
Fields of Mistria
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 Fields of Mistria
Fields of Mistria is a nostalgic farming and life sim RPG set in a village tucked between forest and sea. You take on an overgrown homestead, farm, fish, mine and craft to bring the town back after an earthquake, meet more than 30 villagers, court one of 12 marriage candidates, and explore ancient ruins for magic and treasure. 96%% of Steam player reviews are positive, from 33,138 reviews. The Steam PC version lists English for its interface. It arrived on Steam PC on August 5, 2026.
Credits
Lowest recorded in 36 months
$11.192024-11-27 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Single-player with full controller support
The Steam PC version is listed for single-player play and carries full controller support.
Steam Cloud saves
Steam Cloud is enabled for this title, so save data is tied to your Steam account.
Steam PC version
All details on this page refer to the Steam PC version of the game.
03Frequently asked questions
What do you do in Fields of Mistria?
You restore a homestead and the village around it by farming, fishing, mining and crafting, while meeting more than 30 villagers and exploring ancient ruins for magic and treasure.
How many marriage candidates are there?
The game lists 12 marriage candidates among the villagers you can get to know.
Does the game have seasons and festivals?
Yes. Seasons change and bring new quests, festivals and villager outfits with them.
Can I customize my character and farm?
Yes. Character, home and farm can all be customized.
Latest news about Fields of Mistria
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.
A dedication to coziness has robbed Fields of Mistria of any sense of humanity. I am writing this review because I see LOTS of potential in Fields of Mistria, it's a cute game that's competently made, has a great art style, and improves on its contemporaries in some notable ways (namely the dungeon crawling and the inclusion of a jump button.) Also because a close friend of mine is DEEPLY invested in seeing potential improvements in these specific areas, as am I as a customer, and I promised her I would write this. The aforementioned dedication to coziness is not, by itself, a sin. I am a passionate and repeated lover of both Animal Crossing and Stardew Valley. Fields of Mistria's greatest failings are not due to its ambitions to being even cozier with a more exclusive and consistent aesthetic (the ruggedness of Stardew Valley and intense individualization of Animal Crossing need not apply), these are noble pursuits and should be continued. The strangely rookie mistakes in terms of both game design and writing, VERY likely decisions made in the name of furthering the coziness of the game, are many, are dense, and are impossible to ignore. Being as objective as possible, Fields of Mistria begins with a brother and sister discussing the revitalization plans for the town of Mistria. They seem perturbed by their lack of speed in recovering from a past natural disaster, but come to the realization that offering free, fertile land to farmers through the Adventurer's Guild may have a positive impact on their town's economy. They celebrate their realization and we cut to our player character walking into town, being greeted by a traveling merchant who offers to escort them to their new farm. Upon reaching the farm, they see it is still under construction. Thankfully, seconds later, the character of Adeline has finished the construction and you are ready to begin your idyllic new life in the Fields of Mistria. Being different from Stardew Valley, its most obvious contemporary, hell, even having intentionally lower-stakes than Stardew Valley (while a feat) is not itself a problem, the very idea that it is a game at all means it is by definition low-stakes, but even those attempting to portray a fantasy through the act of narrative (both emergent and scripted) can be low-stakes without being unenjoyable. The point I have definitely taken the long way to getting to is that, unlike Stardew Valley and Animal Crossing and Rune Factory and Story of Seasons, Fields of Mistria isn't low-stakes, it's utterly dedicated to the absence of conflict, tension, or friction. Breaking down the above intro further, it becomes an unmistakable pattern in Fields of Mistria that any serious problem that is introduced into Fields of Mistria is solved within the same dialogue bar none. No problem can be left without either an eventual solution or a status quo that can be indefinitely tolerated. Even the undeniably tragic occurrence of a natural disaster that befell a small town is broken down further and further until it no longer resembles any sort of problem: an earthquake is minimized to economic struggles. Economic struggles are minimized to stagnating growth. Stagnating growth is solved literally within the first scene with no doubt in any character's mind that their plan will work. Which it inevitably does. No character has any flaw or problem that can not only be indefinitely tolerated but interpreted as an unqualified funny quirk by every character around them. "Give March (the resident Tsundere) a chance, he'll open up to you" and he does. Immediately. Despite the veneer of rudeness (none of which is even close enough to pointed or personal to actually resemble offense), he admits to the idea that "maybe you're not so bad after all" with shocking haste. Juniper, the haughty and self-righteous witch, is treated with the goofy and lovable endearment that anyone would expect out of only the very closest of friend groups. And just in case you were worried that she harbored any actual malice toward anyone, she's also got a cute, friendly dog. My favorite character, Caldarus the dragon, is my favorite character because he is the only character who seems to speak as though he can imagine a better world. He wants something sincerely: to join you in the world proper, to live and move and taste again. Caldarus, unfortunately, is relegated to a single dialogue every day and most of your time is, by design, spent around characters who talk and act as though they've never lived a truly hard day in their entire lives. It's just as well, it would be a greater tragedy to watch Caldarus turn into one of these hedonists and act as though the time we spent together was anything other than blissful and beautiful, rather than tinged with a very human sense of sadness and want. When others describe a game as saccharine or unbearably quirky, it's typically a matter of taste. I will likely never get into Hello Kitty Island Adventure (despite my admitted love for Big Challenges), it IS a bit too saccharine for me to spend time on, but I hear it's good. That's not Fields of Mistria's problem. The villagers in Animal Crossing are NOT free of conflict or friction. They'll sometimes be rude to you. Blathers HATES it when you bring him bugs (and ISN'T kidding). The joke that Isabelle is continually too stressed to function properly is as secretly sad as it is relatable and funny. Villagers will complain about their lives in earnest. It would not surprise you to find out that two villagers dislike each other with some intensity. I briefly mentioned game design mistakes in the first few paragraphs, and I feel strongly that many of the quality of life improvements over Stardew Valley only dampen the game's sense of involvement and immersion. It would be perfectly fine if I showed up to the general store at 11:30 at night to find out they're closed. That's reasonable. I would not wish the game developers to make special accommodations for me because that's inconvenient. It's a game. It's not supposed to be convenient. Same goes for the inability to fall down pits, the lack of necessity of refilling a watering can, and the non-diegetic reminders of characters' birthdays. These are painting over inconveniences but I like inconveniences, it's why I play games. It's appropriate that a farming sim should be the game where these problems are highlighted: farming has long been a universal metaphor for the difficulty of sowing seeds and the transcendent reward of reaping them after. The reason I bring up these complaints so late is because I feel as though they come from the same misguided place that the writing mistakes come from: a psychotic dedication to a lack of conflict or friction. The thing that causes friction is texture, is two surfaces that are NOT completely smooth and may be imperfect, sliding against each other. texture is what we feel when two hands embrace. Texture is what we feel when we laugh at a friend's joke at our own expense. This is a game that is overflowing with potential but fails to reach any of it due to a lack of texture. Make someone genuinely imperfect. Have someone get too drunk at the inn. No, ACTUALLY too drunk. We'd better get her home, you guys have fun okay? Have two characters have an actual argument. I said some things last night I genuinely regret, can you ever forgive me? Let me breach someone's boundaries. I feel as though you're taking me for granted, but I want to remain friends. I wouldn't have gone on this long if I didn't think it was a problem that could be solved. Or at least I would have been meaner about it for comic effect. Go over the script one more time and just give some friction, even friendly friction, a try. I don't think you'll lose out on even a single member of your audience by grounding your characters and letting them act like humans. Check out FoM: Steadfast on Nexus Mods if you'd like to see if I could do any better. Best of luck.Show moreShow less
TLDR: There is a lot to love in Fields of Mistria. It's the most polished EA game I've played and I can't recommend it enough. If you enjoy the cozy farming genre, this is awesome. The farming system isn't terribly complicated, the fishing is enjoyable, and catching bugs is a pleasant way to spend your time. The character portraits give serious Sailor Moon vibes and the dialogue is amusing. I have thousands of hours in Stardew Valley but my heart belongs to Rune Factory 4 Special. Like RF4S, Fields of Mistria provides unique character dialogue that makes me want to chat with the people in town. Friday nights at the inn make me laugh and I look forward to seeing what will happen next in the "campaign." In Mistria it's not dead grandpa's farm and I'm not there to fix a community center for a shady mayor who constructs gold statues of himself (I'm looking at you Lewis), I'm there to help revitalize a community after an earthquake. The townspeople are working together and you are helping them achieve their goals. Rather than jerkface Pierre taking credit for the produce I cultivated, I recieve recipes in the mail so I can grow more of that produce and cook healing food from it. I feel like I'm making progress just by shipping things and that really makes me happy. Items are affordable and it doesn't feel like a grind to obtain them. I can plant a sapling in Spring and it will produce fruit THAT YEAR. Speaking of Pierre, I don't have to worry about a shop being closed on Wednesday- I can buy stuff whenever I want! That's particularly useful as the days FLY by. Crossing a sprawling map even with a very fast walking speed I still stressed about making it to the shop before it closed - only to find out that I didn't have to. It stayed open. I really like foraging in these kinds of games and I couldn't believe the variety of materials there were to gather in Spring. Halfway through the season I discovered cattails were a crafting material. I didn't know about the water chestnuts until there was a request to make trail mix. And that's another place that Fields of Mistria shines. The requests do not have time limits. I can take my time and explore and enjoy the game without feeling like I need to rush around. Like in the example of the water chestnuts above, the requests can act as tutorial such as for smithing, cooking, or wood working. I never feel lost or unsure of what to do next. Everything feels clean, organized and thought out. The only very slight criticism I have personally is that with my dyslexia sometimes I find the pixelated font difficult to read. I found that moving my desk chair further back from my monitor helped a bit. This might be a bit of a rambling review so if you've made it this far, thanks :) I just want to close by saying that if you enjoy Stardew Valley or even better if you liked Rune Factory 4 Special, this is a game you won't want to miss.Show moreShow less
Overall I would probably recommend this game to a certain audience, but with some important caveats. This is not Stardew 2, and I find it to be much more focused on cozy aesthetics and farm design than the other aspects of farming simulation. I wish steam allowed me to be neutral on my review, but do not buy it expecting it to scratch the Stardew itch, unless you can tolerate the following. Its farming sim mechanics are servicable but not unique. I don't enjoy the stamina system, as planting seeds and petting animals take stamina. However, food is reasonably easy to come by at a certain stage of progression, but it is still irritating, partcicularly given that the equivalent to sprinklers is fairly late game and also requires a fair amout of investment. I liked how easy it was to upgrade my tools and barns however, and the team have clearly put a lot of effort in making quality of life improvements in these areas compared to other games. The economy is strange. I did not play in an optimised manner, but it felt like I went from barely having enough money to do anything to having an overwhelming excess within the first year. Ranching, which is typically more profitable than crops, is nearly useless, and you are not even getting your money's worth if you ranch for food ingredients rather than to sell. Animal breeding is fun in terms of cute colourful animals, but not in terms of economic value. Artisan goods, one of my favorite parts of a farm sim, are incredibly underdeveloped and sell for next to nothing. In particular, goods like honey are irritating to produce, as the hive keeps asking you for a crops/foragable in exchange for one jar of honey that usually sells for very little, even at the higher tiers. I've found that the only viable way to make money is through lots of planting. Pair this with an inconvenient stamina system that saps energy at multiple stages of the planting process, and you are significantly capped early game in how much you earn. Its mine mechanics are, unfortunately, rather boring. The enemies you encounter in the mines are all versions of eachother, and although they vary in different enviroments, it feels like an area of the game that has been underdeveloped. I enjoy mining in Stardew a lot, but mining here feels cumbersome, slow and rudamentary (stamina becomes another issue yet again). Oh, and the few precious gems you do encounter sell for less than mayo, which itself does not sell for much. Its characters, while lovingly designed, are almost frighteningly positive and overly friendly. Dialogue choices are far from impactful, and a significant amount of dialogue is esentially fluff and inconsistent in its reactivity to major world events. Some characters who definitely should acknowledge events do not, while some you think wouldn't do. Many character heart events are disappointing, short, and unfocused on the character you're trying to romance. Many characters are defined by one single quirk, such as Celine likes plants and is nice to you. Hayden likes his pet prize-winning chicken and is nice to you. Ryis likes birds and is nice to you. Balor likes money and is nice to you. The only exceptions, Juniper and March, are rather stereotypical characters for a farming sim. Mean to begrudgingly nice to nice. I am also disappointed by a lack of events for non bachelors, as I find many of these characters to be more interesting/worthy of a cutscene/character development than many of the bachelors. They feel like set dressing rather than characters the game actually wants you to get to know. I enjoy how characters interact with eachother when you're not there, and I looked forward to snooping on conversations at the inn. But, at the inn in particular, I always felt the outsider - as you are never invited, even in some dialogue fluff, to participate in any of the games most of the other adults participate in. This feeling is accentuated by the fact that characters that you have high hearts with still often hit you with a "nice to see you" and nothing else, so it often feels like there is no progress to be made in relationship building. In terms of dating, the actual dates you can go on are underwhelming. While this may change in the future, as it stands, there is no difference between date locations. There is no date dialogue. You get a photocard of your date and thats it. Dating feels pointless, which is really sad given how little romantic interaction you get from your partner otherwise. While I initially really enjoyed the village upgrades, I wish I felt more connection to the town ranking system and the wider world. I was excited to restore Mistria to its pre-game ranking (which feels weirdly low) and raise the town ranking further. What do I get for taking Mistria to highs its never reached? Functionally, nothing. It does not feel rewarding, particularly when few characters even acknowledge it happened. Additionally, we're told that Mistria was initially more populated pre-earthquake. Why does nobody return when the town ranking far surpasses pre-earthquake Mistria? I feel fundamentally cut off from the outside world, like my actions do not actually change the town in a really meaningful way. I liked upgrading several shops, but think there needs to be bigger ramifications of these upgrades than a slight aesthetic change and a few more items to buy, especially with all the emphasis placed on improving the town. The festivals are okay? I don't know. I enjoy that they continue in the background and I can walk away from them and do other things, but a lot of them feel empty, like I wouldn't feel a need to return to them in the years to come. Overall, I did play this game for multiple days straight, but at some point, I just lost any will to continue as the flaws noted above became more glaringly obvious and the game felt empiter, lacking a "reason" to continue. It's not a game that priotisises the aspects of farming sims that I personally enjoy. However, with all this being said, if you love designing a cute house/farm, cutesey inoffensive characters with beautiful designs in a very wholesome world, and an experience that almost errs on the side of Animal Crossing over Stardew, this one is for you. But, if like me, you read the earlier reviews praising it as an improved Stardew, I think many of you will be disappiointed.Show moreShow less
Well done. 10/10 Just one minor caveat, I would love to have the option to join in on the D&D, or the card games on Fridays at the Inn. Perhaps something to consider later down the line? ^^Show moreShow less
It's a cute game with a really strong visual identity and some of the cutest character designs I've seen in farming sims. However, at this stage, I cannot recommend the game. If the developers make fixes during the Early Access that improve these problems, I'll be glad to change my reviews into a positive one, but as it is, the game needs some serious balancing to make it enjoyable. The price in the game is abysmal for the seeds. Some of the seeds that reproduce new harvests every few days are multiple times much more expensive than the ones that let us harvest one-off. Tools like the fishing rod or the shovel require us to buy the most basic version from the store. You don't really get any indication that you need the shovel either. You also don't get any indication on which items would go to the museum from the get-go, my friend said there is a tiny checkbox that lets you know which is...? Both of us didn't get told anything about this during our playthrough, and even if it was told, it's very unfriendly game design to not make necessary information readily available. The distance to travel between areas gets tedious really fast. With this running speed, it usually takes hours in game for the players to move between three zones. The maps shouldn't be this big when there are so many empty spaces in the different areas. Some of the crucial buildings are also in entirely different zones yet really far from each other. If you want to go to the beach right after the museum, it takes at least a minute of real time to get there. This is a huge problem because the game time cycle of a day is only around 10 minutes or so. You can barely do anything before the day ends, forcing you to narrow down on exactly one activity you want to make good of. Not to mention the stamina is abysmally low, I usually run out of stamina fishing long before the day even ends. Adding to this is the fact crafting takes time from the actual day, locking your character in to stay there and craft while they craft instead of getting to run somewhere else to do other things. The limited time also makes it very hard to engage with the characters, since I barely have time to interact with them. However, a friend who also plays at the same time points out that the characters feel very flat and incompetent. I feel the same about my experience playing because I try to talk with every character I come across. But they often feel very one-note and uninteresting, no one really has any turmoils or conflicts to draw you in, except maybe March whose delivery goes from annoyingly endearing to pretty corny really fast. Conclusion: At this Early Access, FoM has a strong visual identity but it lacks any other identity that makes it stand out and fails at the basics of gameplay to make it engaging and user-friendly. If they can't improve the gameplay strongly, I at least suggest that they keep it simple while leaning into making the writing better, since that's what draws the majority of their fanbase in. Making the game more story-focused would help the game a lot in terms of solidifying its core identity.Show moreShow less
It's running on Steam Deck perfectly fine to anyone who is wondering about getting the game to play on Steam Deck.Show moreShow less
it has pronounce instead of a simple gender system, and most of the characters look gay afShow moreShow less
I have played maybe 200+ hours of Stardew Valley (baby numbers ik). I played it to do a bit of farming, a bit of mining, but mostly I played it for the characters. To romance Leah or Penny, and ignore Elliot because I hate you Elliot sorry </3, and just have an overall chill experience. I didn't want to min max the game, I didn't want to create crazy farms and money loops, I just wanted a humble life in the valley. And Fields of Mistria gave me exactly that and more. There were a lot of places where I felt that Stardew didn't quite fit the experience that I wanted out of the game, and FoM scooped me up in it's early access arms and said "Don't worry pookie, I got you." Energy is only expelled when you actually use a tool for a purpose, no more accidentally wasting an energy because I had the wrong item in my hotbar and swung my axe by mistake. Zero energy doesn't mean you pass out, all you need to do is go grab some more food or use a bit of magic to replenish that gauge and you're off once again. Passing out at 2am doesn't penalise your items or your money, instead you just wake up later in the day without full health and stamina. Shops are always open. Doesn't matter what time of day or if there's someone to man the checkout, they're available for use whenever you need them. Characters are accessible wherever they go, without schedules or locked rooms hindering you from chatting or handing in requests. You can jump in bodies of water to swim (no stamina drain) and dive to retrieve goodies like in animal crossing. I personally did not enjoy the fishing minigame in SV so I'm very glad for an animal crossing/pokemon like fishing system. All of this allows for a much more casual play style and experience that is still fun, enjoyable and charming. And I haven't even mentioned the characters. They're all gorgeous. intriguing, and honestly really immersive. Everyone is off doing their own thing all hours of the day, and you can talk to them multiple times depending where they are. Catch them on the street? They might mention your recent donations to the museum. Catch them in the inn? They'll talk to you about the food they're eating, or how they're glad you could join them for a bite. Sometimes they'll be engaged in conversation with someone else, and you get a nice little insight into the interpersonal relationships of the townsfolk (I learnt that Adeline, Celine and Reina are childhood friends who used to get up to mischief together, and that Juniper and Valen have somewhat of a strained, rivalry like dynamic). All the characters, romanceable or not, have so much to say and all of it is interesting. Nothing feels bland or cookie cuter, it's all just so charming (in particular I remember giving March a gift he did not like and he said "Why would I want this? Why would you think anyone would want this?" and I was so endeared to the writing immediately). The characters are all part of the world, they feel like individuals who exist for more than just to fill up the space the player is in, and I have enjoyed every second of the 11 hours I've played so far of this wonderful this game. My only gripe, besides minor visual bugs here or there, was the fact that romances are not yet implemented. But honestly? Take your time Fields of Mistria. Because I don't think this game would've been anywhere near as enjoyable if you'd rushed to make romances immediately available upon early access release. I am glad that you allocated your time and resources into making the version of the game that players first step into one that is immersive and full of life, rather than bland but technically checking all the boxes for what the game eventually wants to be. Do I want to wait for more? God no, I want to be able to play everything right here, right now, instant gratification, I have no patience, give it to me now. But! If the team behind FoM gave me what I wanted, rushed and released everything so I can romance and marry the characters and endless other features they have planned, I know for I fact I wouldn't be satisfied. It would feel boring, lifeless, and all that charm, wit, and effort that's gone into the characters and general experience up till now would be missing. Because art takes time and art takes work, and even though I despise waiting I am willing to suck it up for this game. Willing to sit here and develop some patience so I can enjoy FoM to the fullest as the fully developed and loved game it's meant to be. TL;DR if you like casual farm sims with little consequence and a lot of leniency, a plethora of charming and interesting characters who are both purely platonic pals or friends who could become something more, pretty visuals and cute music to vibe with while you play, FoM is the game for you. Early access or no, it's worth picking up and giving a try. I was bought this game as a gift, but having played it now I can say I'd certainly pay every cent to own and play this fantastic farm sim.Show moreShow less
Gameplay wise, this game is really solid. I really enjoy the perks system, the mines are fun, and overall progression is done well. The biggest issue? The characters. They’re soulless. Everyone is perpetually cheerful, blandly positive, and devoid of any real personality or emotional depth. They don’t seem to have struggles, dreams, or even bad days. It's like talking to NPCs in a theme park, not people in a lived-in world. There's no tension, no quirks, no emotional hooks—just smiley dialogue and robotic friendliness. It's just awful. Even worse, the relationships don’t really progress. Take March of example. 6 Hearts with the dude - still doesn't like me, still annoyed by me talking to him, still wont show any sympathy. Relationship system isn't rewarding at all at this point. One of the reasons Stardew Valley works so well is because the characters feel like real people. They deal with loneliness, addiction, ambition, anxiety, heartbreak. You get drawn into their lives because they have lives. You can even relate to some of them. In this game, it's like you're living in a world where everyone's had a lobotomy and a motivational poster tattooed on their soul. When you're making something inspired by Stardew, you have to understand that it’s not just about planting crops, mining, raising cute animals or fishing—it's also about the connections you make with NPCs. And if those connections feel fake or shallow, the whole experience starts to fall apart.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
