
Brighter Shores is an all new adventure from award winning MMORPG designer Andrew Gower. It is an enchanting point-and-click style RPG with hundreds of hours of gameplay, set in a land of magic and mysteries, with a huge number of professions to try, and something new to find around every corner.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The graphics is decent - I do not need first person. Pace is good, no "Fight against the clock". Riddles are nice.
i like it.
Brighter Shores te mete de recluta novato en la guardia de Hopeport, colega, y de ahí pasas a probar mil oficios como quien cambia de camisa: pesca, minería, herrería, lo que se te ocurra. Se nota que detrás está el creador de RuneScape, porque hay contenido gratis para parar un tren. El problema es que las actualizaciones llegan más despacio que un caracol subiendo una cuesta, y la historia principal es tan recta que apenas te deja decidir nada por tu cuenta. Lleva en acceso anticipado más de un año y todavía le faltan cosas prometidas, así que ve con paciencia. Aun así, para desconectar sin prisa y con oficios para dar y tomar, aquí hay tela para rato.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What an absolute waste of potential. What was Gower even thinking with this?
Better now then it was on launch hopefully it keeps going that direction.
I like it as a grind game. It feel's as if the 'grind' part of a grindy game, has been optimized for enjoyment. ( Probably from RuneScape data :P , but that's a win! ) The learning curve is not very intuitive, but there is a pretty good selection of information on the Brighter Shores Wiki. Eventually, with a little brainpower you can figure out what's going on and the game's flow. I enjoy the idea of each 'Main-area' as a fully playable zone all in its own. The skills are distinct, and serve a purpose of serving other skills. The cross skill interaction is well-thought out, and I can imagine that future refinements to cross skill cohesion even better. This really shows through with the unlocking of the Mines. I also enjoy that the method's of training is both primary skill with the bonus of Skill Point Experience. This is the incentive to play the game actively. -I hear it's the primary way to play! I must admit that the game fills a nice niche, but I can see why the majority of people wouldn't give more than a few hours. -Here's a good for instance. When I am playing OSRS, training a skill that's moderately AFK (15-30 seconds), I am actively training on Brighter Shores. All in all, I'll continue
latest changes are good, cadence of updates is insanely cool, but the content itself is still needs to be more different from what we've already seen
It's chill and enjoyable. Good when you're watching something on another monitor that doesn't require too much attention. It's the kind of game that I play off and on and is more appealing to me than any current version of Runescape. The skills interact nicely and development seems to be inching its way along pretty consistently. The subscription requirement after the first two zones feels weird though. It's too expensive for what it gives and it removes the sense of "play whenever I'm in the mood" because now you feel like you need to make your monthly payments worth it. The first two zones are still a decent amount of content so even if you don't pay there's still stuff to do, I just feel like a subscription model doesn't match this kind of game at all.
Terrible
Tutorial Simulator
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.