
Embark on an adventurous journey to explore the Quinfall universe. Be a part of unique battles and an immersive story with dozens of different professions in the depths of medieval times in an all-new MMORPG experience.
Modeled estimate, not a reported figure. How we estimate →
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About
Embark on an adventurous journey to explore the Quinfall universe. Be a part of unique battles and an immersive story with dozens of different professions in the depths of medieval times in an all-new MMORPG experience.
OPEN WORLD
Explore the world's largest MMORPG map with an area of 2016km2. Shape your adventure in five regions with their own unique, distinct climates. A living world awaits you with a map that adapts to four seasons with changing weather conditions and a day-night cycle.

WAR
Non-Target combat dynamics and a PVP-PVE experience based on sleight of hand and player experience allow you to experience all battles with a greater sense of spectacle and depth. Experience immersive medieval combat with thrilling ship battles, island skirmishes and castle sieges. The open-world PVP system brings a whole new combat experience every step of the way.
PROFESSION
Organize your equipment according to your own play style with a specialization system consisting of dozens of different professions suitable for the time and 9 different weapon systems. Don't depend on the odds with an equipment crafting and development system that is not luck-oriented. Sell your products to other players with the dynamic trade system and create trade routes with caravans. Never be alone on your journeys with countless mounts and pets to accompany your character. Build your own home or create your clan island with your friends. Discover unique monsters, events and locations that fit the Quinfall storyline.
CHARACTER CUSTOMIZATION
Create a character that's all your own, in the style you want. Add a unique touch to your character with hundreds of different muscle and bone controls on the face.
STORY
Explore the impact of the monstrous god Pelyonas, the dragonborn gods Greis and Kreas, and many more gods on the universe. Uncover the backstories of dozens of main characters with deep-rooted stories, or observe the fractured daily lives of others in the realm. Learn the secret behind the cursed crown that changed Quinfall's fate. Bring peace and tranquility to a universe plunged into civil war, or become part of the growing chaos. Become part of this unique adventure as you play through a constantly updating story. Remember that the choices you make can change the fate of the Quinfall universe.
OPTIMIZATION
Get ready for a hyper-realistic world with advanced graphics and state-of-the-art systems. Get optimal performance on every system with unprecedented high-level optimization. Enjoy smooth gameplay even in high player counts and crowded environments.
Genres
Stats
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, Russian, Turkish, Japanese, Portuguese - Brazil, Polish, Ukrainian, Korean +1 more
Engagement
Hours played at review time, across 79 reviews with recorded playtime.
Reviews
Themes across 79 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
Sadly another game that uses AI slop to make there game with in game assets and tts bots to tell the story of the world it even for a dollar this game isn't worth it for this game not to mention the in game cash shop looks like either flipped assets or some gen AI slop save your money find a better game
Hopped in with some friends and got a good laugh while playing due to how broken and/or janky everything was. It's an actual asset flip. I'm not even being overly critical here. It's just very obvious as soon as you get into the game. The mechanics feel janky, like made in a month for some college project janky. The visual assets barely look like the belong in the same game and don't fit. The mechanics on just about anything you touch in this game either don't work or feels like it is barely working. other quick things to mention: The blend between animations feel sloppy and end up looking rather goofy; UI is ugly; Can't use A/D while sprinting; Pressing esc doesn't bring up the normal menu you are use to and you have to hold ctrl to get to it; Adding your friends isn't possible from the 'friends' window or at least it isn't obvious how to do so from that window; A pvp Arena event popped while playing so we joined, we were the only ones to join. While in the Arena we could not even drop each others health. Like we stood still to simply try to die and it just wouldn't happen. Not too mad because I paid a dollar, but i would not pay the full $10 price tag on this.
[h2] The "New World" Clone That Inherited the Same Identity Crisis [/h2] As a long time New World veteran, I decided to try out The Quinfall. The similarities between these two games are absolutely undeniable. For refugees leaving Amazon’s sinking ship, you will feel right at home here, but unfortunately, that is a double edged sword. The Quinfall suffers from the exact same fundamental identity crisis that plagued New World for years, and it is buried under a layer of uncooked jank. I didn't want to give this a flat thumbs down, but without a "Mixed" review option on Steam, I have no choice. There is a framework of a good game attempting to break through here, but it is currently suffocated by rough animations, severe performance optimization issues, and a dated 2010 aesthetic in my humble opinion. The game is desperately trying to serve two completely conflicting player bases without a clear direction, ultimately alienating both. It markets itself as a massive open world for everyone, attempting to court hardcore, competitive open world PvP groups while simultaneously forcing a deep, sandbox lifeskill loop down the throats of casual players. But it takes more than just PvP activities to make a proper MMO. Amazon couldn't figure that out, whereas World of Warcraft proved that listening to the silent PvE majority (by adding content like Delves) is a massive success. The Quinfall forces these crowds to bump heads in a toxic global chat where defenders dismiss valid criticism because the game is heavily discounted, it being 0.99 cents. Once you hit Level 50, the game’s core content hits a massive brick wall. The story and quest lines completely vanish (the story is non-existent if I am being honest). If you are here for an immersive RPG journey, you are in the wrong place, and surprisingly, that was the one area New World actually handled better. Endgame PvE here consists entirely of mindlessly grinding open world mobs with brutal, un-tuned level scaling, repeating a tiny handful of dungeons, running around clicking nodes, and farming New World corruption breaches, uh sorry, I mean "Rifts". [h2] Predatory Monetization [/h2] My absolute biggest complaint is the predatory monetization of basic inventory space. The community defense of "But dude, the game is practically free, the monetization isn't a big deal" is completely nonsensical. You have to be completely out of your mind to be willing to defend something like this. It does not matter if a game costs $1 or $70. Forcing players to buy premium currency to expand basic inventory slots, and THEN forcing them to pay for item weight reduction on top of it, is a notoriously frustrating and predatory design choice. It completely ruins the game's best feature: its deep gathering and crafting mechanics, which also mimic New World. A lifeskiller cannot naturally play a sandbox game when basic storage capacity is held hostage behind microtransactions. You CAN play without paying of course, but it's not going to be a pleasant experience unless you have the patience and tolerance of a saint and don't mind playing inventory tetris. And for those of you who say "it's not forced, it's optional", no lol, your BS defense is a classic corporate bootlicking argument that completely ignores how modern sandbox game loops are intentionally designed. The devs are intentionally creating an annoying problem and then sell you the fix. They do the same thing that Fallout 76 does with it's storage problem, and for those who played 76 you know exactly what I'm talking about. The Quinfall devs purposely set the baseline starting inventory slots and maximum weight capacity incredibly low. Then, they flood the game with hundreds of different types of un-stackable crafting materials, monster drops, raw ores, and equipment pieces, knowing damn well that you're going to struggle with it and be pressured to pay up. If you are running around mining copper, chopping trees for Resinous Hardwood, and gathering lavender, your bag will hit 100% maximum capacity and lock your character down within 10 to 15 minutes of casual play, depending. Saying inventory expansion is "optional" in a crafting MMO is like saying buying a fishing rod is "optional" in a fishing simulator "just use your hands to catch the fish dude!". You literally cannot participate in the core loop of the game efficiently without expanding it, let's not be silly here. Some people might say "Just run back to town and empty your bags, quit crying," they are missing the point. Forcing a player to interrupt their gameplay every 10 minutes to walk all the way back to a city vault is a deliberate tax on your real-world time. The game is essentially saying: "Pay us premium money, or we will intentionally waste your free time." That is coercion, not an optional feature. But no matter what you say, it will always be the same result with these people, which is "Me like game, you bad person cuz you no like my favorite game". There is no rationality here. To make matters worse, the UI and baseline systems are a mess. For example, the physical "Grinder" station explicitly instructs you to dismantle unusable gear, yet it completely rejects armor and weapons because the developers didn't exactly make it clear what this thing is talking about. They could easily fix this, and the post lvl 50 content issue, but the devs seem to be spending months prioritizing graphics engine overhauls and large scale PvP castle sieges for zerg clans. Not to mention the devs have a really shady history that leave me feeling a bit weird, do some research on Vawraek Technology Inc. and you will understand. I'm not trying to accuse them of being bad people, but their history is interesting nevertheless. [h2] Final Thoughts [/h2] I want to believe in The Quinfall because it has some good bones under its undercooked mess at the end of the day. Perhaps the company behind this game will prove me wrong as time goes on. I will continue to play to see what becomes of it, but I am absolutely not getting my hopes up. I heavily fear it will follow New World down the path of a wasted baseline concept and rapidly die off, but here is to hoping that isn't the case.
The games direction has been on a downward spiral and the dev does not care, they literally cater to a small group of individual players
Quinfall, yıllardır gördüğüm en büyük hayal kırıklıklarından biri. Verilen sözlerle ortaya çıkan oyun arasında dağlar kadar fark var. MMO diye çıktığı halde ne savaş sistemi tatmin edici, ne optimizasyon kabul edilebilir seviyede, ne de içerik oyuncuyu uzun süre oyunda tutabiliyor. Sunucu problemleri, bitmek bilmeyen hatalar, dengesiz ekonomi ve özensiz güncellemeler oyunun en büyük sorunları. Her yama bir şeyi düzeltirken başka bir şeyi bozuyor. Oyuncu geri bildirimleri ise çoğu zaman görmezden geliniyor gibi hissettiriyor. En büyük problem ise güven kaybı. Sürekli vaat verilip bunların ya eksik gelmesi ya da hiç gelmemesi, topluluğun sabrını tüketti. MMO türünde rekabet bu kadar fazlayken oyuncuların zamanına ve parasına daha fazla saygı gösterilmesi gerekiyor. Bu haliyle kesinlikle tavsiye etmiyorum. Potansiyeli olan bir proje, kötü yönetim, zayıf teknik altyapı ve plansız geliştirme süreci yüzünden boşa harcanmış durumda. Paranızı ve zamanınızı daha kaliteli bir MMO'ya ayırmanız çok daha doğru bir tercih olacaktır.
Oyunun potansiyeline inandığım için bu kadar saat şans verdim sakın benim düştüğüm hataya düşmeyin rezalet grind sistemi (5dkda bir base atıp geri gelme ) RMT (türlü bahanelerle kapatmamak için direndiler bu sebepten oyun metin2ye döndü arenada böcekten farkımız yok balinalar eğlensin diye varız ) oyunda değerli itemın olmaması 310+ gear item al tera kasmaya çalış herşey tera üzerine kurulu aşırı yüzeysel life sistemi 4 ay oldu hala avcılıkta saklanma bonusu diye bir saçmalık var herşeye rağmen güncelemelerle toplanır derken optimizasyon gelecek dediler onuda beceremediler 2 aydır tek bir güncelleme gelmedi elit takı bugı oldu ölü numarası yaptılar piyasadaki mmorpg kıtlığından dolayı denedim siz düşmeyin RMT'ci klanlardan akıl alınarak yönetilen bir oyuna zamanınızı ayırmayın
For a long time, I had been looking for a game to play with my girlfriend. After spending hundreds of hours in games like Albion Online, Guild Wars 2, Windrose, and Medieval Dynasty, we decided to buy The Quinfall and see if its world was worth investing our time in. The concept is genuinely promising: a sandbox MMORPG where you can own land, build a base, craft, trade, and create your own story within a persistent world. On paper, it sounds exactly like the kind of game we were looking for. For context, I work in video game development as a Technical Artist, so I tend to pay attention to both gameplay and technical execution. Our first impression was actually positive. The character creator is one of the stronger aspects of the game. It offers a good amount of customization, and the character models look surprisingly decent. However, one feature became frustrating very quickly: the ability to select and move individual facial points. Because the character's idle animation constantly moves the head and face, accurately selecting those points can be unnecessarily difficult. It simply needs more polish. Then we entered the world. Unfortunately, this is where the experience took a sharp turn downward. Visually, the game feels extremely outdated. It honestly looks like a game from 2010, and even many MMORPGs from that era felt more cohesive and polished. The biggest issue isn't necessarily the graphical fidelity itself, but the lack of visual consistency. Many assets feel like they don't belong in the same world, making the environment feel disconnected and unfinished. Still, graphics aren't everything. We care much more about gameplay, so we adjusted the brightness, contrast, and other settings and kept going. My girlfriend spawned in one city while I spawned in another. Since our starting quests were tied to our respective regions, we were forced to complete a series of introductory tasks before we could finally meet up and play together. This wasn't a deal-breaker, but it wasn't a great first multiplayer experience either. As we continued playing, it became clear that the game contains many interesting systems and ideas. The problem is that almost all of them feel unfinished and in need of significant polishing. There is potential here, and I genuinely hope the developers continue improving these systems over time. Another major issue is the animation quality. Both human and horse animations feel extremely outdated and unpolished. Character movement lacks weight and fluidity, making actions feel stiff and unnatural. Horse animations are especially rough, often looking awkward and disconnected from the terrain. Movement is one of the things players constantly see in an MMORPG, and unfortunately it significantly hurts immersion. The animations feel more like placeholders than the quality expected from a modern MMORPG. The companion and pet system also needs significant work. Pets don't feel like living creatures that exist within the world; instead, they feel artificially attached to the player character. Their movement is extremely unnatural, often looking as if they're simply being dragged behind the player rather than navigating the environment themselves. The animations are rigid and robotic, and at times the pet moves more like a floating polygon than an actual creature. Instead of adding immersion, it constantly reminds you that you're looking at a game system that hasn't been fully developed or polished. The inventory system feels like it was designed in the caveman era and never evolved. For a game that revolves around gathering resources, crafting, trading, and managing large amounts of items, the inventory offers very little quality-of-life functionality. There is no meaningful auto-sorting system, organization is cumbersome, and managing items quickly becomes frustrating rather than engaging. The item icons don't help either. Many of them are difficult to distinguish at a glance, lacking the visual clarity and readability expected from a modern MMORPG. Instead of helping players quickly identify what they're carrying, the icons often blend together and create unnecessary friction when managing inventory. It may sound like a small issue, but in a game where players constantly interact with their inventory, poor UI and readability have a significant impact on the overall experience. What finally became impossible to overlook, however, was the technical performance. My PC is equipped with an RTX 5070 OC, 64GB of DDR5 RAM, and a Core Ultra 7 processor. Despite that, I regularly drop to around 13 FPS in major cities. The only way to make the game playable is by lowering settings to Very Low. I experience similar issues in base-building areas as well. What's especially frustrating is that the visual quality doesn't justify the performance cost. Even on Ultra settings, the image often appears blurry and low quality. After a while, it literally became uncomfortable to look at. The lighting feels poor, shadows lack quality, vegetation looks outdated, trees look unfinished, and the overall presentation feels rough. Combined with the inconsistent art direction, weak animations, and technical issues, it creates a world that is difficult to become immersed in. What makes all of this even more disappointing is that beneath the problems there is a genuinely interesting idea. I can see what the developers are trying to build. A large sandbox MMORPG with housing, crafting, trading, exploration, and player freedom is exactly the type of game many MMO fans have been waiting for. But right now, The Quinfall feels less like a finished MMORPG and more like a collection of ambitious ideas scattered across an unfinished world. Almost every system feels like it needs another pass. Almost every feature feels like it's missing polish. The game constantly gives the impression that it was assembled from separate pieces that have yet to come together into a cohesive experience. I genuinely hope the developers succeed because the foundation has potential. However, potential alone is not enough. At its current state, I cannot recommend The Quinfall. The game needs major improvements in performance, visual consistency, animation quality, UI/UX design, inventory management, and overall polish before it can compete with modern MMORPGs. There may be a great game here one day, but unfortunately, today is not that day.
Honestly, Kinda fire for 99 cents. Like 90% of the bad reviews didn't even play it over an hour. Its janky, it feels old as hell, but that is most of its charm. Its surprisingly complex at end game, and you can even earn the premium currency that is used for the "Pay 2 win" stuff that everyone is complaining about. If you're mad about this game for less than a dollar, then you will never be happy with any game. What else is less than a dollar in todays day and age? A damn Arizona iced tea? Yeah I'll be putting a 100 hours into this easily.
After 1,410 hours in The Quinfall, I feel like I’ve seen the game at every stage, from early grind to deep progression, and that kind of time really exposes both the brilliance and the rough edges. What immediately stands out is the scale and ambition. The world is massive and feels alive in a way that a lot of modern MMOs don’t quite achieve. Exploration feels rewarding rather than repetitive, and there’s a real sense of discovery that keeps pulling you back in. Whether it’s uncovering hidden areas, chasing better gear, or experimenting with builds, the game does a great job making you feel invested in your character. The class and build flexibility is one of the strongest parts of the experience. You’re not locked into a rigid playstyle, and that opens the door to creativity. Over time, I found myself constantly tweaking and refining builds, which adds a layer of depth that keeps long play sessions engaging. It’s the kind of system that rewards players who like to experiment and optimize. Combat is where things get a bit more mixed. At its best, it feels fluid and satisfying, especially when everything is working properly and your build clicks. But there are definitely moments where it feels inconsistent or slightly clunky, especially in high-pressure situations. It’s not a deal breaker, but it’s an area that could clearly benefit from polish. Performance and stability are also part of the long-term experience, and with this many hours, you notice the ups and downs. There are times where the game runs smoothly, and other times where issues like latency or stuttering can pull you out of the immersion. If you’re sensitive to performance consistency, this is something to keep in mind. Where the game really shines is in its long-term engagement loop. There’s always something to work toward, and it manages to hit that balance where progression feels meaningful without becoming completely exhausting. That said, the grind can get heavy if you’re trying to push into higher tiers, so patience is definitely part of the experience. Overall, The Quinfall is a game built on strong ideas and real ambition. It doesn’t always execute perfectly, but it offers a depth and scale that’s hard to ignore. If you’re willing to invest the time and look past some rough edges, there’s a genuinely rewarding experience here. After 1,410 hours, I can say it’s not a perfect game, but it is one that kept me coming back, and that says more than anything else.
malesef türk oyunu diye destek verelim dedik ama böyle kötü yönetileceği tahmin edemedik keyfe keder kayırılan bir oyuncular göz göre göre yapılan RMT ler derken kesinlikle 1 saat bile oynamayın ki belki birşeyler değişebilir.
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Trends
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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