
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 1188 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]Sinopsis[/h2] [b]Spiritfarer: Farewell Edition[/b] es una emotiva aventura narrativa, con elementos de gestión y una jugabilidad plataformera en 2D. Un juego con una profundidad insólita, que [b]toca la muerte de una forma bella y dolorosa a partes iguales[/b]. Estando a las puertas de la muerte, la joven Stella y su gato Daffodil, reciben el legado de Caronte (el barquero), asumiendo su rol como nueva “[b]Guía de Almas[/b]”. Equipada con la Luz Eterna como única herramienta, Stella deberá hacerse con un nuevo barco y afrontar la misión de navegar por las diferentes islas del archipiélago, en busca de almas descarriadas, que tendrá que ayudar y acompañar hasta que estén preparadas para cruzar la [b]Puerta Eterna[/b]. [h2]Jugabilidad / Apartado técnico[/h2] Comenzaremos Spiritfarer adquiriendo un [u]pequeño barco[/u], que será nuestro hogar durante toda la aventura y que iremos mejorando a lo largo del viaje. En él podremos construir diferentes edificios, que servirán tanto para dar cobijo a las almas que recojamos por el camino, como para producir y procesar diferentes materias primas. Se trata de un juego de [u]plataformas en 2D[/u], donde podremos ir adquiriendo habilidades que irán mejorando nuestra movilidad: doble salto, impulso, planeo, etc., ganando acceso a lugares que al principio no podremos alcanzar. La [u]gestión y recolección de recursos[/u] será una de las piezas clave de la experiencia. En el barco podremos pescar, cultivar y criar animales, para obtener diferentes alimentos y tejidos. En nuestras incursiones a las islas tendremos la oportunidad de comerciar, minar rocas y metales, talar árboles o participar en eventos místicos para recibir recompensas especiales. Ciertos edificios nos permitirán procesar los productos de múltiples maneras: serrerías, telares, molinos, fundiciones, talleres, etc., obteniendo así materiales para construir, comerciar o cumplir ciertas misiones. Mención especial a la cocina, ya que el juego cuenta con más de 100 recetas reales que podremos preparar combinando distintos ingredientes. En cada isla que visitemos [u]conoceremos múltiples personajes[/u], algunos serán irrelevantes, otros nos pedirán favores y algunos de ellos se embarcarán con nosotros. Estos últimos serán los coprotagonistas, cada uno con su propia historia. Nuestro objetivo será acompañarlos en su último viaje, alimentarlos con sus platos favoritos, ayudarles con distintas tareas y hacerlos felices antes de partir. [h2]Valoración[/h2] Spiritfarer se ha granjeado una gran fama y [u]nominaciones[/u] a importantes premios de la industria, sobresaliendo por su [u]excelente calidad artística[/u], animaciones de los personajes y variedad de tareas disponibles, cada una con un minijuego asociado, etc. Uno de sus principales atributos es, sin duda, la [u]madurez narrativa[/u]. Spiritfarer es un juego que puede confundir al principio. Su estilo colorido, simpáticos personajes o tareas sencillas, como cultivar o cocinar, pueden llevar a pensar que se trata de un simple juego cozy, pero nada más lejos de la realidad. Las conversaciones y [u]reflexiones sobre la vida y la muerte[/u] que se plantean son realmente profundas y te llegan al alma. Es un juego que trata temas duros, con un enfoque que solo sabrán valorar aquellas personas que ya lleven unos años en este mundo, que hayan sufrido la pérdida de un ser querido, un abuelo enfermo, una ruptura dramática, etc., eventos a los que todos estamos expuestos y que dejan pequeñas cicatrices. Spiritfarer toca todos estos temas, pero desde un punto de vista amable, conciliador y realista, algo que no muchos juegos saben hacer. Por otro lado, hay un punto negativo que no quería dejar pasar. Aunque tenemos una gran cantidad de contenido, como misiones principales y secundarias, recolección de recursos, exploración, minijuegos, etc., he sentido que [u]el juego se me ha hecho excesivamente largo[/u]. Interminables viajes entre islas, tareas secundarias irrelevantes, animaciones repetitivas, esperas entre misiones o la obligación de tener que irte a dormir todas las noches, alargan innecesariamente la experiencia, haciendo que una aventura que no debería durar más de 20 horas, roce las 40. He sentido que más que la “Guía de Almas” era la “Recadera de Almas” y honestamente, me ha dejado un gusto agridulce, porque se me ha hecho pesado a pesar de ser un juegazo en los demás aspectos. Dicho esto, creo que es un juego que merece mucho la pena jugar, especialmente por un público adulto que pueda sacarle todo el jugo a su excelente narrativa, que tengan interés por mecánicas sencillas de gestión y no sufran con las esperas largas o contemplativas. ✔️ [b]Positivo[/b]:[list] [*]Narrativa excelente, muy cuidada y madura. Toca temas delicados y hace profundas reflexiones acerca de la vida y la muerte, con tacto e inteligencia emocional. [*]Diseño artístico atractivo, con unas animaciones de los personajes muy bien cuidadas. [*]Una combinación interesante entre plataformas 2D y gestión de recursos. Podremos adquirir y procesar multitud de alimentos y materiales. Especial mención al cariño y detalle por la cocina, con más de 100 recetas reales disponibles que podemos preparar para hacer felices a nuestros huéspedes. [/list] ❌ [b]Negativo[/b]:[list] [*]El juego acaba sintiéndose excesivamente largo, debido a factores secundarios, como por ejemplo: viajes interminables en barco, misiones opcionales irrelevantes, tareas repetitivas, largas esperas entre misiones, etc. Detalles que al principio no les das importancia y acaban haciéndose bola. [*]La recolección de recursos puede hacerse monótona y repetitiva con el tiempo. Muchas de las tareas que podemos hacer (pescar, cultivar, cocinar, etc) pierden interés a partir de la mitad-final de la aventura, ya que tenemos recursos abundantes. [*]Aunque muchos personajes tienen historias bellas y profundas, otros parecen dejados a medias, con conversaciones más planas y banales. Además, hay múltiples personajes menos relevantes que nos cargan con tareas tediosas. [/list] 📢 [b]Idioma[/b]: Interfaz y subtítulos en español. ⌛ [b]Duración[/b]: 28-30 horas juego base/ 35-40 horas para 100%. 🎮 [b]Steam Deck[/b]: Verificado, funciona perfectamente. Lo salvaría de las llamas! 👨🚒👍🔥 [h1]8’5/10[/h1] [quote]🚨 Si te ha gustado la reseña y quieres descubrir buenos juegos, sígueme en mi página de Mentor: [url=https://store.steampowered.com/curator/45092978/] Indies ON FIRE [/url]🚨[/quote]
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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
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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
Игра, которая ранит самым парадоксальным образом: через тепло. Она не пугает смертью, она делает кое-что гораздо более грустное — она заставляет тебя полюбить тех, кто обречён уйти. Вся эта уютная рутина — лишь поэтичное напоминание о том, как мы бессильны перед временем. Ты тратишь часы на то, чтобы наполнить палубу жизнью и заботой. Но туман за бортом побеждает всегда. И когда очередной друг растворяется в золотом сиянии Врат, ты остаёшься один на холодной палубе со звуком собственных шагов. Музыка замедляется, голоса затихают, а ночники в пустых комнатах продолжают гореть в темноту, больше не согревая воздух. И тебе остаётся лишь плыть сквозь туман в окружении комнат, в которых тебя больше никто не ждёт. Поучительное приключение о том, что мы не властны над концом чужой жизни, но мы властны над тем, сколько тепла человек унесёт с собой в эту бездну. Невыносимо прекрасный шедевр, который одновременно согревает душу и рвёт её на части.
Очень красивая и душевная (во многих смыслах) игра. Посоветовали друзья - поиграл-воодушевился - подсадил жену (заодно прокачали её скиллы платформинга в не особо стрессовой игре). Игра понравилась всем действующим лицам, к сожалению лайк поставить можно только один
几个月前通关的,补下测评 1剧情 看到很多人说有些乘客令人讨厌,但如果你有耐心了解每个乘客的背景故事或许会改变这种看法 2游戏性 后期会有大量跑图等重复,建议善用乌龟三姐妹进行资源无限增殖,以及由于我个人是上学的时候花了很长周期才玩完(每个周末玩几个小时),所以不会因为长时间的重复感到无聊 3画风 夯,每帧都是壁纸 4成就收集 全成就比较友好,食谱等等可以看攻略,剧情成就可用读档一周目完成✓
esse jogo mudou minha vida, me emocionei demais jogando, acho que nunca chorei tanto :( apesar disso acho que todos deveriam jogar isso ao menos uma vez na vida, é lindo.
This is a tricky one to review; I gave it a good chance and got a fair way through it, but unfortunately it just didn't click for me. I'd heard so many good things about it, but it just didn't have the emotional resonance that I was looking for and the fundamental gameplay elements are just too repetitive and tedious. Tending to plants, cooking meals, keeping your passengers fed, searching for upgrade components (most of which then need at least one form of processing before they can be used).... The fishing mini-game quickly becomes tiresome and some fish take literal minutes of effort to catch (with no guarantee that you will). More than once I wasted around five minutes on a fish only for it to get away - combine that with the frustrating "can't sail at night" mechanic (which I understand might be overcome late-game) and how quickly plants need re-watering and you've wasted a good portion of a day just on one elusive fish. The game is also clearly unfinished in some areas, despite receiving multiple content updates post-release - in particular one game mechanic (meditating at certain trees) is introduced by a character and given a tutorial, but it can never be repeated although the specific design of tree is featured prominently in several other locations. The art style is nice, but the reliance on sprite-based graphics means that they are at a fixed resolution, which on modern screens makes a lot of the graphics fuzzy. The music is decent but not particularly memorable. ** SPOILERS FOLLOW ** [spoiler] Perhaps my biggest disappointment with the game was the presentation of the world/afterlife and the lack of character development. The afterlife has all the same problems as the real world - inequality, crime, the need for employment, hunger, mental illness, etc. The areas are well-designed and have an interesting aesthetic but if you actually look at what is being presented, this is a literal nightmare. It's hell. The only release from it comes from boarding Stella's ship and disappearing permanently through the Everdoor into eternal oblivion. it is functionally identical to the life/world that precedes it. This would be acceptable if the spirits developed or come to some kind of understanding or peace during their time in the afterlife, but the majority of them just don't. Giovanni was an adulterous playboy in life and remains completely unchanged and unrepentant in death; his wife finds out about him cheating and tells him to leave, so he just accepts that and opts for oblivion. Astrid falls for his lies (and has her heart broken) again in death; same as life. Alice continues to suffer from advancing memory loss in death, which is horrifying - if you subscribe to the idea of an eternal soul separate from the physical body, then the concept that your very soul is subject to deterioration is genuinely awful. Bruce is abrasive, demanding and bullying and doesn't change his behaviour either. Since he has a detrimental effect on the other spirits on board, from a gameplay perspective you are implicitly encouraged to get him off the ship as soon as possible. The list goes on - none of the characters change and nothing you say or do can affect them in meaningful ways; all you can do is *fail* to provide the things they're asking for, which makes them complain. Lastly, Stella as a character is baffling. She's in the afterlife, so she's clearly dead (and presumably so is the cat - did they die at the same time?) but she reacts to this new plane of existence (and the massive responsibility that she is immediately given by Charon, with no explanation) with nothing but blind acceptance and joyful enthusiasm. It's jarring because it's completely unnatural - no real person would act this way in the same position. She's a silent protagonist and that really hurts the game because it means that the player feels that they have no agency and Stella feels flat as a character. She doesn't challenge any of the spirits' awful behaviours or attitudes and that's frustrating because if this afterlife is not for reflection and growth, what purpose does it serve? It just seems to be a waiting room leading to the Everdoor and the only outcome is inevitable acceptance of that destination and all the mistakes that each spirit made in their prior life.[/spoiler] It's an interesting concept, but the characters failed to connect for me. Look past the colourful presentation and this is a dark, unsettling, fatalistic view of the afterlife with no hope.
Так, пацаны, откладываем пушки и косы, тут у нас терапия для души. Играем за девочку Стеллу, которая стала новым Хароном — паромщиком для умерших душ. Наша задача — построить огромный корабль, кататься по красивейшему морю, находить духов, кормить их и... в конце концов отпускать. Тут вообще нет спешки. Ты просто плаваешь, ловишь рыбку, сажаешь огородик прямо на палубе, готовишь персонажам их любимую еду. И самое главное — тут есть отдельная кнопка, чтобы ОБНЯТЬ пассажира. И это лучшая механика в игре. Все духи — это очаровательные животные со своими характерами и историями. К ним привязываешься всей душой, а потом наступает момент, когда их нужно отвезти к Вечным Вратам и попрощаться навсегда. На этом моменте скупая геймерская слеза покатится даже у самого сурового хардкорщика. Визуал выглядит как оживший мультик от Миядзаки, музыка безумно уютная. Это очень добрая, теплая и грустная сказка о том, как важно ценить близких. Включайте, когда захочется просто отдохнуть от суеты и почистить менталочку. 10 объятий из 10.
想说的话很多,但临了却不知道该怎么开口,用一首歌里的歌词来表达我的感受吧。是N.Flying的STARLIGHT: 이제 몇 번이라도 다시 볼 수 없어 如今已无法与你再次相见 가만히 널 바라보죠 只能静静地望着你 날 기억할까 내게 남아 있어서 你还记得我吗 我这里明明还残存着你的痕迹 피어나서 멀리 속삭여 STARLIGHT 在远处低声耳语的星光 단 한 번이라도 그댈 보고 싶어 哪怕一次也好 想要与你再次相见 서서히 기억을 먼저 하늘로 보내 가면서 先将记忆缓缓放逐天空 아이가 되어 가는 그댈 미워하면서도 哪日你若从天空俯瞰 请务必为了我 가장 큰 외침으로 빛나여 주세요 以最大的呼喊声发光发亮吧 내가 가는 길을 환히 열어 지켜봐 주세요 请务必敞亮我前行的道路 看着我走下去
♥♥♥♥ this game. "oh i'll enjoy this soft cozy time and process my grief this will be so cathartic" WRONG. I AM SOBBING BRING [spoiler]STANLEY[/spoiler] BACK YOU ♥♥♥♥♥♥♥ MONSTERS i have not cried this hard at a game since life is strange in 2017 ♥♥♥♥♥♥♥♥♥♥♥ edit: i cried again at the end which is cool or whatever
It's been 24 hours since I finished the game, and I'm still thinking about it... I can sum it up in one sentence: “It's not about reaching the end. It's about the journey.” I can't remember the last time I genuinely cried over a game. Without a doubt, I'll carry more than one character in my heart, especially Stanley.
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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