Haven
Two lovers, one abandoned planet, zero regrets. Haven is a co-op RPG about staying together when the whole universe says you shouldn't.
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About Haven
Haven puts you in control of Yu and Kay, a couple who have fled their home society to live on a forgotten, patchwork planet called Source. That setup alone separates it from roughly ninety percent of RPGs on the market: instead of a destined hero or a party of strangers, you are playing a relationship. The game is quietly radical in what it chooses to center. Before any monster ever shows up, you are watching two people cook dinner badly, argue about music, and fall asleep mid-conversation. If that sounds slow, it is, and that is entirely the point. The planet itself is made up of floating islands connected by streams of glowing energy called Nixes, and the core traversal loop has you gliding across these streams in a way that feels genuinely lovely. It is not deep, but it is tactile and relaxing, and it gives the world a sense of scale without demanding a fast travel menu. The RPG bones underneath are modest. Combat is turn-based in a loose, rhythm-adjacent sense: you and your partner execute actions simultaneously, and landing synchronized moves triggers bonus damage. Fights are not punishing, and that is a deliberate design choice rather than a flaw. The tension lives in the story, not the encounter rate. Speaking of encounter rates: the corruption mechanic, where wildlife and terrain are infected by a spreading rust, gives you just enough maintenance anxiety to keep you moving. Cleaning rust, cooking meals that grant stat buffs, upgrading gear from foraged materials. None of it is complex, and if you come in expecting deep build theorycrafting or branching skill trees, you will be disappointed. The RPG systems are a scaffold for the relationship drama, not the main attraction. Think of it less like a CRPG and more like a cozy adventure game that borrows RPG vocabulary. Where Haven genuinely earns its Steam score is in the writing. The dialogue between Yu and Kay is specific, warm, and occasionally genuinely funny without ever tipping into cringe-worthy sitcom territory. The banter updates based on where you are in the story. Small callbacks reward players paying close attention. It handles themes of chosen family, societal pressure, and the cost of defiance with real care, and it does so without a single fetch quest disguised as character development. The game also runs in drop-in co-op, and playing it with an actual partner changes the texture entirely since you are physically coordinating actions and sharing a controller or keyboard. Solo mode holds up, but co-op is clearly the intended experience. The honest criticisms: the mid-game drags across a stretch of islands that feel structurally identical, the combat never meaningfully escalates, and players looking for narrative branching or choices that reshape the world will find the story largely linear. The ending is earned but the path to it could lose fifteen percent of its runtime without losing anything of value. For an RPG specialist, the lack of build variance past the early hours is a genuine gap. You unlock new moves but never feel pressure to specialize or experiment. Haven is for couples gaming together, solo players who want something warm and human after sixty hours of grimdark fantasy, or anyone who has quietly wanted an RPG that treats a loving relationship as the entire stakes rather than a side mechanic. It is not trying to be Baldur's Gate. It is trying to be something smaller and more specific, and it mostly succeeds. Monika, Scout Team
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Game Info
- Developer
- The Game Bakers
- Publisher
- The Game Bakers
- Release Date
- Dec 3, 2020