
When Naigye and her niece Cally visit the castle, a surprise encounter with King Farnham leads to a short story about his three sons visiting a village of native lizard people.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
[h1][b]Not Recommended[/b][/h1]
(Эмо стих) Стакан наполовину полон говорили они, Столько сарказма, а я и рад, Словно муравьиная ферма, в рассыпную, вопросы о мире -гнетущий риск. Моя натуральная лень Скоро облезет как кожа змеи, Но я не воскресну вновь, Лишь божественный свет Накроет своим тёплым пледом Нутро, что грело весь мир изнутри, Особенный мир, только твой Возникнет ли радость безмерно и сильно, Иль то вездесущее, то вдохновение возьмётся за боль, Нависнет угрюмой тоской. И так бескорыстно хотелось бы Видеть в глазах всё добро, заметное В книгах великих Богов А я и не против такое принять А я и не против почувствовать А я и не против Под яркие звуки диско... Падаю в обморок, увезите меня в клинику, доктора, Побрейте налысо, как зека, Я всё ещё уверен в ужасе Сквозь пелену серо-зелёных глаз Никто не верит, Музыка звучит ещё громче Вечеринка продолжается, а во мне Сходят с ума демоны, злые, но близко родные Так одиноко и холодно Я не человек социальной надобности Отправьте в лес, к животному миру Я не человек, жаждущий напиться, Просто имеет место смириться В какой-то степени В своих сомнениях И страхе перед всем
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
фу ♥♥♥♥♥
кринж
💋
my friend tap mars bought me this game on his own dime to teach me about the culture of farnham, but i found out it is just a weird pedo tickle fetish game and now i'm quite disappointed and questioning his true motives
Game like living book you only reading not playing
Writing is too ass for me to endure more than 5 minutes of it. Apparently it's a 15 minute game anyway, so I'm not losing much. And according to others there's some uncomfortable content later on so perhaps that's for the best?
Farnham Fables is a small, eccentric narrative adventure developed by Ethrea Dreams and published by Sometimes You that deliberately leans into oddity, experimentation, and retro sensibilities. Rather than striving to be a traditional puzzle-heavy point-and-click game, it presents itself as a loosely structured interactive storybook, where curiosity, reading, and playful interaction matter more than logic gates or difficulty curves. From the opening moments, the game establishes a tone that is whimsical on the surface but frequently veers into surreal, awkward, and sometimes uncomfortable territory, making it clear that this is not a conventional fairy tale. The narrative begins with a seemingly harmless setup involving a visit to King Farnham’s castle, but it quickly spirals into a tangled collection of fairy-tale tropes, bizarre detours, and loosely connected vignettes. The story shifts focus between characters and situations with little concern for cohesion, blending medieval fantasy with anachronisms and absurd humor. Rather than building toward a clear narrative arc, the game feels more like a sequence of strange anecdotes tied together by setting and tone. This approach can be disorienting, but it also gives the game a dreamlike quality, where events unfold according to whimsical internal logic rather than traditional storytelling rules. Gameplay follows classic point-and-click foundations, but with a strong emphasis on interaction rather than challenge. Players click on characters, objects, and environmental elements to trigger text responses, and much of the enjoyment comes from seeing how the game reacts to experimentation. Almost everything can be interacted with, and many interactions exist purely to deliver a joke, a strange observation, or an unexpected narrative aside. Puzzles, when they appear, are generally simple and rarely require deep reasoning, reinforcing the sense that progression is driven more by exploration and persistence than by problem-solving skill. This design philosophy makes the experience heavily text-driven. Reading is constant, and much of the game’s identity is expressed through dialogue and descriptive responses. For players who enjoy interactive fiction or old-school adventure games where flavor text is as important as mechanics, this can be engaging. For others, especially those expecting structured puzzles or clear objectives, the lack of direction can feel aimless. The game often relies on trial-and-error clicking to uncover the next step, which can blur the line between playful discovery and mild frustration. Visually, Farnham Fables adopts a deliberately simple, retro pixel-art style that evokes early PC adventure games. Backgrounds are static and sparse, character sprites are basic, and animations are minimal. This stripped-down presentation places nearly all emphasis on text and imagination rather than visual spectacle. While some players may find the visuals charmingly nostalgic, others may see them as crude or underdeveloped, especially when paired with the game’s ambitious narrative ideas. Audio design is understated to the point of near invisibility. Music and sound effects exist mainly to avoid silence rather than to build atmosphere, and they rarely leave a strong impression. This minimalism reinforces the feeling that Farnham Fables is closer to a playable short story than a fully audiovisual experience. The lack of strong audio cues can make scenes feel emotionally flat, even when the narrative attempts to be dramatic, humorous, or unsettling. One of the most striking aspects of the game is its tonal inconsistency. Lighthearted fairy-tale elements coexist uneasily with adult humor and awkward themes, often without clear context or justification. These shifts can feel jarring, and reactions to them vary widely. Some players appreciate the unpredictability and view it as part of the game’s experimental charm, while others find it distracting or poorly handled. The game rarely signals how seriously it wants to be taken, leaving interpretation entirely up to the player. The overall pacing is brisk, and the game is relatively short, which works in its favor given its unconventional structure. It does not overstay its welcome, and its episodic feel makes it easy to approach in one or two sittings. However, this brevity also limits the depth of its ideas, as many narrative threads feel introduced and abandoned without resolution. Replay value is modest, driven mainly by curiosity about missed interactions rather than meaningful branching outcomes. Ultimately, Farnham Fables is best understood as a creative experiment rather than a polished adventure game. Its strengths lie in its willingness to be strange, to prioritize interaction over challenge, and to tell a story in fragments rather than in a clean arc. Its weaknesses stem from the same choices: loose structure, uneven tone, and a lack of mechanical depth. For players who enjoy reading-heavy, offbeat experiences and are open to ambiguity and rough edges, it can be an intriguing curiosity. For those seeking a tightly designed narrative or traditional point-and-click puzzles, it is likely to feel unfocused and insubstantial. Rating: 6/10
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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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