
An all-new RPG from SQUARE ENIX, created by the development team that worked on OCTOPATH TRAVELER and BRAVELY DEFAULT.
Modeled estimate, not a reported figure. How we estimate →
About

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, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +1 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This was cute, but it is very tedious and boring. I wonder if this is an awesome and overworked dev team being given a chance to experiment with an IP... Well, experiment time is over. Just keep making more Octopath Traveler and Bravely Default sequels please.
VARIOUS DAYLIFE, developed by DOKIDOKI Groove Works and published by Square Enix, is a role-playing game that combines elements of daily life simulation with adventure and exploration. Originally released on Apple Arcade in 2019 and later made available on platforms such as Nintendo Switch, PlayStation 4, and PC, the game presents a distinctive concept that merges the management of everyday tasks with turn-based combat and expedition-style exploration. Despite the involvement of key staff from acclaimed titles like Bravely Default and Octopath Traveler, the game has received a mixed reception, praised for its concept but critiqued for its execution. In VARIOUS DAYLIFE, players assume the role of a newcomer to the city of Erebia, a settlement on a newly discovered continent. The protagonist is part of an expeditionary effort, tasked with both supporting the city’s development through various jobs and venturing into the surrounding wilderness to explore and uncover new areas. This dual focus on city life and exploration forms the backbone of the game’s structure, blending routine management with moments of adventure. Players must carefully balance time between working, training, and undertaking expeditions, creating a rhythm that drives both character progression and narrative development. The gameplay centers on a job system reminiscent of the Bravely Default series, allowing characters to take on a variety of roles, each with unique abilities and potential strategies. Players can switch between more than 20 different jobs, from combat-focused roles to those emphasizing crafting or gathering. While this system offers versatility, its depth is limited, and many of the tasks associated with each role can become repetitive over time. The cyclical nature of daily tasks, while intended to simulate a living world, may feel monotonous to players expecting a more dynamic RPG experience, particularly on console platforms where longer play sessions are typical. Combat in VARIOUS DAYLIFE is turn-based and streamlined, offering accessibility for newcomers but lacking the complexity and strategic nuance found in traditional JRPGs. Battles are straightforward, and while they provide occasional variety through different enemy types and job abilities, they rarely offer the depth or challenge that might sustain long-term engagement. Complementing the gameplay is the visual and auditory design: the art style is simple yet charming, creating a pleasant, if somewhat generic, world, and the soundtrack, composed by Go Shiina, provides enjoyable background music that enhances the atmosphere without particularly standing out. The game’s transition from a mobile-oriented design to consoles and PC has influenced its pacing and overall experience. Some players have noted that mechanics suited for short, casual sessions on mobile devices feel repetitive or drawn out on longer console play. While the core concept of managing daily activities alongside exploration is intriguing, the game sometimes struggles to maintain engagement over extended periods due to its limited challenge and repetitive structure. In summary, VARIOUS DAYLIFE is an interesting attempt to merge life simulation with RPG mechanics, offering a blend of city management, job progression, and exploration. Its approachable combat, charming aesthetic, and flexible job system make it accessible and appealing for players looking for casual or mobile-style RPG experiences. However, its repetitive gameplay, lack of depth, and pacing issues limit its appeal for those seeking a more traditional, immersive JRPG. The game finds its strength in short, manageable sessions that balance routine activities with light adventure, but it may leave players looking for a richer and more complex RPG wanting more. Rating: 4/10
個人是偏向不推薦,但本人是享受這遊戲的唷,不推薦的原因是心態方面要當作手機遊戲來玩,節奏偏向慢?。 偏溫馨圓滿的劇情,可圈可點。 在音樂方面,做的很用心,幾乎每一首都很棒,不輸給大作的遊戲,只是實際遊戲性卻不如預期就是了,在我全部破關那一刻,我馬上去YOUTUBE尋找到音樂全集並且加入最愛,假如有可以購買的選擇,我會買下收藏。 隊友全部都要練,因為最後關卡都會上場。善用謠言及投資來快速賺錢,隊友練等級耗費很大的時效是正常的。善用幾個人物(秘書、服務生、最後期出現的廚師)讓旅行體力消耗可以輕鬆很多,所以我個人最常使用的隊友就是這幾個。隱藏和挑戰關卡就沒繼續玩了,大致上都有95%摸透及體驗,不錯的回憶,最喜歡的隊友造型,認為是廚師(可愛)和騎士吧 在我破關準備要移除遊戲那一刻,有那麼一點覺得捨不得,也許我已經真的融入這遊戲Various daylife,體驗到各式各樣的生活日子。
I got it for 10 euros and I don't see what's wrong with the game. It's a cool game.
Perfectly playable, and downright gorgeous, on an OLED Steam Deck, and pretty much where the game shines. It's a cozy, no pressure combination of virtual novel, walking/exploration sim, turn-based RPG. As such the novel concept can seem confusing. They pack a lot of gameplay into it. Character development is uniquely handled as well, whereas the town-life side jobs are used to enhance the various stats such as Strength, Dexterity, Wisdom, ect. as well as money to buy equipment which you then take on out-of-town expeditions, walking sim style, to reveal the world around your isolated settlement. Are there better, more focused visual novels, turn-based RPG's, daily life sims out there. Most assuredly, and if you mainly want a game to play long sessions on the PC then this may seem rather expensive and tame. Where this game truly shines, and is perfectly made for, are owners of Steam-linked hand-helds, such as the Steam Deck. The game was originally designed focused on portables, and really themes the gameplay for short, highly interruptable sessions that you can drop in and out of, or decide what you can handle, be it a mindless bit of character growth via town jobs to the entertaining and more action-oriented gameplay of turn-based RPG expeditions outside of town. So I'm giving it a positive review. Despite the negatives of the price, the disjointed gameplay, and slow progression, this game was, in my honest opinion, designed for players on the go, or want no-stress distractions or time-wasters, such as in doctor's offices, in bed before sleep, or keeping the kids entertained on road trips. It's a good, relaxing, no-stress game on PC, but really, truly shines as a perfect, mobile Steam Deck game to keep you entertained and stress-free when you're away from home and your PC.
Gotta be the most boring game ive ever played in my life. Can confirm this is 1000% worse than LOTR Gollum.
Petit jeu sans prétention qui fait passer le temps. Un peu déroutant au début. Se rapproche par certains aspects des idle games. A prendre à bas prix !
捆绑包一起买的,我朋友让我买了赶紧退,但我忘了。 我看了一眼大家都给差评,我寻思能有多差?干脆自己上手试试。 刚玩了10分钟,已经不想玩了,没见过这么难玩的游戏,真的不管是什么情况,都别再试了,想不通SE怎么会出这么一款游戏,离谱到家了。
和捆绑包一起买的,结果忘了退了
刚玩半小时的时候觉得这个手感烂的得是黄油才玩得下去,玩到现在纯属是心疼自己的70块钱,不然就算是黄油我也玩不下去 更新一下:又玩了一个小时实在是坚持不住了,我感觉自己这辈子作的所有罪孽都还清了
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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