
Step into this Slow-Life RPG where you can freely switch between 14 unique jobs, so called "Lives," and enjoy a carefree life in a fantasy world. Fish, cook, shape the island to your liking, or team up with friends to battle monsters across the vast world.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 362.2/day in the week to Jul 16 → 4.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Step into this Slow-Life RPG where you can freely switch between 14 unique jobs, so called "Lives," and enjoy a carefree life in a fantasy world.
Fish, cook, shape the island to your liking, or team up with friends to battle monsters across the vast world.It's up to you to choose what kind of Life you'll live!
■A Dragon Guides You to a Mysterious Island
You are an adventurer who sets sail with the archaeologist Edward and his team.
Following the light emanating from a dragon's fossil, you discover an uncharted, deserted island.
A vast abyss, a dragon made of bone, and a girl's message that begs you to save the world...
Travel between the island that thrived 1,000 years ago and the present-day island to unravel the mystery of its downfall!
■14 Unique Lives to Make Yours Brighter
In this world, a "Life" is the equivalent of a job.
Each has its own characteristics and provides various ways to enjoy yourself.
Collect ingredients or materials with Gathering Lives, create weapons or cook dishes with Crafting Lives, or fight monsters with Combat Lives. You can switch between any Life at any time, creating a life that's uniquely yours.
■Shape the Island! Create Your Town!
Use Lives to gather materials and restore the island to its former glory!
Not only can you place houses and objects, but you can also alter the landscape and draw rivers and roads to create a truly unique island.
Expand your house, place some furniture, and decorate the interior however you like!
■Embark on an Open-World Adventure!
Freely explore the largest continent in the series!
Climb ledges, swim across rivers and lakes, or ride on mounts - With these new actions you can explore the world without limits!
■Endless Fun with Multiplayer!
Enjoy multiplayer with up to 4 players!
Invite friends to your island, explore dungeons, or find your own ways to have fun together!
If you have two controllers, you can also use the 2 Player Family Co-op feature where one player can join the adventure as your travel companion without needing to connect online!
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 | $59.99 | 13.6Kreviews | 91% | — | $20.9M |
| $69.99 | 4.1Kratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 934 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Doesn't have the charm, story depth, or combat (magic) variety of the first one. They really dropped the ball on what made the first game worth playing for over 200 hours.
很肝很普通。代入感一般,没有养成升级的欲望。画风可能是唯一优点。
This game is undoubtedly an entry into the fantasy life series. Nevertheless, for someone who has played the first game with its paid DLC, this game just has some stuff I don't really like nor did expect. As the first title was one of my all time favourite games, the expectations for the sequel were quite high and I just don't think that they were met in the capacity that I would have hoped for them to be met. I might even go so far as to say that if you're looking for advice on which game to start with, I'd actually argue for the original fantasy life on the 3DS if you can still find it. Then again, I am probably getting ahead of myself. I should go over why I don't like this game as much as the first one. Let's get an obvious point to consider out of the way first: Nostalgia arguably plays quite a big role, since it has been some time since I last touched the original game. Even so, when thinking about certain aspects such as the story, it becomes increasingly clear to me that there was much less of a focus put onto said story in this game than was in the previous one. I'd almost go so far as to say that this game had basically none at all, though that obviously isn't correct. For what it's worth, however, it arguably failed to establish a more interesting and gripping narrative than the original game had. This shouldn't be all too surprising, since this game focuses much more on multiplayer than on the singleplayer side, but that without knowing that beforehand it led to me being quite disappointed. Aside from the lacking story, there are a few more points that I take issue with that I'd like to mention. Scaling in this game works differently than in the first one. One notable difference is the fact that all of your lives now scale independently from one another and you no longer have a central character level that you use to distribute stats to your lives. This does mean that you will actually have to use all of them to level them up, which might not be that bad of a change since you really just had to defeat the end game bosses in the previous game to level up quickly. The skill trees are also a neat addition, if a bit repetitive since they tend to not be unique between different lives of the same classification (those being gathering, fighting and crafting). It would have been cool to see more varied skills in those trees, but given how similar some lives tend to be, I can imagine that being somewhat difficult. So all in all just something that's different from the first game that I don't mind all that much. Next would be the fact that you can now change lives on the fly. It actually happens automatically based on context. That much is almost a luxury when compared to how it worked before. Definitely a good change since the previous method where you had to go to the guild for every switch was definitely antiquated. Something I don't like though is that the star amounts required for each life and each rank have been streamlined. They took all the whimsy from us that we enjoyed via ridiculous star amounts handed out in quests. I don't know why, but I remember that quite fondly. Definitely not a 'game-ruining' thing, but something that just continues to bug me. They also took the experience of talking to all life-related npcs from us whenever you rank up. You used to actually have unique dialogue for npcs that practiced that same life, but since those npcs are almost nonexistent at this point, that feature thus also kicked the bucket. Another way that this game ruins its immersion by literally deleting features that gave you the impression that what you did actually affected stuff. To add to this, they also locked some of the required items for life quests behind a new addition this game: Treasure Groves. You also used to get additional life quests by talking to some people. This used to be somewhat of a problem since you didn't always have enough quests to get to the next rank and you also weren't told who would actually give you that quest. In a way this somewhat stymied progression, but it also encouraged interaction with the npcs. Since I'm squarely on the latter side, I miss the dialogue lost with the removal of this feature. Another thing that has been on my mind is the fact that we lost a bit of natural variety in this game. This may sound strange since you have the entirety of Ginormosia, the Past and the Present to work with, but if you remember the first title then you also remember the mountaintop that was completely covered in ice, the volcanic cave with that winged egg ore that sucks 'cause it just won't die and the land in the sky that serves as one of the last areas you visit. This is actually one of the biggest issues that this game has if I'm being honest. I cannot stress enough how many times I've gotten lost in one of the sub-areas because they all look like they've had their structuring procedurally generated with, on occasion, a little bit of colour variation added on top to keep things from actually being the complete same. This drives me nuts. The landscaping was one of the things that made exploring in the original game fun. You could go somewhere new and actually find a completely new environment with a different layout and different vibe. Now it's all just 'the same' in essence and, for a lack of a better way to explain in words just how irritated and infuriated I am: I hate this game's guts for this. It is a horrendous abomination for this. I don't know if I'm the only one that's so upset over this. I only know that I am and that I wanted to voice that. Perhaps I am also just a bit too early. I want to hope that there's a reality in which those sceneries are added in a later update/DLC, though the fact that it'd potentially have to be a paid DLC just to get previous features back is a pretty bad look. Next up are some of the crafting changes. As you may remember, buddies previously weren't able to help you with your crafting. Crafting things at the later stages actually turned into a bit of a nightmare since you also couldn't equip better gear without having the needed aptitude level for it. That is no longer the case as you can now equip the best gear you have available right when you unlock the life. It arguably skips a lot of progression that would have otherwise been there. Then again, how much of that 'progression' actually makes for a good gameplay loop nowadays is probably questionable. You'd have to craft multiples of the same item just to get your crafting affinity up. Not sure if I'm just hating on this because it's 'different' but I do think that something has been lost this way. I guess I'll just take comfort in the fact that I can always go back to the previous game if I want to experience that again. Additionally, the way that ultimate skills work in crafting lives has also been changed slightly if I'm not mistaken. I believe they used to charge on every action completed and not just every set, though that might be completely wrong. If so, then I actually preferred the previous version. Nothing like running out of time on a set of instructions just to be saved by a timely ultimate. Oh the struggles of being skill issued on crafting mini-games. We have, however, also had improvements here when it comes to the mini-games. Both the alchemist and the cook now have instructions where you have to rotate your joystick in a circle to either stir the pot or cauldorn depending on the life. I like this change since it adds a bit more variety to the mini-game. I am just a bit confused why we didn't get more changes like this in that case. We could have had a carpenter change where you have to move the joystick up and down to saw for example. Shouldn't have been too hard to do. Still, I guess the fact that we got literally anything new is already quite a big thing. (1/?, actually managed to run out of text on this so I guess I'll continue this with a comment)
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
| $59.99 |
| 468ratings |
| 94% |
| — |
| not modelled |
| $59.99 | — | — | — | 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 937 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h3] 十项全能听起来很厉害,但在幻想乡却是平平无奇 。我们需要的是十四项全能的人才![/h3] 这游戏给我最妙的一点是虽然缝了很多玩法,但每种都浅尝即止。有些人可能会很讨厌,觉得无论哪一种都没有玩尽兴,对我来说却非常地合胃口。 做了开放性地图却没有做很大,迷路概率大大降低;要找木叶灵[strike] 呀哈哈 [/strike]每个地区就个位数,满地图瞎跑就能找到八成以上了。以及我最最喜欢的家园建设,不用强制基建真的太快乐了,谁承想白金后我的家依旧是毛坯风,但是地属实有点少,完全不够种的(农民发出了不行的声音 游玩流程偏开放,一开始完全没有头绪,到中后期发现所有职业都会有交集,单练一种职业的可能性为零。非常像那张meme图:我打怪的装备需要升级了-去做装备发现没有素材-搜索发现掉素材的怪打不过-我打怪的装备需要升级了(?)最终就导致每个职业都稀里糊涂地完成了升阶任务 剧情方面就是很典型的日式子供向,我只能说在日剧里找到登味如同在空气中找到氧气这般简单。[strike] 而且在子供作里插入软色情总让我觉得编剧是恋童癖来着,你们日本人真的() [/strike]还好登味剧情的占幅也不是很多,跳过也不影响任何。 全成就的话主要靠耐心,其实并没有很难,只是非常琐碎,但是又卡在了一个刚好的程度。如果是我的话可能会把全木叶灵成就和全图鉴成就也加上去,桀桀桀。 总而言之,在幻想乡的生活要暂告一段落了。我已成为超级六边形战士,你也来试试吧!
Do not recommend this game, it tries to do way too many things at once, three different worlds, 14 different lives to grind, over 30 unlockable characters, shrines, dungeons, snoozaland, three different currencies, and the storyline is over complicated and lacking any substance. I played over 60 hours and finally realised I wasn't actually having any fun - it just stuffs content down your throat
クリア済み。トロコン済み 初代とLINK!の時ハマったので、購入 BGMやらキャラやら過去作ファンには懐かしい要素がたくさんある ゲームとしては、スローライフRPGでコツコツファームして地道にキャラを育成したり拠点を発展させる片手間にストーリーを進める感じ ちなみに戦闘職だけ!ギャザクラだけ!みたいな進めた方は不可能。ストーリーの後半に全ジョブ必要な要素がある [h2] いいところ [/h2] ■ストーリー 前評判子供向けと聞いていてハードル下げていたからか、楽しめた。驚きや起伏は少なく平坦な物語ではあるけど、キャラクターが魅力的でセリフや言い回しが面白かったり、グラ、表情や身振りで自キャラがただただ可愛かった♡ ■システム回り アプデ後にプレイしたのもあってRPGに欲しい機能は大体備わってて便利 ・クエスト主の場所にワープ ・どこでもゲート ・どこでもジョブチェンジ、仲間チェンジ ・クラフターのお気に入り機能 ■拠点作成 おまけ程度かなーっと思っていたけど凝ってる 特に屋外の開発は本家あつ森より便利。俯瞰視点で空飛びながらロボットを操作できるので、土地の起伏や家具の配置が直感的に行いやすい 置けるオブジェクトも新ライフの芸術家があるおかげか、かなり種類がありクラフトしてみる楽しさに繋がった(製作プレビューでは大きさやギミック付き有無が分からないため) [h2] わるいところ [/h2] ■仲間キャラ NPCがアホめ。戦闘初めてもぼったちしてることが多々ある まあでもNPCが強すぎたら敵も基本弱めだしバランスはいいのかもしれないけど ■リアル時間にかかわる要素 金冠ボスがモンスター、採取系に関わらずゲーム内5分の時間経過しないとリポップしないことが少し煩わしい。待っている間に他のことしてねっていう意図は伝わるがレアドロ要素もあって結局リポップまで放置することが多かった また、拠点の女神の花などもリアル時間がかかる要素がある(こちらは本体時間いじれば解決はするが、めんどくさい) [h2] まとめ [/h2] スローライフRPGとしてはすべてが高水準で、グラや操作性、システム回りがいいのでストレスフリーで遊べる オフゲのFF14+ちょっとあつ森+ちょっとBoTW。各要素のいいとこ取りはしつつライト向けに簡易化した印象 軽い気持ちでやると時間が溶けるのが難点。。。 [strike] (フレンドへ。FF14ハマってた君たちなら絶対楽しいよやろう???)[/strike]
I can't believe I haven't reviewed this game yet. This is like Rune Factory combined with Animal Crossing combined with a legit JRPG and they ONLY take the good parts of it all. This is my favorite game EVER!!! YOU SHOULD GET IT
While this game is fun, Level-5 has doubled down on their use of generative ai. I cannot refund this game as much as I would love to, but maybe adding a negative will give some people pause on if they should buy it. No this game does not use generative ai. I hope it continues to not. For games that used to have a great focus on their art, charm and quality. The use of generative ai is extremely offensive to their consumers. What's worse is the failure to disclose they have used generative ai in Inazuma eleven-Victory Road. If you need generative ai to make a game you shouldn't be making games anymore. I don't care if it's just for trailers or posters or background assets.
[h1]Fantasy Life : La Voleuse de Temps — Mon avis après 49h[/h1] [h2]Une découverte tardive… mais marquante[/h2] Fantasy Life, c’est une licence que j’ai découverte assez tard. À l’époque, je n’y ai joué que parce que j’avais cracké ma 3DS. Sans ça, je n’aurais probablement jamais lancé le premier opus sorti en 2012. J’ai commencé vers 2016, complètement à l’aveugle, sans let’s play ni rien… et aujourd’hui encore, je ne l’ai même pas terminé 😅 Mais finir [i]Fantasy Life : La Voleuse de Temps[/i] m’a clairement donné envie d’y retourner. [h2]Un jeu qui m’a happé comme avant[/h2] Après 49h de jeu, je peux dire une chose : que ce soit sur Steam Deck ou PC, le jeu est super bien optimisé. Mais surtout… il m’a fait un truc que peu de jeux arrivent encore à faire aujourd’hui : [b]je me suis retrouvé à enchaîner des sessions de 6 à 7 heures sans m’en rendre compte.[/b] Et ça, ça ne m’était pas arrivé depuis très longtemps. [h2]Une vraie bouffée d’air frais[/h2] Avec TikTok, les reels et tout le reste, j’ai clairement une capacité d’attention catastrophique. Et pourtant, ce jeu m’a permis de décrocher de tout ça. De me poser. De farmer comme quand j’étais gamin. Rien que pour ça, il mérite déjà énormément de respect. [h2]Un mélange réussi… mais différent[/h2] À l’époque, je décrivais Fantasy Life comme un mélange entre [b]Animal Crossing[/b] et [b]Skyrim[/b]. Aujourd’hui, je dirais plutôt : [b]Animal Crossing + Zelda BOTW[/b] La gestion de l’île n’est pas la partie la plus passionnante, mais elle reste agréable. Construire, organiser, gérer ses habitants… ça fait le taf. [h2]Le Giganterrarium : une excellente idée[/h2] Le Giganterrarium est clairement une des meilleures features du jeu. Un monde assez vaste pour donner envie d’explorer, sans être trop grand au point de devenir chiant. Franchement agréable à parcourir. Petit regret perso pas de deltaplane à la Cube World… ça aurait été parfait Mais malgré ça, les 10 dernières heures avant la fin, je les ai passées à compléter cette zone à fond (temples, souvenirs, etc.), et j’ai adoré. [h2]L’histoire : une bonne surprise[/h2] Au début, je pensais partir sur un scénario un peu niais. Mais finalement… bonne surprise. Ce n’est clairement pas l’histoire du siècle, mais elle est agréable et surtout [b]elle m’a accroché jusqu’à la fin[/b]. Et ça, c’est déjà beaucoup. J’ai commencé Mercenaire… et honnêtement lent, pas très fun. Je suis passé Paladin ensuite, et là rien à voir, beaucoup plus agréable à jouer. [h2]Les petits défauts[/h2] Parce que oui, il y en a : • Certains blocages dans l’histoire (genre devoir recruter X alliés) cassent complètement le rythme → Ça m’a même fait arrêter le jeu pendant presque un mois • Certains métiers sont clairement OSEF tier (coucou fermier, couturier) Même si bon… mieux vaut trop de contenu que pas assez ! [h2]Très gros point positif : [/h2] Revoir des personnages du premier jeu, que ce soit en PNJ ou en clin d’œil. Franchement, ça fait plaisir. [h2]Conclusion[/h2] [b]17/20[/b] Ce n’est pas le jeu parfait. Ce n’est pas le jeu de l’année. Mais c’est un [b]très bon jeu[/b] qui a réussi à me captiver, à me faire décrocher des distractions modernes, et à me replonger dans des sensations que je n’avais plus. Et rien que pour ça, il mérite qu’on s’y intéresse. Je vais clairement continuer pour le 100%. [h3]Petit message pour Level-5[/h3] Merci d’avoir ressorti Fantasy Life après 13 ans ❤️ Un remake Yo-Kai Watch sur PC ou une compilation des 3 premiers avec les VF… s’il vous plaît 🙏
too much talking...geez, if you can stand it cool its a cozy get these things done type of thing. But man the cut scenes and dialogue is too much for me, especially for steam deck, I'm trying to game and go but I got to go through so much dialogue!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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