
All those who are lost deserve kindness. Help cute, ghostly bears find peace in this relaxing sequel to the beloved life-sim game Cozy Grove, where kindness rules and new crafting, building, and camping island adventures await.
Modeled estimate, not a reported figure. How we estimate →
About
All those who are lost deserve kindness. Help cute, ghostly bears find peace in this relaxing sequel to the beloved life-sim game where kindness rules and new crafting, building, and camping island adventures await.
Attention, Spirit Scouts! Something spooky is afoot: A bus crash has left you stranded alone on a mysterious (yet delightfully cute) island. Explore the unique island, meet and befriend cute, ghostly spirit bears who need your help to remember their pasts and find peace. Customize a bustling, beautiful campsite — crafting, decorating, and building furniture to bring life and color back to this cute island — and hopefully reunite with your lost scout troop as you gradually repair your bus.
YOUR RELAXING ISLAND OASIS AT THE END OF A STRESSFUL DAY
Whether you're new to the "Cozy Grove" community or a devoted fan, this relaxing follow-up to the beloved life-sim adventure offers something for everyone. This edition of "Cozy Grove" is cuter and cozier than ever, introducing a fresh cast of quirky characters, new animal companions, a new setting and added gameplay features that offer endless ways to unwind at the end of a stressful day. So immerse yourself in a unique, relaxing watercolor art style filled with stunning details and activities to explore. Drop in daily for crafting, decorating, fishing and cooking fun, or embark on new quests to stay busy. Lead with kindness and achieve your camping dreams — customize the cute, spooky island you've always wanted.
FIND NEW FOREVER FRIENDS AND CUTE ANIMAL COMPANIONS
Alongside familiar faces like Flamey and Mr. Kit, new spirit bears are waiting to bond with you and share their backstories. New animal companions are also on the island to offer support and relaxing comfort — now you can pet a dog (!) or have a snail help lighten your load.
EXCHANGE GIFTS WITH ASYNCHRONOUS MULTIPLAYER MODE
A new asynchronous multiplayer mode lets you see spooky, cute astral projections of other players, connect with fellow Spirit Scouts and send and receive cute gifts through the mail. But introverts, no need to worry: There's no pressure to interact with your fellow players in real time — you're free to discover and gift in your own time, at your own relaxing pace.
NEW SPOOKY MYSTERIES TO INVESTIGATE
Uncover the secrets of the interconnected islands you've landed on as you complete daily quests. As you progress with patience and diligence, you may unlock new areas to explore. Visit dedicated stations for different activities and light up lamps to find bountiful new spots for foraging and mining.
CUSTOMIZE YOUR ISLAND WHILE CRAFTING, DECORATING AND CAMPING
Just because you're living on a haunted island doesn't mean you can't get comfortable! Immerse yourself in crafting and decorating activities, or collect furniture to make the island your own. Plant flowers and fruit trees to harvest, raise ghostly animals and attract pets to your house. And if things start to feel ho-hum, give yourself a custom head-to-toe makeover.
A POSITIVE, HEARTENING DAILY RITUAL
This life-sim game unfolds in sync with real-world time, bringing cute surprises and spooky seasons on the island. If you finish the day's quests, you can cook, craft, collect shells, catch bugs, go fishing, skip rocks or even spruce things up with a new power-washing tool. Rake in rewards as you add to your collection of cute items and earn merit badges for all your accomplishments. A Spirit Scout's work is never done!
- Created with love by Spry Fox

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 119reviews | 90% | — | $99.3K |
| $19.99 | 25ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 121 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Negative out of the way first: the resolution is poor, and on a regular monitor certain objects are blurry. Playing at a smaller resolution reduces this. It doesn't bother me and I just ignore it, but it may bother you and it and could cause dizziness for those with bad eyesight. This game is not like Animal Crossing, which it's often compared to. It's much closer to Hello Kitty Island Adventure, with a heavy focus on unique characters, fetch quests that send you to new places, and growing your community. It has a deeper plot than Animal Crossing, and less of an aimless sandbox feel. Whether that's a plus depends on what you want from the genre. It's a good improvement over the last game, though the concept hasn't changed much. The art style, as with the first game, is beautiful. The music is easy listening; I didn't turn it off, which is quite rare for me. The controls are smooth, though visual feedback is sometimes lacking. It can be difficult to tell which items are interactable. This is a small annoyance and doesn't impact gameplay much. Like the first game, it's best enjoyed in small pieces. If you binge it, you'll get tired of the loop. A lot of people will want to like this game and struggle to, because they can't slow down enough. If you can, it's very good.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Turkish, Simplified Chinese, Spanish - Latin America +1 more
| $19.99 |
| 15ratings |
| 76% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 121 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Якщо трохи перебільшити, то це майже та сама гра, що й перша частина. Я досі граю в Cozy Grove вже шостий десяток годин, тому нова гра не подарувала мені якихось нових вражень. Якщо говорити про геймплей, то це все те саме: ті самі завдання, збирання ресурсів і крафт. Трохи інша оболонка, нові ведмеді - в усьому іншому майже нічого не змінилося. Із плюсів. Гра стала працювати швидше, анімації стали плавнішими, а просідання під час автозбереження нарешті зникли. Додали більше одягу, меблів і різноманітних декоративних предметів. Також зробили перемикання між вудкою та водяним пістолетом однією кнопкою - дрібниця, але користуватися стало значно зручніше. Є й інші невеликі покращення. Загалом гра стала більше нагадувати сучасний McDonald's, де все влаштовано так, щоб ти швидко отримав те, за чим прийшов, залишився задоволеним і звільнив місце для наступного відвідувача. Перша частина й без того була розрахована приблизно на годину гри на день, а тут складається враження, що розробники навмисно зробили цей щоденний сеанс ще коротшим. Принаймні саме таке враження залишилося в мене. Якщо в першій грі ми були замкнені на острові й намагалися облаштувати своє життя в очікуванні допомоги, яка мала прийти не раніше ніж за рік, то тут у нас ламається автобус посеред лісу, і, виконуючи завдання духів, ми поступово його ремонтуємо. По суті, гра щодня каже тобі: «Сьогодні ти став на крок ближче до свободи. Заходь завтра». Через це відчуття затишного життя на острові трохи зникає. Тепер здається, що ти тут просто тимчасово затримався й чекаєш моменту, коли нарешті зможеш поїхати. Підсумую. Якщо ви ще не грали в Cozy Grove, я б радив почати саме з першої частини. А якщо згодом зрозумієте, що вам замало тієї години-двох, яку гра пропонує щодня, тоді сміливо купуйте Cozy Grove: Camp Spirit і проходьте їх одну за одною. Так ви фактично подвоїте свій щоденний Cozy Grove і зможете насолоджуватися цією серією значно довше.
Alright, I love Cozy Grove, I always have. But this game is just so frustrating for me. You have to grind so much for what feels like nothing. You still can't alter any of the decor aside from placing new things down and it feels cluttered. There's alot to say on it, both good and bad! If you enjoy lazy games to just wander and grab things this game is perfect! But making progress feels sluggish and unrewarding when you have to do SO much for so little. Mainly for upgrades. It's worse grind wise than the first CG. I have a 230 day save on the first game and was hoping this game would have better QOL changes but it's basically the same game with reskinned Bears. I don't hate the game but I wish it had better changes to it.
Russian language please please please!!! СДЕЛАЙТЕ РУССКИЙ ЯЗЫК ПОЖАЛУЙСТА!!!
Спустя полтора часа игры квесты закончились, и мне дали смачного поджопника и сказали гулять до завтра. И даже не выдали удочку, чтобы ловить карасей. Во 👍 Дисклеймер: да, игра, как и первая, сочетает в себе отличный опыт с "зашёл - выполнил три квеста - забирай свой дряхлый стол из-под медведя-иди гуляй до завтра" (хотя предупреждение к этой части, как было в прошлой, на странице магазина разрабы, почему-то, не завезли), но, судя по обсуждениям и отзывам, люди и правда любят навернуть около-мобильного геймплея на компьютерах, так что я не знаю, стоит ли их в этом винить. А так зайти повтыкать, пока чего-то ждёшь, можно - никто тебя не торопит, никому ничего от тебя "ПРЯМ ЩАС" не нужно Надеюсь, когда-нибудь в стиме появится усреднённая оценка, тогда заживём, а пока так. Из плюсов: не знаю, в туториале ли это только, но нужные для квеста предметы теперь ПОДСВЕЧИВАЮТСЯ. А это уже ничего себе прогресс! Правда, кучки мусора, которые надо копать ради квестовых предметов, то светятся, то не светятся - не ясно, то ли багулина, то ли разраб так наколдовал. А ещё теперь бесячих среднеродных медведей можно обливать водой (радостно) Ну и по мелочи кратенько: - Подсказки теперь платные; - На предметах до сих пор не пишут, сколько они стоят; - Расширение сумки впихнули почти сразу (спасибо); - Сумка забилась в первый час игры даже с расширением (спасибо); - Кусты теперь должны вырасти, прежде чем с них можно что-то собрать (может, я ошибаюсь, но такого в первой части не могу вспомнить). Задонатить, чтобы выросли сразу, нельзя. А это значит, что если кустов несколько, нужно проходить и лапать каждый из них, чтобы не втыкал и рос ввысь. (НЕ)нраица; - Питомцы такие же, как и были: подходишь гладить, и смотришь эту бесконечную анимацию поглаживания петуха. Уже вижу, как весело гладить целую ораву этих петухов. Вспоминаю прошлую часть и на очах слёзы; - Инвентарь для одежды так же ограничен (и до сих пор не понятно, зачем), и теперь до него ещё идти надо за угол к пожилому огоньку, а не как было в первой части - просто подойти к своему основному лагерю. Зачем? Да не понятно, как и зачем вообще ограничение на гардероб нужно; - Разрабы портировали игру с мобилок, не убрав возможность кастомизации профиля с мобилок, да и кнопку привязки к тем самым мобилкам. Тем времененм те самые кнопки не работают. Почему эти кнопки находятся на версии для пк, когда сам разраб сказал, что привязка профиля с мобильной не доступна сейчас и не будет доступна для ПК? Разрабам поху.. Итог: если Вам первая часть понравилась, может, и вторая понравится. Если не понравилась.. ну глаз дёргаться начнёт день на 15, как обычно, по классике. Тут даже дожидаться не стоит, и так всё понятно. Из новых механик - только поливалка зданий. Радостно, что пока бесы просили не картошку, а только полить их - единственное прикольное нововведение. Да и единственное нововведение в целом.
I like that there are clear improvements but hate you still need a bazillion lamps to spread color like the first game. the same thing that made me quit last time. the range on them is SOO low. Also breakable tools in a cozy game is an interesting choice. Didn't like when it got put in Animal Crossing and don't like it here. Hopefully eventually you get permanent ones. Some things I really love are the collection aspects, how easy and fun catching critters and fish is, and when its in color its a pretty game with beautiful music. I appreciate the little detail of haptics for accessibility and personally I think it just makes playing with a controller more enjoyable.
为什么试玩版至少还有繁体中文,正式版连繁体中文都没了????
I was excited when it turned out this sequel to Cozy Grove was coming to Steam and PC after all. Well, half excited, because I'd heard that dyeing decorations would only unlock as a late-game luxury which WTF. But it was supposed to be more of the same plus many QoL improvements. CG1 is still one of my top comfort games with more than 1,000 hours (including multiple saves and lots of time spent decorating), and I really wanted to love this sequel, After playing through more than two in-game weeks though, I don't know. Maybe for mobile players? Maybe for people who struggled with things that were no problem for me in the first game? For casual players? I've just had SO. Many. Issues. I don't even know where to begin. Let me try: [list] [*] Trees and animals now require 4x as much space, which is WILDLY impractical and so unfun with all the decorations they need in addition that I've barely bought any trees or animals. Seems like a "performance fix" for mobiles... [*] Entering and leaving the tent (and new locations) now takes a tedious extra confirmation. [*] Inventory management is still the most annoying thing imo. You get some more slots through a new companion, but that involves extra steps and is partially negated because you have EVEN MORE different tools which still do NOT have their own separate space. They all occupy inventory slots and fill up half of your backpack unless you temporarily store them elsewhere which is ALSO tedious. [*] Skipping stones at clams got worse for some reason. You can no longer see how far you threw the last one and barely sometimes see the direction, which for me (and many others on Discord) makes it much more difficult to get a meaningful number of skips. [*] Shells now despawn and new ones spawn if you don't pick them up, and we're not talking about hours here. I started my day with fishing, saw some nice rare shells that I was going to pick up after my usual round, but when I came back they were gone. Cool if you're really dedicated to completing your collection and want to use this strategically, I guess. Not so cool for me. [*] Speaking of fishing, I was told that this sequel would make it clear that fish and critters are not supposed to be living creatures that we kill. I have no idea what happened to that, so far nothing that I've seen points to it. Well, one NPC wants to keep critters in a little box, so I guess they aren't killed but just confined? Yay? They still have descriptions that portray them as having human-like personalities and I guess it's supposed to be cute and funny somehow. They still turn into lifeless objects once you catch them and cannot be released. In the first game (except the DLC) you could at least avoid catching them; now you have to for story quests. [*] Hungry imps now disappear as easily as all other imps when you get anywhere near them. In the first game, they allowed you to get close enough to throw their items right away, now I always have to wait for them to reappear. Again, more tedious. [*] The first game originally had longer cooking times tied to IRL time, but after protests it was adjusted to 5 minutes. Crafting decorations was instant. Now everything cooked or crafted takes minimum 3 minutes and up to 1 HOUR. [*] When I use ALT+TAB to tab out of the game, I have to manually click on the game to get back. Others on Discord have reported the same thing. This is supposed to be a PC release... [*] I just have to mention it again because I hate it so much: you cannot use decoration dyes for the first 3 or so IRL MONTHS of the game. Which for me would make a vast amount of bright green, red etc. default decorations borderline unusable. The art style is already kind of chaotic, so not being able to adapt colours makes for overwhelming visuals real quick. [*] I "time-traveled" to start my save during the spring festival and at least get to use the orchid dyes, so I can report that the ducklings, as adorable as they still are, also still get in the way of fishing (which you need to do extra much of for crafting the orchids) so you'll probably still start to resent them by day 2 or 3. [*] This is a personal preference, but I actually enjoyed starting out with a limited selection of decorations and crafting recipes in the first game. It was an interesting challenge to make do with what I had, and getting new recipes was exciting for a long time. In this sequel, I was absolutely drowning in decorations and recipes after a few days and it was pretty meh. [*] I liked to start my day by choosing an outfit through Flamey, the most central place in the game and logical because everything else is also stored there. Now you have to walk to a closet by the coast. Why... [*] Not a big deal for me and likely a plus for some, but the "hidden objects"? They are no longer hidden. I guess the new hint machine and a companion ability are supposed to be QoL features, but they seem completely unnecessary to me. Objects now mostly just lie around in obvious locations, they have a glowing outline AND they sparkle! That's already several layers of hints that you can't turn off. Even shells have a sort of jumping animation every few seconds. [/list] On the plus side, the writing is great again and there are interesting new characters to get to know. The new companions are very cute. The new imp animations are absolutely adorable. There are some cute new decoration sets. I really do want to continue playing and finish the story. But right now it just feels like a chore to the point that I've avoided getting back to it. I guess it would be a better experience if I managed to not fall back into my full obsessive old routine and just do the minimum instead. So yeah... I recommend this sequel for the new characters and writing. I do not recommend it for the gameplay in the state it's in right now, for that I'd personally rather fire up CG1 again. Maybe we can hope for more updates, though many of my annoyances seem to be baked too deeply into the game. * * * If you like chill and story-driven games, check out my curator [url=https://store.steampowered.com/curator/35872486]Peaceful Adventures and Stories[/url]. You're also welcome to join the [url=https://steamcommunity.com/groups/chilladventures]group[/url].
I’m so happy this game is finally on Steam! It’s almost exactly like the first Cozy Grove, but with different bears. 🐻
This game is a hard one to review, especially so early in it's release, but I feel I need to. CG: Camp Spirit is not a game you can play for 6 hours in a day and get a comprehensive or complete experience, it is a game that does not ask but demands you play it leisurely; that you take it's lessons to heart and not stress over time or efficiency. Reviewing it is hard, 4 days in and I've barely scratched the surface of what it has to offer. It is a style that either works with you or it doesn't. For me, it most certainly does as I've been waiting for this for ages as an enormous fan of the first game. For those not aware of the first (and you don't need to be) Cozy Grove: SC finds you, a Spirit Scout, stranded on an island haunted by the spirits of bears with lingering feelings. As a Spirit Scout you are trained in the art of helping them work through their issues and in return they are trying to help you get back home. Your help covers a variety of activities they will ask of you: finding resources, crafting food or furniture, wearing a silly outfit, taking a specific picture, sometimes even just listening to them. Building your relationships reinvigorates the island and expands it allowing you to meet new people and find new discoveries. Gameplay-wise, CG: Spirit Camp is most similar to Animal Crossing. You can dig up rocks and food, shake bushes, catch bugs, go fishing, decorate your island and personal tent and all the other life sim activities the genre is known for. There is actually quite a lot of variety in the things you do, as well as to use the things you have (there's a museum-esque system that rewards you every time you turn in something you've not found/made before). While it may not have the granular customizability of an Animal Crossing, it bridges the gap nicely by making the options you do have very specific to the feeling and aesthetic of the 'camp' environment. And, much like those games, sometimes you will have to wait real-life days to continue the relationships or story moments. The game is not meant to be speedrun (speedran? speedrunned?), there will be moments where you just have to close the game and go on with your life. For people that min-maxed Animal Crossing by changing the date of your console, this game might not be for you. As I said above, this style of progression/game design either works for you or it doesn't. What I'd argue is the strongest part of the game that separates it from the rest is the strong tone and writing. By it's nature, you are a person who deals with ghosts that can't move on. The game is never scary or spooky, maintaining it's soft and comforting tone throughout, but it also can deal with heavy topics that give your relationships weight and dimensions you don't get in something like AC. After all, you're not gonna have your porcupine villager lament their wasted life doing something they had no passion for but kept food on the table for their kids. It rides a very tight line of being sad but not morose, heavy but not melodramatic and surprisingly witty but not removing importance with overdone levity. In particular, your responses in dialogue are hilarious because your scout is quite a sassy brat. There are some negatives I've noticed but a lot of them have also smoothed out or lessened the more I played. Controls take getting used to as it feels like it wasn't made for PC first (it wasn't) but I've gotten quite smooth with them as I played. There are keyboard shortcuts the game doesn't mention, clicking on the correct item in a crowded area can be finicky, sometimes characters have to finish the animation they're in to get to the one you've initiated (i.e. they are doing an idle animation and you gave them an item they need to take and react to and they have to finish the idle before they can take the item) so you stand around for a bit. If you're a hoarder like me your inventory and base management is going to be a disaster until you get more storage and backpack slots. Luckily stuff you leave on the ground stays there, and nothing is so rare you'll never find it again. Small issues all things considered. Again though, this is all early on. Maybe stuff later ruins the game, though I doubt it. They've improved on a lot from the first game, quality of life and changing the way certain interactions are done or how gathering works. They've added quite a number of things that weren't in the first game. It's an improvement while still giving you the experience that made the first game so enjoyable. I dunno, I guess I'm writing this review because a game like this needs these kind of reviews so soon after release. I can't play it in a day, or even a contiguous 40 hours. The game curbs your time hard. And waiting until maybe weeks later to really get your groove on in the game means you can be more comprehensive but can hurt the ability for the game to reach people. Many won't take a risk on a new game if it has something like 20 good reviews for a week or two, games move fast. And this is a slow game that doesn't lend itself well to being reviewed with only 2 hours of gameplay. So I'm here to tell you yes, this is a good game and will more than likely continue to be a good game. It will be worth the time invested into it if you let it carry you along at it's own pace. I always want to play more, continue the story of these bears or try to find new materials, make new things. But sometimes it's okay to just play for an hour or two a day and just be satisfied with the time you spent.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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