
Forsaken Shores is a 1-4 player survival RPG style game. Giving you two game modes to choose from, Adventure or Survival. With the ability to use the same characters in both game modes. So, no need to start a new character every time you want to start on a new world or join a new friend.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Game modes:
Adventure mode: Allows the players to enjoy a town with all the things you might need: Storage, Vendors, Quest, Open world boss and an Island to explore.
Survival mode: Allows the players to build and survive in a large open world, Includes build system, Upgradable parts
Multiplayer:
Allows you or your friends to join your game and the ability to bring in any of your characters that you have created, or you can start a new one.
Character customization:
Able to pick gender, face, hair, eyebrows, facial hair, body color, Eye color, Lipstick, hair color and the Armor type that fits your play style.
Amor type includes Light (melee damage), Heavy (extra health), Leather (archer damage), and Mage (magic damage).
Combat:
Melee, archery, and magic to help you explore new lands and defeat the many different monsters. Includes the ability to lock on to your target to assist in combat.
Melee Combat: Dual Daggers, Sword/Shield, War Hammer, Battle Axe, Great sword and Spear.
Bow: Different arrow tiers and magical arrows (Fire, ice, electric, explosive)
Magic Abilities: 50+ spell from fire, ice, dark, electric, poison, buff spells, healing, etc.
Crafting
Forsaken Shores has a robust system, by gathering resources from the world such as Stone/Ores, wood, or monster drops and crafting items like Potions, Food, Armor and weapons.
-7 Rarity levels for Armor and Weapons (None, Uncommon, Common, Rare, Epic, Legendary, Mythic)
-11 Different stone/ore
-6 Different Wood Variants
-5 Leather and Fur crafting Variants
Maze System:
-Maze system: Allows you to pick the level of AI you want to fight. All the harvestable loot are in the maze, also Enemy camps, loot chest and a Boss. Defeating the boss with give you; boss coins for upgrading items and spawn a loot chest with items in it. These items are different from the ones you can make in the game. Max level is 19 for the demo (will be 100 in early access)
-Maze Level 1-5: Random loot items (crafting material, food and potions)
-Maze Level 5-10: Copper items (weapons and armor)
-Maze Level 11-20: Iron and silver items (weapons, armor and jewelry)
-Maze Level 21-30: steel and silver items (weapons, armor and jewelry)
-Maze Level 31-40: Darksteel and gold items (weapons, armor and jewelry)
-Maze Level 41-53: Redsteel and platinum items (weapons, armor and jewelry)
-Maze Level 54-74: Froststeel and mythril items (weapons, armor and jewelry)
-Maze Level 75+ Advanced Froststeel and mythril items (weapons, armor and jewelry)
Loot Chest found in maze: loot items and Loot quantity will also adjust with the maze level.
Roadmap During early access:
Weapon/Magic improvement:
-Weapon: New animations for some weapons, adding 1hand axe, a staff type, different shield types
-Magic: Summoning magic, explosive
AI improvement:
-More bosses with different abilities
-Better attacks and animation improvement
-World bosses that drop special loot and equip able item (boss only Slots) (Finished: added in at Early access launch: boss trophies unlock at level 15)
Companions:
-Hire a companion to help you. (humans or animals)
World/Adjustment:
-More Enemy Camps/Castles/Forts Extra
-Land adjustments and improvement with more detail
-Caves or tunnels
Procedural Dungeon system:
-Customize rooms with more detail and add more room styles
-Add Cave style rooms for the dungeon
-Traps or hazard areas
Arena: (player vs player) in Adventure mode (Finished: added in at Early access launch)
-Allow players to test their skills and fight each other
Character Improvements:
-More options for heads, hair, facial hair and eyebrows
World Tier system: Allow players to increase world tiers
-Which resets that map clear storage
-increase all Enemy Ai, armor and weapons “minimum level by 60”
Example: Tier 1: minimum is 1
Tier 2: minimum is 61
Reviews
I’m pretty sure this game has a lot of potential. I know it’s being developed by one person and it’s still in Early Access, so I’m judging it based on what’s here right now. The visuals, atmosphere and level design are probably the things I enjoyed the most. The world looks really nice and has a great vibe to it. There’s also already a surprising amount of stuff in the game different mobs, NPCs, crafting, quests, resource gathering, loot, etc. A lot of these systems still feel like they’re being worked on and aren’t fully finalized yet, but you can clearly see where they’re going and I think that’s really cool. I also really liked the UI. I usually don’t pay much attention to UI unless something is really bad, so it was actually nice to see one that I genuinely liked. The inventory, action bar icons, health and mana bars everything looks clean and fits the game really well. The biggest issue for me right now is the lack of player guidance. An NPC can tell you what to do but that information doesn’t always make it into the quest log. Sometimes they’ll tell you who to talk to next, but you’re not really sure whether that conversation actually progressed the quest or what you’re supposed to do afterwards. I found myself wondering where I should go next more than once. Because of that, I think the tutorial and possibly the narrative are the areas that need the most attention right now. I didn’t really get much understanding of the world, what’s going on in it or why I should care about certain things. Overall though, I’m definitely interested in seeing where this goes. There’s already a solid foundation here and considering it’s a solo-developed Early Access game, I think there’s a lot to build on.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Instant shader crash trying to play in survival mode. Able to load/play in adventure mode
If they could fix the inventory/crafting system and bugs I think this game could be good.
General Feedback of Forsaken Shores (to the dev attention) To start, I must say, it's not a bad game. I take good time to roam on the island to discover the differents biomes, farm resources and fight monsters. Positive and improvable points The game has a big good point because it allow the players from the beginning to see the different resources needed to craft better gear and make it more and more powerful. Also, the different gear rarity is pretty cool. I suggest to add new world boss level and news end game rarities and gears, especially for the end game player (lvl 100 and more). Indeed, the infinite level is a pretty great feature ! I really like it, but you should reinforce it, with news challenge (boss, items and difficulty challenges or unique quests and items) For me, the level scaling of the mob in adventure mob is not challenging, because their loot is not rewarding enough compared to the time and energy you put in to kill them. By the way, by adding world boss mob, you should also add world boss resources. May these new resources are mandatory for crafting and upgrading the potential end game gears. Not only, by using the mechanic of collecting world boss tokens. Speaking about magic, I really like these parts of the game. I'm a magic user in rpg so it comforts me. But you should adjust them. Some magics are not representative by the magic power of the characters. I speak about all the rains kind of magic and the comet one, for example. Maybe, you should think of some magic level improvements as : range, aoe, multiple projectile and target, better secondary effects for example. I guess that instead of the player buying new rank magic at the magic book shop, the player could buy the first rank of all magic, and the progressing of the magic rank will be driven by an experience points progression by killing monsters with magic attacks. About the mob, I will say it's ok for now. Introducing elite monsters roaming in the map is good, but not so challenging and rewarding. Maybe they can have special attacks related to their native biome About movement and camera, it's ok and fluid. I hope in the next patch, we can choose to invert or not the axes X or Y. About the gamepad, the usage in this game should be really great and will make the game more enjoyable. About the different modes, I'm not sure the survival mode is necessary. To be more precise, I'm not sure that having two modes to play is very useful and reinforces the gameplay. The question is what is your game, an rpg hack and slash or a survival building crafting ? I guess this answer is not clear for you and for the players. I mean, what's the meaning to have a survival mode if I can find all the necessary to craft on the adventure mode ? And also what is the meaning of playing adventure mode, if I need to build my house as I want ? For you as a dev, I really think that you have a lot of work to create, improve and clear bugs with these two modes and gameplay. Finally, you should focus on survival or on adventure mode following what you really want players to do and enjoy in your game. About the characters and the equipment designs, it's ok but I would like more things to wear and to personalize my character. Not only the colours. About the gameplay and quality of life, there are a lot of things to do here. From the chest and items sorting to the shortcut bar improving, you should ask to the players what features they require to have a great experience in your game. Even if, you pick and develop the features the most prior to you. At last, speaking of graphics, I guess it's good for this kind of game, especially for a survival one. I take pleasure in walking freely on the map.
Currently unplayable. Items in inventory are invisible, items picked up don't exist. Items created disappear, crafting doesn't work, food doesn't fill hunger bar, enemies randomly disappear. WAY to early and bugged to even play. I am all for playing early access ..... but the current bugs and glitches make it unplayable to even ignore. This is all in coop with my wife and children (bought multiple copies to play together) .. All of us had bugs that made it impossible to play. We tried for an hour to make it "work" .. but gave up ... TOOOOOO EARLY to buy . Game has potential and I hope it is fixed. Cannot recommend strongly enough to avoid this game in its current state.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $55.9K | 170 | 74% | $14.99 | |
| $273.8M | 549.4K | 94% | $29.99 | |
| $90.4M | 105.7K | 86% | $39.99 | |
| $8.1M | 12.5K | 81% | $29.99 | |
| $6.7M | 10.5K | 82% | $34.99 | |
| $123.1K | 227 | 58% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.3K | 86 | 12% | $0.99 | |
| $1.3K | 61 | 74% | $0.99 | |
| $1.3K | 90 | 77% | $0.73 | |
| $1.3K | 59 | 54% | $0.99 | |
| $1.3K | 56 | 38% | $0.79 | |
| $1.3K | 92 | 66% | $0.74 |