
Retro RPG that takes inspiration from SNES and PS1 classics. Action turn-based battle system with skill learning, slots for stat boosting, equipment crafting, monster catching, rank based Colosseum, and side quests. 30+ hour emotional story with adult-oriented themes and powerful original soundtrack.
Modeled estimate, not a reported figure. How we estimate →
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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**languages with full audio support
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
fun little turn based game and story/storytelling is well done, I hate the quick time events for the limit burst thing really puts me off playing.
Forever Home is a positive microcosm of the RPGMaker genre. It has a lot of flaws with story holes, and it may get too artsy with character development, but it does some new things. From gameplay to cutscenes, it's got a lot of mechanics other games don't have. From my limited experience with the engine to AAA, Pixel Blade shows that originality isn't dead, even if, I assume, these ideas have been done before. I'm not gonna compare it to others, so let's get down to an actual review. The story starts off simple: A boy and his sister are the only survivors of an attack on their village. From there, they go on a quest to find their legendary father and maybe get revenge. They find an assortment of characters with various ties to the big bad guy. Along the way. they grow, control time, and kill a god. Pretty standard affair! The bad: A lot of plot points seem to come from nowhere or are an act of coincidence. It's fairly nonexistent early on, but the late game stuff is frustrating. At the very end, when Garin shows up to have save the day, for example. How did he get there? Both through space and time? The entirety of Enda's backstory leaves me wondering how.did Garin find her? How did she know all of that stuff when we went to the Life Sanctuary? A lot of my questions revolve around Enda, now that I think about it. Along a similar vein, a few other character stories confused me. Lina's ending scenes leave me annoyed. She had a big, heavy, and unique point in the game, but it gets magically waved away by something that isn't explained. Some of this may have been something I missed. Maybe I missed something about Enda or Kina, but they'd be painfully odd stretches regardless. Did we ever learn how Xero has time altering skills? There are also a few scenes where some of our characters say they don't want revenge on the big bag guy, however, it's not brought up at all outside of these two conversations. Monster variety is a bit off. I'm fine with pallet swamps, but dungeons only have about three or four types of monsters in them. Fortunately, the dungeons don't tend to be very long, so this is a nitpicky thing from me. It's a small team, so I shouldn't expect 1000 different monsters. There's only ~160 in total, so there's no need for everyone to be different. That's not even how the real world works. There may be a few bugs, as well. I don't think Radiate II works correctly, and battle actions stopped working once or twice for me. I ran away from the fight, and it fixed it, but what if that happened in a boss battle? I'm also curious if something went wrong during the ending scenes. Most frustrating, Steam achievements didn't pop for me. What's up with the romance stuff? But if I'm already being nitpicky, you know things are good. The good: Keeping with the dungeons, they're great! Most are short, unique, and well designed. There are a few pieces of concept art we see during the credits to let you know a lot of work was put into them. We can see the evolution on graph paper to the basic dungeon layout, all the way to second and third drafts. They weren't thrown together with no thought, and I really enjoyed them. Denizen Cave aside, of course. The puzzles aren't nerve wracking, which I'm a big fan of, too, but they might be a little too simple. The music is top notch. None of it is RPGMaker stock, and it was all composed by David Hunt, who did the majority of everything else in the game. And there's so much of it! More importantly, it's all fun. The calm and relaxing town themes would be great on my Spotify playlist. Sadly, it's not there. The battle tracks aren't terrible, by any means, but I never felt excited and into them. I'm more into chill tracks, so I don't see that as a problem. The world map, towns, and even dungeons are enjoyable to traverse through because of the soundtrack. As I said, it's not on Spotify, but you can hear it on Bandcamp. https://pixelblade.bandcamp.com/album/forever-home-ost Most of the characters have a good, well described backstory and growth. No one is a trope or a one note chump, and they all feel like actual human beings. Even the mute, Burns, has a fun, unique past. I wish he felt important to the story BEFORE learning of it, mind you. Asera may be the shining jewel of this game with his personality, heartbreak, and shock. It's not perfect, of course, as I feel like there's a lot of contention between all of them. Xero flows from just wanting to "count clouds" to arguing with his teammates over tiny details. He rubbed me the wrong way a few times, so I never felt a connection with him. I also want to point out that I've read the ending cutscenes change based on character sidequests, so there's something to look forward too. The artwork is the best I've ever seen in RPGMaker games. Hell, it's among the best I've seen from foux 16-bit games. We can get a glimpse of the hard work put into it during the credit roll, and the hard work paid off. From character sprites and scenery, it's beautiful. It was pretty much the whole reason I wanted the game to begin with, so I'm glad the preview shots aren't lying. But Forever Home is more than just sprite work. There's a number of action sequences where two or more characters have a one-on-one duel, and it's so cool. They're super anime, filled with pretty flashes, teleports, and sword clashes, and I was into all of them. But the battle system is the best part of Forever Home. It's a Final Fantasy ATB turnbased game, which I'm still a fan of. FH doesn't break that bold, but when it comes to learning magic and skills, that's where the game shines. No one gets new stuff by leveling up, but you have to teach them from a list that grows as they learn. Spend your PP on skills to unlock a more powerful version of them. You need to master two or more to learn a strange combination of them together. Early game characters are some molds you can choose. Do you want to rush Xero's time magic, his lightning spells, or his techniques? Do you want Enda to be a healer or a wind mage? Eventually, all players will have the same character specs, but the mid game has a variety here. Skills and spells are on different gauges, so you always have something fun to choose from. Many of them have a cooldown period, though, so you can't spam them, which means you need to learn everything! More skills; more fun! But, again, they're not perfect. I was always afraid to use Kina because her skills hurt her more than the opponents. There may be a story link there, but I didn't trust her in battle. There are enough hard hitting mobs in the game as is, so I felt like she'd die all the time. I also found Throg to be a waste. His stuff won't work on most bosses, so he's too niche. I liked him when I got to use him if that means anything... And I haven't talked about the Shard System. It's very similar to FFVII's Materia, but I'm out of space! Forever Home is a flawed game by a guy who might have tried to do too much. Shout out to him for doing it and doing it well, but I wonder if more help would have been nice. Some games have plenty of breadth but no depth. The scaffolding is there, but there are no bricks. Forever Home has almost the exact opposite problem. It's got the bricks, the roof, the elevator, and the walls, but I think someone forgot about the windows. So not the exact opposite, but I don't know construction metaphors...Forever Home is an amazing game filled with an assortment of great mechanics, but it's missing some things. In the end, I enjoyed the game, but I was left confused a few too many times. There are just enough questions I have from the plot that keeps this from being perfect, but it's definitely a must play if you're craving a mid 90's RPG. I got 50 hours of it and didn't come close to 100%ing it.
This is an amazing game for all those who love old school jrpgs. It has a fantastic story(you'll probably shed some tears!), great characters and very fun and engaging combat. If you loved the old final fantasy games, do yourself a favor and buy this game. You won't regret it!
First of all, this game is SEVERELY under priced. £0.80?? Final Fantasy 1 - 6 are on steam for around £12 each, and while they are classics and have nostalgia value, in terms of gameplay they underperform when compared to Forever Home. So whatever you'd pay for them you, arguably, should easily be willing to pay for this. I'll grant you the story has some cheese, and if I had to point to some flaws I'd say the character art looks slightly "off" to me (at least the avatars associated with text boxes, Enda being an exception), and the 3 normal battle themes feel maybe a little unfinished? But everything else here is on the mark. The thing I liked most, though, was how much care clearly went into it. It was obviously made with passion and there's something personal in it. If you're one of those people who's just really into RPG's with the oldschool feel you're doing yourself a disservice by letting this one slip your notice. Charming af/10
It's RPG Maker. It's got the usual RPG Maker graphics, music, janky staircases, etc. But there's a surprisingly powerful story behind that, and even the gameplay feels fresh - the bosses have a lot of interesting gimmicks.
Great classic RPG with great storyline.
个人玩过的steam中rpgmaker制作的jrpg里面,绝对排在前列的作品,非常推荐;我通关这款游戏两次,尽管已经过了很长时间,但还是有必要补评一下; 不要被默认的头像素材迷惑,实际游戏制作的非常用心,出色的音乐,精彩的动画演出,剧情动人心魄又不乏欢乐,最终结局有些催泪;这绝对不是一款平淡的流水线的rpgmaker制品,而是一款杰作。玩过之后你会发现:相对于制作者的投入,这个价格绝对是良心价 战斗方面没什么创新,普通的回合制;值得一说的是一些强力技能释放需要ATB,这无疑让战斗更加刺激,更加投入; 游戏有一个装备合成系统,可以通过怪物掉落或者购买的材料升级装备;还有一个使用碎片给装备的附魔系统,包括属性、技能及一些特殊效果,随着获得经验而增强,使角色上限更高,进行各种搭配; 甚至为了某些收集控,搞了一个收集系统,你可以在怪物衰弱时使用辐射技能,将怪物转化为怪物水晶; 竞技场、隐藏boss等该有的要素也是一个不落;世界有许多值得探索的地方(这时候你需要经典的黑科技飞艇!) 作为一款幻想世界观的游戏,东亚(日本)风情的国家也不能少(笑) 可以说是量大管饱,剧情也很优秀,各个角色性格鲜明,每个角色的个人任务更是点睛之笔,使队员形象更加立体; 剧透警告: 剧情大致讲述了在Auria为争取彻底独立而与Tern大规模对峙,某日主角Xero在Auria的家乡被Tern某个激进派系的领导人Barclyss彻底摧毁(有些俗套),你以为这只是一场普通的战争行为?这实际上是错误的,后面会揭示Barclyss似乎通过某种方式将杀死的人转化成某种空壳士兵,主角家乡只是这一疯狂行为的牺牲品之一,Barclyss甚至疯狂到屠杀到自己人;他的目的是什么?主角Xero与收养的妹妹Enda因此被迫卷入了两国的战争中,经历种种冒险,直到最后,所有人包括交战双方都不得不团结在一起,面对疯狂的Barclyss,击败这个全世界共同的敌人; Barclyss这个人本质上是疯狂的,是死亡的化身,他觉得生命毫无意义,注定要被毁灭(一个虚无主义者);他的最终目的也是通过飞船毁灭人类;在最后的剧情中,尽管Barclyss被主角团击败,但却没有成功阻止他的更疯狂的下属kail执行计划,最终星球完全变成一颗死星; Xero的妹妹则是Barclyss的反面,她代表了生命,在最后关头,与Xero变成了两棵树,穿越回了过去,以一种非常浪漫的方式把活力注回了世界,牺牲了自己,解除了危机,改写了既定的命运 游戏中唯一令我觉得可以改进的是Barclyss的下属kail尽管只是一个凡人,但却比Barclyss更加疯狂。。。完全为了毁灭而毁灭,有些为了反派而反派的感觉
Forever Home is a classic RPG, so it checks all those nostalgia boxes. It is easy to pick up and play, with not much of a learning curve. The story is enjoyable (not epic per se), but the characters are endearing. I played it a second time through right away just because I like the characters so much. Now it's been over a year since I've played, so I'm ready to pick it up again.
One of the top Pixel RPGs i have played, its amazing
feels like a 90 rpg! i can*t believe you can buy this gem for under 1 € - its worth much more tbh! just buy it!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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