
Play as one of six factions to confront the Abyssloa Empire. Command your troops, develop your bases, and take control of the continent of Meltitea in this tactical strategy RPG!
Modeled estimate, not a reported figure. How we estimate →
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Once upon a time, the world was saved by the Brigandine.
This arcane armor, forged by the great sorcerer Lunadea, brought an end to the ambitions of the Abyssloa Empire.
200 years have since passed, and the continent’s current greatest superpower, the Kingdom of Solginat, has grown into a disquieting presence. In response, the rulers of various nations, spearheaded by the queen of Mysteine—a realm that carries on Lunadea’s will—gather together to issue a formal denunciation…

Story Mode
Experience the unique stories of six distinct nations, each set in motion by the rebirth of the Abyssloa Empire.

Mission Mode
Select from 24 nations to play as, each with its own win condition.

During Organization Phases, allied troops can be strengthened in preparation for the upcoming battles.
Efficient task management will prove key in maximizing your forces’ improvements.

During Attack Phases, other countries can be invaded to obtain resources or strengthen personnel.
Whether to invade or not is for you to decide.

Battles are turn-based and take place on a hexagonal grid.
Focus down enemy leaders to force a retreat or defeat each unit one by one. Strategy is in your hands.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 252reviews | 36% | — | $550.1K |
| $49.99 | 177ratings | 59% | — | not modelled | |
Engagement
Reviews
Themes across 228 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
普通に遊べるが、それだけなら低価格帯でたくさんあるのでこの値段の価値はない。 75%オフなら買って損はしないレベル。
[h1]Brigandine Abyss — Bridging the Divide [/h1] [h2]The Core Issue[/h2] If you were to ask me where Brigandine Abyss went wrong, I would not tell you that it is the graphics, the smaller map, or the new, more modern features. Yes, these things matter to each of us to different degrees, but I don't think any of them make or break the game. I think where Brigandine Abyss fails is that, fundamentally, it is a new take on the Brigandine formula. It changes some things and modernizes others. I have played Brigandine since I was a kid. I played Forsena, Grand Edition, and Runersia, and I dedicated countless hours to each of them. So for me, not only was it expected that things would change somewhat, but it was actually refreshing. However, my read on the situation is that a lot of buyers simply wanted more Brigandine in the same form as before. That was bound to cause some friction. [h2]So, Is It Brigandine?[/h2] At its core, yes. It is Brigandine 100%. Despite what you might hear in some of the negative reviews, the content is there. Some of it has been streamlined, some of it has been modernized, and some of it could probably use a bit more polish. But the game is here, and it is there to be played and—gasp—enjoyed. And, in my opinion, it has been a lot of fun. Onto the review… [h3]The Elephant in the Room: Price[/h3] The biggest elephant in the room with this title is, I believe, the asking price. It is $60–70* USD, which is simply way, way too much given that it is a downgrade from Runersia in a few aspects. I will not lie, the asking price seems inadequate, all things considered. I think they could get away with $40 at most, which is what I paid thanks to regional pricing. [h2]The gameplay[/h2] As we've discussed, Abyss offers a new take on the Brigandine formula. In my eyes, this is a step in the right direction. Having played all the other games, I simply did not want another carbon copy of the same formula. I believe Sid Meier's famous "rule of thirds" is a good standard to aim for when making sequels: roughly one-third of the content stays the same, one-third is improved, and one-third is new. Does Brigandine Abyss follow this rule, or did they overstep? I would say that they have largely followed the formula that gave us six great Civilization games. However, I also believe that some of the changes they made, which they consider improvements or streamlining, may not be seen as improvements by part of the player base. At the same time, there are other aspects that need quality-of-life changes before they can really be considered worthwhile. [h2]So what exactly does Abyss change?[/h2] First is the map. There are 28 nodes, and all playable factions start with a single one. The map is considerably smaller. There are more unique characters, yes, but a lot of players will miss having more room to maneuver and develop their territory. Elements matter much more now, arguably a little too much, and so does encirclement. Light has been made stronger against Dark, with the caveat that it is weak to all three base elements, while Dark is strong against all three. Encirclement now provides additional damage, accuracy, and critical-hit chance. These changes make the early game somewhat awkward, especially given that you are initially limited to three troops per castle. You may simply not have the appropriate elemental matchups to take certain territories without getting into a difficult fight. Knights can now command up to five monsters, and you can recruit generic knights for gold. Cross-classing knights is no longer a thing. Castles can be upgraded using materials, and a lot of the needless opacity surrounding quests has been removed. Quests can now provide materials and equippable items. Once you have acquired an item through questing, you can also purchase additional copies from the market. However, the sheer number of quest locations, combined with the affinities you need to match, can be a little overwhelming at the moment. Monsters no longer have an upkeep cost, and there is no mana currency. Gold is the only currency. In combat, troops no longer move as individual groups. Instead, an entire side takes its turn before the opposing side moves, more like many other modern strategy games. Knights can also go on training missions, with the amount of experience they receive scaling with the current season. This makes maintaining properly leveled reserves and bringing new troops up to speed easier than it has ever been. There is also a new system called Rally. Knights can "rally" a monster, temporarily removing it from the battlefield in exchange for a particular buff depending on the monster. [h2]The Good...[/h2] The difficulty is very well done. Hard mode is very, very hard, and you can no longer simply steamroll everything during the first few hours of the game. The new layers of terrain, movement types, elemental affinities, encirclement, and Rally make combat considerably more interesting than you might expect at first. You might find yourself recruiting specific monsters to prepare for a particular fight, looking for powerful monster/knight combinations because of the Rally system, or securing high ground so you can drop down on enemies below. The maps are immensely more varied, and most of them have different quirks or features based on the region they represent. The needless obscurity surrounding the quest system is gone. Training and keeping reserves properly leveled is now easier than ever. The AI can now put up a fight instead of being relegated to sending out armies of level 1 monsters while waiting for their inevitable demise after you take a few territories. [h2] And The Bad… [/h2] Questing Can Be Overly Complicated. As it stands right now, the questing system is arguably a little too complex. You have to match knights, affinities, and monsters to get better results, and certain items you might need may only be accessible from specific parts of the map. You Can No Longer Cross-Class Knights. [i]Honestly, since Runersia, cross-classing was largely accessory, only really being done with a few select knights for a power boost. Since regular knights had become so much better and more effective in their base classes, it simply wasn't really worth the effort.[/i] For some people, the graphics are inferior to Runersia. A few monster variants and special evolutions are missing, and we have not really gotten an equivalent amount of new content to compensate for them. There are some notable quality-of-life features missing. For example, you cannot create equipment presets, which makes managing equipment considerably more tedious than it needs to be. [b]There is currently a time limit in Story Mode that cannot be removed or modified. [/b] There is no customization for game modes yet, either. There is quite a bit of micromanagement in the strategy layer if you want to play optimally. There are no real improvements to the AI compared to previous entries. Maneuvering on the map can take a bit of time, given the bigger maps and their quirks. [h2]Closing Thoughts[/h2] Frankly, dear reader, to me at least, Brigandine: Abyss has been the most fun time I've had playing a Brigandine game. I love its new systems, I love the complexity and possibilities, and I love figuring out all the new stuff and failing in the process. If I wanted another runersia, I would simply play runersia. And make no mistake: they did not pull a Darkest Dungeon II or anything of the sort. This is not a spin-off or a bad sequel. This is Brigandine. The essence of the game is still here, and it largely follows the same formula we all love. What Abyss doesn't do is take the exact same thing for the fourth time in a row and repackage it for you. That would be boring. It modernizes some things, streamlines others, and improves the rest. but at its core it is the same. If you can acknowledge and accept that, I think it is worth it.
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Latest in each market: best JP #33, worst DE #87 · 8 markets collected
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, French, German, Simplified Chinese, Traditional Chinese*languages with full audio support
| $49.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 228 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏内容不值得198元,制作和游戏内容不够多,做的不够好,有很多需要完善的地方的半成品,68我会支持一下,198拉完了。
截至目前完成困難模式無死亡全據點滿級一週目紅線及二週目灰線前半部分,光是要熟悉遊戲到獲得良好的下棋體驗就花了七十多小時。困難模式下基本上只能以小搏大,於是每一場都需要排兵布陣和利用地形,因此每張地圖的特性,排列,兵種編隊,凹統率值等,很多情況下還需要用泛用傭兵來打。這本身是沒什麼問題,但這樣設計這麼多英雄的意義就不見了啊,我十五節以內就全制霸了,如果劇情沒限制推進路線可以更快,但招募英雄太貴,等真的招來的時候早就用不著了,反而每回合都在凹在野天使惡魔,又不是在玩任務模式。 其實弄清AI邏輯的話也不是那麼困難,比如進攻時AI只會等人走進某隊隊長射程或挨打才開始行動;防守時如果射程裡沒攻擊對象則會優先往目的地跑;射手系優先攻擊空中單位,其他則優先攻擊能造成最高傷害的對象等。主要是這些是幾十個小時才換來的結論,一般來說為了上手需要耗費的時間實在是太長了,而且當這些規則都弄清楚之後下棋會發現很折磨,因為為了看那麼一點劇情我居然得一直進攻或防守,反正不管怎麼玩都是要以全據點佔領為前提的,而每一場短則半小時,長則一兩小時(因為要SL),還有編列階段為了弄探索每節也得用個至少半小時,因為要一個個安排指令,能玩得高興才有鬼了。 劇情的話果不其然十分普通,可以理解為是給遊戲性讓路,但為了看劇情和收集成就我居然得重複制霸大陸三十次嗎?那太嚇人了,完全是在硬水時長啊,我這時數有一半以上都是在SL,即便上手了也不例外,因為容錯率實在是太低了,除非玩聖女那種神級輔助或者可以活用地形的,比如吸血鬼城和女王初始城,還有萬離深淵這種。 想了想在這款遊戲中我到底是得到了好的體驗多還是差的體驗多,考慮到SL花太多時間了,可能還是很難給正評吧。雖然看這地圖製作以及請的各種聲優,各種方面都比前作要來得精緻,也感覺有下血本,但問我值不值這個價我大概還是覺得不太值,因為同樣的遊戲性我可以只用五分之一的價錢就體驗到。
It's not the BRIGANDINE we knew(((( Now it's a anime with no mechanics and stuck progression. You can't win in this game((
先说结论,暂时差评。 这游戏不是不能难,难一点我完全能接受,问题是现在很多难度不是来自战术,而是来自数值和规则上的不对等,玩久了真的很累。 最明显的就是敌人的成长速度。你这边要慢慢打经验,转职要材料,怪死了要重新养或者复活,编队和发展也都要自己处理。结果电脑那边等级一直往上涨,转职也很快,战损感觉对它几乎没什么影响。经常是你刚打赢一场,下一轮对面又是一队等级比你高的东西冲过来,很难有那种终于把自己国家经营起来,开始逐渐压住对手的爽感。 战斗里最难受的是集火队长。集火本身当然没问题,换成我也会优先打对方队长。但这作是敌方整个回合连续行动,一旦它决定杀你一个队长,可以英雄先砍,狼打完还能让位置,后面近战继续补,魔法再轰,弓箭手再射。你中间没有任何机会回血、后撤或者调整位置。问题是队长一倒,不是单纯死一个单位,整队基本也就废了。很多时候根本不是阵型崩了,而是对面一整个回合把所有输出灌到一个人身上,你只能看着。 命中率也是我目前非常不爽的一点。我当然知道概率就是概率,也没说游戏一定作弊,但这作物理命中的体感真的非常差。我自己碰到过五六成命中连续多次MISS,甚至57%左右连续6次MISS。反过来电脑一些并不高的命中和反击,却经常能中。属性克制、AGI、ZOC这些又都会进一步影响命中,最后物理攻击越来越不可靠。结果最稳定的打法很容易变成前面堆肉盾和治疗,后面用必中魔法轰。能赢是能赢,但玩法反而越来越窄。 这代其实也不是没有优点。画面比前作精致不少,地图观感更好,剧情存在感也更强,前作开战以后双方要走半天才能碰面的毛病也改善了。这些我都挺喜欢。所以我才更觉得可惜。现在最大的问题不是游戏难,而是玩家的成长和损失都是真实成本,电脑却像是另外一套规则。你很难通过长期经营真正建立优势,反而总像是在追赶电脑后台不断抬高的数值。 希望后续能认真调一下敌人的成长速度、数值加成、战损成本,还有Leader被一整个回合集火时的反制空间。物理命中和DEF这些数值也真的该重新看看。 如果后面更新把这些问题调整好,我愿意回来改好评。
GAME SUCK! Even Brigandine 2 on Switch was better. Thats how much it SUCKED! How hard is it to just do more of Brigandine 1?!
I dont know what abomination is this but this is not Brigandine this is a generic crap attempt to milk Brigandine fans shame on you. Theres no generic character in the real deal this is beyond lazy i hope they release a proper 3rd Game of the title.
说实话,以目前游戏的质量,如果不是顶着幻想大陆战记这个IP,这个价格我理都不会理。 对比前作,创新的点除了怪物支援效果和据点升级,其他全都可以说是倒退。 我chovy,你们TM做游戏给我做好了呀
A direct downgrade from Runeseria in every way.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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