Compara los precios de Harvest Life en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por bumblebee. Publicado por familyplay. Lanzado el 10/11/2017. Disponible en PC, Mac, Linux, Nintendo Switch, Xbox. Géneros: Casual, Indie, Simulation.

Skip the pastoral daydream: Harvest Life sits at 46% positive on Steam and earns every percentage point of that skepticism, yet it does fill a very specific niche for players who just want a low-stakes farm loop at a low price.

My first honest reaction to Harvest Life was that it reminded me of a stat sheet with grass textures pasted on top. You inherit a run-down organic farm in the village of Lohwold from your grandfather, who is conveniently injured and unable to help, and from that point forward the game is a cycle of planting weather-dependent crops, managing livestock (chickens, cows, pigs, bees), running a farm store where villagers wander in and buy your produce, and reinvesting profits into new buildings and staff. On paper that loop sounds functional. In practice the seams show almost immediately. The core systems expose their shallowness fast. The fodder production chain, where you generate electricity via a minigame to power a machine that converts vegetables into animal feed, is described by more than one reviewer as feeling like number management rather than farming. Your hunger and tiredness bars deplete constantly, and without a kitchen to cook proper meals you end up eating raw eggs and foraged berries to stay upright. Collapse from exhaustion and the game teleports you home with a small cash penalty, which doubles as the fastest travel option in a map that offers none of its own. Combat exists, including wolf encounters in the forest and skeleton fights in the catacombs during a quest to find a lost dog, but experience gains from killing enemies appear to do nothing meaningful. The building grid system for expanding the farm is described by players as clunky, and the tutorial moves so fast that basic actions, like setting shop prices or understanding the fodder machine, are left unexplained. The adventuring side does provide occasional variety. There are timed escort missions through wolf-infested woods, a beehive retrieval that requires exploring three distinct forest zones, daily delivery quests from the newspaper that incentivize routing your surplus goods efficiently, and a romance track with friendship meters you fill through quest completion and dates. None of these systems are deep, but they do give the daily loop a direction that pure crop management titles sometimes lack. A completionist playthrough sits around 30 to 50 hours based on community data, which is a reasonable return on a sub-five-dollar investment. The presentation is the hardest argument to counter. Character animations are widely described as robotic, the overworld visuals are below the bar for even basic 3D indie games, and the soundtrack cycles through the same handful of banjo tracks until you mute it entirely. Steam user scores land at 46% positive across 224 reviews, and the critical consensus from console ports is consistently harsh. The game carries no mod support worth noting, which means the rough edges you see at launch are the rough edges you keep. The developers have shown willingness to patch bugs based on community feedback, but there has been no major content expansion to raise the ceiling. Who is this actually for? Realistically: younger players, or anyone who burned through Stardew Valley on a subscription pass and wants ten hours of low-friction farming before their next big pick. As a numbers guy I appreciate that the daily task structure gives you clear short-term goals, and the vendor demand system does create a minimal planning layer around what to plant each season. But the decision-making depth caps out embarrassingly early, the AI villagers feel like props, and there is no mod ecosystem to paper over the gaps. Anyone who has spent real time with Stardew Valley, Story of Seasons, or even Farming Simulator will feel the missing polish acutely. Diego, Scout Team

Harvest Life

Harvest Life

10 nov 2017bumblebeefamilyplay
GamerScout opina

Skip the pastoral daydream: Harvest Life sits at 46% positive on Steam and earns every percentage point of that skepticism, yet it does fill a very specific niche for players who just want a low-stakes farm loop at a low price.

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My first honest reaction to Harvest Life was that it reminded me of a stat sheet with grass textures pasted on top. You inherit a run-down organic farm in the village of Lohwold from your grandfather, who is conveniently injured and unable to help, and from that point forward the game is a cycle of planting weather-dependent crops, managing livestock (chickens, cows, pigs, bees), running a farm store where villagers wander in and buy your produce, and reinvesting profits into new buildings and staff. On paper that loop sounds functional. In practice the seams show almost immediately. The core systems expose their shallowness fast. The fodder production chain, where you generate electricity via a minigame to power a machine that converts vegetables into animal feed, is described by more than one reviewer as feeling like number management rather than farming. Your hunger and tiredness bars deplete constantly, and without a kitchen to cook proper meals you end up eating raw eggs and foraged berries to stay upright. Collapse from exhaustion and the game teleports you home with a small cash penalty, which doubles as the fastest travel option in a map that offers none of its own. Combat exists, including wolf encounters in the forest and skeleton fights in the catacombs during a quest to find a lost dog, but experience gains from killing enemies appear to do nothing meaningful. The building grid system for expanding the farm is described by players as clunky, and the tutorial moves so fast that basic actions, like setting shop prices or understanding the fodder machine, are left unexplained. The adventuring side does provide occasional variety. There are timed escort missions through wolf-infested woods, a beehive retrieval that requires exploring three distinct forest zones, daily delivery quests from the newspaper that incentivize routing your surplus goods efficiently, and a romance track with friendship meters you fill through quest completion and dates. None of these systems are deep, but they do give the daily loop a direction that pure crop management titles sometimes lack. A completionist playthrough sits around 30 to 50 hours based on community data, which is a reasonable return on a sub-five-dollar investment. The presentation is the hardest argument to counter. Character animations are widely described as robotic, the overworld visuals are below the bar for even basic 3D indie games, and the soundtrack cycles through the same handful of banjo tracks until you mute it entirely. Steam user scores land at 46% positive across 224 reviews, and the critical consensus from console ports is consistently harsh. The game carries no mod support worth noting, which means the rough edges you see at launch are the rough edges you keep. The developers have shown willingness to patch bugs based on community feedback, but there has been no major content expansion to raise the ceiling. Who is this actually for? Realistically: younger players, or anyone who burned through Stardew Valley on a subscription pass and wants ten hours of low-friction farming before their next big pick. As a numbers guy I appreciate that the daily task structure gives you clear short-term goals, and the vendor demand system does create a minimal planning layer around what to plant each season. But the decision-making depth caps out embarrassingly early, the AI villagers feel like props, and there is no mod ecosystem to paper over the gaps. Anyone who has spent real time with Stardew Valley, Story of Seasons, or even Farming Simulator will feel the missing polish acutely.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Farming SimRomance RouteDaily Task StructureLivestock ManagementLight CombatFarm Store EconomyWeather-Dependent CropsCompletionist-Friendly

Requisitos del sistema

Mínimos

OS
Windows 11 / 10 / 8 / 7
Memory
2 GB RAM
Graphics
512MB
Processor
Dual-Core: 2Ghz

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Información del juego

Desarrolladora
bumblebee
Distribuidora
familyplay
Fecha de lanzamiento
10 nov 2017

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¿En qué plataformas está disponible Harvest Life?

Harvest Life está disponible en PC, Mac, Linux, Nintendo Switch, Xbox.

¿Cuándo se lanzó Harvest Life?

Harvest Life se lanzó el 10 de noviembre de 2017.

¿Quién desarrolló Harvest Life?

Harvest Life fue desarrollado por bumblebee y publicado por familyplay.