
Forge your legend in a forgotten realm! Farever is an online multiplayer action RPG set in a vast fantasy open world. Alone or with friends, embark on an epic journey together! Explore wild lands and dangerous dungeons, craft powerful gear, and carve your path through dynamic combat and platforming.
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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, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Polish, Simplified Chinese, Russian
Engagement
Hours played at review time, across 235 reviews with recorded playtime.
Reviews
Themes across 235 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
si lo recomiendo el mundo es bonito, esta vivo vayas por donde vayas, es un early access asi que aun esta verde en algunas cosas sobre todo la optimizacion por lo demas espero que sigan metiendo contenido como el update del 15 de julio que han metido bastantes cosas nuevas, en un futuro espero que haya mucha variedad de contenido buen endgame, mas niveles, etc.. si lo recomiendo pero si lo compras que sepas que estas comprando un acceso anticipado aun no esta completo
a cada 3 passos o jogo travava
This game has no guidance to quests and the level of progression is ridiculous gear is hard to achieve and doesn't feel like its worth the gain. going into new areas is a burden and not progressive which makes feeling like leveling is hard to do and not worth the game play. RNG for either progressive items to reach max is not worth it. until this game has a balance would not recommend if the DEVs want to reach out then maybe ill edit my comment till then. strongly irritating game.
Stick to RTS-Games, there you at least good at. This game is horrible. Fighting-System feels bad Feels like a checklist if you look on the map. Feels cheap, like these free to play mmos back in the days.
Again, another cash grab that you'll want to save your money on. Don't even bother. The game is nice, but the dev team is a mess. They promised a content patch at the end of May and failed to deliver. But hey, at the end of June they did... send the content patch to a test server (meaning you don't keep any progress on live). Now, after "testing" (using players as their test team), the patch is completely broken. Performance is bad, dungeons are bugged to the point where you can't invite anyone, and the new content is a blatant copy-and-paste. This is Wayfinder 2.0 and it sets a horrible precedent.
Un univers dans lequel j’aime revenir ;) J’adore l’univers de Farever, sa direction artistique, sa musique et son ambiance générale. Le jeu possède une vraie personnalité et donne envie d’y retourner régulièrement, simplement pour explorer, améliorer son personnage ou partager une aventure avec d’autres joueurs. Plus on apprend à connaître le jeu, plus on devient efficace. Cette progression par la connaissance est intéressante, mais elle possède aussi un revers : une grande partie des informations réellement utiles est éparpillée entre le wiki, Discord et différents outils créés par la communauté. Un joueur occasionnel, qui ne passe pas son temps à chercher des informations sur Internet ou qui n’utilise pas Discord, peut donc passer à côté de nombreuses mécaniques importantes. Il risque de ne pas comprendre certains systèmes, de progresser beaucoup plus difficilement et de finir par se décourager. Tout le monde n’a pas forcément envie de mener une longue enquête pour découvrir ce que fait son équipement. ;) Je ne saurais d’ailleurs pas dire si Farever est trop difficile ou trop simple. Cela dépend énormément du personnage joué, de l’équipement, du groupe et surtout de tout ce que l’on a appris en dehors du jeu. Deux joueurs peuvent ainsi vivre une expérience complètement différente selon les informations auxquelles ils ont eu accès. Il faut aussi apprécier le type de jeu proposé. Farever comporte beaucoup d’exploration verticale et de phases de plateformes, avec des déplacements au clavier en ZQSD ou WASD. Les combats demandent également d’apprendre à se placer, esquiver et bloquer, plutôt que de compter uniquement sur une réserve infinie de potions de soin. Ce mélange ne conviendra pas à tout le monde, mais il fait partie de l’identité du jeu. Personnellement, c’est aussi ce qui lui donne son caractère. Farever est encore en accès anticipé et cela se ressent. Il manque encore beaucoup de contenu et de fonctionnalités pour en faire un monde dans lequel une grande communauté restera durablement. Il y a également des problèmes de performances, de collisions, de plateformes ou de butin qui peuvent parfois rendre une session frustrante. Ces problèmes sont réels, même dans un accès anticipé. Cependant, je trouve rassurant de voir que les développeurs suivent attentivement les retours de la communauté Discord. Ils publient régulièrement des corrections et des ajustements, parfois même dans la journée lorsqu’un problème important est signalé. Cette réactivité montre qu’ils ne se contentent pas de laisser le jeu avancer tout seul dans la nature. ;) Mon principal point d’inquiétude concerne surtout le "farming". Refaire un donjon ou affronter plusieurs fois un boss peut être amusant, mais lorsque les récompenses dépendent trop du hasard, la répétition peut finir par remplacer le plaisir. Les objets obtenus ne correspondent pas toujours à la classe jouée et certaines sorties peuvent donc se terminer sans véritable récompense utile. Lorsque cela se répète trop souvent, on ne repart plus à l’aventure pour le plaisir, mais simplement en espérant que les dieux du "loot" daignent enfin se réveiller. ;) Malgré cela, la liste de ce que j’aime dans Farever reste largement plus longue que celle des éléments qui peuvent parfois m’agacer. Le jeu est encore loin d’être terminé, mais il possède déjà un univers attachant, une ambiance particulière et une excellente base. Tout n’y fonctionne pas encore parfaitement, mais j’aime énormément sa personnalité et je prends toujours plaisir à y revenir. ;) - - - - - - - - - - A world I genuinely enjoy coming back to ;) I love Farever’s universe, art direction, music, and overall atmosphere. The game has a real personality and regularly makes me want to return, whether it is to explore, improve my character, or share an adventure with other players. The more you learn about the game, the more effective you become. That kind of progression through knowledge is interesting, but it also has a downside: a large part of the truly useful information is scattered across the wiki, Discord, and various community-made tools. A casual player who does not spend much time searching for information online, or who does not use Discord, can easily miss many important mechanics. They may struggle to understand certain systems, progress much more slowly, and eventually become discouraged. Not everyone wants to search through several external resources just to understand what their equipment actually does. ;) I honestly could not say whether Farever is too difficult or too easy. It depends heavily on the character you play, your equipment, your group, and especially everything you have learned outside the game. Two players can therefore have completely different experiences depending on the information they have access to. You also need to enjoy the type of game Farever is trying to be. It includes a lot of vertical exploration and platforming, with keyboard movement using WASD or ZQSD. Combat also requires players to learn positioning, dodging, and blocking instead of relying entirely on an endless supply of healing potions. That combination will not suit everyone, but it is part of the game’s identity. Personally, it is also one of the things that gives Farever its character. Farever is still in Early Access, and it shows. A lot of content and features are still missing before it can become a world where a large community will remain active for a long time. There are also performance issues, collision problems, platforming bugs, and loot-related frustrations that can sometimes make a session difficult. Those problems are real, even for an Early Access game. However, I find it reassuring that the developers pay close attention to feedback from the Discord community. They regularly release fixes and adjustments, sometimes even within the same day when an important issue is reported. That level of responsiveness shows that they are actively following the game’s development rather than simply leaving it to wander alone in the wilderness. ;) My main concern is the amount of farming. Repeating a dungeon or fighting the same boss several times can still be fun, but when rewards depend too heavily on luck, repetition can gradually replace enjoyment. The items you receive do not always match the class you are playing, so some runs can end without any genuinely useful reward. When that happens too often, you stop going on adventures for the fun of it and start going only because you hope the loot gods will finally wake up. ;) Despite all of that, the list of things I enjoy in Farever is still much longer than the list of things that occasionally frustrate me. The game is still far from finished, but it already has a charming world, a distinctive atmosphere, and an excellent foundation. Not everything works perfectly yet, but I genuinely love its personality and still enjoy coming back to it. ;)
If you've played World of Warcraft, Farever will feel like meeting an old friend... except this one doesn't ask to borrow money every month. You've got the quests, the leveling, the loot grind, dungeons, and that "I'll log off after one more quest" feeling that somehow turns into 2 a.m. The best part? No monthly subscription. After paying Blizzard month after month just for the privilege of logging in, Farever feels like a breath of fresh air. My wallet finally gets to level up instead of Blizzard's bank account. If you're looking for that classic WoW vibe without the recurring subscription, Farever is an easy recommendation. My character is farming gear instead of me farming overtime to pay another monthly fee. 10/10 – My wallet approves.
I don't think this game is enjoyable as a solo player. It feels unnecessarily difficult, not because of the combat, but because of how much time the game wastes. The world is huge, but it doesn't make good use of its size. There are checkpoints everywhere, yet they can't be used as fast travel points. What's the point of unlocking them if they don't actually help you get around? Traveling across the map over and over quickly becomes exhausting. Dungeons are also very difficult to complete alone. Monster achievement objectives, such as defeating 10–20 of every enemy type, take far longer than they should. The player population is small, so finding help is difficult. There isn't even a proper party finder or map-wide matchmaking system. you only see players who happen to be nearby. That said, I absolutely love the combat. The attack system feels responsive, the skills are satisfying to use, and the action gameplay is genuinely excellent. Combat is easily the strongest part of the game. Unfortunately, the quality-of-life features are some of the worst I've experienced. The longer I played, the more I felt like the game was wasting my time instead of rewarding it. Exploration is another disappointment. Hidden treasure chests and Easter eggs rarely feel worth the effort. I spent a lot of time climbing cliffs, navigating obstacles, and falling repeatedly just to reach them, only to receive disappointing rewards. I kept trying to find the part of the game that would finally click for me. Instead, I spent most of my time wandering around a massive map, getting lost, and feeling like I had accomplished very little. The combat deserves a lot of praise, but everything surrounding it travel, exploration, progression, and overall quality of life. made the experience frustrating rather than fun.
constant glitching and not a lot to do in the game. if you play it for 1 hour you will see the issues. servers are very small and havnt gotten updates since release. even with lack of playerbase the servers are still saying too overpopulated when theres not even a fraction of the playerbase a normal mmo has.
Nothing new, same same than other games. Boring
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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