Game review
Aground
6.5 / 10
- Developer
- Fancy Fish Games
- Publisher
- Fancy Fish Games, Whitethorn Games
- Released
- 24 October 2017
- Platforms
- Windows, macOS, Linux
- Genre
- Survival RPG, Crafting
- Monetisation
- One-time purchase, no DLC or in-game currency
- Players
- Online and LAN co-op, cross-platform
The short version
Aground began life as a free 2017 browser game on Kongregate and Newgrounds before its 2020 Steam release, and the affection that history built shows in its 93.5% Very Positive rating across 1,181 reviews — reviewers who played the demo years earlier describe genuine excitement at the finished product's scope. What the review corpus consistently agrees on, positive and negative alike, is that the game's first island is close to a small masterpiece of crafting-RPG pacing, and that the islands afterward introduce a specific, repeated set of frustrations: slow, tedious travel between areas, quests that trail off into unexplained placeholder text, and — for a meaningful number of players — a specific story beat that destroys a base built over many hours with no warning and no way to prevent it.
Biggest strengths
- The opening island is repeatedly singled out, even by critical reviews, as a genuinely excellent introduction to the crafting-mining-questing loop, with charming characters and a strong sense of escalating discovery
- A strange, self-aware science-fiction premise — alien invasion, memory loss, strip-mining entire planets — gives the game a distinct personality reviewers describe as "stupid" in an affectionate, deliberate sense rather than a poorly-written one
- Full cross-platform co-op (online and LAN) extends a solo crafting loop into a shared one, and the free browser version remains playable as a way to try the opening hours before buying
Biggest weaknesses
- Travel between islands is repeatedly described as slow and tedious, with multiple independent reviews naming it as the single biggest drop-off point from the excellent first-island pacing
- Later-game quests are reported trailing into placeholder or unclear text, with several reviewers describing stretches where the game simply stops telling them what to do next
- A specific, independently repeated complaint describes a story event that destroys the player's built-up base, machines or inventory without warning and without a way to prevent or prepare for it — reported by multiple separate reviewers in similar terms
Who it's for: Fans of Terraria, Stardew Valley or Forager who want a crafting-and-mining loop wrapped in a genuinely strange, self-aware sci-fi story, and who can tolerate real pacing drop-off after an excellent opening, will find a lot to like here. Players who need consistent momentum all the way through, or who would be upset by losing significant progress to an unforeshadowed plot event, should read the specific reports below before investing dozens of hours.
Our recommendation: Recommended, especially at its frequent deep discounts, for players willing to treat the back half as a different, more uneven game than the first island promises. Save often and know the specific base-loss complaint below exists before it happens to you.
6.5 / 10
A browser game that grew up
Aground's history matters to how it plays today. It began in October 2017 as a free browser game on Kongregate, Newgrounds and Armor Games, and reviewers who found it there years before its 2020 Steam release describe a specific, warm continuity — several mention finishing the original demo's cliffhanger and waiting a long stretch to see the full story completed. That grassroots origin shows in the design: a crafting-and-mining loop that starts small and specific — chop wood, smelt ore, build a forge — and escalates naturally into RPG-scale systems: recruiting NPC survivors, researching new technology, eventually building rockets and travelling between islands and, later, planets. The tone throughout is deliberately, charmingly absurd — one reviewer's summary of the plot ("Magic space aliens blew up earth! Blow them up in turn!") captures a game that knows exactly how silly its own premise is and leans into that rather than playing it straight.
The near-universal praise in this review corpus, even from players who go on to recommend against the full purchase, concerns specifically the first island. Reviewers repeatedly single it out as a genuinely excellent crafting-RPG loop on its own terms — tight pacing, a real sense of escalating capability, and characters with enough personality that losing one to the story's occasional dark turns registers as a real loss rather than a stat penalty.
Where the charm runs thin
What separates Aground's reviews into its Very Positive-but-not-unanimous rating is a remarkably consistent account of what happens once the story moves the player off that first island. Multiple independent reviews name the same specific problem: travel between islands is slow, and doing it repeatedly to fetch a resource that only exists elsewhere turns what was tight pacing into a tedious commute. Layered onto that, several reviewers describe the questline itself thinning out in the same way — placeholder or vague objective text where earlier islands had clear, well-paced direction, leaving players to figure out what progresses the story through trial and error rather than guidance.
The single most striking, independently repeated complaint in this corpus concerns a specific story event. Multiple separate reviewers, using different language, describe a moment where a base built up over many hours of play is destroyed — one calls it a "nuke," another simply "everything I worked for," a third reports a returned trip finding a completed machine gone with no backup save available — all describing what reads as the same underlying story beat, arriving with no warning and no way for the player to prepare for or prevent it. Whether or not this is intended as a deliberate narrative gut-punch (Aground's story does deal in loss and memory as themes), reporting it plainly here matters more than adjudicating its narrative intent: several separate players experienced the same specific loss of hours of progress, and a prospective buyer deserves to know that going in rather than discovering it the way they did.
Co-op and technical reliability
Aground's cross-platform online and LAN co-op is a genuine point of distinction from many single-player-only crafting RPGs, letting friends share the mining, building and questing loop together rather than racing separately through the same content. The review corpus doesn't dwell heavily on the co-op experience specifically, which is itself a modest positive signal — it isn't drawing the kind of "broken multiplayer" complaints this session has found in several other small titles, suggesting the shared-session experience is functional rather than a bolted-on afterthought.
The same can't be said unconditionally for general stability. While most of the corpus doesn't report crashes, at least one detailed review describes a roughly 80% chance of the game crashing within the first few minutes of launching a session — a specific, severe figure rather than a vague "sometimes it crashes" comment. That single report sits at odds with the broader positive consensus, and this review can't independently verify how widespread the issue is versus a configuration problem specific to that player's system, but it's specific and serious enough to flag directly rather than omit for the sake of a cleaner narrative.
A story that earns its own tonal whiplash
It's worth crediting Aground's writing on its own terms, separate from the pacing complaints above. The game moves comfortably between deliberately silly beats — planet-strip-mining, throwaway alien-invasion logic — and moments several reviewers describe as genuinely affecting, particularly around companion characters and the losses the story asks the player to absorb. That tonal range is a real accomplishment for a small-team crafting RPG, and it's part of why the base-destruction complaint above lands as hard as it does for the players who report it: the game has already demonstrated it's willing to make loss mean something narratively, which makes an unforeshadowed mechanical loss of hours of real progress feel like a design overreach rather than a clean extension of the story's themes.
Verdict
Aground earns its Very Positive rating on the strength of a genuinely excellent opening hours and a distinctive, self-aware story wrapped around a satisfying crafting-and-mining loop, built by a small team whose grassroots browser-game history shows in how carefully that first island is paced. It's a meaningfully more uneven experience after that, and this review can't respectably ignore how consistently its own fans describe the same specific frustrations — tedious travel, thinning quest guidance, and a story event that costs real, unrecoverable progress for more than a few players. At a discount, with save-often habits and the specific warnings above in mind, there's a genuinely charming survival RPG here worth the time. Going in expecting the first island's quality to hold for the whole game is where several of this corpus's disappointed reviewers started.
Pros and cons
Pros
- The opening island is repeatedly singled out, even by critical reviews, as a genuinely excellent introduction to the crafting-mining-questing loop, with charming characters and a strong sense of escalating discovery
- A strange, self-aware science-fiction premise — alien invasion, memory loss, strip-mining entire planets — gives the game a distinct personality reviewers describe as "stupid" in an affectionate, deliberate sense rather than a poorly-written one
- Full cross-platform co-op (online and LAN) extends a solo crafting loop into a shared one, and the free browser version remains playable as a way to try the opening hours before buying
- At its frequent discount price, reviewers weighing cost against the dozens of hours of content available consistently call it a strong value even accounting for the back-half frustrations
Cons
- Travel between islands is repeatedly described as slow and tedious, with multiple independent reviews naming it as the single biggest drop-off point from the excellent first-island pacing
- Later-game quests are reported trailing into placeholder or unclear text, with several reviewers describing stretches where the game simply stops telling them what to do next
- A specific, independently repeated complaint describes a story event that destroys the player's built-up base, machines or inventory without warning and without a way to prevent or prepare for it — reported by multiple separate reviewers in similar terms
- At least one detailed review reports frequent crashes, describing roughly an 80% chance of the game crashing within the first few minutes of a session
- Combat is called simplistic and occasionally frustrating by several reviewers, particularly in sections requiring repeated fights with limited player mobility