At times a gentle medieval base builder and at times a brutal colony survival sim, Clanfolk offers natural comparisons to Rimworld (also colony management, similar art style, survival game mechanics, etc.).
But for me personally, Clanfolk’s playstyle is similar to a Rimworld-Banished hybrid. What it lacks in combat/tower defense, in my opinion, it more than makes up for in integrated resource management, base building, production chains, colonial survival, animal husbandry, etc. Chances are, if you like these things about either of these games (or both, like me), you might like Clanfolk too.
Like Rimworld (almost a decade now), the game is also in extremely active development (active development, beta with almost daily patches, etc.), which I consider a huge plus. The sole developer is constantly working on game balance, fine-tuning mechanics, and introducing new content, so if you prefer polished, bug-free gameplay, this game probably isn't for you.
Active development does mean that there is a chance that even more of the things I love will be developed and implemented in the future, such as economic management (trading is very simple, no supply/demand, etc .), interpersonal relationships, dynamic wildlife, connections between factions, external survival factors, which are all somewhat rudimentary at this point.
Mod support (likely a stretch goal) could be the final frontier for Clanfolk, taking it from a very nice 8/10 to a 9+. Either way, it's still more than worth the modest price in my opinion.