FANTASY LIFE i: The Girl Who Steals Time on Steam - User reviews, Price & Information

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Step into this Slow-Life RPG where you can freely switch between 14 unique jobs, so called "Lives," and enjoy a carefree life in a fantasy world. Fish, cook, shape the island to your liking, or team up with friends to battle monsters across the vast world.

FANTASY LIFE i: The Girl Who Steals Time is a rpg, action and casual game developed and published by LEVEL5 Inc..
Released on May 21st 2025 is available only on Windows in 9 languages: Japanese, English, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese and Korean.

It has received 7,594 reviews of which 7,019 were positive and 575 were negative resulting in a rating of 9.0 out of 10. 😎

The game is currently priced at 59.99€ on Steam.


The Steam community has classified FANTASY LIFE i: The Girl Who Steals Time into these genres:

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System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64bit / Windows 11 64bit
  • Processor: Intel Core i3-3225 / AMD A10-7850K
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 750Ti(2GB) / AMD Radeon R7 370(2GB)
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 20 GB available space
  • Sound Card: DirectX compatible soundcard / Onboard chipset
  • Additional Notes: Estimated performance: 1920x1080@30fps with graphics preset settings at "Low".

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2025
My overall take is it's a fun game you'll get plenty of time out of if you end up enjoying the gameplay loop. That said, as someone who played the previous title from the 3DS there are two different perspectives: Someone new or someone who has played the original Fantasy Life. --- So starting from a fresh perspective: Fantasy Life is an action RPG where you play one of several "Lives", or jobs. Combat jobs, crafting jobs, and gathering jobs. Your objective in the game is a loop of progressing the story to open up more of the world to enable seeing more new stuff and advancing your Lives to access more content. Put more simply, the game's very progression oriented. Aside from wanting to see new locations and characters your main motivation is to progress the ranks of these jobs, as they require you to do things like defeat certain new monsters or craft a certain array of new tools or obtain certain materials. There is a creative aspect in that you have an island you can decorate and setup housing in for various NPC allies, with a vast array of setpieces and even terrain/water editing. Your equipment is also pretty simple in stats, and you have slots that let you put on certain clothing/armor as vanity, so you're much more free to customize your character. Outside of this gameplay there is a story, albeit I can't say it's the biggest deal. It's definitely present and there's a narrative being told. --- So from someone who played the first Fantasy Life: Broad summary is this is a classic case of the gameplay being widely and hugely improved, but many surrounding elements are far weaker than the original game. I wanna speak positives first and say the gameplay is leaps and bounds improved in general flow. In the first Fantasy Life you had to pit stop at a Guild Hall (whichever it was called) to change your Life there. In Fantasy Life i you not only can change your Life anywhere, but interacting with anything relevant auto-switches your Life. You have full access to Life benefits at any time. Fantasy Life i also features full fast travel. Anywhere in the world, including most interiors (Probably all of them) you can just pop open your map and drop yourself at fast travel points, which covers anywhere in the world, outside of deep in dungeon-esque areas. The original Fantasy Life had fast travel points but you had to go to a specific location that took you to a small list of nearby areas, or have purchased homes to let you fast travel to the main towns. It's much easier to get around on a whim in Fantasy Life i. --- So, having played for about 100 hours, the game's very nice if you liked Fantasy Life for the gameplay Life progression element. Excellent even. Unfortunately, the character writing and story took a backseat, and is highly underdeveloped compared to the original game. So if that was what you liked Fantasy Life for I can't say that all returned. This isn't to say what characters and story exists is bad, it's just that there's way less focus on it, which ties into gameplay smoothness a bit. The original had some friction in how you had to talk to Life NPCs to get certain Life quests to fully progress, so you had to talk to a list of people a lot. Having to interact more had you getting to know these characters much deeper. You simply aren't getting to know people near as well in Fantasy Life i as you did before. Great if you didn't care too much for it, unfortunate if you did. Though it occurs to me now that it's possible the Life relevant NPCs might have some things to say if you grab some ranks but I doubt they'll tell anything personal about themselves, can't say for sure though. The story itself involves much fewer characters. This his harder to describe without a hard parallel-playthrough to pick apart the differences but I think an overall difference is that there's not many character arcs. The original had the conflict between King Erik and his daughter and relations with other nations, Port Puerto's Olivia arc with the role she should play as a leader, Al Maajik's Damien and his whole family dynamic and misunderstandings. Not to mention Butterfly's broader character arc really soaking into the story from start to finish. The biggest reason Fantasy Life i is weaker in this aspect is purely and solely due to less direct dialogue. This means that it's not a "failing" or that they failed to execute on this aspect, it's that it simply was traded off to facilitate the gameplay being distracted from less. It's the same way how Zelda's Breath of The Wild and Tears of the Kingdom traded off Zelda's famous well crafted linear dungeon design to facilitate the open world exploration aspect. Good characterization is still around a bit but if you play both games you can tell there's just not near as much meat added to that department as it was in the first game. First game was *real* good at this part, but that requires that you read a lot of dialogue and want to get invested in the characters in the first place. So I can easily see certain people just not really into that and maybe even getting annoyed when it intrudes the game in some parts, like needing to comb around for Life quests and such and the story itself being pretty long-winded. Fantasy Life i happens to provide access to pretty broad content if you choose to explore far into Ginormosia, the big free-exploration area. That all being said, one place I do think Fantasy Life i underperformed is the world design. It's just not as interesting as it was in the original. I think the big issue is that the core story areas outside of Ginormosia are very tropical themed even in the breaks from the norm like the forested and beach areas. The original Fantasy Life had some very different and unique feeling locations with well placed and thematic setpieces. The bosses and major ores/trees/fish made each area feel really unique, and it just doesn't feel like Fantasy Life i has the same broad variety. Maybe the fewer enclosed spaces contributes to this. Ginormosia has to carry a lot of the world variety, and it's certainly better than the main islands it doesn't quite hit the same mark. The general structure of Ginormosia doesn't have it cover the same notable setpieces that build the area up, and there aren't story or character elements gluing the places together. You don't have Life Champion Gladstone and the winter cabin in the mountain area. Heck, come to think of it there isn't even an ice area yet. There's no dark-magic monarchy or vast library flavoring the desert areas. The forest area having a main story island to contribute to it makes that well covered in feeling notable and interesting though, and one of the main islands being beach themed makes it feel kind of as interesting as Port Puerto, but the town's not themed strongly enough to stand out from the other towns. --- So final closing thoughts: Fantasy Life i rebalanced its focus to more on the gameplay, and does well at it. If you're new to Fantasy Life, you'll have plenty of fun content that'll last you a long while before it's depleted. If you played Fantasy Life before, think about if you liked the main gameplay. If the idea of that game smoothing over all the kinks and roadblocks between shuffling Lives around and a lot of foot travel, that's improved immensely. Decorating your island/houses is leaps better. Even if you didn't like it in the original if you've got some creative desire it's very nice to make something with. Just keep in mind going in that you won't get characters or story comparable to the original game. It's simpler. I'd love to see some kind of DLC dip into original Fantasy Life levels of dialogue and character development. Running out of text limit so that's all for now. Hopefully this gave some helpful perspective.
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May 2025
Let's make a necklace this morning! Oh, I need higher Alchemy. Better level it up making these Potions. Oh, the Potions need Sharp Claws. Better head to the dungeon and fight Wolves. Oh, the Wolves are behind a big Mining Node. Better go level my Mining farming Gold Ore. Oh, these Gold Ores are really tough. Better go make a better Pickaxe. Oh, my Blacksmithing is too low to make this Pickaxe. Better make a better Hamer. Oh, the Hammer needs Golden Cloth. Better go level my Tailoring. Wait, why is it dark outside?
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May 2025
i waited 11 years for the sequel to my all time favorite 3DS game, my expectations were through the roof and this game absolutely exceeded them. - the slow life RPG aspect of this game is so perfectly done - 14+ lives that are all so fun to master - lots of silly guys 10/10 peak video gaming.
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May 2025
This game is awesome. It's Animal Crossing + Zelda + RPG + 14 classes (life) each with its own skill tree + gathering and crafting that is actually fun and addicting, where you feel the satisfying progression + fun combat (a bit simplistic but it gets better as you fill the skill trees) + massive world + your island + party npcs/villagers + a ton of customization and furnitures to unlock. When you think the game is deep, it keeps unlocking new features that add a ton to the gameplay (even 20 hours in). The multiplayer is kinda limited at first as you can't do the story, but you can do the endgame, exploration and dungeons (with randoms, by joining their recruitment in parties of max 4 players) so it's mostly a later game thing - i have a mixed opinion on the multiplayer, sad that its limited at first but i'm excited to dive into it for endgame. Also, there is a giant world area mostly separated from the story dedicated to all that exploration, events, unlocks, dungeon and items farming (random drops with random stats and bonuses, for the joy of loot enjoyers) that you can do online with others (or solo) - online has text chat, you can join random parties by searching for several activiy categories which is great and organized. You can also trade items with other people! I would say the online has potential for people who enjoy loot farming, endgame and post story activities with many hours of gameplay. The camera is a tiny bit too close, they could fix that. All in all this is my favourite game ever, a very personal opinion of course because it checks all my boxes. Last but not least: NO INVENTORY LIMITS AND NO DURABILITY, which adds 1 million points to my review
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May 2025
Fantasy Life i takes the original concept of a slow life jrpg and packs it with so many more progression systems and much better polishing than the first game. There's a time travel concept that results in 3 different areas-- the past, present, and ginormorsia. Each has their own progression systems and gameplay loop, yet they somehow blend three different feeling genres together in a way that doesn't feel jarring or complicated to switch between. The best way to talk about the game is to separate all three of these out. The past: The past is fantasy life as you remember it, with basically all of the systems in tact and expanded upon. The story quests you get are primarily from this era, which results in a pretty stereotypical, but funny, jrpg story. If you played the original, this will feel right at home, with a world map similar in scale to the base 3ds game, and pacing (both story and progression) that feels almost identical. You get every Life (or job) here too, and a majority of the class quests are completed here. Basically, a majority of the JRPG elements are here! There's a lot of exploration to be done here, though less so than Ginormosia. The present: Island sim! You get your own little island to terraform and decorate. Your whole 'guild' is here, made up of recruitable characters you get through story and exploration. This area has its own host of systems, and this is also where you can eventually do the primarily post-game roguelike dungeon mode (alone and with friends). *also, you can house up to 6 villagers, and they all have their own furniture and aesthetics!* You're definitely not getting a whole animal crossing style experience here, but the decoration and terraforming is actually very good, and there are a lot of systems that tie into the other areas that make you want to spend lots of time in the present! This is also what multiplayer seems intended for. Ginormosia: Big open world area with Breath of the Wild style shrines and tons of collectables scattered about! This is admittedly the place I spent the least time in, since it's not technically required for story. The map is HUGE though, and there seems to be a lot to do here! Each zone has it's own area rank progression, which you increase by killing enemies, finding collectables, doing shrines, and doing area quests, which randomly spawn while you're in an area. Area rank gives you rewards, and also permanently increases the level and loot you'll get from enemies, fish, etc., in that area! While not at all required for main story, you could easily spend hundreds of hours here. It may sound like a jumbled mess, and I very well thought it might be when the game first introduced this all to me, but the polish in these areas are great, and the execution as a whole is very solid, so I never felt confused, overwhelmed, or lost going from mode to mode-- they're pretty seamlessly integrated. In terms of JRPG style progression, the biggest selling point for the game is the Life system. There are 14 lives to choose from-- 4 combat, 5 gathering, and 5 crafting! A player can choose to be all of them, as they all progress at their own rates, or can complete the game with just a couple. If you decide to go through the game primarily as a crafter, you can buy basically all the materials you need in shops you find through progression, or in ginormosia. If you're primarily a gatherer, you can sell the resources you gain in order to buy armor, weapons, etc! If you love combat, you can ignore all of the other systems, and just play a pretty typical JRPG, stocking up on potions and gear in the main towns. Switching between lives you have is smooth-- clicking on any gathering spot will instantly swap you to that class, and clicking to fight swaps you back to combat without any delays. Speaking of gathering-- they didn't get lazy here! There's tons of resources to grab, but there is also 'boss' ore, fish, trees, etc., that require more time and actually playing the gathering minigame decently to get! In terms of combat, I've only played mage-- if you're looking for a hardcore combat experience, you aren't getting it in this game. It's meant to be cozy, and defeating bosses well above your level isn't super difficult if you know what you're doing. That said, the combat, while not having the most depth, definitely is satisfying! Your roll cancels your basic attack animation and has its own attack out of it, and skills typically feel fun to use. Presentation on the numbers gives you dopamine as your gear gets stronger and you get to see bigger amounts too! The ability to do quests you've accepted [and life quests?] will be possible starting the 1.1.3 patch: https://www.fantasylife.jp/fli/patchnote/ver_1_1_3/ **This section will be long: Multiplayer is going to be the biggest controversial feature in this game**, since in some ways, it's a step down to the 3ds version. I would be careful with some other reviews, since there are people who hardly touched the feature and just gave first impressions. It is true that exploring the past has a set timer, and you can't do life or sidequests while with your friends. At the end of the timer, you get pulled back to the present, where you can restock items and level your skills. This hasn't really been a big issue for me-- I played with friends early on to kill a bunch of bosses for loot and to cut higher level trees (since multiple players can help hit the same gathering spots) to power level a bit, and it only takes a little to go back to the past when time runs low. Ginormosia's area quests still work, and the timer gets increased to an hour, which is more than I needed it for. However, with all of that said, the multiplayer seems more designed for the present especially, as a way to farm in the post game with friends. There's a roguelike dungeon mode that you unlock in your island at a certain point in progression-- It has 10 descending floors, and a timer attached to it. Each floor gets progressively harder, and base dungeon difficulty can go up in general. You can clear these with friends, and reap all the rewards for it, resulting in faster clears, more fun, and unless you're fully maxed in every class (very time consuming), may be your only way to get all the rewards, since floors require certain Lives to get through them. If you've spent a lot of time fishing, but not much woodcutting, bringing your woodcutting friend along will significantly help you both get more rewards in certain dungeons. Overall, if you're looking for an early game multiplayer experience, or to progress through the entire game together, this isn't really the game for it. I do hope they add the ability to do life quests at the least-- I think it was done to potentially help alleviate powerleveling, but in a cozy game, I don't really think it matters much anyway. Multiplayer can still be fun, especially in the dungeon mode, but it's a side piece to the main experience-- you do it after main story, or just to supplement your fun. I'm writing this review after playing this game for 29 hours of the 50 hours I had owned it for, so hopefully it was relatively informative about the overall experience! If you're a fan of the 3ds game, I think this game is a must purchase-- If you aren't a fan of the 3ds game, I think this game greatly appeals to any slow life/cozy game players, rune factory enjoyers, and any jrpg fans who want a less hardcore experience. The polish is great, the story isn't anything to write home about but is funny and enjoyable throughout the whole thing, and the music is lovely. There's hundreds upon hundreds of hours of content in the game, and the aesthetic is super cute. TLDR: Very polished cozy JRPG experience. Big recommend this game!! Please read the multiplayer section if you are getting this game to play with friends, or if it's an important component to you, since it contains relative information that'll probably sway your purchase!
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Frequently Asked Questions

FANTASY LIFE i: The Girl Who Steals Time is currently priced at 59.99€ on Steam.

FANTASY LIFE i: The Girl Who Steals Time is currently not on sale. You can purchase it for 59.99€ on Steam.

FANTASY LIFE i: The Girl Who Steals Time received 7,019 positive votes out of a total of 7,594 achieving a rating of 8.95.
😎

FANTASY LIFE i: The Girl Who Steals Time was developed and published by LEVEL5 Inc..

FANTASY LIFE i: The Girl Who Steals Time is playable and fully supported on Windows.

FANTASY LIFE i: The Girl Who Steals Time is not playable on MacOS.

FANTASY LIFE i: The Girl Who Steals Time is not playable on Linux.

FANTASY LIFE i: The Girl Who Steals Time offers both single-player and multi-player modes.

FANTASY LIFE i: The Girl Who Steals Time includes Co-op mode where you can team up with friends.

There is a DLC available for FANTASY LIFE i: The Girl Who Steals Time. Explore additional content available for FANTASY LIFE i: The Girl Who Steals Time on Steam.

FANTASY LIFE i: The Girl Who Steals Time does not support mods via Steam Workshop.

FANTASY LIFE i: The Girl Who Steals Time does not support Steam Remote Play.

FANTASY LIFE i: The Girl Who Steals Time is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for FANTASY LIFE i: The Girl Who Steals Time.

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Last Updates
Steam data 21 January 2026 16:03
SteamSpy data 26 January 2026 08:45
Steam price 28 January 2026 20:59
Steam reviews 28 January 2026 07:55

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FANTASY LIFE i: The Girl Who Steals Time
Rating
9.0
7,019
575
Game modes
Multiplayer
Features
Online players
19,498
Developer
LEVEL5 Inc.
Publisher
LEVEL5 Inc.
Release 21 May 2025
Platforms