
Familia follows four protagonists through a journey to retake their homeland. The game’s style is highly influenced by 90s-style Japanese role-playing games like Final Fantasy 1-6.
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Languages: English
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Excited to play more. I like it!
Симулятор семейной жизни с элементами стратегии: игрок выстраивает отношения между членами семьи, управляет ресурсами, решает бытовые задачи и преодолевает жизненные ситуации — от повседневных хлопот до кризисов. Плюсы: реалистичные семейные сценарии — ситуации отражают реальные жизненные этапы и проблемы (карьера, воспитание детей, конфликты); глубокая проработка персонажей — у каждого члена семьи свои черты характера, потребности и цели, влияющие на взаимодействие; баланс быта и стратегии — нужно одновременно следить за настроением домочадцев и грамотно распределять время и ресурсы. Минусы: медленное развитие — первые часы посвящены рутине, ключевые события и интересные повороты появляются не сразу; ограниченная вариативность решений — в критических ситуациях выбор часто сводится к 2–3 шаблонам, снижая ощущение влияния на сюжет; технические огрехи — изредка возникают баги с анимациями или диалогами, нарушающие погружение. Итог: подойдёт любителям симуляторов жизни и семейных драм — впечатляет реалистичностью отношений и глубиной персонажей, но может разочаровать неторопливостью старта, шаблонностью некоторых решений и эпизодическими техническими недочётами.
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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
免费 有成就 没中文 羁绊 千年积怨不断加剧,战争一触即发。在战火中心,一个平凡家庭拼尽全力寻找彼此、守护彼此。 《羁绊》讲述的,是在荒诞离奇的世界里,一群让人倍感亲切的角色的故事。父母、姐妹、兄弟,还有其他伙伴,决心从残暴帝国的手中夺回属于自己的一切。 父亲 这名神秘男子在沙漠中醒来,对自己的身份一无所知。他能否找到回家的路? 女儿 可可 旁人总以为她软弱无害,可可可身上蕴藏着无限潜能。身为智力超群的天才,她的体能却远不如家中其他人。她大部分时间都陪在自己敬爱的祖母身边。 儿子 波奇 波奇是武学奇才,一心渴望得到认可。不照看可可时,他便一刻不停地刻苦修炼。尽管还只是少年,他却渴望能与声名远扬的父亲一同执行任务。 母亲 琪莉娅 许多人都认为琪莉娅是世上顶尖的刺客之一,而她本人却对此头衔无比厌恶。她只想与家人隐居度日,安度余生。她早已发誓不再战斗,可这份誓言或许终将难以坚守。 游戏特色 宏大壮阔的剧情故事 知名音乐人原创配乐 原创像素美术与数字绘画 融合经典 RPG 元素,带来新颖体验 11 名可操控角色 多周目游戏 + 模式,包含后期专属内容 游戏大部分开发过程在 Twitch 直播公开 游戏同时使用商用素材与原创美术
Игра 'Familia' – это захватывающая смесь стратегии и управления ресурсами, приправленная итальянским колоритом. Погружение в атмосферу семейного бизнеса ощущается с первых минут: яркий дизайн, приятная музыка и понятные правила делают старт лёгким даже для новичков. Механика игры достаточно глубока, чтобы увлечь опытных стратегов. Нужно умело управлять своими работниками, закупать ингредиенты, расширять производство и, конечно же, не забывать о престиже своей семьи. Конкуренция с другими семьями добавляет азарта и вынуждает постоянно адаптироваться к меняющейся ситуации на рынке. Мне особенно понравилось ощущение прогресса. От маленькой лавчонки до процветающей империи – каждый шаг ощущается значимым. Различные пути развития позволяют экспериментировать со стратегиями и находить свой уникальный подход к игре. 'Familia' – это прекрасный выбор для тех, кто любит экономические стратегии с небольшой долей рандома и ощущением личного контроля над ситуацией. Рекомендую!
If you're into old skool style retro turn-based jrpgs like the original Final Fantasy games, then check out Familia. The developer has put a lot of passion into this homage to classic gaming.
The game is good and charming overall, however, I ran to this issue where my screen would freeze on fullscreen, and I wouldn't mind it if it only happened once. I could clearly hear that the game didn't freeze as characters still made noises, however I had to force the game to shut down, having to replay the parts I already played. That's my only gripe with it, and hopefully it will get fixed because the game was interesting enough that I wanted to play more of it.
[h1]Before I played Familia, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Спасибо разработчикам за интересную и бесплатную игру! Первый акт можно считать отдельной историей - нет оборванности в повествовании сюжета. Английский простой, механика боёв понятна. Не понятно только мастерство, ибо за всю игру только кошка смогла его достичь. И кошка эта - имба! Сюжет приятный и затягивает, но очень не хватает дневника с заданиями: если зайти через время в игру, забываешь куда идти и что делать. Благо игра линейная, заблудиться невозможно, напороться на очень сильных врагов тоже (кроме одного!), но лучше играть не прерываясь - игра короткая, со всем исследованием ушло 4 часа.
If you are looking for a modern RPG game with a great retro throwback feel to it, then this is the game for you. With active development from the creator for the current Act I while also working on Act II this is a game that is going to have a lot of reply value. It even has a harder progression when you clear the first Act. Act II looks like it was delayed, but I think that's a positive as it means more development time for it but it also allows current & new players to fully continue to explore & complete achievements they are working towards before new content drops. As with all games, there are minor bugs here & there that you may come across & the creator is active on socials, so feedback like that is very important as it allows him to try to replicate these issues & work on solutions. The music of the game is quite relaxing & the story is engaging while also emotional at the same time. Trust me, you will catch feels playing this. The game seems very simple now but new systems are coming & I can't wait for it because it means I'll get to start over in a new save file & see what I remember & how everything feels come Act II. This game is worth your time if you are a fan of retro JRPG games.
Note that this is just a review for Act 1. I will probably have to edit it when Act 2 comes out. [h1]A Testbed for Big Numbers[/h1] [h2]Story[/h2] The main story thus far is very simple and short, since it mainly consists of an evil empire whose motives we still don't really understand. Additionally, since this is just the first act, there's a lot of unresolved plot points, like Lono recovering his memory and Sero's backstory. Whatever dialogue is there is decently written, and I like the interactions between Poki and Koko during the tutorial. I also find it interesting that the family is accepting of Lono's amnesia, though I wish there was a segment where they try to help him get his memories back by visiting various Kalbi locations. Maybe this will be saved for Act 2 or when the war dies down? Also, are we going to get any character development for Bedge and Wicks, or are they just there for the headcount? [h2]Gameplay[/h2] The gameplay is extremely basic, at least by the standards of RPG Maker games that I play. Every character has a class that determines what kinds of skills they learn. The problem is that the majority of characters are either ninjas or monks, giving them all extremely similar movesets. They might have a few skills or passive abilities to set them apart, but the redundancy is still there. The only real exceptions so far are Sero (a guest character sage), Shogun (mighty glacier who has a random number of hits per normal attack), and Muffins (glass cannon berserker). For offensive skills, the monks get the majority of the good ones, since they have powerful defense ignoring attacks and decent AOEs. They overshadow the ninjas in almost every way, though ninjas have the slight advantage of being able to immediately use item-based skills instead of waiting for their Focus to build up. Shogun and Muffins have powerful normal attacks, but they don't ignore defense, so they'll struggle against enemies with high defensive stats. The game's support skills are very lacking IMO. Keeria and Koko have group healing skills, but they don't always scale well as characters gain levels. The only way to increase their healing output is to increase their magic-based stats, but it can be hard to do so without gaining their Master Class at level 50. The worst part is that there are barely any real buff/debuff options available to the player. At best, the ninjas can equip a weapon that lets them cast a counterattack buff and Muffins has a random chance to inflict poison. That means your options against statistically stronger foes feels a lot more limited. If you ever grind enough to reach level 50, you'll unlock a character's Master Class, which allows them to go to the reach and turn any new levels in their Master Class into stat points that they can manually allocate. This allows characters to grow infinitely and in whatever direction the player wants. Unfortunately, there is no shared EXP, so it can be tedious to get everyone strong enough for the endgame. The game's balance for a vanilla story run is fair and grinding shouldn't be necessary other than for some of the early optional bosses. However, there are some bonus bosses that require so much grinding that it feels like they were meant to be postponed until after Act 2 releases. One of them is at the freaking stat cap, requiring me to get lucky with both the counterattack buff and Muffin's poison skill to win. There's also achievements for the Reach, which randomly generates dungeons where you can set the difficulty to be anywhere from story mode tier to ridiculously inflated enemy stats. In general, this game takes a very bizarre approach to optional content. On one hand, the game seems to be going for episodic releases. On the other hand, the game tries to implement endgame worthy content, NG+, and statistically ridiculous bosses in what is supposed to be the first episode, even though such things are usually better reserved for the final episode so that the player doesn't become too OP for later acts. This game is basically trying to have things both ways, and it just doesn't feel right IMO. Finally, one thing I hope to see in Act 2 is additional tiers of healing items, specifically percentage based heals. Right now, normal healing items other than the revive one heal by flat amounts, which doesn't scale well to the high level combat. It would also be nice to get a better variety of ninja tools so that the ninjas can stand out more compared to their monk counterparts. [h2]Verdict[/h2] If you're just going for the main story, it's serviceable as a first episode due to the character interactions. However, the optional content is basically a big number grind that feels more appropriate as final episode content rather than first episode content. Additionally, the player character movesets feel very limited, making it hard for Familia to stand out compared to other RPG Maker games. 7/10
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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