
You use the resources for building and feeding but the order of when they are done is up to you.

These usually reward you with some form of resource. Life on the boat consists of a litany of small tasks, each of which is usually linked to a mini-game to complete. The spirits are represented by anthropomorphised versions of the people they once were – dogs, snakes, hedgehogs, and the like – and again just looking at them moving and pottering about is a joy.
SPIRITFARER SWITCH REVIEW FULL
Stella leaps towards her charges with a full body hug that usually surprises the recipient, they engage and then, infected with happiness, they hug back. Of all the animations this was the one most saturated with personality. There are a number of ways of doing this: building them an appropriate place to stay, cooking their favourite food, and finally giving them a hug. Stella exudes an affable friendliness and is responsible for keeping the spirits under her care happy and content. I revelled in the visual detail of it all but for me the key animation was the hug. I’ve been playing a lot of indie games and that means a lot of pixel art, it was refreshing to see a lush, superbly animated and absolutely gorgeous game busting with subtle details. As a result of these short tales playing out and ending the resolution of the game is not some far off or ephemeral thing, as it can be in other management sims, but very real, emotionally immediate and there are many of them. You can have several spirits onboard at any one time, which means you always have a revolving door of underlying stories unfolding as you play. You have a basic cycle of picking up a spirit, finding out all you can about them, providing them with their needs, and dropping them off at the Everdoor when they’re ready. The structure of the game is the biggest key component.
