Compare VARIOUS DAYLIFE prices across 50+ stores and find the best deal. Developed by Square Enix. Published by Square Enix. Released on 9/13/2022. Available on PC. Genres: Adventure, RPG, Strategy.

Carries the Bravely Default pedigree in name only, this mobile-born life-sim/JRPG hybrid has genuine ideas buried under repetitive menus and punishing RNG that will test your patience before it rewards it.

My spreadsheet instincts kicked in about thirty minutes into Various Daylife, and the picture they painted was not flattering. The core loop asks you to select menu options representing jobs, watch a progress bar fill, collect a modest paycheck, and repeat across dozens of in-game days before the guild quests that actually push the story unlock. For a strategy player who likes optimising systems, that premise is not automatically a dealbreaker. The problem is that the depth is unevenly rationed, arriving too slowly and wrapped in too much friction. The building blocks are interesting on paper. There are over 20 job classes spanning the expected, Warrior, Cleric, Scholar, to the genuinely odd, like Politician, Merchant, and Server. Each character can hold up to three classes simultaneously, and mixing them for the combat encounters is where the game flashes something real. The Three CHAs battle system, Change, Chain, and Chance, rewards you for inflicting status effects, chaining them across party members, and cashing out with a heavy Chance strike. The Politician's Codify skill, for instance, can freeze a Secretary's magic-doubling buff in place for the rest of a long fight, creating the kind of layered combo planning that actually warrants a second tab in a spreadsheet. The Lutist's Breakthrough ability pairing with the Merchant's Venture Capital to bust through the 999 damage ceiling is legitimate late-game optimization. Those moments exist. They are just surrounded by a lot of clicking. The expedition design compounds the friction. Your party walks automatically from left to right while a progress meter fills; you watch more than you play. Fatigue chips away at maximum HP as days pass, food and camping supplies are consumed from a limited pack of only four item slots, and a wipe resets your stat experience, a punishing loss condition for what is fundamentally a casual-paced game. The gossip system, which grants buffs for activities like visiting the baths or the tavern, is entirely RNG-driven, meaning you can spend several in-game days farming the bathhouse and receive nothing useful. The economy is similarly lopsided: training your party members costs real money in-game, and the work quests that generate income barely keep up, especially in the mid-game stretch where the difficulty spikes and the resources do not. The characters are legitimately the game's best asset. Party members have five affinity levels, three unlockable job classes each, and personal story arcs that go well beyond their initial archetypes. Spending time with them, attending festivals, celebrating birthdays, that slice-of-life texture has warmth to it, and the true story that opens up post-credits reportedly deepens considerably. But the main campaign runs 30-plus hours at a pace designed for mobile sessions of fifteen minutes at a time, and on PC that rhythm clashes hard. The port itself has been criticised for sluggish loading between screens, a problem that compounds when the content in each screen is essentially a menu choice. For Team Asano completionists or players who can genuinely treat this as a fifteen-minutes-a-day side habit, the class system and character writing will carry them through. For anyone expecting the mechanical density of Bravely Default or the exploration of Octopath Traveler, the gap between expectation and product is wide enough to sting. Go in with calibrated expectations or don't go in at all. Diego, Scout Team

VARIOUS DAYLIFE
AdventureRPGStrategy

VARIOUS DAYLIFE

Sep 13, 2022Square Enix
GamerScout Says

Carries the Bravely Default pedigree in name only, this mobile-born life-sim/JRPG hybrid has genuine ideas buried under repetitive menus and punishing RNG that will test your patience before it rewards it.

PC
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About VARIOUS DAYLIFE

My spreadsheet instincts kicked in about thirty minutes into Various Daylife, and the picture they painted was not flattering. The core loop asks you to select menu options representing jobs, watch a progress bar fill, collect a modest paycheck, and repeat across dozens of in-game days before the guild quests that actually push the story unlock. For a strategy player who likes optimising systems, that premise is not automatically a dealbreaker. The problem is that the depth is unevenly rationed, arriving too slowly and wrapped in too much friction. The building blocks are interesting on paper. There are over 20 job classes spanning the expected, Warrior, Cleric, Scholar, to the genuinely odd, like Politician, Merchant, and Server. Each character can hold up to three classes simultaneously, and mixing them for the combat encounters is where the game flashes something real. The Three CHAs battle system, Change, Chain, and Chance, rewards you for inflicting status effects, chaining them across party members, and cashing out with a heavy Chance strike. The Politician's Codify skill, for instance, can freeze a Secretary's magic-doubling buff in place for the rest of a long fight, creating the kind of layered combo planning that actually warrants a second tab in a spreadsheet. The Lutist's Breakthrough ability pairing with the Merchant's Venture Capital to bust through the 999 damage ceiling is legitimate late-game optimization. Those moments exist. They are just surrounded by a lot of clicking. The expedition design compounds the friction. Your party walks automatically from left to right while a progress meter fills; you watch more than you play. Fatigue chips away at maximum HP as days pass, food and camping supplies are consumed from a limited pack of only four item slots, and a wipe resets your stat experience, a punishing loss condition for what is fundamentally a casual-paced game. The gossip system, which grants buffs for activities like visiting the baths or the tavern, is entirely RNG-driven, meaning you can spend several in-game days farming the bathhouse and receive nothing useful. The economy is similarly lopsided: training your party members costs real money in-game, and the work quests that generate income barely keep up, especially in the mid-game stretch where the difficulty spikes and the resources do not. The characters are legitimately the game's best asset. Party members have five affinity levels, three unlockable job classes each, and personal story arcs that go well beyond their initial archetypes. Spending time with them, attending festivals, celebrating birthdays, that slice-of-life texture has warmth to it, and the true story that opens up post-credits reportedly deepens considerably. But the main campaign runs 30-plus hours at a pace designed for mobile sessions of fifteen minutes at a time, and on PC that rhythm clashes hard. The port itself has been criticised for sluggish loading between screens, a problem that compounds when the content in each screen is essentially a menu choice. For Team Asano completionists or players who can genuinely treat this as a fifteen-minutes-a-day side habit, the class system and character writing will carry them through. For anyone expecting the mechanical density of Bravely Default or the exploration of Octopath Traveler, the gap between expectation and product is wide enough to sting. Go in with calibrated expectations or don't go in at all. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaLife SimMenu-DrivenThree CHAs CombatJob SystemExpedition ManagementRNG ProgressionBite-Sized SessionsPost-Credits Content

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows® 10 64-bit / Windows® 11 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
AMD Radeon™ R7 240 / Intel® HD Graphics 530 / NVIDIA® GeForce® GT 730
Processor
AMD A8-7600 / Intel® Core™ i3-3210
Sound Card
DirectX Compatible Sound Card
Additional Notes
Expected Framerate 30 FPS at 1280x720

Recommended

OS
Windows® 10 64-bit / Windows® 11 64-bit
Memory
8 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
AMD Radeon™ RX 470 / NVIDIA® GeForce® GTX 1060 /
Processor
AMD Ryzen™ 3 1200 / Intel® Core™ i5-6400
Sound Card
DirectX Compatible Sound Card
Additional Notes
Expected Framerate 60 FPS at 1920x1080

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Game Info

Developer
Square Enix
Publisher
Square Enix
Release Date
Sep 13, 2022

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VARIOUS DAYLIFE is available on PC.

When was VARIOUS DAYLIFE released?

VARIOUS DAYLIFE was released on 13 September 2022.

Who developed VARIOUS DAYLIFE?

VARIOUS DAYLIFE was developed by Square Enix.