
Tiny Miniature World Cozy Light Social Grand Open Adventure Hello! Let's explore the OverField together!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Worldview
Rota Tech is recruiting new members! You'll become the new Leader of the exploration team through tests!
In this world lies a hidden realm known as the “OverField”—a mysterious frontier at the very heart of Rota’s research. You'll encounter various events with explorers, face challenges from mysterious forces, and uncover the truth behind the “OverField”.
▼Game Features
◆Fantastical "Field" Within "Reality"◆
Step into a meticulously crafted miniature-style 3D world—both whimsical and lifelike. With stunning visuals that feel like a living animated film, every step brings the world vividly to life.

◆Exploration Filled With Fun and Danger◆
Enjoy adventure-filled box garden exploration with surprises at every turn. Experience lighthearted and charming combat while leading your team through thick and thin.
◆Meet Charismatic Exploration Members◆
Form your own exploration squad, travel between "Reality" and "Field", and build trust with your teammates through adventures.
◆Create Dream Homes and Customize Styles◆
Personalize explorers' outfits with multi-part dyeing and fashion combinations. Build your plaza home with creative ideas using multiple furniture themes.

◆Enjoy Daily Life Beyond Adventures◆
Seaside tranquility, forest swings... Perfect spots for solitude to heal life's fatigue. For socializing, join barbecue parties, dynamic soccer games, and COSPLAY contests! Meet the life and friends you've been longing for at Rota Plaza - always a place to enjoy the world's beauty!

Genres
Stats
Languages: English, Japanese*, Simplified Chinese*, Korean*languages with full audio support
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]A Warm Little Box-Garden World on Unsteady Ground[/h1] [hr][/hr] [h2]★ 6.5/10 — Cute, Relaxing, but Fragile[/h2] [b]⊕ BEST FOR:[/b] Cute characters, miniature worlds, light combat, outfits, home decoration, crafting, and casual wandering. [b]⊖ NOT FOR:[/b] Clean onboarding, deep co-op, polished PC controls, light dailies, fair progression, or a safe long-term live service. [hr][/hr] [h2]◆ Opening[/h2] OverField is a warm little game, but it stands on unsteady ground. It is cute, soft, and comfortable to look at, yet the actual game is much less relaxed than its art style suggests. It feels like a mobile online game built around miniature fields, light action, outfits, home decoration, crafting, and casual social spaces. That focus gives the game its charm, but it also limits it badly. If you enjoy cute characters, easy wandering, dress-up elements, and a small online world where other people are around, OverField can feel pleasant at first. But once the tutorials disappear, the map opens up, and the life-skill grind starts to stack, the cozy feeling quickly becomes much messier. [h2]◆ Strengths[/h2] [b]⊕ A Toy-Like Miniature World[/b] OverField's best fields feel like small living dioramas: bottle-like paths, garden worlds, oversized everyday objects, glowing pickups, cute enemies, and tiny routes wrapped in a soft fantasy look. Its appeal comes from moving around inside a tiny toy world and slowly poking at everything in it. [b]⊕ Real-Time Online Presence Makes the World Less Empty[/b] Other players can appear in the same field. Sometimes you only brush past someone; sometimes a roadside fight becomes a small shared moment because a passerby helps. It gives the world some warmth, even if the actual multiplayer systems are thin. [b]⊕ Manual Combat Has Some Nice Feel[/b] The combat is simple, but manual play can feel better than expected. Basic attacks, jumping, dodging, switching, weapon skills, and some character actions have clearly received attention. It is not a demanding action game, but the light combat fits the casual tone. [b]⊕ Outfits, Home Decoration, and Crafting Give It Identity[/b] Outfits, dyeing, free clothes, home decoration, crafting, furniture placement, and visiting others all point in the same direction. OverField wants you to dress up, collect, decorate, and enjoy a small online atmosphere, not only become stronger. [b]⊕ The Gacha Looks Softer at First[/b] Lower hard pity and no separate signature-weapon banner make the character banner look less frightening than some anime gachas. Weapons are regular gear you obtain, swap, and upgrade in-game. That reduces one layer of pressure. [h2]◆ Weaknesses[/h2] [b]⊖ Onboarding and Guidance Are Weak[/b] After the early section, OverField becomes strangely hands-off. Tutorials are thin, easy to miss, and not always easy to review. Character trials, material-source guidance, life-skill explanations, and basic route planning are not clear enough for a game with this many systems. It feels less like real freedom and more like being pushed outside the game to look for help. [b]⊖ The PC Version Still Lacks Polish[/b] OverField is playable on PC, but many parts still feel mobile-first. The UI, tutorial prompts, menu logic, clicking behavior, cursor flow, and keyboard/mouse controls often feel awkward. Rough translation, text wrapping, subtitle timing, and interface friction also add up after a few hours. [b]⊖ Life Skills Feel Like Old MMO Chores[/b] Cooking, textile work, handcrafting, furniture making, fishing, gathering, material processing, success rates, repeated animations, skill levels, timers, and small stat bonuses create a very old online-game feeling. These systems look like relaxing side content, but often feel like a second job: gather materials, wait through crafting, fail sometimes, level the system, then repeat. This is one of the game's biggest contradictions. It sells a gentle lifestyle fantasy, but many lifestyle systems are built around grinding, timers, and resource loops. Even the crafting failure rate feels more annoying than exciting, because failure usually means wasted time and materials rather than a lucky bonus. [b]⊖ Exploration Is Padded More Than It Is Deep[/b] The miniature fields look rich at first, but much of the space is filled with repeated enemies, containers, gathering points, and low-value materials. Truly useful rewards are thinner than the visual density suggests. Since movement is slow, climbing is limited, gliding is short, and some 3D jumping sections are awkward, exploration can take a long time without enough fun in return. The map and navigation also hurt the experience. In a layered 3D field, teleport points and landmarks need clear names and readable positioning. Instead, they can feel hard to identify and too similar to each other. The temporary exploration bag also interrupts the flow: when it fills up, you leave, store materials, return, and repeat. [b]⊖ Social Feel, but Almost No Real Multiplayer Depth[/b] OverField looks social because other players appear in the world, but the systems behind that feeling are limited. You can see players, chat, visit spaces, and sometimes meet in battle, yet players expecting real party play, shared progression, structured co-op, or meaningful multiplayer content will not find much of that here. Sometimes visible players even feel like screen clutter rather than useful company. [b]⊖ Auto Combat and Action Flow Need Work[/b] Manual combat is better than auto combat. The auto AI can feel slow and foolish, which is awkward for a game that also wants to support casual play. Some character actions also have long startup or recovery, and cancel timing is not always clean. The action has promise, but the current feel is uneven. [b]⊖ Monetization and Long-Term Confidence Are the Biggest Issues[/b] The gacha is not as gentle as it first appears. Lower hard pity and no weapon banner help, but off-rate pulls before pity, dupes, star levels, extra equipment-slot value, rotating buffs, and long-term stat growth still create spending pressure. For a gacha game, the real question is not only how cheap one pull looks, but how much power the game expects over time. This is the main reason I cannot rate OverField higher. The visible playerbase is small, its appeal is narrow, guides and player-made resources feel scattered, and the earlier Japanese service already ended while the game is now continuing through this global/Steam version. A small audience is fine for a finished single-player game, but risky for a gacha live-service game. Heavy spending here is hard to recommend. [h2]◆ Conclusion[/h2] OverField has real charm. Its toy-like fields, cute characters, light manual combat, outfits, home decoration, crafting, and quiet online presence give it a soft identity that many louder anime games lack. But the game is much less relaxing than it looks: weak onboarding, mobile-first PC controls, grind-heavy life skills, padded exploration, rough navigation, weak story quests, shallow multiplayer, uneven auto combat, and visible gacha pressure all drag against its cozy image. Players who want a low-stress online game where they can wander through miniature worlds, collect outfits, decorate a space, and enjoy a gentle mood may still find something special here. Players who want strong action, smooth PC design, real co-op, clean progression, fair long-term spending, or a live-service game they can safely commit to may come away disappointed. It is a warm little box-garden world, and that warmth is real. Just do not forget that the box is full of chores, and the ground beneath it is not stable. [hr][/hr] [url=https://store.steampowered.com/curator/43837750-Just-Game-Curator/]Follow my curator to get the latest review push![/url] Your support is my greatest motivation!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Overfield is a uniquely cute game. You play as a cute girl with a cute newspaper roll beating up cute bread dogs in a cute miniature world with cute activities and exploration. You can do cute things like play minigames, fishing, cooking, etc. The first few hours of playing you'll spend most of your cute time cutely teleporting between the initial cute town and the first cute world. Your cute bag can only hold 30 items at the start, so you will need to teleport your cute butt back to town to empty your cute bag so your cute self can continue to collect cute items when you teleport back to the cute world to do more cute activities. Theres a cute map system with cute exploration upgrades to make exploration easier. You can see other cute players in the cute initial town at the cute plaza in the center where people will occasionally do cute things together. If you like cuteness even more, you can pull for cute characters and dress up your cute characters with custom fashion. You can craft cute outfits and cute accessories to put on your cute characters. Gacha involves pulling both cute fashion limited items and cute characters. Combat involves being cute while spamming cute abilities like opening a soda bottle or throwing a pizza in a cute way. If you run too long, your cute character will get tired and cutely fall over. Game is worth trying out, its very cute. And if you like cute things, you might like this game. Keep in mind, there is some non cute stuff. The text sizing doesn't fit properly. That's not cute. Poorly translated slop from mobile to pc. That's not cute. Clear lack of general quality of life checks and making sure the game UI looks good. That's not cute. But, the gameplay and cuteness aspect outside of that is good. If you can overlook this "small indie dev" studio for making not cute amateur mistakes you'll be greeted with a game that has potential if they ever clean things up
It's polished and cute and charming. Technically nothing really wrong with it. Early gameplay looks like: -looking for things -occasional fights you can easily avoid if you don't feel like it -platforming for a lot of the collectibles on top of looking for them -minigames, which are at lesat in the first non-tutorial zone quite easy -confusing open world -- you're not on rails but that means hunting down the last collectibles might be nightmarish if you need 100% completion And then you're back in town and the game mostly loses you. -you can pick up commissions to get items but you have no idea how to actually find them -some things need tools but no idea where to get them either Red flag: I was directed to go back to the Cafe and Login to something during the day. It's daytime, no quest marker, no idea where to go. And at that point I decided to check out. Didn't want to figure it out. I already don't like a lot of platforming in games even if they are moderately easy like they are here. A game full fo that plus hunting for things in odd places with no real usefulness except collection.
가챠겜으로만 봤을때 타 게임들과 비교하면 전체적인 퀄리티로 비교하기가 미안한 수준이고, 수정해야할 부분은 산더미같음. 다만 힐링적인 감성하나는 끝내주는 게임, 최근에 했던 게임 중 이만큼 감동받은게 없음.. 아기자기하고 느긋한 게임 해보고싶으면 한번 찍먹해봐도 괜찮을듯
Was drawn to it from some cute clips online, and while the game is very cute, it's severely lacking polish in ways I struggle to overlook. Tutorial programming has been ported wholesale from the mobile version, meaning you will have to physically click the jump button or skill buttons rather than the game having you practice with keybinds because the game locks every function besides clicking in the specific highlighted spots. Subtitles often end long before the spoken lines do, which makes me feel like the translation might be cutting out some content. Voicelines on collecting items can overlap and cut each other out, meaning if you actually care about the voice logs you can collect you have to sit there and not do anything if you want to listen to it all. Tapping once just skips to the next line of text rather than displaying the whole line first like basically every other game on the market. Basic controls and features like camera sensitivity don't seem to be here. No controller support is rough. Aren't many options in regards to anti-aliasing, it's either off or aggressive TAA that blurs everything and ghosts all the movement, and neither is ideal. The UI just bleeds off the edge of the screen a lot. Myriad issues with text wrapping, text being obscured by environmental assets, and general readability, and even untranslated text appearing in the first 30 minutes. If this was playtested in english at all, whoever signed off on it didn't care enough, especially since these issues are still here 6 months in. So why should the players?
https://youtu.be/Ff82UsTA8WE?si=UKiBtGzFTLBHBuHo 처음에 당황했는데 진짜 그냥 아무생각없이 와서 놀고 즐기고 하는게.. 힐링 그자체 게임이네요 ㄷㄷ 뽑기권도 이벤트 하다보면 무료로 줍니다. 가끔 지치고 힘들때 힐링하러 오십쇼 좋은 게임입니다.
Best game ever!
游戏内环境建模是真的不错,人物建模相对有点拉了,还有就是根本没人陪我玩求好友
オススメしたいけどオススメし難いゲーム。 かわいいキャラクターで綺麗なフィールドを探索するのがメインコンテンツ。 基本的にはソロプレイだけど、周りには探索している他のプレイヤーが見えるので意外と賑やかです。 何より探索中に収集品を手に入れたり、素材を採取した時にガイドのフェイちゃんがフルボイスで喋ってくれます。 本当によく喋ってくれるので、コメントが終わる前に他の収集品を回収すると次のコメントで前のコメントが途切れるくらいです。この一緒に冒険している感覚は素晴らしく、このゲームを特別な体験にしてくれています。 マップは高低差があり、髙い所に登るシーンが多いのですが、落ちたときにまた最初から登り直すのではなくて「遡り」という機能で、ボタン1つで数秒前の位置に戻れるので意外とストレス無くマップを駆け回れます。 また、キャラクターの着せ替えも楽しい要素です。 髪型、帽子、衣装とアクセサリーを自由に組み合わせて自分のキャラクターを着飾る事ができます。 着せ替えの多くは染色にも対応しているため、服の色を変えて気分を変えたり、別のゲームのキャラクターのコスプレをする事も出来てしまいます。 染色はランダム要素があり、やや癖のある仕様になっていますが、狙った色と違った色になってもそれが意外と良い感じだったりするのも個人的には楽しいと感じました。 ただ、良い所ばかりという訳でもなく、メインストーリーの翻訳が良くないです。 探索時の収集品はフルボイスなのに対してストーリーはボイス無しなので開発の優先度低めなのかもしれません。 特に実装されたばかりのストーリーは機械翻訳のような不自然さになっています。 実装後に、徐々に修正されて行くので待てば改善するのですがストーリー更新直後は話の内容を理解するのが少し大変なのは気になるところです。 また、探索時の収集品についてもボイスが付いているのは現状では3章に当たる部分までで、それ以降は未収録になっています。 収集品には音声が再生されるテープレコーダーというジャンルがあるのですが、これがボイス未収録だとほぼ無意味になってしまっているのは残念です。 開発チームが小規模で、開発スピードを優先させているためか、まず実装して後に修正するというスタンスで運営しているようです。 そのためアーリーアクセス版を遊んでいるようなプレイ感になっています。 新要素をうっかり本番環境に実装してしまったり、それをそのまま使っていいよと言ったり、よく言えば寛容、悪く言えば適当な運営スタイルは好みの分かれる所だと思います。 色々と問題点も多いゲームですが、ボイスが実装されている3章までの探索部分は非常に楽しいゲーム体験です。 一度プレイしてみて、このゲームを気に入った上で、運営のアップデートをゆっくり待てる人にはオススメです。
귀여워요
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.