
Uncover the mystery of a land beset by a Falling Star's curse in this Roguelike Strategy RPG inspired by the classics. Build your party, recruit new allies, and synergize your team's skills for decisive victory.
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): 0.11/day in the week to Aug 4 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Embark on an enigmatic journey in Astral Throne, a captivating blend of retro-style turn-based strategy and roguelike adventure. Navigate a once-prosperous land cloaked in a memory-stealing fog from a fallen star.
Fight through a series of tightly designed hand-crafted combat encounters while building a formidable army through Roguelite-style level-ups and loot. Synergize your party’s classes, equipment, weapons, and skills in various ways - all while experiencing a mysterious story that changes depending on who you recruit and choices you make.
⚔ It's like a pocket-sized SRPG campaign every run ⚔

Astral Throne is a unique blend of Roguelike, Strategy, and RPG
Strategize around weapon and magic triangles, stat and experience distribution, and permadeath
Encounters are handcrafted to retain the tight design of a strategic experience
However, there are pockets of variance through enemy loadouts, recruitable characters, loot, and the layout of an ever-changing overworld
Small choices can butterfly-effect to vastly different outcomes every run

Flexibly customize your party, which will differ between runs
Build each character through loot and level-ups
Synergize your builds with hundreds of skills, weapons, items, and over a dozen classes
Affect the mechanics of your entire team through dozens of collectable memories

Choose your path through a procedurally generated overworld map featuring mini bosses, shops, duel arenas, and more
Unlock and recruit characters, heroes, and leaders that offer diverse experiences
Replay with a multitude of difficulty modifiers that put your skills to the test
Menus are snappy and responsive, and a deep tooltip system offers extensive clarity of information

Explore a once-prosperous realm shrouded in memory-stealing Stardust
Each hero has unique character traits and stories that blend to create a compelling world
The story of each run changes depending on who you've recruited into your party
Experience over a hundred story branches and two dozen unique endings
Reveal the truth of a mysterious plot over the course of multiple runs
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
At first I was thought this game was some sort of hidden gem but after playing it more running into more bugs and just un-fun mechanics The same 3 boss stages The overall shortness of the game For some reason there's a stage where you can let the civs die and still win by lasting the full amount of rounds But then later on there's a library where you just lose if too many booksleeves are burnt, this is beyond stupid considering the game dev expect to be able to do runs with one man armies, which is what I was doing at the time but if you run this stage it's just a loss. I wasn't struggling at all till this stage but I could not possibly get to the book burners nearly fast enough to stop them. Why is this a loss? It should just be like the town and be "Last till the round limit" Its like the dev forgot their own rules later on in the game.
Game has an annoying turn limit which can't be disabled for the campaign despite numerous complaints. You really need to rush through levels and it ruins the fun.
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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
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's got a great foundation I had a lot of fun with my first run, but I can see it becoming less interesting once you've done numerous runs. The maps are hand made so I could see running into the same ones often, the end-of-act boss maps are always the same layout for instance. The runs are longer than your average roguelike so getting "bad" runs can sting a bit more. Navigating the UI on controller is pretty messy, why do I need to scroll to the bottom of the convoy for every item I put in there? Now the possible frustrations above are assuming you're going into this with the mindset of another roguelike you could put 100s of hours into. If you view it as a game that you do a couple runs of and are satisfied, that easily runs you 30-40hrs of playtime with good variation and at a cheap pricepoint. Each run you have different characters, a short but unique story, many choices to make throughout and with only occasional map repeats after multiple runs. I think this is a great quality game but when it comes to the roguelike fantasy of continually doing run after run it's a little rough. Regardless it's a really good first release of a game that I hope continues to get updates.
If you’re a tactical RPG fanatic, like me, then I would absolutely recommend Astral Throne. From the first battle, it’s clear this game understands what makes the genre special. The combat is tight, deliberate, and deeply strategic without ever feeling bloated. Every move matters. Positioning, unit synergy, and ability timing all play meaningful roles, and the difficulty hits that sweet spot where you’re constantly thinking but rarely frustrated. When you win, it feels earned. The class and progression systems are where Astral Throne really shines. There’s a ton of room to experiment, and builds feel impactful rather than cosmetic. Units evolve in ways that meaningfully change your tactical options, which keeps the gameplay fresh even dozens of hours in. It scratches that classic Fire Emblem / FFT itch while still carving out its own identity. Performance-wise, it runs smoothly and feels polished. No jank, no weird pacing issues, just a well crafted tactical experience that respects your time. If you love tactical RPGs with meaningful strategy, strong build variety, and a clear creative vision, Astral Throne is absolutely worth your time. One of the most satisfying indie strategy experiences I’ve played.
I gotta say i am really enjoying this game, its a bit buggy at times but the game itself is very fun, color me a fan of the game! I am excited to see how your sequel turns out!
I'd be lying if I said this was my favorite roguelite, but it's definitely a good time. The character and team building are quite deep, and the game really encourages you to lean into broken synergies. The campaign doesn't feel like it has much variety, but that really isn't a problem for me when my approach to the battles is wildly different each run. If there's anything I haven't enjoyed, it's probably that when every unit has an ability, you should be using those on every spare turn to grind exp, which gets quite tedious (think grinding clerics in Fire Emblem, but for every character); there's a time limit on battles, so this isn't that big a deal, though. Some of the later maps have considerable performance issues, too, with my 6 year-old laptop struggling to hit 20fps on the second to last map, but this didn't bother me much, what with the game being turn-based. Overall, it's a very easy recommend to anyone who likes both roguelites and SRPGs.
when my gang of calvary go up to the final boss and it has the anithorse weapons to think of it every fire emblem playthrough is technically randomized and here a game for that very akin to the gba era ones with more modern qol included really interesting and tough its nice
It's an alright game to pick up on sale. The Fire Emblem formula doesn't work too well as a roguelite like this. Having done three playthroughs, the meta progression doesn't feel too impactful. Giving it a preliminary recommend as the devs are actively working on it and it's already good for a dozen hours of fun.
Absolutely fantastic. Story is simple but does its job, helped by fantastic writing and great characters. Gameplay is fun, and teambuilding is very satisfying. Could do with more act bosses but I'm sure those will come sooner or later. Definitely pick this up if you like SRPGs!
There's better out there. This story is completely non-existent, characters have absolutely zero interesting qualities to them, and this isn't an actual RogueLite either. You just unlock different heroes if you progress the campaign far enough. The actual gameplay itself is fine? But if you're wanting *anything* else above a functional tactical game you're not going to get it here. The Menu-ing/UI is ATROCIOUSLY bad though. Locked windows just get stuck all over the place and ignore attempts to close them. Really really bad controls and UI design.
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Players by region
Where this game's players are, estimated from review languages.
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