
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 →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Hours played at review time, across 616 reviews with recorded playtime.
Reviews
Themes across 612 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
好游戏 除了潜水员戴夫之外第二个愿意打全成就的游戏 即使是原价也值得入
画风玩法音乐都很棒,非常适合手残党及休闲玩家,感觉只要不是很着急游戏进度的话也不会很肝。
I've given this game more time than I planned to because I kept thinking it would get better... Spoiler, it didn't. This is not an emotional story based game like the video would have you believe, this is at best a resource management game, barely any story, no tie in, no emotional investment. Bought this on sale and didn't think it was worth it.
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。
abracinho :)
게임 악질인점 보내고싶지않아서 끌어안고있으면 스토리 진행이 안됨 젠장 ㅠ 결국 보내야 한다...
好玩 但有点玩不下去 美术很好 剧情ok 流程略无聊 心理震撼巨大 流程的无趣可接受 接受不了的是一个个伙伴的离去 所以比起无聊 更让我无法继续游玩的是不舍
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。
After hearing from many different sources that this game was amazing, I am genuinely disappointed in my experience with it. The art style and animations were great, I loved the lighting. However, the game doesn't flow the best. It's far too grindy in the late game, and I spent over half my playtime with a nearly empty ship because being good at taking care of your passengers means they leave you sooner. I respect what the devs were aiming for, learning to accept death and loss, but I feel that certain characters were not handled well at all. [spoiler] Atul just up and vanishes after you have the big dinner and no explanation is given whatsoever. He's literally the only character (other than Buck) that never goes to the Ever Door. [/spoiler] I had to google what happens to two of them because the devs just didn't bother explaining it. In a game that is as dialogue heavy as this one, there is no reason to leave these details out. In the end I wanted to feel sad, I wanted to be moved by it all, but I couldn't and wasn't. The game fell very short of it's goal in my eyes. P.S. ♥♥♥♥ Elena.
完全爽玩
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Japanese, Korean
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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