
Forever Home
One developer, thirteen years, and a JRPG that made at least one reviewer cry for fifteen minutes after the credits rolled. If your SNES nostalgia has nowhere left to go, this is where it belongs.
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About Forever Home
I keep a short mental list of games that earned their runtime honestly, and Forever Home sits on it. This is a solo-developed RPG Maker VX Ace JRPG that took developer David Hunt thirteen years to finish, and that obsessive patience shows in almost every system. The battle engine leans on stamina bars that charge in real time, with each character acting when their gauge fills, a rhythm clearly inspired by Final Fantasy VI and Chrono Trigger. Skill customisation runs through a Shard system that works a lot like FF7's materia slots: you slot Shards to boost stats and occasionally unlock new abilities, then upgrade those Shards for stronger effects. On top of that, character combos let one party member set up a move that a teammate can follow with a powered variant, and Prism Links add a light button-input flourish for special attacks. Bosses are generally fair but expect you to think, and reviewers have noted that spamming a basic attack will not carry you far. The content volume is genuinely staggering for a one-person project. The main story runs comfortably between thirty and forty hours, with another thirty-plus available in side quests, optional zones, a rank-based Colosseum, weapon and armour crafting from recipe books, and a monster-catching mechanic (called Radiating) that gives completionists a secondary obsession. Monsters appear on dungeon maps rather than triggering purely random encounters on the world map, which lets you plan resource use before tough stretches. The world map itself has the classic feel of ship and airship travel, and towns are packed with NPCs that frequently break the fourth wall to poke fun at JRPG conventions. A reviewer from GameFAQs described it as feeling like "FF6 packaged with a faster battle system" and Earthbound-like humour in the same package, which is an accurate and appetising summary. The soundtrack deserves its own paragraph. Over seventy original tracks, mixing classical instrumentation with alternative guitar and drums, shift in mood across every region. The music does the emotional heavy lifting that the pixel-art character sprites cannot always carry alone, and the tonal range is wide enough to handle both village comedy and genuine grief. The story goes to some dark places, covering suicide, mental illness, war, and loss, and the second half in particular has left players unexpectedly floored by the emotional weight of it. The opening half is slower and more conventional, which may test patience, but the payoff is what players remember. The RPG Maker origins are visible, and anyone with a strong aversion to that engine's default aesthetic should factor that in. Pixel-art sprites have the classic chibi proportions, and dialogue portraits carry the emotional expression work in anime-style bust shots. The story beats follow a recognisable save-the-world arc, and the setup is deliberately familiar. What elevates it is the craft underneath: the writing has wit, the characters carry personality, and the second-half narrative turns earn the slow burn of the first. With a Steam rating sitting at 91 percent positive across its review pool, the community signal is consistent. This is a game that rewards players who are willing to let it breathe. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
- Memory
- 512 MB RAM
- DirectX
- Version 9.0
- Storage
- 400 MB available space
- Processor
- Intel® Pentium® 4 2.0 GHz equivalent or faster processor
- Additional Notes
- 1024 x 768 pixels or higher desktop resolution
Recommended
- OS
- Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
- Memory
- 1024 MB RAM
- DirectX
- Version 9.0
- Storage
- 400 MB available space
- Processor
- Intel® Pentium® 4 2.0 GHz equivalent or faster processor
- Additional Notes
- 1024 x 768 pixels or higher desktop resolution
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Game Info
- Developer
- Pixel Blade Games
- Publisher
- Pixel Blade Games
- Release Date
- Oct 31, 2017