Game review
Farever
6 / 10
- Developer
- Shiro Games
- Publisher
- Shiro Games
The short version
Biggest strengths
- Combat reviewers repeatedly call among the best in the genre: skill-based, class-and-weapon-driven, with hundreds of build combinations rather than rotation-button mashing
- A large, vertical, densely-detailed open world built around genuine exploration reward, with jump puzzles, hidden secrets, and dungeons that MMO veterans single out as unusually well designed
- An unusually generous amount of content already present for an Early Access launch, with reviewers 70-plus hours in still finding new systems and areas to engage with
Biggest weaknesses
- Server instability is the single most common complaint by a wide margin: daily disconnects, queue and channel issues, and multiple reviewers reporting being unable to reliably play the game they paid for at launch
- Serious performance problems independent of server issues — stuttering and low frame rates reported even on strong hardware like an RTX 3070, regardless of graphics settings
- A genuinely clunky interface: no minimap, awkward inventory and player-trading tools, and a party system reviewers describe as still buggy
6 / 10
An MMO-lite that plays like Breath of the Wild crossed with WoW
Farever drops players into Siagarta, a fantasy open world built for exploration first and foremost: sheer cliffs to climb, wind currents to glide across ravines, underwater caves, and forgotten temples scattered with loot and secrets. Reviewers reach for a wide range of comparisons — Breath of the Wild's climbing-and-gliding traversal, Genshin Impact's open-world structure without what one reviewer calls "the psychological warfare" of live-service monetization, and Guild Wars 2's shared-gear class system — but the consistent thread is that Farever isn't simply copying any one of them. It's a genuinely online, MMO-lite experience: solo play is fully viable, but dungeons, world bosses, and elite enemies are built to reward grouping with friends, and one long-time MMO veteran calls it "the only real NEW, not p2w mmorpg that has come out in the past 10-15 years" — high praise, even allowing for enthusiasm.
Combat and build variety earning the loudest praise
Where Farever draws its strongest reviews is combat and character building. Players choose from multiple classes, each with distinct aptitudes, and combine weapon skills and attributes to unlock build synergies — one reviewer who leveled two of each class to fully explore the system calls the resulting depth impressive for a game "barely in Early Access." Combat itself is repeatedly described as skill-based rather than rotation-driven, built around perfect-timing mechanics like blocking and dodging, with players able to swap weapons and talents freely to reshape their playstyle on the fly. Dungeons draw particular praise: reviewers call the boss encounters genuinely well designed, with jumping sections and obstacles that demand real attention rather than simple tab-target-and-wait fights. The tradeoff, according to a vocal minority, is that the game leans too heavily on puzzle-platforming even inside its dungeons — "jump here, shoot this, activate that" sequences that some reviewers feel crowd out the combat and exploration that's otherwise the game's clear strength.
A big, generous world for an Early Access launch
Progression in Farever runs through specializations, weapon skills, and custom gear rather than a single linear leveling track, with gathering and crafting professions layered on top for players who want to specialize in supporting their group. The current level cap sits at 20, with the developers targeting 50 at full release, and reviewers who've reached the cap describe a surprising amount of content already available for that range — enough that one high-hour player specifically pushes back on newer players with only a few hours logged complaining about a lack of content, arguing they simply haven't engaged with the quest text and map yet. Non-combat activities are plentiful too: jump puzzles, treasure chests, time trials, and points of interest scattered across a world reviewers consistently describe as large and vertically dense. The gearing system draws comparison to Black Desert Online and Guild Wars 2's shared, transmog-friendly approach, giving players real reason to experiment across classes rather than committing to one build permanently.
Servers, stutter, and the trust problem that comes with both
Set against all of that goodwill is a technical picture reviewers describe as genuinely rough, even by Early Access standards. Server instability is by far the most repeated complaint: daily disconnects, queue problems, and stretches where reviewers say they simply couldn't reliably play the game they'd paid for. Performance issues compound the problem and aren't limited to server load — multiple reviewers report significant stuttering and frame drops on capable hardware, including one report of roughly 30 fps on an RTX 3070 regardless of resolution or settings. A smaller but pointed thread of criticism concerns trust: reviewers describe an early duping exploit that let some players generate effectively unlimited gold, and while the developers patched the underlying bug, several reviewers are frustrated that no economic correction followed — leaving early exploiters' ill-gotten wealth intact in a game whose developers have publicly committed to never wiping servers.
An interface that hasn't caught up to the game underneath it
Beyond server and performance issues, Farever's user-facing systems draw consistent criticism as unfinished. There's no minimap, which several reviewers call out as a basic missing convenience for a game this focused on exploration. Inventory management and player trading are described as clunky and in need of real polish, and the party system is reported to have its own bugs, including reviewers needing to return to the main menu just to regroup with friends, and being separated into different server channels after finishing a dungeon together. None of these are individually disqualifying, and reviewers are generally quick to note that they're the kind of solvable, incremental problems any actively developed Early Access title should be expected to work through — but right now they add real friction to a moment-to-moment experience that's otherwise winning people over.
Verdict
Farever is a genuinely exciting Early Access debut hiding underneath a rough technical launch. The core loop — skill-based combat, deep class and weapon build variety, and a dense, rewarding open world to explore solo or with friends — draws some of the most enthusiastic praise in this review pool, including from jaded MMO veterans who say they haven't felt this hooked in years. But server instability, real performance problems independent of server load, an unfinished interface, and lingering distrust from an early duping exploit mean the current build asks a lot of patience in exchange for that promise. If you can tolerate genuine Early Access rockiness and want to help shape a small studio's ambitious MMO-lite while it's still finding its footing, Farever is well worth the price of entry; if stable servers and a polished interface matter more to you right now, this is one to wishlist and watch closely instead.
Pros and cons
Pros
- Combat reviewers repeatedly call among the best in the genre: skill-based, class-and-weapon-driven, with hundreds of build combinations rather than rotation-button mashing
- A large, vertical, densely-detailed open world built around genuine exploration reward, with jump puzzles, hidden secrets, and dungeons that MMO veterans single out as unusually well designed
- An unusually generous amount of content already present for an Early Access launch, with reviewers 70-plus hours in still finding new systems and areas to engage with
- A small, visibly active studio (Shiro Games, of Northgard and Dune: Spice Wars) that reviewers describe as responsive to community feedback and rapidly patching launch-week problems
Cons
- Server instability is the single most common complaint by a wide margin: daily disconnects, queue and channel issues, and multiple reviewers reporting being unable to reliably play the game they paid for at launch
- Serious performance problems independent of server issues — stuttering and low frame rates reported even on strong hardware like an RTX 3070, regardless of graphics settings
- A genuinely clunky interface: no minimap, awkward inventory and player-trading tools, and a party system reviewers describe as still buggy
- Real duping and gold-exploit problems early in Early Access that several reviewers say the developers were slow to fully resolve, undermining trust in the in-game economy
Screenshots
-
A group boss fight breaks out in a fiery clearing near a walled settlementImage: Shiro Games via Steam -
A bustling village marketplace, with named NPCs, player characters, and a mounted rider gathered near the stallsImage: Shiro Games via Steam -
A party approaches a glowing ritual site deep in a golden-lit forestImage: Shiro Games via Steam -
Category scores for FareverWanderer Game Reviews