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Roots of Pacha

2023

A cooperative farming sim about village growth, domestication and slow experimentation.

Ages 10+PC

MeaningfulnessMinimaleditorial ↘
You play
Players farm, gather, breed animals, discover new tools and practices, and contribute inventions back to a communal settlement.
Why it may be useful
Discovering an Idea and building it with the clan changes what everyone can do next, which gives you a real feel for how a new capability spreads through a group. The invention order is designed for pacing, not copied from history.
Keep in mind
The Stone Age setting is invented for pacing, not reconstructed from archaeology, and the technology order should not be read as a historical account.

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In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Roots of Pacha is a farming and village game set in the Stone Age, made and published by the small studio Soda Den and released in April 2023. It works the way a modern farming sim works: a top-down pixel-art valley, a plot of ground, neighbors with names and routines, seasons that turn. The difference is that the village starts with nothing, and the things a farm normally comes with have to be invented first.

That inventing is the spine of the game. Instead of a shop selling better tools, you discover Ideas, and the clan builds each one together once enough materials are gathered. Animals are wild until you feed and tame them, and can then be bred for goods or kept as pets. You also gather, fish, and work out ways to process and preserve food.

Seasons pass, but the deadline pressure is gone: ideas and prophecies can be completed in any season. It plays alone or in online co-op with crossplay. Steam lists ten supported languages, and it is a paid PC download.

What you actually do

A day is short and you choose what to spend it on. You clear ground, sow, water, and come back when the crop is ready; you walk out to forage, break rocks, fish, or follow an animal until it trusts you. Each of those turns up materials, and materials unlock Ideas. When an Idea appears you decide whether it is worth diverting the clan's effort, because building one changes what everybody in the village can do next. Villagers have their own likes and schedules, and giving the right thing to the right person opens up their story. Getting better means sequencing: which Idea first, and what you have to farm to afford it.

What it exercises

  • Sequences a build order: which capability to unlock first, and what it costs
  • Plans a day against limited time and returns when a crop is ready
  • Notices which animals respond to which food and repeats what worked
  • Connects one invention to the new options it opens for everyone

Why we rate it Minimal Worksheet score 30 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?25weight 45%

    Fit scores 25. A new capability genuinely changes what the whole clan can do next, and that arrival is felt rather than told. But the score stays low because a large share of the hours goes to ordinary watering, walking and foraging, which is repetitive labor rather than the planning the game is best at.

  2. TransferWill what you practise here work outside the game?18weight 30%

    Transfer scores 18. Thinking of tools as things that unlock other things is a useful frame, and it maps loosely onto how technologies actually spread. But this is a designed tree with a fixed order, not history: real inventions were not unlocked by a clan agreeing to spend a pile of rocks, so what travels is a feel for the idea, not knowledge of it.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?55weight 25%

    Practice scores 55. The farming loop repeats daily and the Idea loop every few hours, so the planning is rehearsed steadily across a long game. What holds this in the middle rather than higher is that the decision gets easier once the tree is understood; late in a save the clan mostly needs materials, and the actual choosing fades out.

What the evidence says

Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.

The evidence level is Editorial only. One source is listed, the Steam store page, and it confirms Soda Den as developer and publisher, the April 2023 release, the price, the ten supported languages, online co-op with crossplay, the Ideas discovery system, animal taming and breeding, and that ideas and prophecies carry no seasonal deadline. Nothing there speaks to what a player takes away, and we know of no study of this game, or of farming sims as a route into understanding technological change. The score reflects the shape of the play rather than a measured outcome.

Editorial assessment - not a measured scientific effect.

Fit
25/100
Transfer
18/100
Practice
55/100

Why it makes the cut

PASS - Its village-building loop is a genuine cozy sim, not merely a prehistory wrapper.

Editorial only

This is our editorial reading of the Steam listing, the only source behind this entry. No study exists of this game, or of farming sims as a route into understanding technological change.

Player reception source

Steam ↗ · 2,498 English reviews · Checked 2026-08-24

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.

No subscription requirement was found on the verified PC route.

Steam currently verifies interface support for the listed locales. Full audio and subtitle support are only marked where a current Steam source states them explicitly.

Age guidance
Ages 10+
Topics
History & society
Play styles
Single-player, Co-op, Simulation, Sandbox
Tags
Community growth · Shared experimentation · Agricultural systems

A large share of the hours goes to ordinary watering and walking, and the fixed technology tree teaches a feel for how capability spreads rather than any real account of how inventions actually happened.