Pixelshire
Game Title: Pixelshire
Released: May 8, 2025
Game Length: N/A
Grade: C-
Early Access
Problems: In the beginning of 2023, there came out a small demo of a pixelated game that was supposed to be similar to Stardew Valley in the respects that you mine, fish, decorate, and befriend villagers. It entered Early Access to further expand the game with various new areas to discover. The game released this month and there doesn't seem to be any effort made in smoothing out the experience. Almost every system or mechanic has some sort of element that is rough around the edges. The game doesn't seem to keep track of your status when it comes to naming your livestock, repairing your equipment, placing ramps, or what plants you might have put down in your decoration pots. The museum clearly was designed to be functional, but the pedestals don't seem to keep your item the next day. Advanced trees seem to instantly grow the moment you plant them, but seeds from ones you aren't supposed to have in town disappear entirely. The game can be completed from start to finish, but there is a lot of substance missing when the quality of life features aren't working quite right as they should.
Safeguards: Almost immediately, you will understand how implementations were done with no consideration from the user. The game informs you to buy rice, plant it, and then buy more rice. However, the shopkeeper only offers six bags of rice per day. If you bought all six right away, then you have to rest for the day to get more. The triggers for using your shovel to dig up water and placing dirt back down didn't complete the objective right away. There was only one very specific spot, to which you had to physically click on, to draw water. Villagers can offer quests for items before the area with them is unlocked. The developer had to add a quick FAQ to explain these very common complaints until resolving them in a patch. There are areas marked unmovable with your hammer or indestructible offering endless supplies that should have been handled through development.
Incomplete: For some reason, data within the compendium doesn't seem to be that helpful. There are two different windows - one that shows the item with absolutely no information and another that talks about game mechanics without any pictures. Something basic like showing the portrait or avatar with the village member could help go a long way. Merely adding a quick tip that you haven't obtained a cherry or that you could obtain them in the forest to the east can go a long way. While I applaud for a radar system that points you to a villager, there is nothing indicating which building they might be in or if they are in a completely different zone entirely. I've found myself walking into a building to converse with a character marked inside only to discover them suddenly outside. There doesn't seem to be any order to the craft information other than throwing what blueprints you discover at the end of the list.
Bugs: If broken functions, poor user interface, and missing data wasn't enough, there was also a number of glitches to contend with. Occasionally when switching out a broken tool, the character wouldn't be able to perform any other action until exiting out of the game (after resting for the day to save). One time, I was trying to break down a house into my inventory and accidentally walked into the house before the process finished. While you could use a controller to play the game, each action was specifically tied to a function without offering a way to use the analog stick to cycle between them. The durability of tools simply show a full red bar when placed into storage. When interacting with the main menu, the prompt appears cut in half at the very top of the screen (but still clickable). Game mechanics seem to shut down when there isn't an empty slot in your inventory or storage. This means that the game refuses to deposit your two potions on another two potions. Items stop coming toward you even though you can still pick them up to increase a stack in your bags.
Gameplay
Zones: The developer decided to unlock features gradually in the course of the main story. You find a way to explore an area, generally after you craft a key, and find someone new to add to your village once you assist them with their problem. In return of building them a home, they provide you with a profession or new skill. This can include combat abilities with magic scrolls and using a bow. Perhaps they offer exclusive paintings or a new way to craft items. Each zone has their own bushes, trees, enemies, and fish. These include the magical forest to the west, the gloomy forest to the east, the desert to the northeast, the island you travel by boat to the south, and the frozen lands you reach via aircraft.
Tiers: Each area also has their own mine to explore. While the concept of exploring five randomly built levels is the same, their entrance can differ wildly. One might have you search the insides of a tree while another has you look through a temple. They contain all the ore from previous zones with one new addition. So, the first mine will contain stone and copper. The following mines will have iron, gold, titanium, and cobalt.
Villagers: Each villager can provide a number of different standard yellow or repeatable blue quests everyday. You can accept up to any 7 quests at a time. Once you gain enough friendship with a villager, they can follow you around and assist in activities. The biggest part is how quests are immediately completed once you have the right amount of supplies in your bag. They can award you decorations, blueprints, or other important items that benefit your character.
Summary
Review: There is charm to be found within the confounds of this game if the developer continues to work on its functions. It is too bad that it was officially released in such a state. Even though the game hasn't been out a month, a number of patches resolve simple problems that should have been done much earlier like gathering water from anywhere, extending the days of the seasons (which only include summer and winter) from 10 to 15 to 30, using the hammer to withdraw everything from town, and adding warning labels when you can't complete an action. Despite the idea of terraforming your town, moving houses, and implementing things from a number of different regions, the terrible experience does not warrant your attention at this time.