

Stardew Valley
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 Stardew Valley
You inherit an overgrown farm and shape it into a home at your own pace. Grow crops, raise animals, explore caves, fish and get to know the people who live in the valley. On Steam, 98% of 899,933 player reviews are positive. The Steam PC version offers single-player and online co-op for up to eight players. Full controller support is listed, with a keyboard still needed for text input.
Credits
Lowest recorded in 36 months
$7.492024-02-26 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| German | Yes | — | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| French | Yes | — | — |
| Italian | Yes | — | — |
| Hungarian | Yes | — | — |
| Korean | Yes | — | — |
| Turkish | Yes | — | — |
Steam PC edition data · 2026-10-19
02Before you buy
Solo or co-op
The Steam PC description lists single-player and online co-op for up to eight players. Players can build a farm together and share resources.
Controls
Full controller support is listed, though a keyboard is still required for text input.
Language and music
The Steam PC version lists multiple interface languages, including English, and the description notes over two hours of original music.
03Frequently asked questions
What can I do beyond farming?
Farming is joined by mining, combat, fishing and foraging. Progress can unlock recipes and new areas to explore.
How does co-op work?
Yes. Up to seven other players can join online, work on the farm together and share resources.
How can I help restore the town?
The description presents two routes to restoring the town: repair the community center or join forces with Joja Corporation.
“Solo-authored farming foundations and five parallel progression systems anchor eight years of free updates sustaining dense NPC storytelling.”
Our Verdict
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

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

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

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.
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.
**NOTE: Updated as of 5/12/18** INTRODUCTION Stardew Valley. I've heard a lot of things about this game. A lot of extremely positive things. And I was doubtful. Was Stardew Valley really that good? I was afraid that people were just giving it attention because they didn't actually know what a good game was. And as insulting as it may sound, in my defense, uhhm.... Before buying the game I hadn't really seen what it looked like, or knew what it was about. I just knew that it was published by the same company, Chucklefish, that had developed Starbound. I had loved Starbound.. So I was playing completely spoiler free. Haven't watched any videos, no tips & tricks, just the information of a billion recommended reviews stuffed into my head. So I bought Stardew Valley, and had pretty high expectations. If a game received THAT much popularity, it should be seriously good, right? WHAT STARDEW VALLEY IS Plop. Into the world of Stardew Valley. You completely start from the bottom, trailing after a tragedy and responsibility that's struck. A farm, barely any money, and the mystery of a town left in your hands. Whew. That's really a lot when you think about it. Boy, did I NOT know what I was getting myself into. At first, I was mesmorized. Or maybe lost is a better word. The beginning's all new and immersive, and the middle... kind of leaves you stuck. But, this is because I was impatient with the game. I went in wanting to finish it asap. However, I realized this game is NOT simply for you to buy and finish. It's something else... entirely. The thing with Stardew Valley, It's all about exploration and management. Discovering and figuring out secrets and a beautiful story was amazing. Creative mechanics and powerful creativity had combined to produce a fabulous well-formed game that leaves a sweet taste in your mouth, and I'm going to tell you right now... it's totally addicting. I bought the game a few days ago, and literally have played it all day since. I've NEVER done that with a game before. I found myself as a kid in a candy shop, gaping at all the different flavors, and being able to savor them all. And now, in Year 3 of the game.. I still have a lot more to discover. PLAYING Compared to others, I've only played around 130 hours of the game thus far. Buy Stardew Valley. You really won't regret it. This game is beautiful. The music is whimsically lifting, and the soundtrack is wonderful. It's a work of art. You will find yourself falling in love with the characters, and the daily routine of being a farmer who restores the life around people, and who changes everyone for the better. It's so relaxing, so addicting, and so much fun. I have played games for years, played games with far more hours than I have with Stardew Valley- and yet, I always turn to Stardew Valley first. Why? It's amazing. It offers something to everyone. The game rewards for the hard-working. Stardew Valley is a game where you really have to manage things, yet, it allows you to explore the whole art of it. Work hard as you play the game, and there are sweet rewards. And I'm talking about rewards sweeter than all the candy in that candy shop. Here's the thing: you can take two routes with Stardew Valley. You can either take the money route and become rich and miss half the game, or you can immerse yourself in exploring the town and what the game has to offer, but with also missing the point that Stardew is a management farming game. Or, you can successfully find the balance between both. But how? Stardew Valley allows you to store multiple accounts, which is fantastic. I recommend exploring with your first account, and learning the ropes. You seriously won't know anything yet, and will be like "OMFG" when you figure out there's a way that makes things one hundred times easier. After that, create a second account, and start figuring out farm management and what the game has to offer. This is a game in which you learn from your mistakes. And now... I'm left in a spot where I can successfully thrive, and only continue to grow. THE PROS - Enchanting music that sings as you play - A simple yet fun art design that you can't help but fall in love with - Characters whom capture your heart - A shambled town that begins to thrive - Hidden secrets that you can't help but want to keep discovering - Amazing challenges that leave you wanting more - Brilliant originality, which is incredibly difficult to find - A storyline that changes your perspective beautifully - Lots of fun, and I mean lots. - Mods created by the community to make your game more fun and immersive- however, I play without mods. - IT FINALLY HAS MULTIPLAYER! THE CONS - As I said, the game rewards you for hard work. But only for hard work. It can be a grueling process, but it is extremely profitable. Those who don't like putting effort into a game won't enjoy Stardew Valley as much as other games. - Time. Stardew Valley takes a lot of time to play through. It's a game you thoroughly have to enjoy and adventure out on. - Repetitive. The game can be grueling. To reach certain goals you have to go through processes that you will SERIOUSLY hate. But, in the end, it's definitely worth the labor. PLACES TO IMPROVE - I wish there would be more characters. Once you go through the storyline with everyone, there's not much lore left. - More secrets and new areas, of course! WHY IT'S JUST STELLAR Stardew Valley offers a lot of things, and has changed the lives of many people. Perhaps in peace, wonder, open-mindedness, the game gives a lot. But I have one thing that's been bothering me for a long time... How in the damn world did one single person spit out a freaking awesome game? Even though it's a farming game, which is commonly found everywhere, it's original with its own spins. It's extremely difficult to find a game that has such a captivating message that's been developed so well. Stardew Valley is a lot of fun and awe, and it really draws a blank in your mind. Buy Stardew Valley. At first, it might seem mediocre... but keep playing. Trust me, the candies are still sweet. And they really only get sweeter.Show moreShow less
EDIT: Since 1.1. hit I will be replaying the game soonish, so take everything here with a grain of salt as it might have improved since 1.0. This review focuses on showing you the flaws of the game. It is a "not recommended" review, because it contains all the information that might make Stardew Valley a title that you might not want to purchase. I'll try to give you helpful information so you can make an informed decision as to why you may or may not want this game in its current state and I will point out possible fixes to mentioned flaws along the way. If you want to know what this game is doing right (and its doing a lot of things right), please read one of the many recommended reviews. Thanks. As the gameplay appears to be really solid and polished, my complaints focus around the barebone nature of how the game teaches you how its mechanics and world work, which may cause you as a new player confusion and/or frustration. I will also change this review if some or all of my issues get fixed with future updates. Bugs, crashes and suggestions List of current known issues. Thread that reflects what people would like to see changed in/added to the game. The UI is lacking quite a bit Note: UI Complaints focus on K&M usage. ~Inventory~ The Inventory handling is inconsistent across the many different menus. Sometimes left-clicking on an item will bring it to your hand, sometimes it will move it to your box and sometimes it will sell the entire stack, even though you just wanted to move the item. It is far too easy to missclick with your mouse. The options menu is only available in-game and due to its scrolling nature and the little space it has to show its content, it looks and feels really messy. Having to click on doors to walk into them is unnecassary. Let me walk into the house without the need to click on the door. The distance to be able to look or talk at something should be greater. I want to talk with the guy behind the counter. Learning who is where and when and why ;_; I really like that NPCs have their own day and night cycle and interact with each other. But this creates problems, which I think are not handled well in the game. Right of the bat the game tells you with a quest "Go meet ALL of the people, there are 28 of them." But Learning the cycle of 28 people (some more complicated than others) is not something you will be able to do in your first couple of days. Now to see where everyone lives you just have to look on the map... Except that it only shows you for some of the houses. This problem amplifies when you want to meet a shop keeper, track someone down to give him the item for a quest or simply gift your sweetheart something. I really see no problem with needing to learn all of the cycles, its kind of charming and feels like something you would need to do upon moving into a village, but the really should aknowledge this. People who have trouble understanding or accepting how NPCs work in this game, could be helped by framing their mindset. Just let a NPC tell them in the beginning, that they are not in the city here and everyone is having their own lifes or something along those lines. Sidenote: Not being able to gift people on festivals is sad, as it would be the perfect place to finally have every one of them together in one place. The game, sometimes, does a terrible job at explaining its mechanics I'd like to think that good games have good tutorials, but great games are tutorials. Games completely without tutorials or only barebone explanations rely heavily on conventions and the trust that the audience knows them. I think Stardew Valley trusts its audience too much and relies too much on conventions of the genre. While I am heavily against dumbing down people by telling them the obvious for minutes on end, avoiding to teach you anything isn't the right thing to do either. This problem seems to amplify as more mechanics are introduced later in the game. It should alway be the players fault, not the games Usually you should teach the player everything to avoid frustration upfront and all the extra information, like reading books, talking to people, should grant you some neat little extra advantage. As one example: Never pro-activly telling the player that all your crops will be erased from existence once the first day of a new season rolls in, can be very frustrating. You do not gain anything by hiding this information in an optional book/optional TV-Entry. This could be easily fixed: Let the shop-keeper tell you the first time shopping, or, optionally, if the player never got to go to the shop-keeper, let him come to your house at some point in mid-spring telling you all you need to know. The game feels a bit empty(in the beginning) There doesn't seem to be a lot to do in the first few days, because you have to find everything on your own, and nobody is telling you anything. This sense of being lost can be very charming when done on purpose, but right now, it doesn't seem to be intentional. In Harvest Moon titles, usually the first thing to do was to meet all the new people in town. You usually easily spend half of the day just talking to people and they would tell you all about the town and themselves, while giving you tipps. This sucks you into the game world and serves as a good spike in the overall "action" curve. In Stardew valley, people don't tend to tell you much upon the first encounter, which is a shame and a bit of wasted opportunity in my opinion. A bit more text in the beginning, especially for shop-people to instruct you a bit more, would be very appreciated and could increase immersion drastically. Sometimes the dialogue does not make any sense and it repeats a lot These are the little things that make you go from "♥♥♥♥♥♥♥♥♥ I played 5 hours?" to "Well, I played 2 hours now, lets stop.". Someone telling you "I will teach the kids today." when they are going home at night to sleep, is weird. Also: After playing a while I get the same dialogue from someone every 3 or 4 days, which somewhat reduces my motivation to speak with them again. Quests/Tutorial The game tries to teach you some of the important things, like how many people there are in town to interact with and how to gift them, through quests. I think some of the learn-quests are not very thought through, especially considering the nature of how hard it may be for you to find all the people. I think some of these quests could be easily removed and replaced by some non-optional in-game dialogue, to reduce potential player confusion and increase immersion. The fishing mini-game is not easy This is more of a warning than a suggestion, no need to change anything about this, BUT some people seem to be really pissed off by this mini-game, even to the point to give the game a negative review. So be warned if you are used to "click once to get the fish". You'll need to work to get your fish. The Festivals remove an unreasonable large chunk of time from your day Most Festivals take at most 5 minutes to complete, including the time needed to speak to everyone. Once the Festival is over (most of them start in the morning), it is 10pm. I want to know what happened in between, right now it just feels like the game is skipping a lot of time for no reason. Either add more content to the festivals or let them start later/end sooner. The Endgame Good review about the endgame(or lack thereof)Show moreShow less
This game saved my life. I am 27. My ex-wife and I have a daughter together, and adopted our son together. They are now both 4 years old. When we were going through our separation, I found myself lost and miserable. I was self destructive. I got so mad one day from everything spiraling out of my control that I punched some concrete in a moment of overwhelming emotion. That caused me to break my 5th metacarpal in my right hand... my working hand... my games hand.. the hand that I held and carried my children to bed with.. The hand I desperately needed to make sure I could continue to provide. After learning of the severity of my self-inflicted damage, I was borderline suicidal. Keep in mind that just a few months before this, I was the happiest man with no history of depression or anxiety. I have never had fits of rage, or been one to break down and cry, but I was in a low spot that just really buried me from being able to see the light on the other side. Having nothing better to do, I searched for a game I could play, ONE HANDED while I recovered. I somehow stumbled upon this game and read some of the reviews. I decided that it had to be worth a shot... I must admit, I didn't beat the game, or play nearly as long as some of you. In fact, I may have only played this game a day or two.. With that being said, after doing so, I had a new found joy and hope for life. I was able to put behind me the pain and suffering that had been cast over me. I was able to experience other peoples joy and happiness. I was able to see the fruits of my "labor". I relaxed for 5 ♥♥♥♥♥♥♥ minutes to this music long enough to realize that I was going to be okay. After coming to that realization, I turned the game off, and I went back to work. It hurt my hand like hell but I was motivated. I stopped feeling so damn sorry for myself, and I became the father I needed to be in that moment, not the weak boy I was behaving as. Today, I am close friend with my kids mother. We don't fight, or argue, or say hurtful things to each other. We are parents, and friends. I now have 3 kids. My third child is, wait for it, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my own separation, and we just stumbled in to each others life unexpectedly. We have been in a relationship for a year now, and are very happy together. Moral of the story, you never know what life holds in store for you, and if I would have given up when all the odds were stacked against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you ~EDIT~ A lot of people were upset I didn't share the things I enjoyed about the game in detail. Below you will find my personal experience in the short amount of time I spent playing. I spent most of my time fighting slimes with a sword and mining the ore in the dungeon.. haha, but I also made some money off plants. I didn't spend much time getting to know the townsfolk. I got irritated that weeds kept growing in my garden, but I kept plucking them and it was sort of rewarding to keep my map weed free. That's about all I can say other than digging up treasures that would show up in the dirt. I had just planted some plant that cost me like 1000 gold, and I built a water irrigation system around that, and my other plants. It was struck by lightning shortly after... lol, my best friend actually played for several hours with me which was unexpected, and since we shared gold he and I kept screwing each other over for fun. I just saw an update that may be fixing that "issue" however, and either way I intend to pick up the game again and play it much more in depth when my winter season comes and work slows down. My 20 hours of enjoyment.Show moreShow less
oh hey yeah this game's actually great seeing as though there doesn't seem to be any risk of this game falling below the overwhelmingly positive review threshold, i wanted to draw attention to one particular issue this game has that i don't think get's talked about and may be important for some people: The social mechanic. It's garbage, and if you're coming from something like Animal Crossing where the characters are charming and full of personality then you are going to be disappointed. Almost every character adheres to some basic stereotype when you first meet them: the goth girl, the homeless guy, the respectable mayor, the wine mom, and so on and so forth. The idea is that as you get to know them, they develop more and you learn they've got more of a personality then you thought. Sounds interesting, right? But since this is a game we're talking about, it begs the question, how do these relationships actually develop? Naturally through conversation? Shared activities? Parties? Other social events? Items. You shower them with items. That's it. That's the "social" mechanic people are so smitten with in this game, and I was a little let down when I discovered it really was that simple. The other main way to increase the heart score of the NPCs is to talk to them. Every day. As they repeat the same dialogue, in the same places, usually at the same time. The NPCs have routines, in the sense that a married NPC will stand in their locked kitchen for three hours every day before you're allowed to talk to them. It's about as robotic as a friendship mechanic could ever hope to be, and it makes the inhabitants of Stardew Valley come off as almost hilariously materialistic and shallow. Ah - and relationships degrade. If you're not drowning NPCs in items and small talk, they'll practically forget they ever met you. Mind you, if you're playing Stardew Valley, chances are you're the person restoring the community center, donating literally entire collections of minerals to the town's only museum, fulfilling countless individual villager requests, and providing food for everyone living there. All that, yet the residents of Stardew Valley will scarcely give you the time of day unless you remember all of their birthdays, give dozens of unsolicited gifts (and don't you dare give them the wrong gifts - they'll get angry), and listen to them repeat the same dialogue lines hundreds of times a year. One of the implicit messages we're supposed to take from Stardew Valley is the importance of small-town values over the corporate greed of Joja Corporation. The irony is the NPCs who occupy Stardew Valley are almost certainly more cynical, materialistic, and greedy than Joja is ever shown to be. Stardew Valley is the only example I have ever seen of the megacorporation actually being more sympathetic than ordinary townsfolk. BUT yeah the farming bit is fun buy the gameShow moreShow less
this game let me live my wildest sexual fantasies of having a job and someone who actually loves meShow moreShow less
stop searching for a negative review and buy the gameShow moreShow less
like if you think I'm gayShow moreShow less
I know we all came to see who are the people and what reasons they have to dislike this game, dont worry just buy it.Show moreShow less
There is a character in this game that is suffering from depression, it has helped me see my own illness and I have learned to deal with it in a much healthier way soley because of how my character interacts and helps them. The characters in this game are beautiful, and not just in their artwork. Their stories and the cutscenes have drawn me in more than just a regular farming game. I was truely excited to marry Leah and nervous that she would turn me down (Even though she was at 10 hearts and I knew she wouldn't). I have spent 80 hours in this game so far and I am in spring of year 3 waiting on my first child. This game has kept my attention and I am looking forward to many more hours. I give this game 10/10 rating.Show moreShow less
I know the downvote is controversial, and that's on purpose, so people who want to know the bad aspects of the game can find this review and make their own decision. Positives aspects have been covered to death already. The Bad There's no main story to speak of. What you have is the nice little cutscenes triggered by gaining hearts with people, the Community Center arc with two possible paths, and a few secrets to uncover here and there. I honestly was expecting more exciting reveals, some plot twists or a satisfying overall conclusion. It feels like the game peters out in the end, with nothing to do but grind massive amounts of currency to buy the "end-game" items, some of which introduce abilities which you won't really need because you'll have done everything by the time you get said abilities. -- This game can actually be really stressful, for a bucolic farming sim. Days are short, actions take energy which you'll be short on in the beginning, and watering your garden, caring for your animals and traveling around the place take a long time. (You'll gradually unlock ways to alleviate all of those things, but this will be a reality for at least your first in-game year.) Then you have a lot of time-sensitive things to manage: plants that grow slowly that must be planted early in the season, timed fetch quests, birthdays of NPCs which you shouldn't miss if you want to progress, festivals you must get to by a specific time, shops with limited opening hours... trying to manage your schedule can be harder than real life. Of course some challenge is good, and in this case it leaves you a lot of room to become good at optimizing this chaos. But I've would've appreciated the game to remove the time pressure for some things like planning out how I lay out my farm, or decorate my house. Time pauses when you're placing new farm buildings at the carpenters', why isn't there a mode where you can pause the game and look around your farm? -- Imprecise and frustrating controls on controller (even on console versions!) are clearly an afterthought. You'll constantly miss the mark when watering plants (and you have to go fast as days are short). Some menu elements can't be reached or take way too many button presses to reach, cycling through your crafting items will skip some early in the game until you unlock more stuff, so you'll be forced to reach for the mouse or use the Steam Controller's mouse emulation. Can't play with Xbox360 controller alone. You also can't name yourself or your animals without reaching for the keyboard. The slingshot you get at some point is literally unusable with a controller. -- Gift-giving as the only mechanic to advance friendship with people (besides the rare dialog which I think gives you a heart if you answer "correctly") feels awkward. I'm ok with courting the opposite sex being done the old-fashioned way, but just hanging out with people you just want to be friends with should get you somewhere. IRL I don't have to offer buckloads of fruit to my work colleagues for them to start appreciating me after some time lunching together. -- If you max out relationships with everyone that's single, the game will simply assume you're bisexual and you'll have romantic scenes with everyone. I'm not talking kissing here, that's reserved to official dating, but rather a certain amout of sexual tension. This feels bad from a gameplay point of view (why would you have to refrain from maxing out relationships, don't you want to be the best friends possible even if no romantic interest?), and means the overwhelming majority of heterosexual (and gay) players will be forced into flirty dialogue they were not interested in. If you want to avoid that you have to keep your relationship with bachelors you don't want to romance below 6 hearts, after that, it starts getting awkward. There are mods that turn all guys into romanceable girls (or vice-versa) to "fix" that problem, but if you want to have best buddies instead of turning the town into a harem, no luck my friend. -- You have to relinquish your tools for a day to upgrade them, which for the watering can is very hard to plan, as it sets the growth of your plants back unless you get a rainy day... and the weather forecasts are inacurrate. -- Game forces you to add a nursery to your house before adding a wine cellar. Even if you are interested in eventually pursuing the marriage and kids options, having that empty kids room with a crib and beds around really feels stupid. -- To place new farm buildings, you have to run all the way over to the Carpenter. At that point, you can pick a spot to place buildings, but there has to be an area large enough for them that's completely empty. Even a single tile with the tiniest tree seedling, patch of grass or even tilled soil (!) will block placement, forcing you to go back to fix this without any preview of the size of the building you want to place. Of course, by the time you get back the carpenter will be closed, forcing you to come back next business day. Who the hell thought this out, will you be forced to wonder. -- If you're sensitive to realism, the world will feel like a hodge-podge to you. People have cars, electricity and TVs, yet you use manual tools and not a tractor for farming. But you use "speed-gro" as fertilizer and not manure... what? There's a modern corporation, yet caves are filled with fantasy monsters and there's a wizard in town. The whole thing doesn't feel very well woven together, with citizens only acknowledging the existence of monsters in "game hint" dialogue. -- There are long stretches where you just grind to get more resources, with not much to break the monotony except fetch quests. This is aggravated by bad controller controls mentioned earlier. -- The game does a bad job of making you aware of essential mechanics, while overemphasizing unimportant stuff. For instance, when you have a coop you have to manually feed your animals by taking hay out of the feeder and placing it on a bench. Very easy to miss, you'd thought the local rancher would give you a hint of why your animals are grumpy and thin. On the other hand, when a train comes through the valley you get a text notification in addition to the sound, as if it was very important. But the train barely serves any purpose besides dropping some meager resources - it's not worth the time spent rushing there. -- The Good Beautiful music, interesting world with layers of gameplay and secrets progressively unlocking, the town feels somewhat alive with regular festivals, each character has quite a bit of dialogue if you invest gifts in them, the feeling of restarting your life from scratch and earning every cent, farming, ranching and harvesting is satisfying... you can read the other reviews. The game seems pretty moddable but the modding scene still seems in its infancy, with in-depth gameplay modifications being unpolished (ex: mod to invert the controls for the slingshot sounds nice, but your character is always going to face backwards while firing.) Definitely not at Skyrim or Minecraft levels yet. The game is worth experiencing but it can be extremely frustrating, and I don't think it deserves the perfect scores it's been getting.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.