
Gather Familiars and do turn-based battles in this atmospheric little MMO! Quickly max-out your Familiars and conquer challenging dungeons. Battle other players, or just press the "Howdy" button to greet them!
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
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cobby Tuesday
[quote][b]Note: Dead PvP game[/b] This game contains no meaningful single player content. There's no viably populated servers/active player population. This game cannot be played as intended.[/quote] This was an incredibly lame attempt to make a Gameboy era Pokemon ripoff, which was then published on Steam, which is for PC games, not Gameboy handheld crapware. Needless to say it was a huge flop. So, "Familiars.io" is a dead PvP game. Why did it fail? It's video game autopsy time! [i]Almost every PvP exclusive game on Steam fails.[/i] Only a tiny proportion of them "go viral". This game failed for many of the same reasons those others fail. The chief of which is the developer thinking that their game will "go viral" without actually creating any reason for it do so. Competition amongst PvP centric games is extreme, and there's only a finite player base to appeal to. This game failed to reach any kind of critical mass and died as a result. Let's go into some of the reasons this particular game failed to appeal to gamers, despite the zero up front cost. First and foremost, there's no meaningful single player content. The developer gambled that other players would be an acceptable substitute for adding storytelling, level design etc to the Game. They lost that bet. Without a huge community of players or single player content to add a lasting value to the game, the game dies. Developers must learn that other players are not an acceptable substitute for adding content to a game. The game here, such as it is, is of a pretty low technical standard. The implementation is basic, threadbare, minimum effort stuff more like a 'weekend project' rather than a commercial release. An experimental piece... and the experiment is "can I spend $100 on Steam Direct and then call myself a game dev?" While that $100 spend on Steam Direct probably made the developers feel good about themselves, we have to ask why this kind of thing is good for gamers. The graphics here are particularly awful, crappy 1:1 aspect ratio and some of the laziest pixelcrap ever to insult gamers, so bad that it actually stands out as one of the worst looking games on Steam. Quite an accomplishment. It's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. Now on to pricing and value for gamers. This is "free" enough (not every "free" game in the "free" section is truly free, there's usually some hidden price tag), at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good, and the cost of a game is more than just financial, your time is valuable too. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 15 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. It's important to note that, despite this being such a low quality product, there's a number of positive reviews that all appeared immediately after the game launched, from suspiciously inactive Steam accounts that have reviewed almost no other games apart from this. Take the review score of this game with a grain of salt. All other issues aside (any of which would disqualify this from being worth your time), this is a game that relies on other players for it to be viable, and because there's not enough players, it's not viable. I can't recommend anyone downloads this, it's basically dead.
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Modeled estimate over time.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game and its community are worth your time. If you're reading this, you owe it to yourself to try this game.
Jogão, é tipo pokemon red, só que bom
免费 没中文 没成就 精灵世界.io 这是什么游戏? 这是一款在线多人世界里的轻量化精灵捕捉狂欢游戏,也为喜欢挑战的玩家准备了一些高难度可选内容。 玩起来是什么感觉? 一场战斗升一级,最高等级 15 级。不想用重复刷级浪费你的时间。 游戏里只有 20 种精灵,几小时内就能全部集齐、全部练满并完全了解它们。 之后你就可以挑战高难度内容了。 找到通往其他维度的隐藏传送门,在一连串战斗中管理好精灵的生命值和药水数量,对抗相当聪明的电脑对手。 或者,如果你愿意,也可以和在世界中遇到的其他玩家对战,检验自己的实力。 还有什么值得一玩的地方? 极易上手,想玩就玩,想停就停。 和其他玩家交流的唯一方式是不停按 “你好” 按钮,或者绕着圈跑。 我个人觉得游戏原声很不错。 对了,它是免费的。 免费? 没错,这只是一个人做的业余项目。我不靠这个赚钱,只是有人玩我的游戏我就很开心。
This game seems very... [i]familiar[/i]
Boring. Just get PokeRogue
☀️
boring
i didnt really get it but it was fine
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.