
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.
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.
Every market we collect.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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



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 1096 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A Visual Masterpiece with an MMORPG Heart That Runs Out of Content at 50 Hours — A Constructive Roadmap for Long-Term Endgame & Systems Rating: Not Recommended / Mixed (Current State) — Recommended if Endgame and Mathematical Scaling are Fixed. 1. First Impressions: Outstanding Visuals and Gameplay Feel Honestly, Farever makes a breathtaking first impression. Shiro Games has done an incredible job with the art design, animation fluidity, map layout, and overall combat physics. It is gorgeous, dynamic, and genuinely fun to play. However, behind this beautiful curtain lies a critical structural issue. 2. The 50-Hour Wall: The Finiteness Problem Currently, I cannot recommend the game in its present state. The reason is simple: actual meaningful gameplay content caps out at barely 50 hours (and if you play intensely, you will hit the wall in around 30 hours). Beyond that point, the game suffers a radical paralysis: there are no new activities to discover, nor anything you haven't already repeated dozens of times. No matter how much the developers try to avoid the "MMORPG" tag, its mechanics, massive multiplayer intention, and gameplay loops fit the exact definition of an MMORPG. And an MMO without an infinite procedural endgame loop is a game destined to die prematurely. 3. Gear Obsolescence & The Level 50 Cap Flaw Grinding for gear right now feels completely unrewarding. With a confirmed future level cap of 50, all the gear you work hard to obtain today will become completely obsolete in the next major patch. Spending dozens of hours min-maxing equipment is in vain unless there is an infusion, scaling, or gear-upgrade system that allows you to continuously scale up the power of hard-earned items. 4. Broken Economy & Lack of Profession Specialization The profession system desperately needs a complete overhaul: Zero Specialization: Currently, any player can easily max out every single crafting profession without even needing to explore the map for rare materials. Useless Player Market: Without the need to trade or cooperate, any future market or auction house update will be dead on arrival because nobody needs a "Master Blacksmith" or "Alchemist" when everyone can craft everything themselves in a single day. No Exclusivity or Prestige: Mounts, cosmetics, and weapons are far too easy to get. There is no sense of visual prestige or pride in showing off gear that required weeks of dedicated work or overcoming high-difficulty content. 5. Class Balance & The "Rogue Lesson" The game currently plays like a single-player game because general difficulty is far too low: Mages, Warriors, and Priests possess absurd damage output from Level 1, allowing them to breeze through 100% of the game content completely solo. On the other hand, the Rogue (Assassin) requires real effort, gear optimization, and group synergy up until level 15. And that is EXACTLY how the entire game should be designed. The Rogue's difficulty curve forces player interaction, party formation, and guild cohesion—which is what every class should experience. 6. The Illusion of Content Updates (The "Rifts" Example) We understand Early Access helps fund development, but the game is mathematically very raw. The latest major update (Rifts) added roughly 8 hours of fresh playtime: after 8 rifts, you've obtained almost all new gear, leaving nothing but empty repetition with no marginal power gains. 💡 ROADMAP & SOLUTIONS: LESSONS FAREVER MUST LEARN FROM OTHER MMOS AND ARPGS To turn Farever into a game that players can enjoy for years without forcing developers to manually hand-craft new content every single week, Shiro Games should implement procedural mathematical systems inspired by genre giants: Infinite Procedural Dungeons & Math-Based Gear Scaling (Diablo Style): Procedurally generated dungeons with scaling affixes and infinite difficulty levels (like Greater Rifts or The Pit). Gear empowerment/infusion systems so rare gear can be continuously upgraded rather than rendered useless by level cap increases. Mandatory Group Open-World Farming (New World Style): High-tier open-world resource zones with enemies so tough that soloing is impossible. This forces players to form gathering parties with dedicated tanks and healers. Challenging Group Mechanics & World Bosses (Destiny 2, FFXIV & ESO Style): World bosses and dungeons that cannot be brute-forced solo, requiring real mechanic coordination. Implementation of Guild Halls and a Housing system to give communities a true social hub and long-term goal. High-Risk PvP Extraction Zones (The Division 2 & New World Style): Open-world PvP areas (Dark Zone style) containing exclusive crafting materials and rare recipes. High risk and high reward will bring the adrenaline and replayability the game currently lacks. Deep Profession Specialization (Black Desert Online Style): Maxing out a crafting trade should take weeks of dedicated effort, creating true market demand for specialized "Master Craftsmen" whose products sell for premium gold. Final Message to Shiro Games: It is clear you love this game, but it feels like you enjoy graphic design more than mathematical systems calculation. We ask you to temporarily set aside pure aesthetic additions and focus on difficulty, mathematical longevity, and progression loops. You have a gem in your hands—give it the mathematical engine it deserves so we can play it for years to come.
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Genres
Stats
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
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Logged back in to play after awhile, game has become unplayable with the amount of stuttering and lag i get. Core game overall is good, but suffers a lot of stability issues.
Horrid performance.
Childish and hard at same time. I do not recommend.
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. ;)
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.
que wbda no se puede jugar sale la pantalla negra y no corre el juego
I really wanted to try this game and have a simple fun experience. I don't have many struggles running games, have played years of MMO's and even raid in WoW on Ultra settings but even turning everything down to the lowest in this game I still had sever lag, response delay's in skills and multiple visual glitches. example I'd summon a mount and I'd be riding 5 feet above it blinking in and out like I couldn't render. If felt clunky and not ready for actual play. Maybe down the line I'll try again but as is I couldn't find enjoyment out of playing and had to refund.
Llevo 3 días viciando este juego e iré para más. El juego, dejando de lado su único punto malo el cual es la optimización, todo lo demás es un sólido 10 para ser un early access. Un mundo libre que no te obliga a seguir una ruta de misiones repetitiva o aburrida, apartado visual llamativo, implementa muchas de las mejores mecánicas ya vistas en otros titulos, mundo inmenso con zonas subterráneas y zonas aéreas como islas, todas explorables. Para quienes han querido buscar un MMORPG en el cual comenzar desde 0, sin tener que pasar 734848 horas, guías, niveles y mucho lore de años(como en el wow), este juego es lo que están buscando. No te llena la pantalla de 39 iconos que te tienes que aprender, son apenas máximo hasta 8 habilidades que puedes tener. Los ítems, clases, árbol de talentos, trabajos, todos están buenos y aportan al juego. Los jefes tienen mecánicas complicadas hasta cierto punto, las dungeons están bien hechas y lo mejor de esto es que a la hora de cuando llegues a nivel maximo y vayas a farmear dungeons, puedes ir con más gente que de todas formas a todos le darán loot, no hay porque pelearse o turnarse. Farever, un juego que tiene mucho potencial y para el momento que estoy diciendo esto, un 10/10 en mi catálogo.
<<LOW SPEC PC USERS BEWARE!>> i bought this game without looking at the specs seeing how the art style is so similar to many games i have purchased and beat in my steam profile... but i did not notice the game actually requires a 30 series nvidia, and i only have a 2060 super, so no matter what settings i tried, ultra settings my computer ran like this, 55fps 90% gpu and 20% cpu with latency of 60ms >> convert this to lowest settings i was at 57 fps 82%gpu and 10% cpu with latency of 50ms... no matter the settings i would stutter every 3mins or every fight, so essentially i could not play warrior class since it requires perfect timed blocks, dodge was just crap with this feature (gave me wow vibes with mobs hitting you without hitting you) and i just gave up after like 60minutes of playing... the game is extremely fun for what i seen, it just really sucks to see how this game does not work for low end pc users!
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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