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GameBrief · Guides
Farever guide hub — four class roles, co-op party comp, dungeon depth mechanics, crafting job splits, and all build guides. Shiro Games 2026 EA.

Reviewing
Farever
Shiro Games · Shiro Games
Farever entered Early Access on May 6, 2026 from Shiro Games — the French indie studio that built Wartales and Northgard. This farever guide hub collects every farever guide on the site organized by what you actually need, whether you're figuring out which class to pick or trying to push deeper floors in co-op.
The game supports 1 to 4 players in an open world called Siagarta. The dungeon system is the core loop: floor-based runs where depth determines loot quality, enemy health, and what builds you need to survive it. The class system matters more in Farever than in most co-op action RPGs because of one mechanic that isn't obvious until floor 4. That mechanic is what this farever guide covers before anything else.
The short version before this farever guide goes into detail: Shiro Games built Farever as a co-op action RPG that leans into vertical progression — both in the open world's zone design and in the dungeons themselves. Siagarta has underwater caves, platforming temple sections, and surface zones that feed into instanced dungeon runs. The open world isn't the primary challenge; it's the setup for the dungeon content.
Each dungeon run descends through floors. Floor difficulty scales with depth: enemy density increases, health pools grow, and loot quality improves at deeper tiers. How deep you can go has less to do with gear level and more to do with whether your group includes a Support class. That one variable — Support present or absent — shifts the typical completion floor by two levels. It changes what loot tiers you have access to, which directly affects how quickly your gear progression advances.
Shiro Games has a track record with games that use their EA period well. Wartales spent roughly 16 months in Early Access before 1.0, adding content in meaningful batches. Farever follows the same model: the current build is a functional foundation, not a stripped-down demo. The Farever early access launch article covers what shipped in the day-one build.
The review score situation is worth addressing directly in any farever guide. Farever launched at 71% positive, dipped to Mixed in the first week as server issues and party bugs generated negative reviews, then recovered to Mostly Positive after v0.1.3. The issues driving the score were party invite bugs and data rollback failures — problems that hit co-op sessions hard. Both bugs showed up specifically in multiplayer sessions when players had non-standard network conditions or disconnected mid-run. Shiro Games patched both in v0.1.3, which landed within days of launch. The underlying game has better bones than the Mixed score implies. The Farever review covers what works and what's still rough.
No farever guide skips the class section — it's the first decision every player makes and the one with the most long-term consequences. Class determines which gear bonuses you can unlock, what role you fill in dungeons, and how much the group depends on you to do a specific job.
Damage class is the most popular choice at EA launch. Two build paths: crit and elemental. Crit builds peak on short encounters against elites; elemental builds sustain higher output across long boss phases. In a 4-player group, running both — one player on each path — covers both fight types more efficiently than doubling up on one build.
Support class is the most underestimated class in Farever. Its gear path focuses on healing bonuses and cooldown reductions. The mechanic that matters: Support enables Damage players to engage more aggressively by extending survival margins. Groups without Support have to play conservatively — back off when threat gets high, manage distance. Groups with Support can front-load aggression because the support covers the downside. That difference compounds over a dungeon run, which is why the floor depth advantage is roughly 2 floors rather than a marginal improvement.
Survivability class (Tank) is the anchor for group dungeon runs. Gear path builds block chance and damage mitigation. The Tank holds chokepoints, absorbs hits that would down Damage players, and lets the rest of the group act without managing personal survival. In solo play it's the safest class — you die less, progress is slower, but you're self-sufficient in a way the Damage class isn't.
Hybrid class covers both damage and self-sustain. It doesn't match a dedicated Damage class for output or a dedicated Support for floor extension. The right pick for solo play or players who need flexibility mid-run. In a full co-op group, a dedicated class slot produces better results than Hybrid.
Four-player party setup before dungeon descent — Support class at rear, Tank at front. That positioning extends the group's dungeon depth by maintaining the support's buff range.
GODEEPER: Full class breakdown — gear paths, passive trees, and how each class fits into 2-player vs 4-player compositions. Farever Class Guide →
Every farever guide eventually arrives at the same point: the Support class changes what the group can accomplish. Here's how.
Dungeon floors scale on two axes: enemy health and enemy density. As you descend, encounters become longer (more health to burn down) and wider (more enemies on screen simultaneously). Without a Support class, a group of four Damage/Tank players runs out of effective coverage around floor 3-4. Threat management without support relies on the Tank alone, which limits how aggressively the Damage classes can engage. Conservative play means slower clears. Slower clears means more resource drain before the floor is clear.
With Support, Damage classes can push into fights earlier and commit harder without monitoring their own survival. The Support's cooldown management — keeping buffs active across longer floor sequences — means the group's effective resource budget is higher entering each floor. The math that comes out of community testing: Support groups consistently reach floors 5-6; groups without Support consistently stall at 3-4.
Deeper floors have better loot. Two extra floors per session compound across an evening of play. That's why Support isn't a passive role — it's the mechanism that unlocks the game's best rewards.
Dungeon best practices that apply regardless of class: communicate floor targets before descending, not after. The Support player has the best read on group resource status and is the best judge of whether the group can handle one more floor. If Support calls the floor, trust it. Every farever guide on dungeons gives this same advice because every group that ignores it eventually learns it the hard way around floor 4.
At 4 players, the composition that reaches floors 5-6 consistently is 2 Damage (one crit, one elemental) + 1 Support + 1 Tank. Crit Damage handles elite encounters; elemental Damage handles sustained boss phases; Tank manages threat; Support keeps the group's options open. The two Damage builds cover both fight types better than doubling up on one.
At 3 players, 2 Damage + 1 Support outperforms 2 Damage + 1 Tank. The reasoning: Support provides survivability AND enables faster Damage output. For the same group slot, Support produces better floor depth than Tank does.
At 2 players, Damage + Support is the pairing that actually works. Damage runs crit for short encounters, elemental for longer boss phases depending on what you're running into. The Support's job is keeping the Damage player alive and aggressive enough to push floors they'd otherwise back out of.
Solo play works best with Hybrid or Damage. Hybrid is safest; crit Damage is faster once you know enemy patterns. Support isn't functional solo — its value is multiplying other players, and it can't multiply itself.
The other co-op factor that most groups miss — and the thing that separates a prepared group from one that figures it out the hard way — is crafting jobs. This farever guide can save you the session of regret: crafting specializations are chosen independently from combat classes. A Damage player can be the group's primary crafter for Support or Tank gear. If you don't discuss crafting before your first run, you'll end up with three players producing Damage gear and one under-equipped Support or Tank. Assign who crafts what before you enter the first dungeon.
GODEEPER: Step-by-step party setup, crafting job assignments, and floor-depth targets for 2- and 4-player groups. Farever Co-op Guide →
Class determines which gear bonuses are accessible. A Damage class unlocks crit multipliers and elemental damage passives from equipment that a Tank player can't access from the same items. This class-gating creates build identity that persists across gear tier upgrades — your Damage class with a crit path plays differently from another player's Damage class with an elemental path, even when both are at the same item level.
Gear tiers progress through three stages in the current EA build. Early-tier gear from the surface zones builds your passive foundation — this is where you lock in whether you're going crit or elemental on Damage, or whether Tank is building toward raw mitigation or block chance. Mid-tier gear from dungeon floors 3-5 introduces item modifiers that interact with your chosen passive stack. The strongest mid-tier items aren't necessarily the highest base stats — they're the ones with modifiers that compound with what you already built. Late-tier gear from floors 6+ is where the difference between a well-built and randomly assembled kit becomes visible in actual floor clears.
Crafting materials break down by zone. Surface zones — the coastal areas and the lower plateau sections of Siagarta — provide Common and Uncommon tier materials used for early gear sets. Dungeon drops from floors 3+ include Rare materials that enable mid-tier crafting. The deepest dungeon floors (5+) occasionally drop Exotic materials used for late-tier items. Community testing has confirmed that Exotic drop rates are low enough that you'll accumulate mid-tier mats faster than you can use them — don't hold off on crafting mid-tier gear while waiting for Exotics.
The Siagarta open world feeds the dungeon loop through material gathering. Open zone encounters build mastery and materials without the floor-reset risk of a dungeon disconnect. If the group isn't ready to push deeper floors, farming open zone content is the safe alternative that doesn't waste a dungeon attempt.
Passive skill investments work alongside gear progression. Any farever guide focused on builds will steer you toward stacking passives in a specific order — which passives to prioritize first before adding secondary effects. The Farever Builds Guide is the reference for build order by class.
One session-management note: player-initiated disconnects during dungeon floors in the current build (v0.1.3) return the whole group to the floor entrance on reconnect, not to where you were in the floor. Retreat to the floor entrance before any player drops connection to avoid replaying a full floor.
The launch situation for Farever is worth understanding before making a purchase decision. Two bugs hit co-op groups hard in the first week: party invites failed under specific conditions (players could see each other's sessions but couldn't join), and a data rollback issue lost some player progress on server disconnect. Both were fixed in v0.1.3, which shipped within the first week of Early Access.
The Steam review movement — from 71% positive at launch to Mixed across a larger review pool — mostly reflects the window between launch (May 6) and the v0.1.3 fix (roughly May 10-11). Players who hit the party invite bug during that window left negative reviews. Players who started after v0.1.3 have reviewed substantially more positively. This context is relevant if you're checking current review sentiment.
What Shiro Games has communicated for the EA roadmap: additional story content for Siagarta's zone narrative, a fifth class, two more dungeon depth tiers (extending the current floor cap), and expanded crafting recipes. The studio has not committed to specific release dates for any of these — the EA model for Shiro Games historically means content lands in substantial batches rather than incremental weekly additions. Wartales followed the same pattern.
The current build is genuinely playable for co-op groups who can tolerate early EA roughness. The class system and dungeon mechanics work. The underlying game earned a better reputation than its launch Mixed score implied — the rating has since recovered to Mostly Positive as post-v0.1.3 reviews outpaced the launch-window negatives.
Every farever guide on this site, organized by what you need:
Starting out:
Class and team knowledge:
Co-op:
Review:
See FAQ section above.
For the specific mechanical details behind dungeon depth and Support class floor extension, the Farever Co-op Guide covers it with exact floor numbers and crafting job assignment strategy. For class selection before your first session, the Farever Class Guide covers all four classes and how each fits 2-player vs 4-player groups. And if you're still deciding whether to buy, the Farever Review 2026 covers the launch state and what Shiro Games has patched since.
About the author

Senior Critic & Analyst
Former game data analyst turned critic with 11 years covering indie and mid-tier games. Based in Austin. Runs spreadsheets on games most people just play.
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