Average Playtime: 2 hours


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SugarMill is a sandbox village building game. The game happens in the early days when Europeans were settling in the Caribbean. It has a heavy component in person and buildings micro management. As well as an economical and trading aspect.

The player starts with a few families and a storage full of supplies, you will try to survive and thrive your settlement. You can build a port to import and export goods. However, there is an indicator called 'Port Reputation', this will dictate how often ships will visit your port. Also, pirates were on scene those days, if the 'Pirate Threat' indicator goes too high you will lose the game.

The game brings many new and unique features to the genre, below is a list of the main ones:

Main Features:
  • Products expiration: Just like in real life, in this game every product expires. Some food items expire sooner than others.

  • Thirst: People need to drink water to survive. One of the challenges of the game is to keep their thirst quenched. (In real life we can only survive 3 days without water)

  • Measurements: No more 10 units of wood and 5 of iron to build a building. Be ready to gather 300KG of wood, and 10KG of nails to build a shack. Can you guess how much is needed for a brick house?

  • Horse Carriages: As the game has real measurements people can carry only so much. That's when horse-drawn carriages come into place. They carry a lot more, as a result, your economy gets boosted. A person in their best years might carry around 15KG, wheelbarrows closer to 60KG, but the smaller cart can carry 240KG.

  • Usage of goods: Crates, barrels, wheelbarrows, carts, tools, cloth, crockery, furniture and utensils are all needed to do the traditional activities of a town. As these goods get used, they diminish, as a result, a person won't carry anything if there are no crates. Keep an eye on that ;)

  • Happiness: People's happiness is influenced by various factors. How much money they have, food variety, religion satisfaction, access to leisure, house comfort and education level. Also if a person has utensils, crockery and cloth will influence their happiness.

  • Port reputation: You can perform traditional trade activities such as importing and exporting any product. This indicator identifies how often ships come to your port.

  • Pirate threat: Pirates were still around. This indicator identifies the risks of suffering a pirate attack. If that happens your game is over. You can decrease this by constructing military buildings.

  • Views/Camera: The game has the traditional city building camera and also allows you to go to ground level and get a closer look at your people.

  • Buildings: Over 50 different buildings to construct. House models randomly select their textures.

  • Products: Over 80 different products.

  • Line production: To make a simple nail you need to mine ore, in the foundry melt the iron, and finally in the blacksmith make the nail. Or you can cheat if you got enough money, you can always buy the nail directly on a ship.
Release date
Aatlantis Code
Aatlantis Code
Age rating
Not rated

System requirements for PC

  • OS: Windows 7
  • Processor: Intel® Core™ 2DUO/AMD 64 2 GHz
  • Memory: 4 GB RAM
  • Graphics: GTX 460/Radeon HD 6950
  • DirectX: Version 11
  • Storage: 1 GB available space
  • OS: Windows 7, Windows 8, Windows 10
  • Processor: Intel® Core™ i5/AMD Phenom II
  • Memory: 8 GB RAM
  • Graphics: GeForce 760/Radeon HD 7870
  • DirectX: Version 11
  • Storage: 2 GB available space
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Last Modified: Aug 28, 2019

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SugarMill reviews and comments

Translated by
Microsoft from Deutsch
Early Access Review SugarMill ... A Build-up strategy game with slightly Tropicohauch and Banished/Forest Village character BUT The Money unfortunately not (yet) Worth it. The Idea is good (nothing New behind it) but the Controls were too Chacky And with me, for example, the Bulldozer Function did not go (which is needed in the Tutorial) The attitude of the Workers is (x Workers are responsible for Building, Y Workers for the Fields, etc) is okay. It is still very much missing and the Fun Is quickly gone when, as mentioned above eg the Bulldozer Function does not sparkle. The Balance between Construction and Production varies widely. Partly too fast (Construction) Partly very slow (Cultivation/Farm) With other construction Field games like Tropico or CityMotion etc, it can't (still) keep up. Currently I give the Game Thumbs Down points Rating 3.5 out of 10 Points (from 5 Points likes Thumbs up) Steamsale acutally 9.99 ... I got it back then for just under 20. It's not finished yet and the little Part so far is not good and hard to play.
Translated by
Microsoft from French
Early access review if you liked banished you'll love SugarMill. A contrario, if like me you did not like banished, you will have trouble with SugarMill. Yes, in its current state, SugarMill is no more or less than a clone of banished in early access. Well, there are some minor details that distinguish them but it is so little, essentially the existence of a currency used for trade instead of barter (trade with whom besides? We know nothing, perhaps the merchants of banished or the Venetians of anno who would have lost themselves in a retreat of space-time. The script is felt by his absence). But like banished, SugarMill has no internal economy. What is the use of this money? Good question! Well to buy land around the original parcel, in the manner of a city Slyline. Yes, well, it had to be useful to the Flouze, wasn't it? There is also a military tab, which, from what I understand, offers some buildings in order to prevent pirate attacks enticed by your flourishing business. So fundamental in the mind of the designer (s) that hackers are optional to party creation. Without this being really substantiated by concrete, in view of the possible construction lists to date, I have the impression that SugarMill could end up with a few more buildings and products than banished, it would bring us somewhere between banished and banished + Colonial Charter. Provided that a next patch gives SugarMill a real card generator, currently it is the minimum service without any setting of the playground. In this type of game, personally, I remain disappointed by the lack of personality and management of the citizens. Apart from reacting individually to basic needs, they are totally disembodied and interchangeable. In fact what I liked most about SugarMill is the huge urge that he gave me to play the TROPICOS again. Here, by forcing the line, I would say that if you like the city-building a little moutonno-autarcique in a perspective of balancing more than esthetical, go ahead. If you are passionate about more commercial or logistical or political aspects or simply to make a nice and clean city full, Bah turn to... Uh, there's plenty in fact. Note, out of any playful consideration, a very positive point for an EA, I see regularly passing updates of this game. Note also, I had no bugs during the short time I have devoted him.
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