
Forge your legend in a forgotten realm! Farever is an online multiplayer action RPG set in a vast fantasy open world. Alone or with friends, embark on an epic journey together! Explore wild lands and dangerous dungeons, craft powerful gear, and carve your path through dynamic combat and platforming.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About



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
Reviews
Themes across 1117 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Top!
Great game, little slow to progress but tons of fun so far, also good to see it got a major update. Good player base. also BeezleBubbles? awesome.
super fun
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Polish, Simplified Chinese, Russian
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I’m always an mmo enjoyer and this one definitely has potential A lot of people are not going too Be able to stand the graphics which is understandable I wish this was more Grim maybe in the future It’s a work in progress don’t expect deep systems it’s a story with spots to farm don’t like farming explore the map do all the quests and puzzles Challenging bosses all able to do solo I beat multiple bosses then realizing it was group content Don’t want a challenge bring a friend it’s a cake walk, you have multiple options of difficulty It took me about 40 hours to go 1-25(max atm) that’s with doing quests and such you can easily get it done faster
I saw my favorite streamer playing this MMO, bought it instantly, and I am completely hooked. As a long-time MMO vet, the class development and build variety in this game are unreal. The itemization and loot drops feel perfectly balanced, and you can customize your character exactly how you want. The best part? The game just keeps giving. Even after hitting max level on multiple characters, I’m still stumbling into brand-new zones, quests, and dungeons I didn't know existed. Absolute 10/10. The developers are amazing—let them cook!
I’m usually reluctant to review Early Access games because a lot can change before launch, if they even make it that far. I’ve put plenty of time into Farever, though, and I really like it. So, I figured I’d share some of the good and the bad from its first few months in EA. [h1]A Fun "MMO-Lite" In The Works[/h1] Farever is a solid “MMO-lite” with a lot of promise. I call it an MMO-lite because it’s not quite as massive as other games in the genre. That mostly comes down to the current map size and the low player count per shard. Right now, each shard tops out at around 20 or 25 players. That’s not a ton, but it’s plenty for where the game is right now. You still run into other players pretty often, especially in end-game areas, so the world never feels like a ghost town. Hopefully shard caps increase as the world expands. It works for now, though. The world itself is okay. It’s a pretty standard fantasy setting without anything groundbreaking. But Ramburg, the newest end-game zone, is surprisingly fun. It’s packed with enemies and activities, and it’s genuinely refreshing to see a sprawling city treated as a full-fledged adventure zone rather than just a capital city filled with players and NPCs. I’d love to see more zones like this in Farever and other MMOs. Where Farever shines, though, is its combat, activities, dungeons, and bosses. [h1]Active Combat and World Activities[/h1] Combat is snappy and responsive. It uses active combat, so you left-click for basic attacks, right-click to block, and manually dodge and aim your skills. A lot of players compare it to New World, which feels pretty accurate. It’s definitely way more engaging than the tested, true, and tired tab-targeting systems in games like WoW or GW2. Activities are a nice addition, too. They’re scattered across each zone, and range from jump puzzles and time trials to treasure hunts and mini-bosses. The only catch is that most of them are one-and-done per character. Unless you’re a big fan of making alt characters, once you clear an area’s activities, you’re pretty much finished with them. Dungeons and boss fights are, honestly, what I think Farever does best. [h1]Dungeons and Bosses Done Right[/h1] Having played a ton of MMOs, from heavy hitters like WoW, ESO, and GW2 to forgotten niche titles like The Matrix Online, Rift, and The Secret World, I’ve watched dungeons and bosses get dumbed down over the years. Developers have pushed to make MMOs as accessible as possible, and I get why: cash. The more players you bring in, the more subscriptions and cash shop sales you get. But that’s a double-edged sword. Watering down the challenge opens the door to more players, but it turns what should be the most exciting content into just another wizard chore. I’ve put nearly 1k hours into ESO and cleared every dungeon on both normal and veteran difficulty. They’re brain-dead easy. You follow waypoint markers on your compass, smack a boss, and step out of the occasional red circle. It feels more like a to-do list than a rewarding challenge. Farever completely avoids this trap. Dungeons actually require some light problem-solving, platforming, and dodging hazards. The bosses are even better. They feature actual mechanics and distinct phase shifts. It’s normal to wipe a few times while learning a new boss fight. When you finally do beat a dungeon and master its boss, it feels genuinely rewarding. Some players will definitely disagree with me here. I’ve seen plenty of Steam and Reddit posts from people complaining about one-shot mechanics or how hard bosses are to solo. But in my experience, no boss fight has felt unfair. Even when I’ve died multiple times to the same boss, I could always figure out how I messed up or figured out I was too undergeared to tackle it solo. The hardest content in an MMO shouldn't be a breeze to solo or boil down to thoughtlessly button-mashing for two minutes. [h1]Early Access Growing Pains[/h1] But, Farever isn't without its flaws. So, let’s talk about the downsides. Performance is easily the biggest issue right now. The forums are filled with posts complaining about poor performance. I don't doubt them. My friends and I haven't run into any major issues, but I'm playing on medium settings and still not getting the framerates my PC should easily handle for a game like this. There are occasional stutters, and rifts (the big world events right now) give me framerate drops when a bunch of players stack up and use abilities. If you’re running an older computer, you might want to hold off until they iron performance out. The lack of basic quality-of-life features is another headache. For whatever reason, Shiro Games launched into EA without standard social features. You get a basic text chat, but there’s no friends list, no direct messaging, and no way to invite players unless they're standing right next to you. Trading comes down to dropping items on the ground, and there’s no LFG channel or dungeon finder. I don't care so much about an automated group finder, but even a server-wide LFG chat would make finding party members way easier. Some of this is on the roadmap, but if you’re shy about spamming global chat to find groups, you’re going to have a rough time. Class and weapon balance also needs some work. Ranged weapons and rogues feel underpowered right now, while shield-heavy melee builds feel almost too easy. Priests are also completely stacked at the moment. Farever has a cool weapon-based skill system, but right now it feels pretty restrictive. I’m hoping some balance passes will allow players to play whatever role they actually enjoy. [h1]The Verdict[/h1] At the end of the day, Farever has its pros and cons, but the good easily outweighs the bad. I’m genuinely excited to see how the game evolves through early access and beyond.
150+ hours in, and Still don't have all 4 characters to lvl 25, but only because i take my time. the bones to the game are pretty much on point. I do wish we had swimming and swimming/water mounts, but that is something that could be implemented later. the game play is pretty solid and strategic. the map is not huge, but it is being expanded. There is a sharding system, but the entire world is the shard not just 1 area. so it feels like a true MMO. they do need to implement friends lists and guild system, but that is in the works. the world isn't huge, but feel bigger than it is due to the amount of traversal of the land. there is a lot of climbing up and down, which is great. I love the way the game rewards exploration with having random chests hidden around the world. I look forward to seeing what else they add and how they expand the world.
cool
Big potential for cosy game with friends
Un gioco acerbo, pieno di imperfezioni, ma divertente nel combat e nelle meccaniche, crafting abbastanza semplice e intuitivo, piena fiducia agli sviluppatori che potrebbero tirare fuori una piccola perla che, attualmente, non sta ricevendo la giusta attenzione. Da apprezzare l'assenza di elementi pay to win o pay to progress. Se tutto procede come spero continuerò a giocarlo nell'attesa di GW3. Conti alla mano ho speso 20 euro e ci ho già giocato per 60 ore, dovreste provarlo anche voi :)
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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