
Build your farm and relationships with townsfolk, or forge ahead on a quest of magic, monsters, and dragons. Level up through a skill tree in 8 person multiplayer, or adventure solo!
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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, Danish, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +3 more
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 606 reviews with recorded playtime.
Reviews
Themes across 605 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
https://hio0606.tistory.com/219 개발사에서 안해주는 거지같은 한글패치 내 돈 써서 했습니다. 아내가 하고 싶어해서 전체 재번역. 짜증나게 게임 자체는 재밌음. 널리 알려주세요.
I have mixed feelings about this game, but I absolutely love what it could have been and I think it easily has the potential to become my number 1 favorite cozy game ever. I currently have 230+ hours in the game, I have earned nearly every achievement (except for the multiplayer ones), and I have basically 100%'d the game. So needless to say, I loved playing it, and found the gameplay loop very addictive. However, there were a lot of negative experiences as well. This review will be thorough, and it will contain minimal beginning-game spoilers for anyone looking to buy the game. I'll start by listing some of the positives aspects: - First thing that everyone will notice is the art. This is without doubt one of the most beautifully drawn and decorated worlds I've seen. So many other games tend to feel like a group of textures that are just thrown together, but Sun Haven truly felt like a completely cohesive world. There were never any areas that felt empty with a couple random items copy-pasted here and there, everywhere I looked was completely packed and gorgeous. I could honestly go on and on forever about this. - The incredible character customization at the beginning of the game! Getting to choose between several different races, where each race has unique skills and abilities, then getting to choose a starting profession and gear, amazing! This choice affects how you play the game, and it adds a lot of replay ability. - The level-up and skill tree, tons of choices to choose from! - Complex food mechanics where you can permanently increase stats by eating food, but you need to eat a variety of food to do so. It encourages you to explore and try new things. - Enormous map(s). Many different areas to explore. - Great selection of 20+ romanceable characters. - The variety of magic/spell mechanics built into both combat and farming were super fun. - The Greenhouse. Seems like a minor detail for a review, but trust me. Dude, that "greenhouse" is one of the most brilliant and incredible things I've seen in any farming/cozy game! That's not just a greenhouse, it's a teleporter to an elven forest pocket dimension!!! Such a brilliant idea for a heavy fantasy setting game like this! - Instant mounts. I love that you click a button, and your mount is instantly summoned and you're already moving faster. Compare that to other games where you pause, play a flute, wait, manually mount, then proceed to run. Then dismount for every single action like talking to people or picking items up, then redo the whole thing over again. This game streamlines it and speeds the whole thing up, which I love. Now for the less fun part; the negative aspects. - There was a simple recurring thought I kept having constantly throughout the whole game. Whether it was talking to NPCs, finishing the main quest, marrying someone, or many other activities; "This feels unfinished". For example, and minor spoilers ahead for the rest of this paragraph, when you choose to have a baby, you literally select the option in a text box, and that's it. No talking about it with your spouse, heck they never even mention it. No waiting/pregnancy period, nothing in the world changes. Nobody in the world comments on it. - This brings me to the next point, all NPCs felt very disconnected from each other. No matter what happened in the world, nothing the NPCs did changed. For example, I could talk to somebody, marry their sibling, then divorce them, and through that whole thing nothing would have changed. Nobody in town has any different dialogue or anything, nothing happens. - Which leads right into the next point, the NPCs felt very one-dimensional or shallow. It felt like they were all written by the same person, their personalities hardly differ. Other than their visual design which again looks stunningly amazing, the writing itself just felt hollow. - And once again, that segways into the next point with the NPCs not having weekly schedules. This is something I picked up on right away, all the NPCs do the exact same thing, every single day. There is no variation anywhere. It makes all the towns/cities feel robotic and monotonous. - This, again, leads right into the next point. There really is a running theme here, isn't there? Odd NPC interactions. For example, with quests. If an NPC asks you to meet them somewhere at a certain time, they won't adjust their schedule to walk to that spot. They will still have their exact same daily schedule. When the time hits, a still image of that NPC just appears at that spot. Often times the NPC will even walk past the "NPC" version that is standing still for the quest. It didn't feel like I was meeting a character, it felt like clicking an interactable object that appeared out of thin air. There are many more points I could mention, but I think this is enough to get the point across. All of this just made it feel very unfinished to me. So many aspects just felt like there was a great idea, but the idea was never implemented. I doubt this will happen, but if the devs keep working on this game and fully flush out all of these details, with the framework they currently have I know this could be something really special. It just has a long was to go in it's current state. My overall rating is 7/10 - 10/10 art - 7/10 story - 9/10 locations - 2/10 character design/writing - 9/10 game mechanics
我死之前能出中文吗?如果不在意剧情的话也能很痛苦的玩下去,嗯,但是要是有人说游戏性不好的话我第一个咬TA。当前这个游戏就处在一个很尴尬的境地,玩又很吃屎不玩又浪费我的钱和这么好玩的游戏 机翻烂到什么程度呢?游戏名Sun haven能在多处翻译成“桑黑文”......那我只能誓死效忠桑黑文了,有没有懂的23333
진짜 이 게임을 사놓고 근 2년을 기다리는 것 같다. 번역 패치 꼬라지 좀 제대로 해봐라. 그럼 번들 다 사줄테니깐. 니들이 번역하겠다고 모드를 쳐 막아놨으면 똑바로 해야할거 아니냐? 생각하는 수준이 요즘 애들보다 떨어져선 어떻게 게임 만드는지 참 신기하다. 니들이 못할것같으면 유저들한테라도 맡겨라. 스팀게임 묘미가 모드를 만들어서 유저와 게임사가 같이 간다는거 아닌가 생각든다.
번역 이슈가 있어서 찜만 해두다가 할인했을 때 구매했습니다. 스타듀밸리랑 비슷한 장르지만 게임 규모가 훨씬 크고, 플레이해 보니 정말 잘 만든 게임이라는 게 느껴졌어요 다만 많은 유저분들이 번역 관련 리뷰를 남기는 이유를 바로 알 것 같았습니다. 영어 원문을 찾아보니 캐릭터 하나하나가 정말 잘 만들어져 있었어요. 성격과 말투, 세부적인 설정까지 공들인 게 느껴지는데 번역이 그 매력을 상당 부분 살리지 못하는 것 같습니다.. 반말 캐릭터가 존댓말을 하거나, 직역투 말투, 오역 등으로 캐릭터성이 달라지는 경우가 상당히 잦습니다. 예를 들어 준의 대사는 1마일 떨어져도 당신인 줄 알았다기에 마법사인 줄 알았는데 원문 보니 "I knew that was you. I could spot you a mile away." 직역하면 맞는 표현이지만, 한국어에서는 멀리서 봐도 당신인 걸 바로 알았어요. 정도가 훨씬 자연스러운데 이런 작은 뉘앙스 차이들로 캐릭터성이 크게 바뀌기도 했습니다. 영어 원문을 찾아볼수록 이 캐릭터가 원래 이런 캐릭터였구나 하는 경우가 매우 많았습니다. 게임 자체도 훌륭하고 캐릭터들도 정말 매력적으로 잘 만든 게 느껴집니다. 그렇기에 번역 문제로 그 매력이 한국 유저들에게 온전히 닿지 못하는 게 너무 아쉽습니다.ㅠㅠ
游戏是好游戏 中文汉化不行,
The art is beautiful and the graphics are charming, what a shame it took years for the artists to be credited. I can't recommend the game when all of the people who worked so hard to make the game appealing behind the scenes were treated so terribly. This isn't the kind of thing I want to support, especially since 'the powers that be' for Sun Haven are still doubling down and pumping out unwanted DLC in the interest of greed instead of allocating those resources to other areas of the game that could desperately use improvement and would greatly benefit from the effort. At a glance, the game looks amazing. But in reality it's a game with a lot of potential and a lot of promises that it doesn't deliver on. There's only so much to invest in. Sun haven appears vast, but it's ultimately shallow. The writing is compelling only on a surface level, the characters are intriguing but stuck in a place where you're constantly thinking you're just about to experience some depth from them, but you never do. They coast by on their designs to be perfectly honest. They look pretty, so people ignore their increasingly apparent shortcomings. The reason there is so many bachelors/bachelorette's is probably because they receive just enough attention in development to make them marketable, and not much more. It truly feels like some people are doing their parts - the artists, mostly - but others just aren't, and it completely lets the game down. (Looking at whoever is in charge of overseeing and greenlighting the writing, the concepts are good, but the execution.. Not so much. Even the sentence structuring is questionable in places. There are some good bits, but they're so short and easy to miss, it's easy to overlook the bright spots.) The gameplay isn't bad, and the magic system is interesting. I won't lie and say I didn't have fun playing, I've spent over 200 hours on this game. However I'm realising that most of the fun I had with this game came from my own mindset. A lot of my enjoyment was driven by my own imagination - by all of the potential I was imagining for the game that, in reality, was just a constant anticipation for things that never came to pass, always feeling like I was just on the cusp of the game getting so much better, and it just.. Never did. I think the fun wears off when you realise that long-term, there's nothing to feel invested in. They make it seem like there's so much more to do than there actually is. All of the most interesting features feel half-assed. E.g the character customisation/species selection - it isn't an immersive system at all, despite how it's presented. It effects some flavour text and a single starter spell you get depending on race. If it affects relationships and dynamics with NPC's, I haven't noticed. Oh, and when you get a salon in town, you can change your species at will, whenever you want. Do you know why it's so easy to do so? Because it affects so little about the game that a change that should be monumental and should transform your game experience completely changes absolutely nothing. Why does a feature feel like a mod? It's purely cosmetic. Story and writing is very important for games like Sun Haven, just as important as the gameplay to most people when it comes to cozy/farming games. But Sun Haven just keeps adding more and more unwanted 'expansions' instead of refining what's already there. The writing quality is subpar, and hardly compelling. Relationships feel shallow. Marriage and children are often an important, usually end-game feature that require a lot of attention and dedication to be done well. Sun Haven does not do the feature well. Your spouse doesn't act like a spouse other than getting a room in your house and a few constantly recycled dialogues and gifts. No other characters comment on your relationship after the wedding. You're not marrying a character, you're marrying an attractive sprite. There's nothing personalised about leading up to the decision to have a child with any specific romantic interest, they all react the same way despite the fact that circumstances would probably make this a pretty big consideration for some characters in particular, given that different characters seem like they'd have different attitudes on the subject given their backgrounds, unresolved life goals, certain quest progressions, etc. But that would require the game caring about them and their agency as characters in a narrative instead of their sole significance to whoever's in charge as a marketing strategy. There's no regard given to immersion at all. If you have a child, your spouse ignores them completely and doesn't seem to so much as mention them in dialogue. Not after having them as a baby, not as a toddler/child. They grow up a bit and have a 'routine' that is supposed to make them feel like a part of the town, but they.. Never feel like a part of the town. NPCs act like they don't exist. The game feels soulless, I'm guessing in no small part due to what was happening behind the scenes. Or what still might be, for all I know. The ones in charge don't care about making a good game, they don't care about the community, they don't care about actually making it better. They care about making money. It doesn't matter how many brilliant people they hire who are good at their jobs if they're still limited by a 'more, more, more' mentality and executive decisions to prioritise moneygrab DLC's over any kind of substance being added to the game or it's narrative. I loved the 'idea' of Sun Haven. I had fun with the 'idea' of Sun Haven. But the reality is.. So disappointing. Ultimately, the reason I'm so disappointed is because I did believe it could be so much better. And I have very little, if any, faith, that it will get better at this point, no matter how much time and opportunity it's given to do so, no matter how many superficial updates they cheerily announce as though nothing that went wrong with the game ever went wrong, because the problems are at the very root of it's development. I don't see that changing any time soon. I always want to believe there's a chance. But I will not be holding my breath.
我从来没给哪个游戏打过差评但是太阳港成功做到了好吧。不做些利好玩家的更新天天卖你那个贵得要死还不值的dlc和周边是吧。我玩这游戏的时候主线还没做完,很久以后回去看了一眼居然还是一笔未动,今天一时兴起往下一拉评论区更是发现机翻问题居然还没解决,请问你们卖dlc的钱是进狗肚子里了吗?具体的优缺点评论区也有大佬长评说明了,反正我就在这一句话总结:别买!这种垃圾态度完全不值得你给他脸!👎
As much as I love this game, I'm really done with it. Starting over every time they do a massive update? It's the third time. The world is so beautiful, but I'm stuck running circles, and there's a ton of bugs. The routine has finally got me :( Another thing is how they treat their devs. Talk about being humane...
移动房子就全没了,而且都不能强制回档,琳的唱片,美琳送我的画,各种纪念品、戒指什么都没了。好歹提醒一下吧,就一秒钟什么都没了,就算是在游戏里错了事也没办法挽回吗?我想借游戏来逃避现实,结果却玩的这么痛苦。我是如此沉迷于种田游戏,努力就能得到一切,多么美好的一句话,可就算是在游戏里面也会一无所有吗?我真想躲着这个世界,无论做什么都做不好的世界
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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.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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