Neverness to Everness Might Already Have Me Hooked
I genuinely did not realize I had finished the main story of Neverness to Everness.
Around 12–14 hours in, the quests just stopped appearing and
I kept playing anyway, waiting for the next one to drop. Nearly 20 hours later,
and after logging in almost every day since launch, I still find myself roaming
the city waiting for Version 1.1.
That probably explains this game better than any review
score can.
Marketed as a free-to-play anime-style GTA experience,
Neverness to Everness immediately caught my attention with its absurdly stylish
trailers, urban setting, vehicles, weather systems, and promises of “500 free
pulls.” Admittedly, that marketing is a little misleading considering a huge
chunk of those pulls end up being materials, arcs, and upgrade resources rather
than exciting character summons.
Still, the surprising part is that the game actually works —
at least for me.
The city is gorgeous. The art direction and character
designs are genuinely superb, and some of the cinematic story cutscenes are
among the most visually stunning I have seen in a game recently. Ironically
though, while the world feels lively aesthetically, it can also feel strangely
lifeless mechanically. The streets are packed with graffiti, shops, NPCs,
weather effects, and visual personality, but they lack the movement and
fluidity you expect from truly great AAA open-world games.
What kept me invested was not just the main story, but the
sheer variety of things to do. Fishing, cab driving, cafe management,
performing in a rock band, playing Tetris-like arcade games, pulling off Pink
Paw heists — the game constantly throws activities at you to earn Fons and grow
your city reputation. Some of it absolutely feels like novelty content, but
during the first couple of weeks it creates this oddly addictive rhythm where
there is always “one more thing” to do.
The combat is where the game truly carries itself. Fighting
anomalies feels consistently satisfying because enemies go down in that perfect
middle ground: not complete pushovers, but also not frustrating enough to make
you throw your controller across the room. Depending on your grind level, the
balance feels surprisingly fair. Your team composition matters, the characters
feel stylish in combat, and the encounters remain engaging far longer than I
expected.
Quest quality, however, is wildly inconsistent. Some side
quests are genuinely awful, filled with skippable dialogue and tedious pacing.
Most of the dialogue itself is honestly skippable too. But every now and then
the game suddenly delivers something spectacular. The auction house storyline,
Morphex the dog, the trapped kid in the greenhouse, and the debt collector
questline all stood out as memorable moments that showed what the game is
capable of when everything clicks together.
The progression system is also smartly paced at first.
Without aggressively grinding, I comfortably finished the main story and all
anomaly commissions. Character growth never felt punishing early on, and the
daily/weekly structure naturally encouraged logging in regularly. Even after
reaching level 50 on characters, the progression mostly feels manageable rather
than predatory.
Another thing I appreciated is how little the game pressures you into obsessing over meta builds or hyper-optimized team compositions — at least in Version 1.0. Across roughly 20 hours, I managed to pull five S-rank characters completely free-to-play, including duplicates that slightly strengthen existing characters through bonuses like higher crit rates or faster cooldowns.
More importantly, I never really felt forced to “solve” the game mathematically. I mostly just picked the characters whose designs I liked the most and the team naturally worked well together. Zero, Hathor, Mint, and Jiuyuan all felt satisfying to play, and before pulling Hathor I was comfortably using Haniel instead.
That accessibility helps the combat remain fun rather than stressful. Instead of spending hours watching build guides or worrying about ruining progression, I was free to simply enjoy the fights, the animations, and the rhythm of combat itself.
But after reaching the current endgame, the cracks are
beginning to show.
Ironically, the most frustrating grind is not character
progression — it is spending weekly city stamina. Even after weeks of playing,
I have barely managed to spend over 150 stamina naturally because most of the
required activities eventually start feeling repetitive. There are only so many
fish I can catch, deliveries I can make, or songs I can perform before the
novelty fades away. The systems themselves are fine, but they lack enough
challenge, randomness, or variety to remain rewarding long-term.
And maybe that frustration itself says something important:
the game as a whole worked on me.
It is easy to point out the flaws now because I have
exhausted most of the genuinely exciting content. The story has ended, the side
quests are mostly done, and what remains is the grind. Without the momentum of
discovery and narrative progression, the repetitive parts naturally become more
visible.
One thing I absolutely have to give Neverness to Everness
credit for is how free-to-play friendly it currently feels. I have not spent a
single rupee on the game and honestly, at least right now, I do not feel
pressured to. The main story, anomaly commissions, progression systems, and
overall gameplay loop feel completely accessible without opening your wallet.
In a genre usually designed around frustration and monetization walls, that
alone makes the experience refreshing.
Maybe that changes later with future updates, stronger
characters, or harder endgame content, but Version 1.0 feels surprisingly
generous for a live-service gacha title.
At this point, the novelty is fading, the grind is becoming
repetitive, and the flaws are easier to notice than they were during the
honeymoon phase. But even after the story ended, even after exhausting most of
the meaningful side content, I still log in almost every day.
That probably says more about the game than any review score
ever could.
One massive reason the game has stayed in my rotation is its cross-platform setup. Being able to seamlessly switch between PS5 and mobile with cloud/server saves makes the grind infinitely more manageable for me. I can knock out 10–15 minutes of daily activities during a work break on my phone and then continue the actual story or exploration later on PlayStation.
Honestly, without that flexibility I probably would have fallen off already. These days I do not always get the time to sit down and turn on my PS5 regularly — especially when it is usually occupied by my daughter — so the ability to carry progression across devices genuinely keeps the game alive in my routine.
For all its rough edges, inconsistent side quests,
repetitive endgame loops, and occasionally misleading marketing, Neverness to
Everness already has something many live-service games fail to achieve: it made
me care enough to stay.
And honestly, as someone still chasing that platinum trophy
completely free-to-play, I think I’ll probably keep coming back for a long
time.

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