

Bug Fables: The Everlasting Sapling
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Bug Fables: The Everlasting Sapling
Explore Bugaria as Vi, Kabbu and Leif, solving puzzles and seeking the Everlasting Sapling. This adventure RPG combines colorful platforming with turn-based battles, where action commands boost attacks and teamwork can exploit enemy weaknesses. Steam player reviews: 97%% positive from 5,248 reviews. The interface supports English.
Credits
Lowest recorded in 36 months
$3.002026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
| Japanese | Yes | — | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Portuguese-Brazil | Yes | — | — |
| German | Yes | — | — |
| Korean | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-30
02Before you buy
Play and control
The Steam PC version is single-player and has full controller support. English is among the supported interface languages; full audio is not specified.
Exploration and combat
Explore Bugaria, solve puzzles and fight turn-based battles using action commands. Vi, Kabbu and Leif bring different abilities to battles.
03Frequently asked questions
What is Bug Fables about?
The three heroes search for the Everlasting Sapling, a treasure said to grant immortality.
How do battles work?
Action commands strengthen attacks or help block enemy moves. Turn Relay lets the team exploit opponents' weaknesses.
What optional content is included?
The description lists seven story chapters, more than 30 sidequests and 15 optional bosses.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
vi kabbu and leif are real and theyre my friendsShow moreShow less
I loved the Paper Mario games growing up. This is better than Paper Mario, and I didn't love it, so I don't think Paper Mario aged well. I'd highly recommend Bug Fables to people who really like JRPG staples: a lot of characters to talk to, lots of dialogue, long stories about an adventurer party, preparing a bunch of items before setting out, loads of sidequests, etc. Unfortunately, it has enough shortcomings in gameplay that it's annoying for people who are less JRPG-inclined. Since I lean toward the latter, I ended up with a "Not Recommended" review. Onto my gameplay grievances. The mana system (Flower Points in Paper Mario, TP here) is designed in an outdated, bad way. Skills, abilities, and magic are what make RPGs fun. Well, old games with outdated design philosophies make you wait a long time to recharge your ability resource. MMOs, JRPGs, Dungeons and Dragons, they all made it a chore to regenerate these "fun points". Modern game devs know that's stupid, because the player won't even feel good about using cool abilities, because they know that expenditure just cost them; in time, ingame currency, or whatever. The solution is to create higher-effort, more intricate and interwoven resource systems, where your boring, resource-free basic attacks somehow contribute to building up your mana. Bug Fables doesn't do this. Before getting some of the endgame medals, you have no way to replenish TP without spending currency, of which you don't get very much. For most of the game, you spend the majority of your time in combat using boring basic attacks over and over, instead of the cool skills with effects that add strategic depth. You unlock new abilities, and then rarely use them, because you run out of food that restores TP. That leads me to the cooking system. It's bad. You can't make food in bulk, so you have to laboriously hand the chef one ingredient at a time, and then wait through the cooking animation every time. It's such a chore that this is one of the only games where I've considered the time cost of resupplying. There are FAR too many recipes (70), most of which you'll never want to use. To assemble the ingredients to make food you want, you have to walk around for minutes, visiting various ingredient vendors across the world. And walking is slow. Early on, before metal island, money is tight, too. You end up really REALLY not wanting to waste mana, because cooking sucks. And the game is eager to make you cook, because it's stingy about letting you heal for free. You have to walk to inns (which you have no choice but to pay for, until later) or farm money to make more food. Occasionally, you encounter a save point that restores your HP and TP for free. Well, if you return to that save point a little later, it no longer heals you. All it does is save. So go spend 3 minutes running to an inn to pay to play, or run around the world making more food. This creates a problem where too much of the game is just you walking around slowly, from point A to point M, and back to point A, just so you can resume what you were doing before. This happens when you need to cook (going elsewhere to buy ingredients so you can return to the chef), when you need to heal (going elsewhere to pay for healing, then returning), and in the many, many sidequests—running around is implicit in sidequests. And unlike in Paper Mario, you have no spin to move faster and pretend you're playing a game, rather than a walking simulator. Levelups don't feel very good. I was happier about the full HP and TP restore because of the aforementioned problem of having to pay to heal. The best levelup reward to take is obviously the medal point increase, but because of how you don't get fun or powerful medals until late in the game, you don't get much stronger early on. The devs know which medals are fun, sought after, and effective. So they buried them away into the last parts of the game. For the first half, you're stuck putting on silly situational medals whose effects are rarely active. Combining all these problems leads to one big issue: Bug Fables makes you wait a long time, or jump through a lot of hoops, before it lets you have fun. Even the early puzzles are too simple, for too long. All of that said, the game is charming. I can see why people love the story and characters, even though I don't like them as much. Some parts are really well done, but most of the story isn't. The character-specific sidequests (well, Kabbu's is more of a main quest) are the highlights of the game's story. There's one per main character, and they're all great, because they present story arcs that are fundamental to each character's personality. They're excellently done, with good writing and characterization. One in particular has an optional dungeon that's the best in the game, in terms of presentation, worldbuilding, story, and atmosphere. Where most of the dungeons (and chapter end bosses) in Bug Fables don't say much about the world at all, this dungeon does it all correctly. The other dungeon end bosses are just "I am the guardian of this place I will fight you. Oh I am defeated. Whatever." The combat gets a lot better toward the end, giving you options that are actually interesting as you start unlocking medals that let you regain TP and do interesting things with the combat mechanics. That still doesn't excuse the first 70% being such a chore. The music is amazing, and Bug Fables is still better than most of its (even more flawed) competition. Great game for fans of JRPGs who have calluses built up against these negatives. Slow, meandering journey for everyone else.Show moreShow less
It's a great game, if a little derivative. Well, maybe more than just a little. Oh, alright, fine. The game is basically one big shameless Paper Mario clone, right down to the style of the menus. But you know what? It's a clone with heart and effort put into it. And when you don't get a good game out of a series for more than a decade, it's up to the indie dev scene to put Nintendo in their place. ...Now, when is an indie game coming out with Chibi-Robo gameplay...Show moreShow less
This is one of those games where, fundamentally, it does quite a lot "right", but... my ultimate experience was not one of enjoyment, as much as it was plowing through an increasingly frustrating game to get to the end out of sheer stubbornness (which I am). The good: The combat, for one - all three party members have different specializations and great synergy, there's a lot you can do with the medal system to really build some interesting teams and strategies, enemies are pretty diverse and usually pretty fair. The lore - lots of thought put into this, both in overt and subtle ways, though I wish more of it came to the forefront instead of being buried in optional collectibles. The art - everything looks good, very colorful and consistent style. The music - completely good in every aspect though I don't know how much of it will be memorable for me in the long term. The main characters - all three developed well, feel very distinct, have interesting backstories, interact well together, etc. and there are a few other non-protagonists who get a lot of attention for the better And now, to probably look like I'm contradicting myself; The bad: The combat - Okay but this gets reeeally stale by the later chapters when enemies get tankier and tankier despite your base damage almost never increasing throughout the game, you're given more sources of TP and regen medals to balance it out but it still ends up feeling exhausting by the end, especially in the last chapter where you simply can't use bug me not to skip enemy encounters even when you've reached max level. The setting - while the game for the most part looks good, and the lore itself is good... there's not much else beyond that that's very intriguing. There's like... two or three visually interesting areas in the entire game, with the rest basically being retreads of the most generic locations possible - get used to grasslands, all I'm saying - and exploring these areas just doesn't feel special. The characters - beyond the main characters and the few notable side characters... I can't tell you how many characters felt interchangeable with each other, in no small part because a lot of the NPC bug designs look really similar, which is a shame when there clearly was an effort to make most of them unique, and yet it doesn't really amount to much when there's only a handful of minor NPCs I can even remember, since you just don't do a ton of interacting with most of them. Also, the villain has an interesting backstory I suppose but is really boring and unmemorable as a presence in the game The world/exploration - ooooh but this is the big one. The game seems really, really proud of its ice block puzzles, for one, which get old by... chapter 2, at the latest, and a lot of the overworld traversal mechanics are... intentionally slow, on top of that. Slowly pushing blocks! A very touchy boomerang mechanic that you can angle in 360 directions and probably shouldn't be able to! Dropping ice into water one small step at a time! Flying but incredibly slowly! Using a shield but incredibly slowly! The game does well to make backtracking less of an issue but there are still places you need to revisit for quests and the like that make you redo the platforming and/or puzzles just to get back. Chapter 7 is especially egregious about this (in general it's the worst chapter in basically every aspect, honestly, aside from its setting, but). This part became the biggest chore by the endgame, and the actually clever puzzles were far and few between - and there's just, no good platforming period since this game isn't designed for it. Eehhh. Recipes - well these are in theory fine but the game never gives you enough push to experiment with them since most items can just be bought and after a point getting berries is not difficult to do - I have over 2k in the bank by the time I completed everything, so And, also, in general - I don't think the game does enough to differentiate itself from its obvious inspirations. It does iterate on the paper mario formula a little, though a lot of these felt like QoL updates - retrying bosses on death, fast travel, small stuff like that - and the only major changes besides are the three-character combat system, which is definitely one of the untouchably good aspects of the game. I really don't think this is overall a bad game but I just had a combination of not really ever feeling too engaged by the game's world or story on top of a ton of frustration and tedium with the actual gameplay itself. I'm sure if I went back to TTYD replay today I'd probably find some of the same problems, sure, but... I feel like that game manages to keep itself constantly fresh in a way this one just doesn't for me. I'd give a meh rating if steam allowed it, but I can't say I'm coming away from this one with a positive feeling other than relief that I'm finally done with it.Show moreShow less
Now close your eyes and imagine a good Paper Mario game...released in 2019/2020. Can you? Neither can Nintendo. This is the spiritual sequel Paper Mario 64/TTYD always deserved, playing nonstop since acquisition. Just asking 20$ for a game this long with this much content is a STEAL, best deal ever.Show moreShow less
this game's balance is out of control "regular"/not hardmode is a cakewalk. hardmode is so ridiculously overtuned. you NEVER get stat upgrades. ever. your attack never increases outside of like 2 medals, nor does your defense. but every one of these medals, get this, also has DOWNSIDES! that's right, you never get stronger! and if you want to get stronger, you have to.. also get weaker! fun! ok, but surely i can progress by leveling up? jokes on you! leveling up let's you pick ONE: everyone gets.. 1 more hp, you get 3 more TP, or 3 more MP. that's it. you don't get stats on levels automatically, so it's not like "one more HP on top of the default". nope. it's so hilariously bad, and everyone will tell you a trap; you choose MP every time or you ♥♥♥♥ yourself. enemies get increasingly more defense, so your auto attacks basically start to do 0-1 damage by chapter 3. ok, TP spam it is. except basic abilities cost 3-5 TP, and you have like 20. and the enemy has 50+ hp. and hits you w/ statuses. and you get effectively zero ways to regen TP outside of items until like, chapter 5, where you get.. 1 TP a turn by skipping YOUR ENTIRE TURN. and that was just trash mobs! bosses ALL have summons. yup, every. single. one. they ALL give themselves self buffs. all of them. every one of them has multi-hit and AOE moves. and almost ALL of them can give themselves multiple turns when they see fit. very cool, very balanced, super fun, super well designed /s i really want to like this game. i adore TTYD, i adore this aesthetic, i like the characters, i like the world. but the balancing is so HORRENDOUSLY bad, i just can't.Show moreShow less
I do enjoy this emerging genre of "Nintendo refuses to make the kind of Paper Mario a lot of people enjoy anymore so we're just gonna do it ourselves" indie games. Bug Fables definitely seems to scratch that itch while still having an identity of it's own.Show moreShow less
This game is so, so, so close to being the refined, Paper Mario experience that you have been waiting for that I hate to give it a thumbs down. But it is because it is SO CLOSE to that polished quality that it fails. There is no doubting this game's creators: they have achieved their vision. This is a Paper Mario game. It screams about being Paper Mario. And that is a great thing! I have been waiting for a successor to TTYD for as long as anyone. This is it. But they stick to the formula in terrible ways. Unskippable cutscenes before bosses, leading you to spend so much time going back to retry. Save points that are spaced awkwardly. In the second chapter there's nowhere to save before a boss so you are forced to retry ad nauseum. Worse, though, the combat system is anathema to a Paper Mario enthusiast. In the Paper Mario games it was almost always clear who was going to be taking the damage: in this game it is 100% and completely random. On some runs of a boss I had the enemy space out damage as I liked, while on others I got one character targetted by everything. Randomness is the death of an RPG like this. It makes Hard Mode ♥♥♥♥♥♥♥ sickening because bosses aren't defined by your choices, but by your RNG. A message to the Devs: the key to an enjoyable combat system in a game like this is predictability. You nailed that in some respects with the reactive defense system, but you utterly, utterly failed when it came to how the enemies choose targets. The enemy's abilities have to be predictable, otherwise the player is left fumbling and dealing with RNG. That's not a fun experience. So that my review isn't bombed by people saying "put whoever you want to be targetted out front" I've done that. I've done that many, many times. And the enemies disregard it just as often. It's, at this point, random.Show moreShow less
The Paper Mario sequel we've been waiting for.Show moreShow less
At first this game was cute and enjoyable. it's obviously... let's say "inspired" by paper mario, because the other words you could use for the amount that it lifts from that game are far less... generous. The real issues though, comes with the mechanics. first: any amount of farming xp is immediately punished by the game deciding to have a harsh xp falloff to 1xp per fight, not per kill, per *fight* even with xp increase badges. additionally, midbosses and bosses start to have 40-50 hp in some parts, and when you have no ways of increasing your damage outside of burning massive amounts of badge points in order to play around gimmicks like poisoning yourself or taking defense penalties for them, that becomes a huge huge issue. the game essentially needs you to burn a lot of money on items every time you want to fight a boss. also it will give you quests you can't finish until later on which is frustrating because it lends to a sense of constantly missing something that isn't your fault nor possible at the time. The worst offenders though are the side missions, spoilers ahead. if you do the side quests (plenty requiring you to kill difficult midbosses) many reward you with a single lore book. no money, no items, no badges, just a lore book. after you get 26 of these, you read that correctly: Twenty-Six, what do you get as a reward? a single. crystal. berry. the side quests in this game have quirky writing sure, but the amount of time that's absolutely wasted on many of them for no mechanical benefit is staggering. And this sews doubt for all the other quests, a thought of "okay, well if this next quest gives me a lorebook, then I don't want to do it, so I guess I just won't engage with sidequests without using a wiki to tell me the rewards". The game has cute writing and fun music that's seriously dragged down by a plethora of decisions by the developers to make the game's mechanics grating and unrewarding. I know "hahaha its just like paper mario and that game was good!" but that nostalgia doesn't salvage these issues, it just makes me want to play paper mario instead.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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