Stardew Valley

Stardew Valley

Una granja abandonada, cuevas peligrosas y un pueblo lleno de habitantes dan a Stardew Valley un ritmo tranquilo pero variado. Por el mínimo registrado de ≈ $2.82 en GAMIVO, es un buen punto de entrada si quieres jugar a solas o cultivar en línea con amigos. Hasta siete personas más pueden unirse y compartir recursos, así que la misma compra sirve tanto para una rutina individual como para una granja colaborativa. A 14,99 US$ en GAMIVO, Stardew Valley alcanza el mínimo registrado por este sitio: una buena ocasión para llevar la granja a solas o con amigos en línea.

Cargando ofertas de tiendas
98%Reseñas de Steam898,1 mil reseñas89Metacritic/10090OpenCritic/100
Lanzamiento: Feb 26, 2016
Farming Sim · Pixel Graphics · Multiplayer · Life Sim · RPG
Stardew Valley Global+2·Plataforma:Steam·-81%desde~ $2.82(~ €2.52)Mínimo históricoAhorra 12,17 US$ frente a SteamComprar
Stardew Valley+2·Plataforma:DRM-Free·-52%desde~ $7.17(~ CN¥48.00)Mínimo históricoComprar
Stardew Valley Steam Altergift+2·Plataforma:Steam·~ $16.26-23%desde~ $12.44Comprar
+2·Plataforma:Steam·Precio oficial de Steam en Estados Unidos~ 14,99 US$Comprar
+2·Plataforma:Microsoft Store·~ $14.99Comprar
Mínimo histórico ~ 7,49 US$Incluye Steam y tiendas de tercerosPrecio actual en el mínimo histórico registrado
Cargando ofertas de tiendas
Precio deseado
Configura un objetivo y recibe un correo cuando una oferta disponible en la región seleccionada sea igual o inferior a ese importe.

Historial de precios

Últimos 36 meses · actualizado a diario
Mínimo histórico~ 7,49 US$2024-02Mínimo actual entre tiendas~ 14,99 US$Steamrespecto al mínimo histórico+100%
~ 9,03 US$~ 11,32 US$~ 13,60 US$~ 15,89 US$25-1026-0126-0426-0726-10~ 7,49 US$

Los precios cubren Steam y 39 tiendas autorizadas; solo se cuentan ofertas regulares. La gráfica muestra los mínimos semanales del mercado y el precio oficial de Steam de los últimos 36 meses.

01Acerca de Stardew Valley

Heredas una granja descuidada y la conviertes en un hogar a tu ritmo. Cultiva, cría animales, explora cuevas, pesca y conoce a quienes viven en el valle. En Steam, 98% de 898.066 reseñas de jugadores son positivas. La versión de Steam para PC ofrece modo individual y cooperativo en línea para hasta ocho jugadores. Se indica compatibilidad completa con mando; para escribir también hace falta un teclado.

Equipo

埃里克·巴隆
DIRECCIÓN
埃里克·巴隆
一位美国电子游戏开发者
埃里克·巴隆
GUION
埃里克·巴隆
一位美国电子游戏开发者
Producción
埃里克·巴隆
Música
埃里克·巴隆
Desarrollador
ConcernedApe
Distribuidora
ConcernedApe

Reseñas de jugadores de Steam

98%positivoExtremadamente positivas898.066 Reseñas de Steam

Mínimo registrado en 36 meses

7,49 US$2024-02-26 · SteamJuego base · mismos registros que en el gráfico; historial en USD, no un mínimo regional de Steam.

Compatibilidad lingüística

IdiomaInterfazSubtítulosAudio
Chino simplificadoSí——
InglésSí——
AlemánSí——
Mostrar 9 idiomas más
IdiomaInterfazSubtítulosAudio
EspañolSí——
JaponésSí——
Portugués (Brasil)Sí——
RusoSí——
FrancésSí——
ItalianoSí——
HúngaroSí——
CoreanoSí——
TurcoSí——

Datos de la versión de Steam para PC · 2026-10-10

02Antes de comprar

Individual o cooperativo

La descripción de Steam para PC indica modo individual y cooperativo en línea para hasta ocho jugadores. Pueden trabajar juntos en la granja y compartir recursos.

Controles

Se indica compatibilidad completa con mando, aunque se necesita teclado para introducir texto.

Idioma y música

La versión de Steam para PC enumera varios idiomas de interfaz, incluido el español. La descripción menciona más de dos horas de música original.

03Preguntas frecuentes

¿Qué se puede hacer además de cultivar?

Además de cultivar, hay minería, combate, pesca y recolección. El progreso permite aprender recetas y desbloquear zonas.

¿Cómo funciona el cooperativo?

Sí. Hasta siete personas más pueden unirse en línea para trabajar en la granja y compartir recursos.

¿Cómo se puede ayudar al pueblo?

La descripción ofrece dos vías para recuperar el pueblo: reparar el centro comunitario o unirse a Joja Corporation.

9.2
Puntuación global
Valoraciones externas98%Reseñas de Steam898,1 mil reseñas89Metacritic/10090OpenCritic/100
Gráficos
9
Sonido
9.5
Jugabilidad
7.5
Historia
9.2
Contenido
9.8

“Solo-authored farming foundations and five parallel progression systems anchor eight years of free updates sustaining dense NPC storytelling.”

Nuestro veredicto

Stardew Valley is not the most-played indie of the decade. It is the most-played indie of the decade made by one person, and the gap between those two statements is where most of the game's historical significance lives.

The financial scale is widely under-reported

41 million lifetime sales chart

Forty-one million lifetime sales. Five hundred and eighty million dollars gross revenue. One hundred and seventy-one million net to a single designer. Eric Barone is among the most commercially successful solo creators in the history of any creative medium, full stop. The casual press still files Stardew next to the "scrappy indie made it" stories, but the actual numbers put it in conversation with Notch-era Minecraft and Toby Fox–era Undertale, and on the per-person economics it outclasses both. If Stardew is a "small indie," every word in that phrase needs a footnote.

Eurogamer's "Essential" rating puts the game on a shelf with Half-Life 2, Portal, Dark Souls, and Disco Elysium. Only three indies have earned that rating across a decade — Stardew, Undertale, and Disco Elysium — which is the cleanest external benchmark anyone has for "modern indie classic." It is the canonization claim that holds up under any pressure test. The Steam Awards 2022 "Labor of Love" win confirms it from a different direction — that one was voted on by the player community, not handed down by an editorial board, and the player community had eight years of free updates to weigh against it. The award lands as understatement rather than gift.

The decade of failed successors

Stardew Valley and its imitators

The competitive set is the proof. Animal Crossing: New Horizons rode pandemic timing to forty-five million sales — bigger total volume — and still did not shift Stardew's market position because its two-system core (build the island, fish) couldn't carry an engaged player past one season cycle. Coral Island, Disney Dreamlight Valley, Story of Seasons: Pioneers of Olive Town, Spiritfarer in its lane, Mistria in 2024, My Time at Sandrock in its overlap zone — each took a shot at the template and each one ran into the same wall: replicating one or two of the systems isn't enough; the lattice has to be there from the start, and the lattice is hard to budget. Even Nintendo's first-party muscle on Animal Crossing couldn't manufacture the lattice. The 2024 entrants made the gap obvious — Mistria openly markets itself as "modern Stardew with better combat," gets the combat right, and still leaves players reaching for the original because the social and Community-Center systems aren't there. The competitive set has now been running for ten years and is starting to settle into the conclusion that "Stardew-likes" is a real subgenre and Stardew is the only seven-out-of-seven entry.

Who should buy — five reader profiles

The AAA-fatigued reader is the strongest yes. If you have just finished a hundred hours of an open-world shooter and need to remember why you started playing games, Stardew is the antidote, and the antidote is on sale. The cozy-game native is the obvious yes — if you played Animal Crossing during the pandemic and still miss it, Stardew is the version with the lattice underneath. The long-vacation player is the surprised yes — give yourself two weeks of evenings, and you'll come out with a save that beats anything Game Pass shipped in 2025. The Switch handheld habitual is the under-recognized yes; Eurogamer specifically named the Switch port essential, the bedtime-session cadence fits exactly, and the gameplay is frame-rate-insensitive enough that handheld 30 fps holds up. Couples with one TV and two evenings are the unexpected yes — eight-player co-op as of 1.6 lets you both play on the same save with natural day-night handoffs, and the marriage system has a queer-friendly track for any pairing. The sixth profile that emerged after 1.6 is the parent who plays with a kid: the difficulty floor is low enough that an eight-year-old can run the farm while the adult handles the mine, and the relationship-budget weekly caps prevent grind-style burnout for either player.

Who should not buy — two clean nos

Combat in mine cavern

The depth-first action loyalist is the clean no. If Hades, Sekiro, or Hollow Knight are your reference points, Stardew's combat will feel undercooked, the boss roster will read as gentle, and the lattice will feel scattered rather than rich. The refund window will not be long enough to fix that mismatch. The seven-out-of-ten gameplay score is honest about this — the combat is a system the game keeps around because some players want it, not a system the game's reputation rests on.

The instant-feedback player is the second clean no. The first five to ten hours of any Stardew save are deliberately quiet — you plant parsnips, you wait for them to grow, you fish without a strike for a long minute, and the game refuses to validate you with a cutscene every fifteen seconds. Players who walk away from games the instant the unlock cadence flattens — and there is a flattening around hour thirty, after the Community Center completes — will hit the wall and stay hit. There is no fix; Stardew is the design it is. Game Pass is the cheapest way to test that pacing before committing to a purchase; if you put the game down twice in the first ten hours, you have the answer.

The 1.6 closing argument

The product is now locked. ConcernedApe has publicly confirmed 1.6 is the last non-port major update before he turns to Haunted Chocolatier. Eight player co-op, meadowlands farm, nineteen power books, all at the same $14.99 the game shipped at in 2016. Whatever you pay for the game now is what the game will be a decade from now. The Switch 2 port is the only outstanding question, and the gameplay is frame-rate-insensitive enough that the handheld port is a real platform, not a compromise. Compare that to a triple-A live-service title where the year-five servers might be off and the year-three content roadmap is uncertain; Stardew has the opposite question, where the only forward move is platform availability, and the answer to that is more or less "yes" on every platform that has ever shipped.

Three years from the 1.0 release, the BAFTA Game Design nomination read as generous. Ten years on, it reads as conservative. Stardew Valley is the closest thing modern indie gaming has to a permanent reference point, and the price is still cheaper than the takeout you'll skip to play it.

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