
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
No suelo reseñar los videojuegos, pero este se lo merece. Es relajante, sencillo, intuitivo y divertido, además conecta lo espiritual con lo terrenal, lo cual me parece precioso. Posee un apartado artístico precioso, el juego está muy bien optimizado y cuenta con un gran mundo abierto para explorar. Si quieres un buen juego, te recomiendo este.
Та самая игра с распродажи, которую ты покупаешь за оставшиеся деньги, не ожидая ничего особенного. Ан нет, оказался проект с хорошей историей. Игра трогательная, к персонажам привязываешься, и моменты после того как ты их отпускаешь, действительно печалят. Но это только до последней части игры, там ты этих бесполезничей привередливых хочешь уже побыстрее отправить на тот свет. Люди указывают на гринд, и я даже с этим соглашусь, но с нюансом. Если вы человек любопытный, и секретики с сундуками закрываете, то полезные чертежи получите, которые хорошо повышают производительность зданий. И как только вы их берете, гринд уходит сразу на второй план. Ведь ресурсов у вас от перепроизводства будет гора. Так что будьте любопытней, игра это поощряет.
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.
The game has such lovely and hard hitting stories- it literally will hit you in the feels. It has lots to do as well- till mid late game. Unfortunately for me, I try to 100% my games (or am trying to for those I liked -.-) and the late game for this game is HOOOOOOOOOOORRIBLE, I've done every other achievement I could but now am quest locked in a quest that takes DAYS to update in game. So I sit here. And stare at my screen. While I float in circles, because I have nothing left to do. Game is beautiful-late game *sucks*. All the good upgrades you dont get till you dont need'm anymore either- fyi.
this might be my favourite game of all time. it's so emotional and wholesome. the characters are incredibly loveable, the gameplay itself feels so smooth, alongside perfect animations and a beautiful artstyle. I have replayed this game from start to finish 3 times over now, on PC aswell as on Switch, and I fully intend on purchasing merchandise in the future... overall so beautiful and highly recommended; but if you're sensitive and empathetic (like me), definitely be careful playing too much at once haha <3
게임 악질인점 보내고싶지않아서 끌어안고있으면 스토리 진행이 안됨 젠장 ㅠ 결국 보내야 한다...
진득하게 게임하나 오래 하고 싶다 추천함. 이거 저거 할것도 많고 배 넓히거나 구조물 추가하는것도 많고 내가 편하게 다니게 편집으로 구조물 이리저리 편집하는것도 좋고 섬들이 많고 섬들마다 퀘스트 주는애들도 있어서 게임 볼륨감은 굉장히 큼. 근데 게임할때 꼭 제미나이나 챗지피티 켜두고 같이 해야 편함. 나도 왠만하면 공략은 안찾아보려하는데 안찾으면 진짜 도저히 못찾을꺼임. 게임이 순서대로 진행되는게 아니라 내가 가는 순서로 진행되는거라 굉장히 뒤죽박죽하고 이 섬에서 죽어라 도전해도 안되서 포기하고 한참뒤에 스킬얻어서 다시 그 섬으로 돌아가서 하고 이런 돌아가는식 형식이 많음. 걍 구글 검색보다 ai한테 물어보면 바로바로 알려줘서 적당히 써먹으면 스트레스 덜받음. 그리고 노가다가 꽤 심한데 이건 그냥 반쯤 포기하고 내려놔야 나도 스트레스 안받음. 한국인들은 빡빡하게 농장 풀가동하고 물 계속 주고 심은거 뽑고 할껀데 나는 그러다가 지쳐서 당장 필요한거아니면 농장물 그냥 냅두고 양이나 닭도 먹이 안주고 냅두고 이런식. 이래도 별일 안일어남. 추천: 난 볼륨이 큰 게임을 원한다/노가다,힐링게임 좋아한다/혼자서해도 둘이서 해도 좋다. 비추천: 노가다 싫어한다/ 지루한 흐름을 싫어한다 / 찾아보는걸 싫어한다/타이쿤게임 싫어한다 나도 노가다 별로 안좋아하고 지루한 흐름의 게임은 안좋아함. 예를 들면 스타듀벨리같은게 취향이 아님. 하지만 또 아기자기한 그림체나 힐링게임은 좋아하는편이라 맘에 들면 사긴하는데 대부분 1-2시간하고 방치함 이 게임도 마찬가지였는데 1년동안 묵혀두다가 오랜만에 그냥 잔잔하게 조용히 혼자 게임하고 싶다 생각으로 다시 켜보니 이런 개꿀잼이..... 하다보면 스트레스 받긴하는데 그러면 그냥 가차없이 꺼버림. 근데 넋놓고 하다보면 4-5시간 훌쩍감 사람마다 얼마나 다양하게 여기저기 둘러보고 활용하냐에 따라 게임볼륨감이 달라짐. 난 일단 50시간정도했는데 반절정도 옴. 가격만큼 하는거같긴한데 할인안해도 무조건 사! 이런게임은 아니라 할인할때 사보는거 추천
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
太肝了
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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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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