Almost every review of SteamWorld Build reaches for the same reference, and it is always Anno.
The two framings that keep appearing:
“A mix between ANNO and Dungeon Keeper 2 / War for the Overworld, but much easier and shorter.”
“A poor attempt at a dumbed down Anno type game… The game doesn’t understand what makes Anno fun. All challenge was removed.”
Both are from Steam reviews. Neither is wrong. And together they describe the design decision at the centre of the game better than any marketing copy.
What is genuinely the same
Both are real-time town builders with:
- Production chains. Raw resource → intermediate → consumer good, with buildings that convert on a timer.
- Population tiers that unlock as you satisfy needs, each tier demanding more than the last.
- Service coverage radii. Buildings project a radius; only housing inside it gets the service.
- Road networks as the connective tissue, where better roads extend range and speed up delivery.
If you have played an Anno game, the first hour of SteamWorld Build will feel like a familiar vocabulary spoken with a smaller word list.
What is missing
Chain depth. One reviewer’s specific complaint is that the production chains “could have been more complex.” In SteamWorld Build a typical chain is three or four buildings — Sand Sifting Factory → Glassblower → Moonshiner is a complete example. The satisfaction comes from getting the ratios right, not from managing eight interlocking inputs.
Scale. The maps are small, and the population tiers top out at a few thousand citizens. There is no equivalent of the multi-island sprawl that defines a long Anno campaign.
Challenge. This is the criticism that repeats most. It shows up in the aggregate too: across 2,296 Steam reviews at 84.6% Very Positive, the two most-reported themes are low replayability and insufficient challenge.
Combat and traps. A reviewer specifically flags too few turrets and traps. The mine’s tower-defence layer wants more toys than it has.
The number that makes the argument
One reviewer’s first run took 8 hours, which they described as mostly AFK waiting for production to finish.
Their second run reached roughly 70% of the game in about two hours — including the fourth mine layer and the Scientist tier — because by then they knew the build order.
That is the whole comparison in two data points. SteamWorld Build’s content is not eight hours deep. It is two hours of decisions and six hours of timers, and Anno’s depth is precisely what removes the timers from the critical path.
The one design difference that matters most
Here is the reviewer’s own diagnosis, and it is sharper than any “too easy” complaint:
“The warehouse system is the only thing stopping people from finishing the game in 1-2h. You are hard capped at a really low, maximum capacity for everything you can gather and make. Building additional warehouses doesn’t help with that — only a rare, RNG item does.”
That is the actual brake. Not enemy difficulty, not complexity — a storage ceiling you cannot raise by building.
It is also why the game feels like waiting rather than deciding. You are not short of production capacity; you are short of space to put things. And a cap is not a puzzle, it is a queue.
Compare that to Anno, where storage is something you build more of and the constraint is logistics and layout. One design asks you to plan; the other asks you to wait.
What SteamWorld Build has that Anno does not
The mine.
Below the town there is a second game: three layers, four worker classes (Miners, Prospectors, Mechanics, Guards), veins and extractors, Creep and Worms and Hives, and a tower-defence problem that runs underneath the economy.
That is the half reviewers consistently prefer. The most common version of the compliment is that the mine is “much more serviceable” than the town, and the Mechanized DLC leans into exactly that — pushing the split from roughly 50/50 to 20/80 in favour of mining and roughly doubling the run length.
If you want the Anno comparison to work in the game’s favour, the mine is where it stops being a comparison at all.
Who should play which
Play SteamWorld Build if: you want a 9-hour town builder with a dungeon attached, you like the satisfaction of getting a 2:1 building ratio exactly right, and you are happy for the challenge to be mild.
Skip it for Anno if: you want deep interlocking chains, long campaigns, and a game that fights back. The criticism from that audience is not that Build is bad — it is that Build is not trying to be what they came for.
Play both if: you want the town half to be relaxing and the mine half to be the actual game. That is what the game is, and it is why the DLC exists.
The short version
- The comparison is fair on structure, unfair on scope.
- Chains are 3-4 buildings deep, not eight.
- The storage cap — not difficulty — is what stops a two-hour completion, and more warehouses do not raise it.
- The mine is the differentiator, and the Mechanized DLC doubles down on it.
- The aggregate says the same thing the reviews do: easy, low replayability, still 84.6% positive.
Related guides
- SteamWorld Build guide — the loop, roads and coverage
- SteamWorld Build storage — the cap in detail
- SteamWorld Build how long to beat — where the hours go
- SteamWorld Build Mechanized — the mine-first version
- SteamWorld Build glassware — a chain worked through end to end
- SteamWorld games ranked — why Build scores lowest in the series