
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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Stats
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 616 reviews with recorded playtime.
Reviews
Themes across 615 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
얘네는 지들 게임 평가 ㅈ박고 있는거 뻔히 보이는데 왜 번역 퀄리티 패치 안해주는걸까 개똥고집인가 비응신들
Oyun fena değil ama Stardew Valley'den sonra hiç sarmadı. Normalde tavsiye ediliyor olarak paylaşırdım ama yapımcının çalışanlara para ödememesi muhabbetinden dolayı önermiyorum. Bir de oyunla alakasız ama Türkçe çeviriyi yapanlara bir şey söylemek istiyorum. Aga siz hiç açıp kontrol etmediniz mi yaptığınız çeviriyi bu ne kadar kötü bir makine çevirisi böyle. Göğüslük anlamındaki chesti sandık diye çevirmişsiniz, geri anlamındaki back kelimesini arka diye çevirmişsiniz. Daha neler neler var kısacası saçma sapan baştan savma bir iş yapılmış.
I consider myself a patient player. When I dislike a game, I first try to understand the developers' intent: what they wanted me to feel and how they expected me to interact with the systems. I tried to understand Sun Haven. That is why this review is negative: my patience did not run out over one small thing, but because the game feels like it does not understand itself. I am not going to spend time on the translation issues or the stiff characters. My problem is different: Sun Haven has many mechanics, but many of them either have no purpose, get devalued by other mechanics, or feel unfinished. The easiest example is armor, jewelry and potions. On paper, these are important parts of progression: you craft gear, brew buffs, get stronger. In practice, almost all of these bonuses are replaced by permanent upgrades. The arena, food, community tokens, mine resources - all of that gives health, mana, armor, attack and spell damage forever. Even the best armor set does not feel like a meaningful step. It feels like being moved a couple of weeks ahead in a grind that would make the gear irrelevant anyway. By winter of year one, I had taken off almost all my armor and jewelry, keeping only farming rings and a hat. The difference against strong enemies was laughable: with gear I killed them a little faster; without gear the fight took a few seconds longer. Potions have the same problem. To make 10 of the strongest +12 attack potions, you gather resources and wait for crafting. In roughly the same time, you can get around +40 permanent attack by giving gifts, doing daily quests, and arena. Great system, if the goal was to teach the player that the system can be ignored. The second major pain point is resource management. The game has three large regions with their own farms, resources, stations, furniture, food and crafting chains. On paper, that sounds exciting. In practice, "unique" locations do not remove shared resources, so the player chooses between three kinds of pain: carry resources between farms, constantly return to the main farm for some missing item, or centralize everything in one place. I chose the third option. I ended up with around 80 large chests, 12 global item categories, every crafting station, and themed zones for different regions. Organizing it took about 20 real-life hours. Yes, now I press one button and items fly into the correct chests. Convenient. But having to build a warehouse terminal just so the game stops choking me says a lot about the design. The more locations the game opens, the less it feels like exciting content. After the elven farm, I was no longer excited for Withergate or the ocean floor. I was thinking: great, now they will dump dozens more items, stations, recipes and another layer of manual chaos on me. Exploration loses appeal when you know you will later have to organize and search through it. If you do not, you are sentencing yourself to constant pain while looking for that one item you can't remember where you put it. The skill trees leave a similar impression. At first, progression looks huge and useful: a bonus here, a bonus there, you want everything. Then you realize that outside of new spells and recipes, many perks give almost nothing. For example, the perk that gives a chance to get coal from rocks. Guides often recommend it because coal is useful early. In practice, 3 skill points can turn into a few extra pieces of coal per run. Three points for "well, maybe +4 coal per 10 mine floors." Wonderful. There are many perks like that. Selling bonuses give pocket change. Production speed bonuses only work while you are nearby; leave the farm or house, and the speed goes back to normal. Most fishing bonuses are made irrelevant by one bubble spell. Movement speed can become so high that you start fighting your own character. The most honest perk is the animal husbandry one: "your animals are very happy, no gameplay benefits." That note fits half the skill tree. Fertilizers and crops have the same issue. The crop variety is big, and it could have been a strength. But fertilizers again run into the question: why? Extra crop chance can be covered by totems and farming gear. Infinite watering is replaced by mana food and spamming rain. Growth speed fertilizer sounds great, but works worse than it sounds. When the game says "+50% growth speed", you expect an 8-day crop to grow roughly twice as fast. In reality, the mechanic calculates it differently, rounds it, and you get closer to 2 days saved instead of 4. It is easier to plant more seeds than gather resources, craft fertilizer and pretend you are optimizing anything. The economy is strange too. The game has a sharp transition from "I have no money at all" to "I have so much money I do not know why I need it." There is a short pleasant moment between those states, when you earn a lot and spend it on seeds, furniture, food and clothes. But it ends quickly. There are many professions, and technically you can do anything. In practice, many feel like checkbox activities because the balance between usefulness, time and income is uneven. Resource disposal is especially annoying. In some places, the game can be smart: regular stone can become decor, skill books, copper, gold, jewelry and money. Great chain: trash becomes useful. Then you go to other locations, mine thousands of themed stone, and the game says nothing. What do you do with it? Store it. Admire it. This is not only about stone: one resource is needed everywhere, while another drops from the same activity but is used in a couple of recipes and sells for pennies. Cooking has similar problems, and fish are funnier: need a specific fish? Too bad, fishing is random. Stardew's bait maker waves at this half-baked imitation. All of this would be easier to tolerate if the technical side were solid. It is not. I played through several major updates, roughly from version 2 to 3.1, and regularly ran into bugs of varying nastiness. The map sometimes does not show the player position. Large chests cannot be properly renamed, which is critical for storage. In the elven tree quest, my jump bugged so badly that I could not progress; that was when I dropped the game until the next update. Mount collisions still feel wrong: visually you are near one tile, but interacting with another. There are also smaller but exhausting problems. The rain spell sometimes refuses to water one random tile. If you miss it, your crop cycle desyncs. The final straw was an update after which regrowing crops stopped maturing. The game says: "ready tomorrow." You come back tomorrow: still "ready tomorrow." I wanted to feed myself with those crops the next day, but instead the game kept feeding me "tomorrow". Other players get the opposite bug: crops are endlessly ready to harvest. Farming is the core of the game, and it can randomly break years after release. Optimization is also questionable. For a pixel farming game, Sun Haven is too resource-hungry and unpredictable. My farm can run fine with piles of machines, crops, totems, scarecrows, fruit trees, pets and animations, and then the FPS drops in a mine or elven location where it is not clear what is trying to burn my computer. I have seen fewer weird drops in Terraria, Stardew Valley and Minecraft. Sun Haven is not just "a game with flaws" to me. It is a game where good potential drowns in unfinished systems. It gives you scale, then turns it into warehouse logistics. It gives you progression, then devalues it with permanent bonuses. It gives you crafting, then makes you think not about creativity, but about where the next resource is stored. It gives you farming, then breaks the crops. It gives you chill, but first asks for mental preparation, mods and the ability to laugh through clenched teeth. I really tried. More than 200 hours. Now I can finally relax by taking a break from this game. If that was the developers' meaning of cozyness, then I understood it perfectly.
If you love the game for its art style I would suggest that you research "Pixel Sprout Studios lawsuit" or just watch the video essay by CozyGate. This company does not credit or pay their artists appropriately. Support your artists or you wouldn't have video games in the first place! 😡😡😡
В общем и целом игра хорошая, я люблю игры подобного жанра, меня в ней устраивает практически все. За исключением одного НО. Перевод на русский корявый что без матерных выражений не сказать, лучше в первую очередь займитесь локализацией сделайте на это упор. в некоторых моментах перевод отсутствует, и когда читаешь даже переведённый диалог не понятно что говорят персонажи. только из за кривой локализации ставлю 8/10
A fun game with familiar mechanics, but what sets it apart is the design of everything, in which the company refuses to acknowledge the artists, and that's [h2]unethical and bad practice.[/h2] What's even sadder is that what isn't design isn't well done; the regionalization (translation into other languages) is the worst I've ever seen in any game. They should have at least tried, making the company a joke and unethical. This was the first and last game I'll buy from this company.
Хороший [h3]Фермерство[/h3] игра, Пиксельный Спрут Студия! Качество русского локализация является [i]удручающий[/i], но меня радует эта игра, особенно с модами на спринклеры, скорость бега и отсутствие ограничений на прокачки скиллов! 1. -о боже, спасибо за отзыв! 2. -интересно, сколько ещё...
Don't. Sun Haven looked promising, and I've given it grace, and I've given it patience. For years. Over 3 years. The game released March 10, 2023, I made my first character March 13, 2023. All this time later, I want to like it, but I can't. It's all width, no depth. They keep expanding the world, but refuse to deepen the story. We are solely a hostage behind the eyes of the character we make, who isn't even ours. Every dialogue feels alien. We're either glazing the person we're talking to, or being ruthlessly insane in our responses. They keep making DLCs to milk you for your money, but updates are either tiny or nonexistent. It's somehow made FOR multiplayer, and yet it sucks to be in multiplayer. It's often that I craft something, someone clicks on the bench, what I made gets spit out onto the floor, and ceases to exist because of desync. This is a money grab. Through and through.
Enjoyed this quite a lot, really was getting into the zen mode of a good farming sim but then when my co-player updated the house as a nice surprize for me, we go in and find all the items was deleted, with no hint that would happen. All out plushies, and the chest with important critical items like the water breathing stones. Gone. I looked for a fix, but there was none. So, yeah. No. We would have to start the game over. Instead, we are deleting and warning others.
buggy azz game
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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