
War has ended in Seralia, but the scars are far from healed. Explore a dystopian landscape and build weapons from scrap parts to use in battle. Recruit companions and travel in style in your trusty motorbike as you uncover the depths of a deep government conspiracy. The future is vast.
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About
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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
An incredible recreation of an authentic retro JRPG with a wonderful gameboy-styled aesthetic. The amount of work and care that's gone into FAVF is staggering. It's incredibly polished, and its developer is almost immediately on top of patching any hiccups or minor bugs players have been encountering. The story's been fast-paced and engaging, with the combat being snappy and addictive. Retreaux Games has put a great spin on the traditional turn-based battle system, which makes fights feel more akin to those in Final Fantasy Legend 1 and 2 than anything (which, to me, is a great thing!) Need your next retro RPG fix? Then I HIGHLY recommend this game!
This game is well-polished, captures a perfect retro vibe, has a soundtrack that absolutely slaps, is respectful of your time as a gamer, and most importantly extremely fun. Give it a shot! Don't sleep on the story, either - there is a lot of lore in bookshelves and in recordings and the world feels really well-created as a result. I finished this up and then immediately started a second file because A) I wanted to get the last achievement and B) I wasn't ready for it to be over yet!
I grew up loving JRPGs but I'm wary of actually playing them because they're often very large, grindy, and unoriginal. For a Vast Future is none of those things. 6-8 hours, minimal grind, gorgeous - but the best feature is its innovative ammo & crafting mechanics. A very nice modern JRPG with a range of innovative mechanics that have you actively watching ammo, using items, and crafting. Also has a great futuristic post-apoc story and top shelf pixel art! For more niche curation, follow me at: https://store.steampowered.com/curator/27440015-CSH-Picone/
Lovely little throwback RPG. Perfect if you ever enjoyed a Gameboy RPG. Length feels just right, and I definitely got my $10 worth.
This game makes its own nostalgia! I went into this game not knowing exactly what to expect, except that it'd be a short and sweet ride through a gameboy-styled lens. Despite a general apprehension when it came to expectations, and not really having fond memories of gameboy rpgs, it ended up hooking me right off the bat, and I ended up playing it daily until I completed it. Music: So how did it create its own nostalgia? For starters, the music is incredible. I'd often play before bed, and I'd boot up the game in advance, just letting the title track play while working thru my before bed routine in anticipation of diving back in. The game is incredibly inviting once you're even mildly invested, and I believe the music is its strongest pillar in that regard. Each track is backed by catchy melodies that expertly utilize gameboy inspired chiptunes, and truly exemplify the moods the game is trying to convey. Quite often there is a theme of adventure and drive in the music that aims to move you forward, but there's an excellent contrast with some more moody tracks that aid in backing the game's exposition. Story: On the subject of exposition—the game's story is really quite light on the surface. Playing through the game does not ask much from the player in terms of time and investment unraveling the pieces. Each story moment is direct and bare bones, but that's not to say there is no depth. No, rather than beating the player over the head with long-winded soliloquy and narrative, the game chooses instead to let the player discover the story on their own terms. This is cleverly handled through various computer logs, diary entries, and other such things scattered throughout the game's buildings. All of which aim to provide the player with more context, while also serving a secondary purpose of world-building. Within these entries is an entirely different world to discover. Each parcel of information crafted to develop the world and story without needing a wall of text to do so. In a different game this might not work, but it felt so in-tune with the game world, that this self-driven narrative discovery almost felt like second-nature, and a part of your characters' own motivation. The Art: The graphics in the game are generally well done. This is especially true for the maps and tilesets, which are both pleasantly constructed. Characters are a little too small to get a read on their personalities or dimension, so if there's one small gripe I have with the art, it's that the character design lacked enough distinction to distinguish one from another. Outside of that, there are a few inconsistencies with the level of visual quality, but nothing that would detract from the enjoyment of the game. Guy's Guns, a weapon upgrade shop, seems to have received a lot of attention in regards to polish, and sorta demonstrates how far the game's visuals could have been pushed had the developers had the time and resources to do so. The Gameplay: Like other Retreaux Games titles, the gameplay is designed to be incredibly snappy and without friction. This is a big part of why the game's so inviting, and how it's so easy to come back to. It does not ask for your time beyond what it is trying to accomplish, and every design decision seems to suggest this is wholly intentional. From a motorcycle that you get early on that lets you travel each area in breakneck speed, to the sparse story exposition and clear direction given to the player, every gameplay element is designed to expedite progress and keep the player moving along. This is especially true with the combat. Combat is turn-based and moves incredibly fast. Encouraging the player to utilize a bevy of bullet types and wargear (consumable items) to exploit enemy weaknesses and end the battles as soon as possible. While the depth to combat is not all there, there is just enough depth to where experimenting with strategies can pay off in dividends. By the end of the game I had some tried 'n true strategies that I stood by, but it took nearly half the game and a bit of experimenting to develop them. All in all combat felt rewarding, and rare was the occurrence where I wasn't in the mood for another battle. Biggest Surprise: The ammo system was incredibly well done. There is no currency in the game, and instead it seems like bullets supplant the need for currency. It always felt good to get ammo drops from enemies or treasure chests. Better than one might feel if they got a standard currency reward instead. And that is largely in part, because ammo is required for each hero's basic attack, and basic ammo can be traded in for specialized ammo that helps craft more unique fighting styles for your heroes. I believe there's a lot more to discover in a game design space with this take on alternative currencies, so I hope other games take note and innovate on this concept in their own ways. Conclusion: For a Vast Future is an incredible game that I did not expect to like so much. I noticed I only have 19/24 achievements at the time of writing this, and the game was so enjoyable that I'll be starting another play through in order to get those 5 final achievements. Once those are wrapped, I will probably be anxiously waiting for a sequel!
Had this in my wishlist for a while and finally bought it and got around to playing it. For some reason in my head I thought it was a pretty popular indie title. Now that I'm finished with it and reading the reviews, I'm perplexed. Theres only 34 at the time of writing, but I got to say this is one of the best bite sized RPG's you could play today. The game is unique and the story is interesting enough that you could play it in a few sittings.
Works great on Steam Deck! I loved this game! Great music, fun combat, and great Game Boy vibes in a compact playtime.
I wish I could give a neutral score. For a Vast Future does quite a decent number of things right. It's a game that is kept compact and doesn't overcomplicate itself in terms of story of mechanics. Stuff like armor upgrades and powerups are kept to weapon upgrades and stat bonuses of your choosing (which are freely customizable to fit situations) rather than through a vast array of weapons and armors typical of RPGs. The one thing is that "magic" and "skills" really don't exist in this game. Instead, you either have bullet types or item types. I don't especially mind the nature of managing resources in this game, but basically everything is finite, which does kinda fit the theme of the game but also isn't always fun to deal with, especially if you used most of your resources getting through a boss or dungeon. I never quite hit the point of not being able to progress, but there were a couple points I basically had no choice but to backtrack and kill worthless mobs just to have a stockpile of resources. This creates somewhat of a self-defeating gameplay loop, which is often poor design. A few more options that didn't take resources would have been nice. The other thing is the narrative. Now, I think this game does a couple things pretty well. Its limited scope keeps what is ultimately a small game simple in terms of narrative, and a lot of the lore is wisely left to various logs of abandoned computers and bookshelves, which both give the world a bit of depth and also fit its post-apocalyptic setting. This also means that you can get as much or little out of it as you want at your own pace. Unfortunately, I can't say the same about the game's characters or main plot. They're simple and fine enough to get the game moving, but when it comes to moments of character actualization and development, things get really heavy-handed rather than showing any subtlety or intrigue. This would be fine, if not for there being some particular dialogue exchanges late in the game that just feel really clumsy. Which also ties into the main narrative. This game's final act narratively just feels really crappy, handwaving a kinda heavy subject a bit too quickly, and having just a pretty poor ending all around, like whatever was trying to be said with the narrative fell completely flat to the point it actually irks me, which is rare because I can often overlook this sort of thing if the rest of the game makes up for it. Whatever it's actually saying is just kinda awful and makes me reflect on this game poorly, something I rarely do for a game I enjoyed gameplay wise. To say nothing of at least a few bugs and oddities I encountered that periodically hindered the gameplay experience. As well, the 4-color Gameboy aesthetic honestly hurting the game visually more than helping. It's trying to go for a Final Fantasy Legend/SaGa 1-3 aesthetic but it can be a bit of an eyesore at times and the small sprites sometimes can make telling what is what frustrating. That's not to say they didn't try, and for the most part this isn't a problem, but occasional issues do end up occurring due to this stylistic choice. Music ain't bad though, at least. I had a decent time with this game, the resource management aspect of its combat was interesting and it rarely felt like it was trying to be too ambitious, which worked for making an RPG that felt complete despite being only about 6-7 hours long on normal difficulty. But the game's final act was considerably heavy-handed and there are a couple parts of the combat system I didn't care for. If you want a short turn-based RPG with some interesting systems and that doesn't inundate you with text (instead leaving you to discover it and fill in the details of the world on your own time), it does pretty well, as long as you can overlook the rather...awful choices in writing (at least in my opinion) of the game's final act. Sadly I just can't anymore.
Very nice adventure game, lot of good ideas that remember me the old time of gameboy video games when I was young... Very cool vibes and work from the team behind the game +1
The game boy aesthetic is not really my thing, but it is pulled off very well. It has some definite interface issues, like not being able to rearrange your items, or there being no way to exit the game from the main menu. Doesn't drag the experience down much, just minor annoyances. Early on there's not much to the character customization, and there's no particular reason to specialize characters or build one way or another. But once you get enough weapon upgrade choices around midgame it starts becoming more interesting to build characters in different ways. And finally I think the story was one of the better written ones among the indie RPGs that I've played. It moves quickly over its ~8 hour runtime and there were some developments I didn't expect.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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