![]() It's what makes Spiritfarer special, and it's why the simple and repetitive game mechanics don't interfere with what the title tries to achieve. This game is a personal affair, since you deal with death in a graceful way it's rare to experience in any other medium or game. As previously mentioned, not all of the characters are enjoyable, but even if you connect to every other one, that is an incredibly high percentage. You create a strong bond that makes you care about the characters you meet, and you seek out the interaction. Since you spend a good amount of time listening to their stories and providing support, the repetitive tasks become meaningful. Everyone you rescue turns into an anthropomorphic being, with their characteristics and stories often mirrored in their appearance. This works well due to Spiritfarer's character design and storytelling. ![]() A lot of what you do in Spiritfarer is repetitive, but it manages to feel like you're always working toward a distinct goal. Souls don't just join us, either they often need us to do them a favor before joining us. As we travel from island to island, we discover new resources, skill upgrades, side stories, beautifully drawn vistas, and an occasional soul to shelter. Some parts of the map are locked early on but become accessible with the correct ship upgrades. As mentioned, we are free to navigate our boat almost anywhere. There is much more to do and see than just what's on your boat, though. On paper, you directly tend to the needs of your crew - cooking, hugging, and running errands - until they are ready to move on. Most characters are charming, although they're not all created equal, with some standout and some forgetful encounters. They also have food preferences that can make them incredibly cheery or may merit a quest to organize a special dish for them. Every character has a distinct story, and some are even directly connected to Stella's former life. Some will be special buildings, since long-term residents prefer to not be in the same room as everyone else. The further we progress, the more buildings and upgrades that we'll eventually unlock. You also have heavy machinery to create planks from wooden logs, shear sheep, melt ore into metal, and much more. On your boat, you may have a garden and field to grow vegetables and crops to create meals. There is a day and night cycle, but there aren't many restrictions about that, except that your boat cannot navigate at night. ![]() There aren't major consequences if you do lag behind, so there is no real-time imposition on getting everything done on a specific day. Each interaction improves their happiness, but not providing food regularly may decrease it. She can give everyone special items, talk to them, feed them, and hug them. Stella does not need to eat, so your whole day is spent tending for your boat guests and gathering required items and resources. One draw is the cute art style and the fact that all characters you rescue are in animal form, clearly drawing inspiration from Animal Crossing - but in 2D and infinitely cuter.Īt times, Spiritfarer can feel like a hotel management sim, since all passengers aboard the vessel have unique needs that must be met before they can pass on to the next life. Traveling is important to meet new characters that eventually become passengers on our boat and to collect resources that can be used for upgrades, new buildings or to feed our guests. While there is an overarching story, we aren't required to adhere to a particular order or structure we can simply punch in coordinates on a map, and our boat safely navigates there. It has a captain's cabin, where you can sleep and navigate, and there's a building area that we'll eventually fill with buildings for our rescued souls. We start out with a single soul accompanying us and a massive boat that will be our home base.
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