
Spiritfarer® is a cozy management game about dying. As ferrymaster to the deceased, build a boat to explore the world, care for your spirit friends, and release them into the afterlife. The Spiritfarer Farewell Edition includes the heartwarming base game and three major content updates.
Modeled estimate, not a reported figure. How we estimate →
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.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 8.25/day in the week to Jul 21 → 12/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1193 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Lo terminé y me dieron mas ganas de trascender del plano que de costumbre
治愈吗?也许吧。为了离别而相遇。当我得知上船的朋友不能陪伴着我完成整趟旅程开始,这个游戏对于我来说就处于悲伤的氛围中。 满足他们刁钻的饮食、千奇百怪的需求,照顾他们的起居,想要什么我通通都能满足。我就是为了成为这样合格的船长,天天在船上上蹿下跳,种地钓鱼做饭锯木板打铁织布。没日没夜地干活,努力让朋友们在我的船上过得舒适、快乐。 所以,为什么要这么平静地告诉我下一个任务就是让我把你送去死亡之门?为什么要把这件事说得像是向我要一杯水一样简单。就不能再多相处一段时间么? 当我习惯了这种离别,阿图尔的不告而别又一次给我当头一棒。明明前一天还在愉快聚餐,为什么第二天我就只能从别人的口中得知你已经不在船上了呢?不是这样的!不是这样的!让我带你去死亡之门,跟我说说心里话,然后我们拥抱,最后在我面前化作光点,变成星星。这才是正常流程啊,怎么不好好遵守呢? 好吧,也许这才是常态吧!死亡是随机的,这一点让当下的相处变得绝对珍贵,毕竟谁又能保证道别后都有下一次呢。 每一个角色都很有有趣,性格都非常鲜明。虽然有些朋友也偶尔会有一些令人厌烦的行为让我想立刻就赶他们下船,但与每个人的相遇本身就是珍贵的。从跟他们的互动聊天中,能一点点地拼凑出他们的人生。不过有时候这些信息实在是太过于零碎,东说一句西说一句,导致我也不是每个人的故事都能百分百接收到。刚开始玩的时候真的感觉很新鲜,探索新地图,认识新朋友、还有很多富有想象力的采集小游戏。到中期经营,不停地建设,装饰等一些活动占据了我整个游戏时间。我也感觉是有趣的。当这些内容进行到后期时,面对完全开发的地图,为了收集而闯过多次的采集游戏,少了很多初见时的新鲜感,为了完成任务,不停地重复,使无聊感成倍上升。严厉的狗老师在走后还给我布置了艰巨的任务,即使我平时没卖过宝石,也让我好一通收集。 Ps:还有谁急头白脸地去追半天尘影,然后一只也没抓到呢?是我。 现在,游戏玩完了。因何而相遇对我来说已经不是那么重要的事情了,即使最后必然要经历离别,相遇后的点点滴滴,都如淡墨入水,平淡,却真实地在生命中晕染开来。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean
| $29.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"if life is hard, you should not be hard to it." - elena
This is such a beautiful game with a lot of heart and soul poured into it. The way it's conveyed to show passing, is just so beautiful, I cannot recommend this enough
it's nice a chill game but sad af
게임 악질인점 보내고싶지않아서 끌어안고있으면 스토리 진행이 안됨 젠장 ㅠ 결국 보내야 한다...
蹦着治愈来的家人们,要注意了!!!!游戏中不是所有角色都讨喜的!!!!!其中还有大渣男(桥瓦尼),恶心人的双胞胎。本人在收桥瓦尼之前,体验感都挺好的,直到发现这个大渣男和阿斯特丽德的主线是强行绑定的!阿斯特丽德好好的一个工人领袖,硬是因为大渣男变成了被反复践踏的恋爱脑。后期甚至还有帮死渣男送礼物给情人的畜生桥段。因为这个角色,本人已经不想继续游戏了。这感觉简直像受到了诈骗!创作者想要探讨不健康的恋爱关系,我不是不能理解,但至少应该给玩家选择的空间,让玩家有避开这个角色的权利。要说什么“还原真实的瑕疵,才不会像过家家一样幼稚”,就别放屁了,多少人玩这个游戏就是奔着“过家家”的体验来的,如果要追求“真实的残缺和残酷”,那请问了,我玩游戏干什么,直接吃现实世界的石不是更原汁原味?说白了,现实生活喂给大家的垃圾已经够多了,玩家需要你游戏里的那点“教导”吗?况且,哪怕是现实世界里的大活人,也有选择的权利,遇到渣男可以选择横眉冷对,可以选择视而不见,可以选择离开,如果要还原“真实”,那么这些主动性为什么不“还原”呢?如果说,就是要追求那种摆渡人是来者不拒,一视同仁的神明视角,那么你让玩家主动选择是否成神(一视同仁),会比现在的强行绑定机制好很多,想要走这条路的玩家也会有,不想走的玩家也能乐在其中。
开头觉得奇奇怪怪,越玩越上瘾,非常治愈的一个游戏。
The first play through, I played for the beautifully written story line that brought me to tears. The second, third and fourth time, I played for the incredibly addictive mechanics and serene sense of peace that this game brings me. I cannot explain how much of this game just works. From the demo, I was skeptical but after hearing a friend's raving review, I bit the bullet and I'm so thankful I did.
不喜欢米奇和布鲁斯……就是因为他们我隔了很久才继续玩这个游戏,今天上线,还是很讨厌他们,让我船上的同伴一直伤心……自己的不幸不是向他人外泄的理由借口,我不明白为什么要设置这样的角色,这不纯纯恶心人吗?恶心玩家吗?送走他们遥遥无期,我真是不知道我还能不能坚持玩下去。太痛苦了伺候这两个狗屎角色!!!米奇,你这个废物,你将全身心交给弟弟,照顾弟弟不过是掩盖自己无能的工具,到时候被人指着你一事无成,你倒可以美美地说,大义凛然地说“还不都是为了弟弟~”我去,去死吧。哦,你和你弟弟都死了!哦哦,按照西方基督教的说,你这种自杀的懦夫是上不了天堂的!!!哦哦,你弟弟不是自杀,那你们就分离吧!!!离你弟弟远一点!!!狗屎! 哦,另加其他的吐槽: 游戏可以表现现实也可以构建一个乌托邦,这都是完全可以的,看个人喜恶来选择游戏,这是双向公平的。 但是!你这个破游戏,打着治愈向的幌子,构建一些有性格缺陷甚至是神经病的角色,让我来接触,这和把屎包装成巧克力硬喂给我有什么区别? 不是角色不能有性格缺陷,但我是玩家,游戏内容都是要服务我的!如果你非要设置这么恶心的角色,可不可以给玩家一个选择是否接纳该角色的选项呢?我现在把米奇和布鲁斯接上船,我只能捏着鼻子忍着臭味去关心他们,我的游戏体验很差好不好?!!! 难怪干不过星露谷,至少星露谷不会强行按着我的头让我去了解谢恩,在我完全自愿的情况下我去了解谢恩,虽然他也会对我嘴臭,但是我心甘情愿,了解后我很喜欢他啊,可是布鲁斯和米奇,嘴臭的要死,为了船上人员的心情我还必须每天喂饱饭,很狗屎好不好! 总之就是玩得很心累,治愈不够治愈,经营不够经营,我不明白创作团队是怎么了。一个治愈休闲游戏,达成主线里阿斯特里德关于乔瓦尼的两个成就【祸从口出】【守口如瓶】的占比总和不超过30%也可以看出购买这款游戏的人的游戏体验根本没有测评结果里那么的“好评如潮”,不然怎么连这种主线成就的完成占比都这么低呢?治愈像是游戏的免死金牌,明明是它本身无聊透顶,还能被粉丝洗不静下心来无法体味游戏的乐趣,可说出这句话的你们都未必像我一样坚持到了这个成就的剧情线。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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