
ARISEN is a narrative card game where you use your emotions to create your own story in a dark fantasy universe.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Un jeu narratif d'une richesse incroyable du point de vu du scénario et de la construction des personnages. L'écriture, tantôt fine, tantôt crue, nous transporte avec facilité dans l'univers du jeu et les personnages sont criants de réalisme. Je recommande ce jeu sans hésiter !
This Game has great potential and is intruiging, wich is why i recommend it. It is hoever unfinished and an oblivious beta with a huge amout of bugs and will most likley never be finished because the studio has run out of money. The bugs go from spelling mistakes, some placeholdertext over prounoun trouble to confusion over past things that happend in the story. There is a extreme bug that happens if you save and reload in any of Vizeriads scenes wich will lead to the save becoming unplayable and forcing you to relplay the entrire act. Also often enough you will be confronted with the game asuming you now things ore people you didnt meet during your playrhrough and sometimes relaitonships change without an explenation. Sometimes your charakter makes choices that do not seem logical or part of the situation at all. The game has great potential, interesting gameplay, wonderful art and a intruging story, but it is far from finished.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The story and the visuals are great, but the npc during the dialog didnt move a muscle, not even smile, they just stare at you and that made me feel uncomfortable.
I couldn't stop playing! The characters and story are intriguing and the art and music are amazing!! Can't wait for Act III
This game is currently early access so take my words with a grain of salt. Usually I would wait until I'm more certain of my opinion before writing a review, but I'm hoping this comment may help the creators further improve. (also warning that this review is a bit long) First of all, the pros: - Really interesting choice system I love the idea of using emotions to answer, and I'm even more excited by that your choices further develop other emotions (I played a character that was deeply sad and I saw more variations of sad emotions I could respond with.) I also like that "joyful" emotions aren't always the "good" answer. For one mission, choosing the joyful option meant brushing off someone's distress and insisting it's a good thing. Similar to how smiling and laughing isn't always the best choice when there are problems (I wish we see more of these nuances. So far I've seen it only a little) - AMAZING art. Oh my god, it's beautiful. Some scenes change from day to night, where you can see the sky darken and the lights turn on. The way the darkening sky is gradual but the glow from the windows is sudden really makes it feel so real. The characters all look amazing too. The CARDS. WOW. each looks absolutely perfect and I'm obsessed that each core emotion seems to be a "race" of humanoids. (Anger: proud lion people, Sadness: melancholy fish people, Joy: angels, Disgust: devils, Fear: mysterious cloaked people) and I can't state enough how magical each card looks. I think I want to own a pack of them myself just to look at and admire The characters have great designs and even the characters we see only briefly (I forget their names but I refer to them affectionately as "acid-man" and "slave trader") have easily recognizable appearances that have me going "*gasp*, It's YOU!" even when they only pop up for a scene or two. (love how when they pop up, they always give us the option to be scared/aggressive to them) - The story The prologue was pretty intense and it really helped me get a feel for how trauma can really shape your view of the world. Several of the characters really had nothing to do with the slave business but still had me looking at them like "you're complacent! You live here and you LET this happen!" when really they basically just strolled up to say hi (I'll mention this in the cons, but I wish there was a way for the character to express these feelings further) - variations between runs (character creation) The way you get treated in some scenes makes can change whether you're a man or a woman. The same goes if you make a trans character (with us getting the option on how to handle it each time). I thought those were just cosmetic choices so I was pleasantly surprised. ___________________________________________________________ And now, the cons, or things I wish were fleshed out a little more: - The relationship system The relationships feel a strange mix of too fast and too slow. I can't quite describe it, but the missions feel short and the result takes a neutral character to friend (where you can romance them) or ENEMY where you can try to destroy them. Dang. all from one mission? The good thing is that it might be reversible with missions. I have no idea how long the final game is going to be, but I'd love it to be long enough for not only the story characters to develop, but for our character to develop too. I'd love it if it's possible to be overly aggressive/fearful in response to everything that happened, and still end up with a good outcome with the characters (especially the slave owners). - The main character (sometimes) Only in certain routes is our character able to openly go "a lot of people died and I'm not handling that well". With Koda it's the main focus, and we see it on a mission with the lizard-man when we visit the arena, but other than that, our interactions with our slave masters are super normal-feeling. These are people that would watch you get tied up to be murdered during the initial purchasing scene if you act too defiant. I'd understand if it was made pretty clear that there was a time-skip so that event is a little more in the past and we're about to function somewhat "normally" in later scenes - variations between runs (in-game) I replayed twice. Once as sad/fearful, and the other as more angry/joyful. I also became friends vs enemies with some of them and I feel like the scenes feel a tiny bit too similar to make multiple runs exciting (although learning new words I didn't have in a previous run is exciting and worth it) Overall I say get the game to enjoy the visuals and the overall atmosphere. It's worth the money for just that. (the emotion cards look so amazing)
Jeu intéressent même si manque du l'act 3 ! si je peu faire une remarque c'est bien le truc des carte et tout mais j'ai l'impression que quand on a une relation d'amour avec quelqu'un (par exemple mon perso avec Beali) bah sa a peu, voir AUCUN impacte sur le reste, c'est comme si il y avez aucun relation, pareil pour le relation amical quand je dit impacte je veux dire dans les autre "niveau", exemple attention spoiler: quand la haut elfe ( au prénom imprononçable) se fait emprisonner car c'est la voleuse célèbre la bah quand on va dans le niveau avec Beali c'est comme si elle était encore libre et que tout allez bien ! c'est très étrange. il y a aussi certain choix qui porte a confusion tu a l'impression que tu va courtiser la personne en face avec que tu en a pas envie se qui a influencer mes choix d'ailleurs. certaine choix son aussi très étrange car mis sur la carte soumis alors que l'indice n'indique aucun soumission. En gros l'idée et bonne mais a approfondir. Sinon personnage attachent très différant ! (Pour finir c'est vraiment très difficile a crois que les fond nécessaire a la sortie de l'act 3 ne sois toujours pas reçu sa fait quand même 3 ans... a moins qu'il sois en cours et se serai vraiment une bonne nouvelle)
Im impressed by this game. Its harder than it appears to find a route.
Je n'ai jamais vu la couleur du jeu de Tarot qui allait avec le Financement.
Quite surprised by this game. It doesn't take long after the introductions to get attached to the characters. And I love the cards! The colors and golden accents are so pretty, I wish I could have the deck in my hands.
ARISEN, developed and published by Maratus in collaboration with Homecoming Studio, is a narrative-driven dark fantasy experience that blends interactive storytelling with card-based decision mechanics. Presented in early access as ARISEN: Chronicles of Var’Nagal, the game centers less on traditional combat systems and more on emotional consequence, character relationships, and branching narrative paths. From the outset, it establishes a somber tone, placing players in a grim world shaped by slavery, war, and political tension. Rather than positioning the player as a conventional hero, ARISEN frames its protagonist as a captive—someone navigating survival, loyalty, and identity within a morally complex setting. The core gameplay revolves around a symbolic card system that represents emotional responses, intentions, and actions. Instead of directly choosing dialogue lines in a standard role-playing format, players select from tarot-like cards that embody traits such as empathy, aggression, deception, or restraint. These choices ripple outward, shaping character reactions, altering story branches, and unlocking or closing off potential narrative routes. The system is less about resource management and more about personal philosophy—how you respond to trauma, betrayal, or opportunity defines your journey. This approach encourages reflection, as decisions are rarely framed as purely good or evil; instead, they carry nuanced consequences that gradually reshape the protagonist’s path. The setting of Var’Nagal is steeped in dark fantasy aesthetics. The world feels fractured by conflict between races and factions, with tension simmering beneath nearly every interaction. Beginning as a prisoner aboard a warship, the player is thrust into a landscape of uncertainty where trust is fragile and alliances are earned rather than assumed. The narrative unfolds through illustrated cards, dialogue sequences, and branching story nodes that gradually reveal lore and character motivations. Rather than delivering exposition-heavy storytelling, ARISEN reveals its world organically through interaction and consequence, allowing players to piece together the broader context through their own experiences. Visually, ARISEN adopts a stylized, illustration-focused presentation. Character portraits and card artwork carry much of the emotional weight, often using color, composition, and symbolism to hint at thematic undertones. The interface is minimal, keeping the focus on the cards and story text. Sound design complements the atmosphere with subdued, moody music that reinforces the game’s introspective tone. While it does not feature high-budget animation or cinematic cutscenes, the cohesive art direction supports immersion and helps maintain the game’s somber, reflective mood. Replayability is one of the title’s central strengths. Because narrative progression depends heavily on card choices, multiple playthroughs can diverge significantly. Relationships with secondary characters can shift dramatically depending on how the player handles key moments, leading to alternate endings and different emotional arcs. This branching structure encourages experimentation with contrasting approaches, such as leaning into ruthless survival tactics or attempting to navigate events through diplomacy and compassion. Each path offers a slightly different perspective on the world and its inhabitants. As an early access project, ARISEN shows both ambition and areas still evolving. The scope of content, while substantial for a narrative-focused game, feels structured around expansion. The foundations of its card-driven storytelling are solid, but some elements may feel restrained compared to fully realized narrative RPGs. Nevertheless, the game’s focus on emotional storytelling rather than mechanical complexity gives it a distinct identity within the genre. It occupies a space closer to interactive fiction and visual novels than to traditional role-playing games with combat-heavy systems. Ultimately, ARISEN stands out as a contemplative and character-driven experience that emphasizes choice, emotion, and consequence within a dark fantasy framework. Its card-based decision system offers a symbolic and reflective way to engage with narrative branching, while its atmospheric world-building provides a strong thematic backdrop. For players who value story over spectacle and appreciate games that explore moral ambiguity and personal growth, ARISEN offers a thoughtful and immersive journey shaped as much by introspection as by action. Rating: 7/10
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Players by region
Where this game's players are, estimated from review languages.
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