I picked up Patron during Steam’s winter sale because it was cheap ($8), had decent reviews (75% positive), and it sounded like it’d be my sort of thing. After playing long enough to earn all the achievements, I’ve found that while it’s not bad, it’s lacking a lot of things that could make it great.

I’ll start off with the positives: Patron looks good, has a nice ambient soundtrack, and the UI serves to get the job done. There’s plenty of stuff to build, from a handful of houses to a few dozen town and production buildings; most with some purpose in your town. Many of those buildings can be upgraded to either increase their production, lower their upkeep, or increase their workforce, allowing you to spend resources to improve existing buildings instead of building new ones. At your town hall, you can set various decrees that have global effects like increasing production or reducing upkeep, which is a nice touch.

Surviving the first winter took me a few tries just to get the balance right. You really just need shelter, food, and firewood, but the hardest part is getting that done with the handful of peasants you start with. However, once you’re past the first winter, the game becomes pretty easy; the most difficult part is keeping up with housing as more and more people come to your town. After building out my first town with a few hundred houses, I decided to just quit and let the homeless leave once they were fed up.
And before I get to the negatives (which are going to be plentiful mostly because they’re easier to talk about), I want to reiterate that Patron is a decent survival city-builder in the vein of Banished. However, I think Patron ends up closer to the bottom when compared to similar games like Banished and Farthest Frontier.

Most of what’s wrong with Patron comes down to annoyances due to a lack of information in the UI. Survival city builders, by their nature, involve a lot of resource management – you need to know what you’re producing, how much you’re producing, where it’s going, etc. While Patron’s UI exposes a lot of this information, sometimes it’s lacking in ways that completely shut down production chains.
Let’s take something as simple as breadmaking. To make bread, you need a windmill to turn the wheat to flour and a bakery to turn the flour to bread. The UI says my fully-upgraded windmill will take 1750 wheat and turn that into 3950 flour per year. Likewise, the UI informs me that the bakery will take 750 flour and 750 firewood to produce 1881 bread per year. However, despite sitting on tens of thousands of wheat, my bakeries are sitting idle, unable to get their resources. Beyond an exclamation point telling me that there’s a problem getting the resources, I’m left bewildered as to what the problem may be. The mill and bakery are literally next to each other, with a depot a short walk away for deliveries from the stockpile. I ended up solving the problem by just importing flour when I was below a certain amount.
There’s likely a very logical reason why things aren’t running as smoothly as they could be, but there’s nothing to tell me what’s wrong. Maybe the workers need to live nearby? But I have no control over where people live, and they don’t shuffle around to live closer to their jobs, so that seems like an odd requirement.

Another problem I faced was with people who were upset about something in my town, typically safety, but the town had high satisfaction in that area. My assumption is that while my citizens were happy on average, there were one or two people who were completely unhappy. But again, there’s no way to tell that – all you ever see are averages unless you click on every individual house to see the satisfaction for the family there, and I’m definitely not doing that.
Concerns like safety can be raised by building certain structures – guardhouses or watchtowers for safety – and while they work just fine, there’s no way to see an overlay of what areas are covered by a structure. When building a new one, I can see its effective radius, but I can’t see if there are any other buildings covering the same area. This has led to me placing redundant buildings near each other.

The tech tree is pretty chaotic as well. There are some things that have nonsensical requirements (not sure why I need a university before I can unlock the last crops), and other things have requirements in separate branches (so you can unlock them before being able to produce the resources to build them). I think this is just a limitation of how the tree is arranged, being very short and wide, so things were shuffled around to put them later on the tree even though they require things from earlier on the tree. There’s also no easy way to search for anything, so while the deep research tree could be a great way to keep things interesting, it ends up being another annoyance.

And finally, my biggest annoyance: the job board. I’m going to compare this to Banished since it’s the easiest comparison. In both Patron and Banished, the job board serves to set how many people you want working in each profession, with any leftovers in a general “worker” category that transport resources and build structures. Where they differ, however, is what happens when you lose a worker. In Banished, if you had 5 workers assigned to woodcutting and one died, a worker would fill their place (unless you had no workers remaining, in which case the job would be left unfilled). In Patron, when a worker dies, nothing happens. You just have one fewer worker in that profession. Your production dips, and if you’re not careful, wreck a nicely-balanced system. So you’re left micromanaging a UI just to keep things all the jobs filled.

Also, while being able to upgrade buildings is interesting, having to upgrade every single house with insulation became very tedious late-game.
Though even with the UI being a pretty frequent annoyance, I still found the game to be pretty easy (on normal difficulty). Beyond the first winter, things were simple, and I just kept building new things whenever I was low. Like a lot of these games, the key is just stockpiling huge amounts of every resource. Even if you’re having a hard time producing something in sufficient quantities, you can just import it from the harbor, since you’ll have plenty of coin to burn anyway.
So unfortunately, while Patron does have some things going for it, it’s hampered by its poor UI and some odd systems. The annoyances are relatively minor but frequent and numerous; death by a thousand cuts. In the end, I’d only recommend Patron to someone desperate for a Banished-style city builder, but there are numerous other games that fill the space better: Banished itself and Farthest Frontier immediately come to mind.