a lot missing but better than before. * Fixed a number of bugs that affected building effects (warehouse capacity doesn't update right away), statistics labeling (foodCapacity instead of Food Capacity), and pages that incorrectly reset state when you move away from them * Started working on a new mechanic called Market Upgrades. This new feature will have a few upgrades for the time being and more to be added later * Started implementing a "Market Reserve" feature. To move goods to the "Market Reserve", open up the contracts widget (not the trading page), and if you have active contracts there will be an option to move the goods into the reserve. Goods in the reserve are used first when a contract shipment is expected, and cannot be moved out. More features to be added to the Market Reserve. * Changes to the district zones algorithm to avoid district slots that cannot eventually build Road to Capital due to impossible pre-requisites. Hope to put in some more time on fixing accessibility issues. Cheers! dSolver
    Read full article on Community Announcements (dSolver)
  • Patch NotesOfficial

    2020 April Update

    Hello everyone, Thank you for being so patient with this latest update. After taking a short break, we: the game testers and I noticed many more areas to improve. So, here we are. This update is an important milestone, we are closer now to having a fleshed out Culture system, which we promised would be the first victory condition. With that in mind, let's look at what is new, what got fixed, and what we are working towards. New Features ================== District Specializations: Once a district has Road to Capital built, you may choose to specialize the district. There are three specializations: Research, Resource, and Culture. Each unlocks unique improvements to that district. For the time being, the cultural and reserach improvements are for show only, while we work on finalizing the effect they have on the capital. Improved Contracts: The contracts system was adjusted so that the number of long term contracts are reduced, and we also introduced a new toggle on a resource so you can mark it as not for trade with trading guilds. Improved Resource Management: ctrl + click on a resource in the Warehouse/Granary pins it (green background), but now it will stay visible even when the granary/warehouse has been collapsed so you see only what you want to see. Additionally, clicking on a resource will now provide additional details that you may find useful. Note this is also a quick way to sell resources once you have your own trading guild established. Beginner Quests: Starting the game can be very challenging, one of the biggest complaints we receive is that people don't know what to do. To address this, we created a small series of "quests" that give incentives/rewards. Let us know what you think of this system, we may expand it! Culture Level: One of the "victory points" is culture. We will be describing the culture system in more detail later, but in a nut shell, culture is your way to influence other towns. On the map there are multiple points of interest, some of ...
    Read full article on Community Announcements (dSolver)
  • Patch NotesOfficial

    November 2019 Update

    Hello everyone, Thank you for being so patient with our new update - we have a lot of cool new stuff this time, and will be rolling out additional content that takes advantage of the new systems in the coming weeks, based on feedback! * Weather system * Seasonal effects of weather on productivity, farm bonuses * New ambience sound effects from weather * New Experts system - Artists * Hire artists from the Experts panel in City View * Artists create works of art - which adds to Aesthetics {STEAM_CLAN_IMAGE}/32788321/5b785f6858e62bbd329b7bc2bf88cf8383380c3c.png * New Global Settings control - control display mode and zoom level * New Special Projects panel, replaces individual project panels {STEAM_CLAN_IMAGE}/32788321/e26e12efa3e81e4ec7d5f86ea74f34991dd67dd0.png * New story - Mason Marky * Bug Fixes: * Double counting on building instances * Fixed issue with performance when there are too many buildings in building queue * Fixes bug with volume slider not always working * QoL: * Some tutorial hints early game * Wording changes based on feedback of various UI and dialog * Drastically reduced size of assets Hope you enjoy it! dSolver
    Read full article on Community Announcements (dSolver)
  • Patch NotesOfficial

    1.16.6 patch

    Hey guys, just letting you know we've issued a patch (1.16.6) to address a few issues that we missed during testing. 1. Sometimes buildings were taking much longer to repair than anticipated - this was because we changed the scaling but it was not applied uniformly in some edge cases 2. When you add a lot of projects to the building queue it can dramatically slow down the performance of the building screen, this patch addresses one of the performance issues 3. The game could sometimes hang in late game when you have thousands of workers, and they were all starting their batches at the same time 4. Fixed some issues with Aesthetics, where a number of Aesthetics upgrades were not being properly unlocked if your game was started before the last update 5. Fixed some issues where the progress bar would jerk around instead of being a smooth animation
    Read full article on Community Announcements (dSolver)
  • Patch NotesOfficial

    July 2019 Update!

    Hey Everyone, Thank you for being patient with our July update! We've been making progress in increasing the depth and giving players more control over different aspects of the game, so let's get down to the details. New Features * Tools system - Tools have come into existence! Your workers have an innate desire for tools and if you have the tools they will use it. Overall efficiency of all workers depend on availability of tools (there's no penalty for not having tools). Efficiency is calculated as a percentage of "tool points" fulfilled vs. desired. Note that tools do break over time so it'll be necessary to replace broken tools. Improved tools provide 3 points and regular tools provide 1 point (i.e. 1 improved tool is equivalent to having 3 regular tools in terms of how long they last). * Work Orders - This new system was created so that players can request special batches that are not the workers' normal batch. For example, Lumber Millers will have the ability to create Fine Lumber from (Regular) Lumber. Work Orders are unlocked once workers reach a certain amount of experience. * Land Clearance - The Explorer was redesigned in this update. Instead of randomly finding Forest space for you, they will now have a chance of finding Land Parcels, which represent a piece of land that can become useful - if you decide to invest in working them. It will take some time, and resources, but you'll get a very rare resource - land. * Apothecary Shop - a new Improvement for Forest zones in Districts, Apothecary Shops can improve your district's resilience against the spread of disease. Tweaks * Hospital Privitization previously simply added some money to your coffers (except when it didn't because there was also a bug). This tech has been modified to provide the player with a scaled policy to set just how greedy the Hospital should be run. * A new one-time conversation happens now when you hire a lot of lumberjacks * Taxation - changed the scaling for awesomeness when tax inc...
    Read full article on Community Announcements (dSolver)

We use strictly necessary cookies to run this site. We don't currently set any analytics or advertising cookies. See our Cookie Policy for details.