Main game
3.32 average rating based on 19 ratings
These cozy farm sims are a known quantity by now, but how often do they have an unlockable double jump? Fae Farms farming and relationship-building mechanics pull from the usual suspects in the cozy gaming pantheon, but it’s the emphasis on character-level powerups and progression that give the game its own unique flair. A lifeless cast with repetitive and boring personalities prevents Fae Farm from entering that pantheon itself, but some smart convenience features, a beautiful presentation, and simple unlocks ensure that it’s always a breezy and enjoyable adventure–even if it’s never an essential one.
You know the drill by now: you find yourself in a small, self-sustaining pastoral town with an unkempt plot and dreams of romance in your heart. You introduce yourself to all of the patronizingly welcoming villagers and learn what function they’ll serve in your farming, and then it’s time for some labor.
You’ll notice a few things on your first lap through the routine, most interestingly is a simplification of the farm laboring processes themselves. The starting farm and the trees, stumps, rocks, and weeds choking it of life don’t demand any inventory swapping to remove their presence. Through the magic of context …
These cozy farm sims are a known quantity by now, but how often do they have an unlockable double jump? Fae Farms farming and relationship-building mechanics pull from the usual suspects in the cozy gaming pantheon, but it’s the emphasis on character-level powerups and progression that give the game its own unique flair. A lifeless cast with repetitive and boring personalities prevents Fae Farm from entering that pantheon itself, but some smart convenience features, a beautiful presentation, and simple unlocks ensure that it’s always a breezy and enjoyable adventure–even if it’s never an essential one.
You know the drill by now: you find yourself in a small, self-sustaining pastoral town with an unkempt plot and dreams of romance in your heart. You introduce yourself to all of the patronizingly welcoming villagers and learn what function they’ll serve in your farming, and then it’s time for some labor.
You’ll notice a few things on your first lap through the routine, most interestingly is a simplification of the farm laboring processes themselves. The starting farm and the trees, stumps, rocks, and weeds choking it of life don’t demand any inventory swapping to remove their presence. Through the magic of context sensitivity, clicking the X button will just auto-swap to whatever the correct tool for the job is, expend a little of your stamina bar, and then the jobs done.
It’s an input-level pleasantness that you’ll quickly notice is a game-wide design mantra: a conscious effort Fae Farm is taking to never fight you. Getting low on stamina won’t require that you open up your inventory and select which food you want to eat, you’ll instead get a pop-up that presents you with whatever relevant meal you’re carrying with you and a single press will do the job. All the crafting tables can source material not just from your inventory but your storage box too, so you can just empty your pockets into the endless bounds of your storage unit and they’ll be accessible to you when you need them.
You can’t even really fail any of your animals: completely ignore your chickens for a week and you’ll just miss out on a week's worth of eggs, you can pick right back up where you left off if you start petting and feeding them again whenever you want.
It’s welcoming and simple, it de-emphasizes some of the actual minutiae of farm maintenance and frees you up for some of Fae Farms other pursuits: exploring, fighting, and fulfilling quests for your fellow villagers.
Fae Farm is a very quest heavy game: its a game of discrete objectives and increased efficiency in completing them. One of the earliest long-term mainline quests is a multi-day plunge into the 25 levels of a nearby mine to discover a secret at the bottom.
A combination of transporters, more powerful pickaxes, and stamina-sustaining food is required to complete this dive in any reasonable amount of time, and the impact of that progression is tangible.
On my third tier of pickaxe, upgraded with materials acquired from prior delves, I got a magic strike that mined a small area at once–a marked improvement from needing to chip away at nodes individually.
Everything feeds into and out of crafting. Even the Tom Nook types in town don’t just sell items for cash: they’re often selling recipes that demand you come with some of the materials yourself.
The good news is that this process is hypnotic. You find yourself rolling into these progression snowballs, where gathering materials lets you upgrade to get better materials to get better upgrades. It even ties the decoration of your home into a systems-level increase in power: upping the ‘coziness’ of your home (that’s literally what the stat is called), gives you more stamina, health, or mana which aids you in your gathering and you can see where this is going. It’s telling that one of my strongest lingering memories coming off of Fae Farm is its quest completion sound: a soft chime that evokes the game's comfy atmosphere and its small tinge of magic.
But maybe it's a little bit concerning that my primary motivations were so… transactional. The town itself and some of the tangential towns that splinter off of it are beautiful, but their inhabitants suffer from a little same-face and a little same-personality. A lot of the secondary NPCs cycle through the same simple dialogues and even the primary NPCs like the romance options and major merchants have the same put-on soft-niceness just sprinkled with whatever their singular personality quirk or interest is.
It makes the progression of the meters that correspond to the relationships far more interesting and fun than engaging with the relationships themselves; it gives added meaning to the inclusion of local and online co-op, involving real friends is a handy way to distract from how boring your digital ones are.
But even with so central a pillar as friendship being kind of a miss, Fae Farm manages to land a lot of the other aspects associated with the best of these experiences. The delicate sprinkling of magic is a nice touch. There’s delightfully springy mushrooms all over the place that let you jump to high places or just generally glide around. Whenever you’re swimming you do this hilarious little dolphin jump when you press A. When your crafting tables are in gear they get this soft bouncy effect, you can imagine Belle walking around the corner any minute. It’s a carefree and lighthearted world, There’s a hilarious line that introduces your bug net that implies that the insects just love being caught by it: it’s like they’re being absorbed by a friendly cloud.
You eventually escalate into more discrete magic with the introduction of some mystical matriachs, and the game grows its wings right around the time you do: giving you a double jump to close long gaps and just kind of floof around town. Magic also lets you be a sprinkler system in and of yourself: the same magic wand you unlock that can aid in combat or progress to new areas can also water your plants, giving you the boon of a farm-sims late-game equipment suite but localized into your character.
This also coincides with the introduction of some additional biomes you can explore, with their own inhabitants and dungeons you can fold into your daily routines. The best moments in your routine are oftimes the quietest though: like when you’re fishing and the piano in the background hits just right. It’s all a bit twee, and your fondness for Fae Farm will likely be owed to how much you can be carried by the pleasantry of that tweeness: or the satisfaction you get from checking off checklists.
Fae Farm is a pleasant game, both at the aesthetic and gameplay level. Its airy mix of simple systems comes together into crafting and progression that’s greater than the sum of its parts, and it always gently pulls you forward to the next upgrade or area. It’s character-centric and consequence-free approach to farming teases out more of a life-sim than a farm-sim, which will be a pro or con depending on what you’re seeking.
But without any memorable characters to ground its world in or any truly new systems to call its own, it ends up being a little forgettable.
Fans of cozy games will find a worthy title with Fae Farm, but compared to its inspirations: it's more of a short-term fling than a long-term relationship.
Been obsessed with this little gem for weeks! Really enjoying the variety of things to do and the lack of grinding, it kicks Stardew Valley ass in all respects. I appreciate how forgiving the game is and that it offers incentives rather than punishments (eg nothing bad happens if you don'tget to bed on time but good things happen when you do), love that. Oh and being able to access your stored resources as wll as your inventory when crafting is FANTASTIC. The game really removes many very annoying and tedious aspects of other games. No one wants to manage space. Low stakes, cozy, cute, fun. Highly recommended.
I gave this game a shot (~15 hours) but it's not for me. There isn't anything new or interesting for the genre, besides maybe the addition of a toad flying around behind you on a broomstick. But that cute addition can't make up for some really bad story and character writing. I can't remember any characters from this game despite having just played it—literally no one stands out, positively or negatively. They're just quite bland and forgettable. The art style is also not for me, except for some story advancing cut scenes. While beautiful, these are far and few between. Ultimately, playing this just made me want to play Wylde Flowers again. If you're looking for a magical farming sim with interesting characters and good writing, that's the one I recommend.
Trying this out with the Game Trials offer. I think I could potentially get into this but not right now. It feels very much like other games in this genre, and I was hoping to discover something that will make it stand out but so far nothing. I was especially curious about the spells and potions part of the game but I haven't gotten there yet, and I'm not very motivated to continue on so I don't think I will get to those this trial period (or ever since I don't think I'll be purchasing the game after this).
Struggled with and did not enjoy the fishing mechanic so I dropped it. Catching critters with a net feels very Animal Crossing. I like how you sell things by putting them in a stand but it's very limiting with how it's constructed in the game. A little overwhelmed by the large number of villagers who are a little similar looking.
I'm having a good time with this so far overall, but there are definitely some little things that need cleaning up (and one major flaw that I should just expect with these games).
There doesn't seem to be a way to just pick up a decoration or item you've crafted and then place it in your inventory. You can move it or reclaim it, meaning break it back down into the parts that made it (which is nice as an option). So don't bother making decorations to put out later, because you can't store it anywhere. The cursor for selecting items in the build mode is nice, because you can move it around with the right stick instead of trying to point your character exactly at the item.
You also can't see the name of anything in your inventory or storage unless you select it and pop open the menu of interactions for that item.
My biggest problem is how fast the days go by. This is the main reason that I'm picky about these cozy games, because playing Animal Crossing since the GC spoiled me with enough time to do things (I'd be okay with them not being 1:1, …
I'm having a good time with this so far overall, but there are definitely some little things that need cleaning up (and one major flaw that I should just expect with these games).
There doesn't seem to be a way to just pick up a decoration or item you've crafted and then place it in your inventory. You can move it or reclaim it, meaning break it back down into the parts that made it (which is nice as an option). So don't bother making decorations to put out later, because you can't store it anywhere. The cursor for selecting items in the build mode is nice, because you can move it around with the right stick instead of trying to point your character exactly at the item.
You also can't see the name of anything in your inventory or storage unless you select it and pop open the menu of interactions for that item.
My biggest problem is how fast the days go by. This is the main reason that I'm picky about these cozy games, because playing Animal Crossing since the GC spoiled me with enough time to do things (I'd be okay with them not being 1:1, but a full day being gone in 15-20 minutes is insane). This is on another level of way too fast. The clock moves on even when you're in your inventory (but not the menu), and it's easy to lose an entire day just from moving a couple of items into storage and then checking your farm equipment for products that finished overnight. You're also FORCED to bed at midnight, no matter where you are and what you're doing. There's no penalty and you just wake up at home, but the number of cozy games with these absolute trash clocks is frustrating. Just leave me alone and let me do shit without constant interruptions to go to bed. I've barely spoken to like any of the townsfolk since the first day or two, other than to check on some shops, because you're punished for trying to do literally anything that takes more than 2 real-life seconds. Spent a couple of minutes moving a few things around in my house and it was like 2pm. Cool. Now it's already end of spring and I haven't enjoyed anything of note about what makes the season different from the others. Also, apparently all of my crops are going to die at the turn of season, even if they're not seasonal crops. So, looking forward to that.
To balance out the garbage, though, there are some solid mechanics. Jumping and swimming work well. The storage is apparently infinite (but only for resources, foods, small critters, etc., because, as I said, you can't store any decor). There's some combat, which isn't as common in these games. There are a lot of quests, but the speed of the clock makes everything take days (with interruptions to go to bed, of course) to complete if it's more than just a really simple fetch quest or "go talk to this person."
Character customization is really nice. Lot of options for hair and skin, you can make your eyes two different colors, and there are cute facial marking options. Once you're in game, you can craft a mirror to adjust any of this. Clothing is also just stored in space or something, because once you craft/buy clothing, it'll show up under "Change Outfit" in your menu, but doesn't take up inventory anywhere. ALSO, color palettes are done REALLY well. You can change the color of clothing/crafts/decor as long as you have those colors available to you. It doesn't take any resources to do. You just have to have gotten the colors from a shop or something. (Buying from shops requires you to have the resources to create that item, so buying is also essentially crafting.)
Like I said, I'm having a good time, but I hope the clock gets a fix, and I'd like to be able to store decor instead of destroying it for parts if I don't want it in my house right then.