
Start your new life! Build the farm of your dreams as you discover a world brimming with possibilities. Magic, romance, and adventure all await you in this nostalgic farming / life sim RPG!
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best KR #89, worst CA #100 · 3 markets collected
About

Get ready to begin a brand-new life in a world that's brimming with possibilities!
Mistria, an idyllic village tucked between forest and sea, has offered you an overgrown but full-of-potential homestead in exchange for your assistance. Restore the town to its former glory after an earthquake wreaks havoc and strange magic begins to flow through the land.
In this spiritual successor to the Farm-Sim RPGs of the late 90s & onward, build the farm of your dreams as you discover magic, romance, and adventure!

Customize your character , home and farm to suit your style!
Farm, Fish, Mine & Craft your way to a revitalized town
Find your ideal match and start a family with one of 12 marriage candidates
Raise adorable animals & breed rare color variants
Unlock magic that will aid you during farming & adventuring
Enjoy the changing seasons with new quests, festivals, and even villager outfits!
Get to know 30+ villagers and follow their stories
Battle foes and discover treasures as you explore ancient ruins
And so much more!


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Engagement
Reviews
Themes across 2586 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
纯纯的神人游戏,引导稀烂。交任务根本找不到人,任务要提交的物品也没有任何指引。找到人了还提交不了任务。这样的半成品也好意思发售。别买
재밌을거 같아요 재밌다고 치고 싶은데 영어 뜨자마자 빽해서 못즐김.... 번역이 완벽해 지는날 돌아오겠습니다
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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
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
do it. play it. give in to whimsy. you're needed in the mines.
good
I LOVE OLRIC this game has so much content even in the early access stage. the soundtracks are phenomenal; i specifically like these 2 OSTs: "dance of the leaves" and "the sleeping dragon." hidehito ikumo did a great job. the dialogue is charming and the overall aesthetic of the game is so cute. another plus is that its a very inclusive game when it comes to characters and your own character design i'm playing through the second bigger update and overall its great, with no lags or issues when playing it on my pc and using a switch pro controller
[h1][b]Recommended:[/b] Fields of Mistria[/h1] Farming sims have been a thing since forever, but few could measure up to the success (both critically and commercially) of Stardew Valley. In the wake of Eric Barone's hit game - and I'm using the term "wake" somewhat loosely, since we're talking about a game that's been actively worked on for about a decade - we're seeing what was once a relatively niche genre move more and more towards the mainstream, with a bunch of interesting titles adding to its ranks. Some of these, like the My Time At… series or Graveyard Keeper, take the basics of farming sims and combine them with crafting and exploration to create a sort of farm/factory/life management hybrid. Others, however, are sticking more closely to the template set up by Stardew Valley, trying instead to offer a unique and interesting twist on the formula. In this camp, we have games like Neverway and Welcome to Elderfield trying to bring a "cozy" eldritch horror vibe, or Sun Haven and [b]Fields of Mistria[/b], which are going in a decidedly more whimsical and fantasy direction. In Fields of Mistria, you play as an adventurer and newcomer to - you guessed it - the town of Mistria. As part of the adventurers' guild in the big city, you're taking advantage of what is, honestly, a pretty sweet deal: you move to Mistria and get a farm and the surrounding estate free of charge, and in return, you help the town get back on its feet after a devastating earthquake. This basic framework serves to set up what is essentially a reinterpretation of Stardew Valley, with just enough differences thrown in the mix to make it feel like a separate game. And I'm not trying to dunk on Fields of Mistria, but it is a little shocking just how much of this game is a slightly reskinned Stardew Valley. That's not to say that Stardew Valley is a wholly original game - to paraphrase Barone himself, he made it because he wanted a PC port of Harvest Moon, and the chances of an official one dropping were virtually non-existent. However, it is a little jarring when you start playing and realize that roughly 70% of Fields of Mistria, from the basic mechanics, to details such as the type and placement of holidays, are a 1-on-1 copy of its role model. Don't get me wrong, there are some definite improvements on the Stardew Valley formula here. For one thing, the movement is far faster and snappier, and after experiencing a version of this game that lets you jump and swim, I'm not sure I'll ever look the same way at Stardew Valley for not giving us these options even after 10 years of development. Combat is another aspect of Fields of Mistria that's leagues above anything you'll see in Stardew Valley. The enemies are much more interesting and varied, making you actually think and strategize rather than just swing your sword and hope for the best. And the introduction of spells and combat maneuvers makes encounters even more dynamic and engaging. Both of these, combined with the fact you don't lose stamina if you miss while using a tool, point to a completely different intended experience. Whereas Stardew Valley rewards thoughtful and methodical gameplay, Fields of Mistria wants you to hang loose, chill out, and enjoy the whimsical vibes without getting bogged down by slow movement and intricate farm setups. This is also where the other 30% of the game comes in. Fields of Mistria seems to be trying to straddle the line between a farming sim like Stardew Valley and a more chill life sim, borrowing the rest of its mechanics, like fishing, bug hunting, and archeology, from Animal Crossing. Unfortunately, the result of this fence-sitting is that some of the gameplay elements end up falling between the cracks. The most obvious example of this is your farm. When it comes to buildable objects, the focus is skewed heavily towards customization, at the expense of functionality. As a result, while there are nearly 1,000 pieces of furniture and decorations you can craft and adorn your farm with, you only get a couple actual farming/processing objects, such as the woodworking bench, forge, and mini mill. In this context, it's clear that aesthetics were the primary focus, with the expectation that the players will use the myriad of customization options to create their idyllic kawaii farm. However, this also means that the game never fully realizes the "farming" part of its farming sim premise. There simply aren't enough game systems, such as fabrication, item processing, or farm automation, to make this aspect of the game even remotely intricate or engaging. Then there's the question of skills. Unlike the 5 you get in Stardew Valley, Fields of Mistria has 9 separate skills for your character to upgrade and unlock perks for. This might seem like an embarrassment of riches, but the approach to designing these skills doesn't exactly align with what the game is trying to achieve. Some skills, like woodworking, are pretty opaque as to what exactly they cover (in this example, both gathering and processing wood, but also certain aspects of foraging). Others are more logical, like separating mining and blacksmithing and giving them unique perks, while others still, like ranching and archeology, feel completely extraneous. And while you progress through levels by using the relevant skill, the game doesn't really care all that much how you go about doing this. As such, it almost seems to encourage repetitive grinding - if there are no rewards for, say, cooking all the dishes or crafting all the furniture, then you can just spam the simplest recipes until you max out the associated skill. The same feeling bleeds over to improving the town rank, which is one of the central gameplay mechanics and the main incentive to play the game long-term. You can raise the town rank by completing requests posted by the villagers, donating items to the museum, or simply shipping all the fruit and veg you produce. Of these three option, the last one is by far the most effective. And a few dozen hours in, after I was done with all the major questlines, I simply couldn't bring myself to spend god-knows-how-many in-game days running around with my pickaxe, hoping the RNG would be kind enough to give me the artifacts I was missing. So I just sprinted over the finish line by selling literally everything on my farm that wasn't nailed down - and it worked. On top of all this, it feels like the game is trying to force you to engage with certain mechanics even if you don't necessarily want to. Petting your animals doesn't just serve to strengthen your bond with them - it's a necessary part of ranching as they simply won't drop produce until you pet them, even if you keep them well-fed. And the fact that the ending of the mine dungeon questline is locked behind getting 8 hearts with a couple of NPCs is just *chef's kiss*. Luckily, the social gameplay is another high point. While a lot of them fall into well-worn anime tropes, the characters are all distinct and well-written. And unlike Stardew Valley, which gives you (mostly) disjointed heart events for new friendship levels, here you actually unlock personal quests for the NPCs. The art direction is another definite step up. The cutesy pixel graphics and 90s style anime portraits work exquisitely in tandem to immerse you into the colorful game world and emphasize its fantasy aspects. And the music is probably the unsung hero (pun fully intended), tying the whole experience together perfectly. Ultimately, your enjoyment of Fields of Mistria will depend entirely on how you approach it. If you're looking for a more chill and relaxed experience, or you just want something to tide you over while you're waiting for Haunted Chocolatier, getting it should be a no-brainer. On the other hand, if you're looking for a farming sim that actually cares about the whole "farming" part, you'll probably be better served replaying Stardew Valley.
Came for the vibes but left because there are too many uninspired tropes of the genre around everything and even early on it feels overwhelming how many 'chores' need to be done. I was hoping for a community-focused drill down on the genre, but this hugs the standard format way too closely.
I've play a number of farming sims. Have a thousand+ hours in SDV and several hundred in Coral Island. Have been looking forward to the 1.0 release of this game as when I first bought it in EA I was done with content by Summer 15. By content I mean story. The story in this game is attached to the mine. There is also some kind of attached to town progression. My issue is that content is lacking. Severely. Sure there are a million fish, forage items, bugs, whatever to collect for the museum. Or a bunch of recipes. But the game ended for me around Winter 1. I was 55 town level when I finished the mine. I grinded renown up to 75 but its basically hollow. Even worse, I couldn't find any mods with actual content. This is what made SDV alive for so long. New characters, towns, objectives, etc. This game just comes with your farm, the town, and 4 other screens. Yep, just 4. And of course 100 levels of mines. Not even an infinite mine with some new stuff when you complete it(a la skull cavern). There are some QoL things that are also a wonder to me. Like tools hitting a 6x6 area. And it wasn't even reliable. Sometimes I'd have 3 squares left of my position and 2 right, other times it'd be reversed. Or the fact that your animals eat your crops. This is a "bonus" for breeding special colors or some nonsense, but players have reported they'll even warp outside a fence to do so. And there's no way to disable it. I can't recommend the game as it is unless you want to buy a short farm sim with good bones. It needs meat on those bones. I don't know how easy it is to create mods for this game, though. Devs who make farm sims should honestly make that their #1 priority when building it. The community will do the work for you if the game has good systems built in already. Check back in another 2 years to see if this has evolved into something that can be enjoyed long term.
After 54 hours of gameplay, I can say that after a certain point it becomes monotonous and is no longer fun. You just do the same thing all the time. The game is unnecessarily stretched out. It could easily be shortened. The automation tools don't help with this, as they only come late in the game. They could give you those tools—and the expansion options—much earlier.
I genuinely did not anticipate enjoying this game. I was under the impression that I owned it, which, in retrospect, was an utterly delusional assumption because apparently I had never purchased it purely to let it rot in the digital equivalent of a junk drawer and had to pick it up on sale (I call it a sale, but in reality I returned Michael Meyers Halloween the Game because it was pure ass, and they removed the Dr. Loomis sex scene, which is the ONLY reason to get it at all!) Meanwhile, my insomnia was actively eviscerating my circadian rhythm, so I figured, whatever, let me frolic around in the little pixel countryside and see what happens. And unfortunately for my dignity, this game is fu&$@g excellent???! HUH?! It is aesthetically precious, mechanically satisfying, narratively charming, there's dragons, and somehow it manages to be both profoundly relaxing and sufficiently stimulating that my rancid little nocturnal brain can actually engage with it. The art direction is adorable without becoming saccharine, the characters have actual personalities and dialogue that doesn't make me want to claw my eyes out, and the gameplay loop is so diabolically well calibrated that I kept telling myself “just one more day” like a pathetic laudanum addict. Then I discovered the maid outfit and headband. Guys. Gals. Non-binary pals - LISTEN! I have never experienced such an abrupt ideological transformation. I put that s&FT on and suddenly my life acquired structure. My posture improved. My skin was dewy. My ancestors appeared before me and nodded approvingly and I flipped them off and reminded them my bloodline ends with me bc I am child free and the closest thing they'll ever have to carrying on their DNA is watching as I 'waste' (enjoy) my life on pixely games like this (haha, a crying baby would distract me from this, no ty IDC my womb is barren soon ok, gtfo). I understood the fundamental architecture of femininity. I was no longer playing a farming simulator; I was participating in a highly sophisticated domestic fantasy of servitude and agricultural prosperity. The headband alone increased my GDP. And now I understand why this game has overwhelmingly positive reviews. I have been spiritually rehabilitated by pixel agriculture and an aggressively adorable wardrobe. Frankly, playing this immediately afterward has made Stardew Valley and Terraria feel somewhat... pedestrian. Low brow. Lame. Like, congratulations on your little crops and your little caves, I suppose, but some of us have evolved. Some of us are wearing the maid outfit now. Some of us have dragon friends in our fountains. Some of us are growing marijuana in Mistria. And enjoying the smoke.
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