Farever
Shiro Games · RPG, MMO, Action
Overview
Forge your legend in a forgotten realm! Farever is an online co-op action RPG set in a vast fantasy open world. Alone or with allies, explore wild landscapes and epic dungeons, build your own playstyle, craft powerful equipment and carve your path through dynamic combat and playful platforming.
THE GAMEQ VERDICT5,426 reviews analyzed
What players are actually saying
1. Summary
When Farever runs well, reviewers describe an "MMO-lite" that plays like Breath of the Wild crossed with World of Warcraft or Guild Wars 2: active combat built on dodging, blocking and parrying, dungeon bosses with real mechanics, a vertical world packed with hidden chests and jump puzzles, and builds shaped by the weapons you carry. A one-time price with no subscription and no pay-to-win shop makes it feel like good value to them, and they recommend it both to MMO veterans and to newcomers who find bigger MMOs overwhelming.
Most of the frustration is technical. Server outages, disconnects and rubber-banding dominated launch week. Stutter, multi-second freezes and low frame rates on strong hardware kept coming up for months, though some players reported real improvement after patches. Players are also split on whether this is an MMO at all, because friends lists, guilds, group finders and trading were missing or thin for much of Early Access. The jump puzzles divide people too, as does the question of how hard bosses should be, which got louder after the late-September update raised boss difficulty and cut weapon damage.
2. What keeps coming up
What players praise
Action combat and dungeon bosses with real mechanicsHigh
About 11% of longer reviews put the word "combat" in the same sentence as fun, fluid, satisfying or responsive. Players like the timed block and parry, the active dodging and the small, readable skill bar, and some contrast it with the tab-target rotations of older MMOs. Dungeon bosses get similar praise for having phases and mechanics you have to learn. "Dungeons at level 10 are far more challenging than WoW's dungeons at max level," one player wrote. Several longtime MMO players say they expect to wipe a few times while learning a fight, and they enjoy that.
Some players still find specific dungeons tedious (Cheese Station and Gorgon's Hollow come up by name in several reviews), dislike shrinking arenas and one-shot mechanics, or feel that cast times on skills and potions take control away at bad moments. A smaller group finds the combat clunky or "stocky" outright.
Exploration of a vertical, secret-filled worldHigh
22% of longer reviews talk about exploration. Players describe gliders, bounce mushrooms, grapple points, underwater areas and caves that open into whole new zones, with chests, mini-bosses, collectible orbs, mounts and pets as rewards for poking into corners. Quests mostly take the form of map activities you stumble on instead of long dialogue chains, and several reviewers say they prefer it that way. "This genuinely feels like someone turned Breath of the Wild into an MMO," one wrote.
Exploration works best the first time, players say. Activities are one-and-done per character, so leveling an alt or returning to an old zone feels empty: "Exploration only works the first time, after that its just tedious jumping around."
Weapon-driven builds and the arsenal systemMedium
Each weapon brings its own skills, passive and combo finisher, and the arsenal slot lets you borrow skills from a second weapon. Players describe priests built as tanks, mages carrying shields and rogue archers, and say that every new weapon drop feels worth trying. Reviewers compare the idea to Guild Wars 2. Their criticisms target balance: priests are often called overpowered, rogues and ranged weapons weak, and some players feel the weapon you need for a build pushes you away from the class fantasy you picked.
A one-time price with no subscription or pay-to-winMedium
Reviews that bring up the price mostly call the game worth the money, a steal or good value. Some point out that there is no subscription, no gacha and no paid power, and a few say they would happily pay for cosmetics to support the team. One player said the game is for "People that want an MMO experience but hate dailies, pop-ups, and other terrible retention tools." A minority thought the asking price was too high for the amount of content in Early Access.
A friendly, helpful communityLow
Some players describe veterans who help newcomers with bosses, explain mechanics in chat and hand out starter gear. A few say the community isn't toxic, which they count as rare for an MMO, though one review calls the community and Discord server toxic.
Where players are split
Is it an MMO? Social features and groupingMedium
One camp enjoys the light social layer: everything can be done solo, shards are small, and nobody forces you into a group. A player who found bigger MMOs socially overwhelming wrote, "This one is great because it's super light on the social aspect instead of forcing you to group up just to progress." The other camp feels misled by the MMO label and calls it "Not an MMORPG, just a very casual co-op." Players who want more ask for friends lists, guilds, a group or dungeon finder, trading or an auction house. They describe losing party members when the game moves them to another shard, whispering only through a hidden chat command, and loot that is free-for-all inside a party. One summed up trading this way: "There is no trading system. The only way to give someone an item is to drop it in the open world, and gold can't be traded." A few players also object that the store page lists single-player, while the game needs a connection and puts you in a shared world.
Boss difficulty, solo play and the late-September updateMedium
Before late September, several players who mentioned solo play said nearly everything could be soloed with care. Others found bosses tuned for groups and called them damage sponges, and one complained that skipping a dungeon's "bonus" objective means "u get 0 loot from it." The late-September update (players call it Call to Glory) brought heroic difficulty, changes to how top gear drops, and a weapon damage cut, and long-time players pushed back. "I'm not spending 4 hours every day on a single boss with only 1 piece of loot to show for it," wrote one player who plays with friends. A solo player said "cutting weapon damage in half makes it difficult for casual players to have a fun experience." Other players welcomed the harder content as overdue after finding the earlier dungeons too easy.
Platforming and jump puzzlesMedium
Jump puzzles run through the overworld and the dungeons. Fans say the jumping, gliders and vertical world are a big part of the fun, and even a self-described hater of jump puzzles enjoyed them with friends. Others call it "Precision platformer disguised as an MMO," and complain about invisible ledges, missing floorboards, blocky terrain and lag spikes that drop them mid-jump. Several reviewers warn that people who dislike jumping in games should look elsewhere.
How much there is to do, and how fast it growsMedium
Some players say they got 50 to 100 hours or more out of it, which they consider a lot for Early Access. Others hit max level and run out of things to do, and describe a loop of playing hard, waiting months, then playing again: "Play for two weeks → run out of meaningful things to do → wait three months → get a mediocre update → play for another week → repeat." Players who are fine with that pattern say so plainly: "It's still early access so you will likely run out of things to do, that for me is OK." In June, the first major update went to a public test realm before the live game, which angered a vocal group: "I have never seen a developer announce a content update and release the PTR of the next content update - outright outrageous." Endgame players also worry about gear that a planned level-cap rise will make obsolete.
Look, tone and pun-filled namesMedium
Fans call the chunky, colorful art cozy and charming, and several play with partners. Several players bring up the simple visuals to complain that the game still runs poorly: one player who loves the art style still expected far more frames from a game that "looks like minecraft." NPC and boss names are full of pop-culture puns. Some players laugh along, and others find them lame after the hundredth one. Even a positive review listed it as a con: "i hate some of the boss names."
Loot and progression pacingLow
Some players enjoy the farm for legendaries, mounts and gliders. Others object to how loot is handed out: weapons from dungeons several levels too high that you cannot equip yet, overworld bosses that drop loot only once per character ("Events can only be completed once per character"), low material drop rates, and long RNG farms in endgame dungeons.
What frustrates players
Server outages, disconnects and lagHigh
43% of longer reviews mention servers, disconnects, ping or latency, and the problem was concentrated at launch. In the first two weeks, 58% of longer reviews raised it. By July through September it was down to 13%. Launch-week players describe "server unavailable" errors, queues, rubber-banding, being thrown back to a checkpoint, losing dungeon progress and parties breaking apart. "Sadly, your main battle will be against their terrible servers... and the servers always win." A few of those reviewers later added edits saying the servers had stabilized, and some switched to recommending the game. Two problems kept coming back after that: multi-second server hitches that get players killed in boss fights, and regional coverage. Australian and Southeast Asian players report very high ping ("no australian servers, so us folk in Oceania have to play with 200+ ping unless we pay for Exitlag"), and some players were locked out of a single region's server for days.
Stutter, freezes and poor optimizationHigh
32% of longer reviews talk about performance, a share that held steady over time while server complaints fell away. Players with high-end GPUs report 40 to 60 frames per second, stutters every few minutes, and GPUs running hot on a game that looks simple. "Good game. Terrible optimization. Cannot even surpass 40 fps, and there are constant lagging and freeze spikes," one player wrote. In boss fights the freezes cost runs: "dying in the last 10% of a boss because the screen froze for five seconds just kills the game." Among longer negative reviews, 75% mention performance, servers or lag.
Experiences vary a lot by machine. Some players report smooth play on modest hardware, share fixes (turning on DLSS, capping frames at 60, lowering view distance), and say patches helped: "Edit: the latest patch improved the performance significantly." Others say the same patches changed nothing for them.
Bugs and crashesMedium
17% of longer reviews mention bugs, crashes or glitches. Reports include characters turning invisible, black screens, DirectX and driver-timeout crashes, whole-PC crashes on some AMD and Intel GPUs, crashes on entering water or dungeons, a Linux build that broke after an update, achievements that cannot be completed, and a launch requirement involving Windows security settings. Several players say emails and Discord tickets to support went unanswered.
Missing basics: minimap, quest log, controls and travelMedium
Players ask for a minimap or compass, a quest log and objective markers, party members shown on the map, and a scalable UI. Controller players report that target lock-on did not work and that some keys could not be rebound. Fast travel works by flying across the map as an orb instead of loading instantly, which players call slow: "if i need to get to a event that starts in 10 min 5 of those are in fast travel." Several new players also wanted a tutorial.
Exploits, duping and unmoderated chatLow
A smaller but angry group describes duping that hurt the economy, a September incident in which "people lost 100s of hours worth of inventory items and got compensated with a middle finger," and players using movement hacks in rifts. Others say global chat was flooded with gold sellers and there was no way to report or block anyone: "Absolutely 0 chat filters or restrictions, letting people freely promote RMT."
3. The player conversation
Combat, bosses, exploration and builds get praise even in some negative reviews, which describe a good game that runs badly. Running through the reviews is an argument about whether Early Access excuses the technical state. During launch week, players hit by outages left negative reviews, and some positive reviews pushed back directly, saying the server problems would be fixed or already had been.
The issues players raised changed over time. In the first two weeks after launch, servers dominated and 72% of reviews recommended the game. From mid-May through June the servers settled, 80% of reviews were positive, and attention shifted to performance, missing social features and the test-realm decision. In July through September, players who had finished the content talked more about endgame depth, loot and the slow pace of updates, and 75% were positive. Reviews written after the late-September update were less positive, at 58% of 71 reviews. They focused on harder heroic bosses, the weapon damage cut, the inventory loss and stutter that continued.
Who raises what follows how far players got. People who quit early tend to cite connection failures, crashes, frame rate, the pun humor or the jump puzzles. Players with dozens or hundreds of hours write about the endgame: RNG drops, one-time world-boss loot, class balance, missing guilds and trading, and the jump from veteran to heroic dungeons.
4. What the developers could do
- Make frame-time stability the top technical priority. Stutter, multi-second freezes and low frame rates on strong GPUs outlasted the server complaints, and they turn boss mechanics and jump puzzles into deaths players feel they did not earn.
- Remove server hitches and add regional capacity. Launch outages were fixed, but players still die to server freezes in long fights, and Oceania and Southeast Asia players describe 200+ ping and days-long lockouts from one region.
- Ship the core social tools: friends list, guilds, a group or dungeon finder, trading and party loot rules. Players who came for an MMO count their absence against the game, and parties splitting across shards bother even the casual co-op crowd.
- Retune heroic bosses and revisit the weapon damage cut, with a deterministic path to gear. Late reviews from committed players describe hours-long attempts for a single drop, and one asks for a pity exchange for dungeon runs.
- Give max-level players repeatable goals and put updates on the live game. Endgame players describe running out of things to do between updates, and some resented the public-test-realm rollout of the first major update.
- Add navigation and control basics. Players asked for a minimap, a quest log, party markers, UI scaling, faster fast travel, working controller lock-on and full key rebinding, and a few mention third-party mods filling some of these gaps.
- Fix hardware-specific crashes and answer support tickets. Players on some AMD and Intel GPUs, on Linux and in water or dungeon areas report repeatable crashes, and several say their reports got no reply.
- Close duping and inventory exploits, and add chat reporting and blocking. The September item loss and gold-seller spam hit long-term players who had put the most time into the game.






