Reviews from

in the past


do not play if you have feelings and/or emotions

fishing is not a lot of fun in this game

This game is absolutely amazing! The visuals and soundtrack are awesome. Love this game to death and it is a must buy. :)

I've always been fairy sure that the life sim genre is not for me, but I picked this game up because the trailers made it look up my alley, showing off a gorgeous art style and an intimate, emotional core. While the game ultimately did end up confirming that this genre isn't for me, I still ended up loving the aspects of it that drew me in to begin with. The colorful world and characters, the awesome animation, and one of the best soundtracks I've heard, all lend a sort of Studio Ghibli feeling to this game that I absolutely adored. The game also has a concrete ending to its story, meaning that I had an end goal to work towards, whereas if it was a game that went on forever I may have fallen off it. If you're the type of person who loves life sim games, you'll probably love this game even more than I did. For me, the tasks like growing crops, smelting, cutting wood, etc. all felt like chores after a while, but I could see it being a zen-like comfort game in the right mindset. All in all, the great character moments and overall good vibes of this game still made me glad I gave it a try, even if it didn't end up selling me on the genre as a whole.


It was okay for a couple hours but then just got too boring for me. Don't recommend for people with large backlogs and a busy life schedule.

acho que fui uma das únicas pessoas que se decepcionou com esse game, enredo fraco, jogo repetitivo, sem graça, chegou um momento do game que eu so tava rushando tudo pra acabar logo.

Really good game! It's beautiful, both in terms of art and story. It made me cry multiple times. The gameplay is pretty compelling and you (mostly) always have something to do.

I marked this as "played", but I haven't finished yet. The only negative note I have is that the pacing can sometimes be awkward and you end up with nothing to do--which is where I am right now, despite being in end game. This doesn't remove points for me, though. Really good.

Shut up I'm having a Spiritfarer moment.

This review contains spoilers

O mais importante deixado pro final, então Português abaixo.

---------- English ----------

When it shines, it shines: true heart, contemplation, spirituality, exuberance and humility - everything that makes it so profoundly human - are delivered in small doses, hidden behind routine acts of affection that slowly turn into repetitive, banal work. I wish that the game focused more on what really matters, instead of turning to the meditative sameness of checklists and collecting materials. Luckily, since I played it with my girlfriend, slowly and through a very long time, I felt as if most of these tedious chores turned into a relaxing exercise in cooperation.

I have many conflicting opinions in how it’s self-described denomination of “cozy management game” conflicts with its message: take, for example, how the beautiful representations of fuzzy memories and internal struggle, manifested through lovingly handcrafted set-pieces for each character, are transformed into something used to farm resources repetitively - would that be a poignant message about how grief and coming to terms with your end is a slow, arduously boring process, or just bad design? I felt guilty when, as I delivered to the Everdoor a character I’ve come to cherish, our arms entwined in our last walk together, I thought: “Ok, so I just need to offload granny and then I can get to the island and buy me some cherry tree seeds.”

In no other moment I felt so deeply, and so elegantly, what the game tried to show me about letting go and accepting loss: all my spirits were already gone, I had completed the encyclopedia, explored every island; the world laid silent for hours already, and we stalled to not let it go. When we finally came to terms with it, Stella, with no need for ceremonies, rowed to the Everdoor, as she had done several times, and the game ended - its end point dissolving into a beautiful, quiet nothingness. When the time comes, that’s how I want to go.

---------- Português ----------

Quando brilha, sabe brilhar: verdadeiro coração, humildade, espiritualidade, contemplação e exuberância - tudo que o torna tão profundamente humano - são entregues em doses homeopáticas, escondidos por trás de atos cotidianos de afeto que não tardam em se transformar em trabalho repetitivo e banal. Queria que o jogo tivesse focado mais no que realmente importa, do que se deixar levar na mesmice meditativa de checar listas e coletar materiais. Por minha sorte, o trabalho maçante se tornou, na maioria dos casos, em um exercício relaxante de cooperação, já que joguei ao longo de muitos meses junto de minha namorada.

Tenho opiniões conflitantes em como a parte de “cozy management game” de sua própria descrição entra em conflito com sua mensagem: penso, como exemplo, nas representações lindíssimas de memórias passadas e lutas internas de cada personagem sendo transformadas em set pieces cujo propósito final é coletar recursos - seria isto simbologia do trabalho lento e sistemático do luto e da aceitação de seu fim, ou apenas design ruim? Me senti culpado quando, ao entregar um querido personagem para o além, braços entrelaçados em nosso último passeio juntos, pensei: “Pronto, só despachar a velhinha e posso ir na ilha comprar semente de cerejeira.”

Em momento algum do jogo senti tão bem, e com tanta elegância, o que jogo queria dizer sobre saber quando abrir mão e aceitar o fim: já havia entregue todos os espíritos, completado toda a enciclopédia, explorado toda ilha; o mundo estava silencioso há horas, e nós enrolávamos pra não partir. Quando decidimos, Stella remou silenciosa até o Everdoor, como já havia feito diversas vezes, e, o jogo, sem maior cerimônia, acabou - seu ponto final esvaindo-se em um belo, pacífico nada. Assim que quero ir, quando for minha vez.

do not try and make burnt food

Life is not dattebayo.....

A beautiful game about death, and helping the friends around you live out there last moments, along with a gorgeous sound track to go with. A game I would recommend to anyone, especially those who are struggling from loss as it paints a beautiful image of death and brings peace to those finally moments.
A delightful game, that deservers far more attention and that I will never emotionally recover from

Fica meio repetitivo dps de várias horas

A very very sweet game with wonderful characters and environment. Haven't completed yet. Sort of got bored by it, but I do want to pick this back up to fully finish.

A very sweet game with a lot of really great moments, but a lot of it is a bit tedious at times and I often found myself wishing the ideas were executed just a bit better.

I'm not someone who finds themselves often enthralled with task-management games. In theory, planting crops, watering them, plucking them, and making sure all of my friends are fed feels like a waste of time. Spiritfarer takes those repetitious tasks, adds on a beautiful layer of art, cast, and writing; and makes it all worthwhile to hang out with Stella on her journey.

So much about this game is cool. Yes, it is an artsy indie about death. But you don't even need to really digest the metaphor to have fun! The exploration and treasure hunting mixed with your expanding collection is rad. Even the meta aspects of being rewarded for collecting is fun. Because the dialogue for near everyone is a joy. Progression feels seamless. Minigames are fun. The concept of bringing all your friends onto your boat only to leave their house-sized platforming tomb stones behind is wild.

There are some mild pain points. On switch, the game crashed a good handful of times. Also the animations can be a big long winded. And I really didn't want to talk to everyone. But the game is forgiving and engrossing.

This review contains no spoilers, but it reveals how the game's structure works in a general sense. I wouldn’t recommend reading it unless you’ve played a little bit already.

Spiritfarer is a narrative-focused management game, and that description is deceptively informative: it’s not a story game with management, it’s a management game with a story. The short pitch is that you’re the ferrymaster to the deceased, so it’s easy to expect the game to be mostly therapeutic heart-to-hearts with your passengers, but the reality is that 95% of your time will be spent running daily errands for them on your massive houseboat. Grow some plants, catch some fish, start a meal in the oven, go spin some thread as it cooks, smelt ore until you arrive at the next island, jump off and start chopping trees for a new house… you’re constantly juggling these little jobs, and most dialog is just getting new tasks or being told how well you’re doing. While the character growth and narrative progression are wonderfully executed, these sorts of interactions are awash in a sea of repetitive, filler responses to the egregiously repetitive list of errands. The idea was that by having each spirit demand so many specific amenities, players could bond with them over time and get used to their presence on the ship before they inevitably depart. Considering how important it is to convey a sense of loss in a game about death, it’s a sound theory, but the vast amount of repetition turns your passengers from living people into blatantly artificial checklists. After the first few characters make it to the Everdoor, the suspense is gone, and it’s harder to get attached to the new spirits when you know they’re just going to put you through the same food/house/improvements/quest/Everdoor cycle as before. The people who enjoy the crafting and sailing for its own sake might not feel this is a problem, and that a repetitive, slow pace is exactly what one should expect from the genre, but the way it smothers a beautifully unique narrative hook was unavoidably disappointing to me. In spite of how amazing some of the character moments are, and of how wonderfully it's presented overall, these qualities won’t balance out the mundanity if you’re anything less than a crafting enthusiast. Luckily, that’s probably most people, and I’m probably the weird one for never having gotten sucked into Minecraft, Terraria, Stardew Valley, or something comparable. If you love any of those games, I would highly recommend Spiritfarer, and I’ll sit here in jealousy that you get to enjoy a game I was just a few hours of chores away from actually loving.

This game gets very real, and hits some very sensitive emotional beats. A truly memorable experience. On top of a heartbreaking and touching narrative, is an addictive game where you explore, and craft and manage resources through various minigames. It only gets old by the end of this surprisingly lengthy adventure.

One of those games where you just know you are crying at the end, and it still surprises you. The item creation rotation it has going on gets a bit grindy, and the events to collect items can last just a touch too long. The side quests aren't nearly as engaging as the main 'spirit' quests. Those main objectives though are super fun to play and very well written. Highly recommend!

enjoyed this game a lot, but felt just a little to long for a casual play through but still recommend playing

apparently, me and farm\life sims don't quite mix. this is far less convenient than SDV and the tediousness finally got to me after a couple months of playing on-and-off. Stella, I'm sure you can finish your duties without me. (but the fishing was great, don't listen to those that say otherwise. if this game was much more streamlined than it currently is, it would have been one of my GOTYs because of how pretty and touching it can be, too, but it is FAR too slow and tedious! i'm gonna go watch how it ends instead <3)

i slammed through this entire game in 3 days. that's a good thing i think

I haven't cried at a videogame since I saw the end of the original Pokemon Mystery Dungeon games at 9 years old, and I didn't cry at Spiritfarer, either, but I came astoundingly close on multiple occasions. I find very few things are able to tug at my heartstrings nowadays, I've grown up on the Internet, am bombarded with tragedy and heartache almost every day and have found myself incredibly jaded as a result of it. There's a lot of media that claims to be - or attempts to be "heartfelt" or "emotional" and I feel never manages to deliver on that promise, but Spiritfarer does.

I don't want to spoil you because I truly think you need to go into this game knowing as few specifics as possible so I'll say this, it's a game about dying. Getting to know people in the last moments of their lives, and then having to let go. In doing so, you'll play around with a core gameplay loop not entirely unlike that of Stardew Valley or Animal Crossing, but not so similar that it feels derivative. Spiritfarer forges a very unique identity of its own and it genuinely takes a good few hours of playing the game before you realise what the core "loop" is, and even when you do, it won't get tired or uninteresting for a very long while.

One of the biggest problems with games like Animal Crossing or to a greater extent - Stardew Valley is that once you've maxed out whatever kind of "relationship parameters" you have with characters in those games, they stop being interesting. You know everything there is to know about them, heard everything they have to say. They stop being characters and instead become lifeless heaps of code that wander around repeating the same behaviours. This is why the fact that you eventually have to say goodbye to all the Spirits you welcome aboard your ship in Spiritfarer is so genius, as it is also heart-wrenching. You get to know these people, cater to them and enjoy life with them, and then they go away forever. It's incredibly powerful, and it's something you'll have to deal with countless times throughout the game.

Many games that attempt to be more narrative or emotional experiences are exactly that - "experiences" moreso than they are games, but Spiritfarer manages to be so artful and so evocative whilst also still having enjoyable, solid, and reasonably deep gameplay. The game largely takes place aboard your ship, which you'll upgrade in terms of size, travel speed, biomes you can navigate and other things throughout the game. The ship is where the Spirits you're escorting to the end of their lives will reside, so you'll have to build them houses aboard this ship as well as other buildings like kitchens and orchards to maintain the materials you'll need to keep them satisfied. In order to build things like this, you'll sail around a surprisingly large map to a bevy of locations gathering materials, talking to NPCs and often engaging in some quietly deep and well thought-out platforming puzzles.

There's a lot of times you'll see a faraway rock or a high ledge in Spiritfarer - realise that you can't make it there without an ability you haven't unlocked yet and have to keep it in mind for later so you can return with said ability and earn a reward. It's this kind of mindfulness of the game's mechanics, this kind of occasionally Metroidvania-like level design that makes Spiritfarer's core gameplay so fundamentally satisfying in moments like this, and gives it a huge leg up over both its life-sim game competition and its narrative game competition.

You watch your ship slowly expand over time and take all these wacky different shapes as you shift all the buildings and houses you've made around the place, the ship itself becomes a level of your own making as there'll soon be so many buildings that getting to where you want becomes it own fun, yet brisk and constantly interesting platforming challenge. It's a game you can take at your own pace, and mould in your own ways, the way any game looking to relax you should do.

Everything in this game is engineered to instil in you a feeling of serenity. From gorgeous visuals and environment design often taking inspiration from a variety of cultures like Feudal Japan, modern North America and the frozen Arctic to consistently glistening gold UI to a humble, quiet and charming soundtrack. Even its writing and dialogue is far beyond what you expect of most indie games - which often (understandably) show a disregard for writers compared to most of the game's other facets.

This is where one of my only two criticisms for Spiritfarer comes in; whilst its writing is detailed and consistent with the fleshed-out backstories for each of its characters, those specific characters' motivations and backstories themselves are often made a little bit too obtuse. Characters like Astrid & Summer's backgrounds will only really be fully understandable if you read up about them on the Wiki. Their dialogue is often vague and suggests some detail that you'll only really be able to find out if you do some extra-curricular research on the game. At many points the game will hint at its characters' backgrounds without ever really giving you the full picture even after you've seen their arcs through to the end. It has me wondering if the game perhaps respected its audience's intelligence a bit too much? Or if I'm just a monkey-brained idiot.

My other gripe with Spiritfarer is that I think it goes on for a bit too long. If it were 5 or so hours shorter, I think its length would be perfect but as it is, I think it drags a bit. Towards the latter half of the game, when you've begun to figure out what the game's loop is, you can quite accurately predict what the rest of the game will look like, and you've already been doing it for quite some time and it starts to wear a bit thin. If you're anything like me, you get a bit antsy about finally finishing the game and seeing the ending, but there's still a fair bit of trekking about the place and completing menial tasks. I do appreciate how packed full of content this game is though, as many indie games of its ilk often charge about the same price for a far less meaty package. There's no doubt in my mind that you'll get your money's worth when you buy this game, even if its soft demeanour may have you convinced otherwise.

Don't let these two minor grievances dissuade you, this is an amazing game. As I write this review it's late June 2021 and I've just seen the end credits and I can comfortably tell you that this is the best game I've played since I played Breath of the Wild for the first time in 2018. It's real. It's about something real by people who have clearly been through some harrowing experiences and made a shockingly beautiful piece of art to encapsulate what they were like, not just the bad parts, but the good parts too.

Spiritfarer is incredible, and it's hard to believe it was made by a studio considered "indie" and not a huge, triple A company considering the quality of its production value in every facet. It deserves to be held up as an indie game masterpiece alongside the likes of Hades and Undertale. It made me go upstairs and check on my Mum, who's been suffering with a litany of illnesses and conditions for the better part of a decade now. This game will stay with me for a very long time, and I'm very glad of that.


In Singleplayer sicherlich zu langwierig, aber im Couchcoop ne klare Empfehlung.
Farmsimulator auf nem Bötchen.


I can feel this game trying to say something profound, and I can feel the bits and pieces of quality work, but I just don't want to play a game where most of my time is spent getting nagged at by my friends while we wait for the boat to get from point A to point B.

Precioso. Un videojuego sobre la vida y la muerte con unos mensajes muy bonitos y desgarradores donde cada historia es única y que recomiendo encarecidísimamente jugar por lo que es y lo que representa. Todo lo que lo hace, lo hace bien, no tengo pegas.

Nice concept, music and art style, but collecting materials was kind of boring.

I would love to finish it but I have light sensitivity