this post was submitted on 11 Aug 2025
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[–] showmeyourkizinti@startrek.website 11 points 2 days ago (2 children)

God … Spiritfarer. What an amazing experience. I didn’t cry but quite a few times I had to put down the controller and just stare out the window. It’s not sad but it is so sad. It’s so wistful and god just loved that game.

[–] whimsy@lemmy.zip 4 points 2 days ago (2 children)

Ooh can you tell me a bit more about spiritfarer? I bought it excitedly a few months ago but stuff happened and I didn't play it for a long time. And now I find it kinda hard to get back to it. Also I seen to be stuck with some basic early missions

[–] Stovetop@lemmy.world 9 points 2 days ago (1 children)

Not the previous poster, but I'll share what I can. And I'm assuming you already know the premise from the store page, but to provide context to others:

Spiritfarer is a chill meditation on the nature of death. Due to random circumstances, the main character (and her cat) take over for the mythological figure of Charon and are now tasked with ferrying the dead. So over the course of the game, you encounter a number of notable spirits, who each have their own stories to learn. But you don't need to bring them to their final destination until they're ready to go, so in the meantime they just kinda join your crew and hang out.

Mechanically, Spiritfarer is a resource management game. You upgrade your boat with buildings that serve a particular purpose, like gardens, a kitchen, a blacksmith, etc. and use resources grown on the ship or found at various islands to craft materials needed for upgrades and some quest turn-ins. Some key upgrades for the boat are needed to progress to other parts of the map, where more things become accessible over time.

In terms of what makes the game appealing, it's almost entirely vibes-based. None of the resource management mechanics feel rushed or stressful, so it's easy for people to proceed at their own pace. It also supports 2P multiplayer, where player 2 plays as the cat and can do everything P1 can. The spirits your encounter provide mechanical benefits to your boat, but also have their own stories to learn that reveals more about who they were in life—often more tragic than one would initially assume. But I think the main emotional gut punch of the game is knowing that the spirits need to move on eventually. You're just trying to help them find closure first. And often, they're ready to go when you're not ready to say goodbye yet.

So I recommend it as a game to play in small spurts, but I wouldn't go too long in between sessions. For me, it made for some good unwind time after some long days of work. And if you have someone else to do couch co-op with, I think it's a good game for couples. But if you put it down and don't come back for a while, it can be easy to forget what things you were working on. It's not a hard game, so probably not too much effort to figure out your way back on track, but it might be worth restarting if you're still at the beginning.

[–] whimsy@lemmy.zip 2 points 1 day ago (1 children)

Ooh, thank you very very much for the detailed reply. I think I should just restart the campaign. I do really being awed by the visuals of the game, with all the handdeawm graphics.

I think the part where I was stuck was that I needed to find something on the map marked by a snake, but I never found the marker and the resource management seemed a bit grind-y. But anyway, I think I'll give it a shot again. In general I'm a bit new to gaming and getting used to some of the repetitive(?) mechanics

[–] Stovetop@lemmy.world 2 points 1 day ago

If you're ever feeling stuck, it never hurts to look up a guide! I'm not a fan of Fandom, but their Spiritfarer wiki does appear to include walkthroughs for most of the quests if you're not sure what to do or where to go next.

https://spiritfarer.fandom.com/wiki/Quests

[–] showmeyourkizinti@startrek.website 3 points 2 days ago (1 children)

Stovetop gives a great explanation of the mechanics so I’ll just add about the vibes. Spiritfarer is sweet and kind at its heart. The main interface of the game is giving hugs and cooking the favourite foods of your passengers. You explore both physically in your boat and in the lives of your friends, and hopefully you come to understand a little bit about life and death. And patience too, sometimes you’re not really stuck you’re just not ready yet.

[–] whimsy@lemmy.zip 2 points 1 day ago

hopefully you come to understand a little bit about life and death

This is precious what made me buy it. This and the beautiful visuals. I will for sure give it another shot!

[–] garbagebagel@lemmy.world 2 points 2 days ago* (last edited 2 days ago) (1 children)

It’s not sad but it is so sad

After

spoilerAtul
I literally had to put the game down for weeks because I couldn't stop crying whenever I tried. I think it certain parts just hit different depending on your experiences with grief.

Yeah Atul ...

AtulSometimes you don't get to say goodbye and that sucks. One day they're just gone. But with Atul I kept it together because the reason he just disappeared was that he didn't need us. He could go to the door on his own and yeah he should have said goodbye at least but .. well it sucks but I like to remember the happy frog at the party.
For me it was Stanley and Alice

AliceGod it was heartbreaking watching her mind slowly dissolve and get lost. That's where it hit me how important Stella's job was. How important having someone with her at the end, helping and not even saying anything just being there is. I couldn't do it but I'm grateful for the people who can.

StanleyFuck as a parent that got me. Fuck you god! I know that life isn't fair but that really wasn't fair. And watching his mom fall apart from his eyes ... Her 'Fakenegs' ... her fear in watching his fear ... I've never been tested like that and I hope I could do better but man I understand her failing.