And when I say it’s not ready, I mean it. Unfortunately, the game’s in Early Access because it’s not ready for a full release yet. There are more than a dozen romanceable characters, the map is relatively large, and I felt as though I barely scratched the surface after 16 hours of gameplay. The game has a lot going for it in sheer terms of scope, scale, and size. In some respects, the game can feel a bit too nice, but this is countered by its immensity. ![]() These include the removal of arbitrary “stamina meters” whose purposes are better served by utilizing the in-game clock and day/night cycle, introducing ranged and magic combat options that actually make killing things easier, and absolutely filling the world with methods by which the players can permanently and endlessly upgrade their character’s abilities. This game is dripping with quality of life tweaks on the decades-old formula. What’s more, the developers also differentiate Sun Haven from similar titles by catering purely to the player. In Sun Haven you’ll go through the same farm and village-building routine as you always have, but you’ll also experience roleplaying elements typically not present in those other games.Įxperience points are used in a branching tree of unlockable abilities providing a layer of player progression I don’t think we’ve seen executed as well in the genre before. The familiarity not only helped me acclimate to some problems we’ll get into later, but it made the differences between Sun Haven and similar titles even more startling. When you fire up Sun Haven you’re treated to an extremely familiar opening scene (unless this is your first genre title, in which case: enjoy the trope) and then you’re dropped off in a town that has a nearly identical layout to the ones in Stardew and Keeper. ![]() Pixel Sprout’s painstakingly captured the essence of these games and it’s quite obvious the company isn’t trying to shy away from comparison.
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