Faraway Qualia Reviews
A JRPG that combines a turn-based RPG with a simulation game. Successfully fulfill the conditions assigned to each monster to get many items! Alchemy is the magic that makes everyone happy. This is the story of alchemy and people's happiness that takes place in Meltria, the birthplace of alchemy.
App ID | 1482800 |
App Type | GAME |
Developers | Nyahhoiya |
Publishers | Nyahhoiya |
Categories | Single-player, Steam Achievements, Steam Cloud, Full controller support |
Genres | Indie, RPG |
Release Date | 17 May, 2021 |
Platforms | Windows |
Supported Languages | English, Japanese |

13 Total Reviews
13 Positive Reviews
0 Negative Reviews
Negative Score
Faraway Qualia has garnered a total of 13 reviews, with 13 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
2097 minutes
Faraway Qualia, it is quite a deep and immersive game. I'll break it down by categories.
Story:
Coming upon a struggling village, Anisia aims to find out about the lost history of Meltria. Now, while the premise might seem basic, the story is very deep. From a character, who had to bear witness to the demise of someone important to him. Having to make up a lie, so Anisia thinking her master died in an accident. A boy who is the main's analyst, someone who is like a half to alchemists. An alchemist have the ability to create the world, and an analyst has the ability to identify the make up of qualia, both work hand in hand.
And he as well have a good story to him. Someone who is distant, but trusts Anisia. He doesn't speak much, and has a hatred for alchemists except for her. This stemming from his own family problem.
Then there are other characters of the party, a chemist who has a difficult time trusting. She meets a person who wants to be a hero, someone more happy-go-lucky. Though, even he has a terrible past. All of these characters wonderfully build on each other, and the story has a somber but hopeful feel. The further I go, the more I want to see. It just has a very good progression.
Anisia is more kind spoken, and she can be a bit reckless. However, she learns from her mistakes, and can empathize with others. Her dream is to fulfill the type of alchemy her master believed in. And she knows that everyone has a different meaning on what makes them happy. She does not try to take on the burden of everyone, but helps those she can within her own power to do so. She does this while respecting them, and not imposing her happiness on them. Despite this, she does carry a deep pain in her. And at times it can leave her uncertain, but this is the thing. The characters all work great with each other, supporting and building on one another. It makes those somber scenes quite nice, and seeing how the past is.
Just every end, this story was amazingly done. As it goes along, all the story lines connects, and have a center point that links everyone together.
Side Quests:
Side Quests allows you to learn skills, but also gives you more insight into other characters.
Character Scenes:
In between the main story, in the village you can find out more about the characters by speaking to them.
Art:
Wonderful art in the game, these works well with the scenes.
Music:
The main theme for scenes is more somber, but hopeful. It is quite nice really. Battle themes are quite exciting, really like how they did this.
Battle System:
This game works off of an expanding battle system. As you get deeper more mechanics unlocks. The stats are pretty basic, HP, SP, ATK, DEF. Crit hits are unlocked later on. Anyway, there is a multiplier in the game, and there are various things you can do to increase it. Depending on the situation, you might find yourself using some more creative methods which is nice. The game also has a feature called Skill Ring. In short, installing skills into the slot increases their level. This does varies things, such as improving the multiplier, status effects, etcs.
Crit hits does double damage, guarantees status affliction, and ignores enemy drop conditions. They will drop all items if it dies on a crit.
Needless to say, it has a lot going for it in this regard.
Crafting:
Crafting works in the way of find recipes and making the materials. From there, you go to the villagers to make what you need. These can be items, equipment, battle items, tools for gathering etc.
Map:
The map works by a point and click for the field, with some areas you can manually move in. These are the gathering areas. When you clear a stage, most can keep skipped the next time you visit.
Overall:
This is an amazing game, from end to end it is a high quality experience. And if anything, I am positive you'll find yourself immersed into the story. There are slight translation issues, but nothing concerning. Anyway, head on in and enjoy this great game. I am usually reluctant to play these sort of games, since they can never get it right. However, this one far surpassed my expectations.
👍 : 0 |
😃 : 0
Positive
Playtime:
1428 minutes
So far, I'd recommend this. If you know Japanese well enough. A machine translation being worth it or not, I can't comment on. The story might get a little lost in translation. The gameplay is very easy to follow and should be much less problematic, especially because the game makes it very easy to see where to go, and what to make.
The protagonist is an alchemist, who comes to a tiny village in search of a new cauldron, as her old one unfortunately broke. She is accompanied by someone, kind of part of her family, that helps her out. While at first not very much welcomed, and the village seems to be not quite what she imagined, it turns out there actually is a cauldron around. Though the villagers considered it a.. bath tub. Oh well. With this cauldron she's able to help the villagers out with their troubles, to slowly become more trusted. All the while new characters come to this really tiny villain, and about everything and everyone seems to have a secret behind it. The village itself, as the villagers don't make it a secret that they HAVE a secret, our main alchemy girl herself getting assaulted by a weird flashy lightning similar to when her previous cauldron broke, and new traveler that seem to know a bit too much about their handiwork for just being a random traveler.
The story manages to make your curious well enough, and it's easy too root for MC, as she lives by "better do something instead of waiting around" and likes to encourage a young girl in the village as well, to be more self confident and honest about your interests. Nothing wrong with that, sometimes a girl has to grow past all the protective guys around. And they really ARE protective. Overly so.
Now about the gameplay. This is actually surprisingly fun. Alchemy in this game works a bit like chemistry. Everything consists out of certain elements, to certain percentages. MCs helper is able to analyze the structure of things, so she can eventually create it with that help. However it's only basic material, nothing else. So to actually get use out of it, you need other people, like from the village. Like this you can create weapons, armor, usable items for healing or attacking, tools for gathering and so on. You can memo anything you want to create as well as how much, and your alchemy creation menu will nicely list all of the things you need to make. As you then let these people create it, the memo automatically adapts. It's a great comfort function.
So where to get material for alchemy? Obviously by going into dungeons. They are "map" based, with several nodes on, that linearly progress till it branches here and there. Every node has an encounter or a gathering field on it. Most encounter nodes you only have to do once, though can repeat if you want to, some limited ones however have to be done once per dungeon dive if you want to pass them. Usually so you have to fight once before being able to gather, as gathering fields also respawn when you re-enter a dungeon.
Battles are in a simple 2 row based battle system of up to 3 vs. 3. Once you have more members, you deploy them at the beginning of a battle. There's a lot of typical stuff around, but also some interesting gimmicks. Like you can shove enemies around (they can do that with you as well), you may "summon" objects onto the enemy field, like something that draws attacks, or a bomb that explodes after 2 turns or taking enough damage. Likewise a magic girl can create a catalyst before or after her, that amplifies her spell dramatically as long as it exists, though every spell cast lower HP of the catalyst by 30%. There are also interesting attacks that grow in power depending on how many enemies there are. Like higher status triggering chance, single target damage, or a hit all attack that has bad accuracy unless there are a lot of enemies. Objects you place on the enemy field also count there (!).
This is all even more fun, when you realize that enemies have conditional drops, as you may know from Etrian. One is generally a high chance, though can be made guaranteed when killed with a specific ability. Two are conditional, stuff like beating the enemy with a specific elemental attack, or on a specific row (remember showing enemies?). The drops all stack, so you can get all 3 at once. After beating any enemy 3 times, you also get told these conditions, even if you didn't get them yet. Only being able to equip up to 6 skills on each character also means, you have some customizing to do. That includes stuff like using items. Yes, not everyone can do that.
It.. works. There's plenty to play around with, to not get bored, and the story being somewhat mysterious and interesting is also nice. Plenty of comfort functions, auto save on returning to the village, save anywhere (outside of combat) and easy to use menus help. Sidequests reward you with actual combat skills for your characters and are as such super worth it, and it's just generally.. fun? Seems to be fairly decently long as well. My highest damage of a buffed up spell on a weakness was barely above 200 damage after 5 hours. There's an achievement for 30000 damage. Curious how that's going to end up.
👍 : 5 |
😃 : 0
Positive