
Take up your sword, channel your magic or board your Mech. Chained Echoes is a 16-bit style RPG set in a fantasy world where dragons are as common as piloted mechanical suits.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.71/day in the week to Sep 14 → 3/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




Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.74−65% | 8.1Kreviews | 89% | — | $1.3M |
| $24.99 | 1.7Kratings | 95% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
石友们好啊!最近也是把以前首发却只打了几小时的宿命残响通关了! 这游戏像是作者照着神作RPG的模子制作再加上自己的特色和剧本组成的精美世界。 闭环的玩法,探索性感满满的地图,各式各样的收集品,整体玩下来算是非常棒的游戏。(mc竟然有91分。) 不过,除开让我觉得非常异味的剧情,本身的独特的游戏模式即是特色,也是劝退点。 (我好恨这个剧情啊,本来可以打8.5甚至更好的,结果结尾来这么一出!) (这游戏的名字和剧情代表让我想起了很早之前看过的番叫做圣剑使的禁咒咏唱, 都是“我想起来了”。) 战斗玩法——无法升级的控温系统,传统的回合RPG 1.控温系统(刚上手真容易红红红——) 宿命残响最有特色也是最核心的机制就是控温。 战斗时的左上角会有一条黄绿红三色的条, 黄色为准备阶段,绿色为超载,红色为过载。 当处在绿色时,所有技能消耗减半并且获得伤害和减伤加成, 红色则会大幅度增加受到的伤害。 所以战斗逻辑就是要控温—— (控温优先级除开无法生存的情况,不然是最高的) 这游戏的温度条在你被攻击,使用攻击或技能时都会涨, 而在你防御,切人,使用究极技能(LB大招), 或是在回合中使用特定变成黄色类型的技能, (这是和回合本身有关,比如攻击技能回合用攻击技能) 这种需要你频繁控温来维持最佳绿色的操作 不仅要在回合中释放对自己有用的技能还不能因此让条失控, 在前期萌新的技能少又不熟悉控温时会让游戏非常折磨。 中间还有不少boss会让你的温度条发生变化,让绿色变短变到其他位置甚至藏起来, 初见还是蛮有趣的—— 虽然后期有意识的去控温和打技能组合,但依旧还是弊大于利的游戏机制, 特殊技能格刷新不好,会让人断节奏打的很不舒服。 2.升级系统(高情商不需要练级的rpg——) 宿命残响的没有等级机制,导致了不能靠刷级变强,而提升强度的办法比较反直觉,会让新玩家非常难过。 (我就是在前中期数值不够,配了半天才过一些关。) 1. 学习技能:但是学习技能的点数要靠打败boss获得。 我打不过boss,那你去学技能啊! 但我学技能要打boss! 那你去打boss啊! 我—— 2.装备:终于有个RPG能理解的了。 每个图都能获得不少当前进度装备,并且能在铁锭上强化。 (卖掉特定战利品可以兑换一些超前装备,哇又是精品RPG的影子) 3.宝石:抽奖加合成 路上的水晶可以三选一抽奖—— 然后再同等级合成更高级的宝石,并且只有有纯度的才能合成 实际体验下来优先级是 敏捷>>>吸血>攻击>TP消耗 这游戏的敏捷是最imba的属性,高敏捷是可以做到单回合三四连动的, (不过这是偏后期了,前期可以拿一些减伤增加容错) (因为可爱的奶妈要中期才能入队。) 4.职业徽章:作者你可以藏的再阴间一点 游戏中会有一些神像,撒圣水之后会进入战斗试炼 打赢可以获得十二个不同的职业徽章, 对属性加成非常大,并且有额外的技能格和技能。 非常强大,非常值得去拿。 (但是不看攻略真的非常难找,前期两个藏的极其阴间) 从这四项可以看出,这个游戏本质不是打怪升级,而是收集变强, 没有等级,而前期五花八门的技能配上极少的技能点, 又让萌新眼花缭乱,此时再来一点控温,那会非常劝退—— (不过理解他的数值获取方式后会舒服很多) 值得一提的是游戏还有一套机甲战的设定, 一样的控温条下把控温的因素改成了档位—— 1档涨2档降0档回蓝,也不算太有趣。 成长更是完全靠装备来堆砌数值。 (为什么对面的机甲比我帅!) (我想开那台黑色的朗基努斯——) 对了这游戏的怪物虽然是明雷,但是判定范围巨大, 很多战斗其实是避无可避的,你要过去或者拿宝箱必须要打。 地图任务——用神作的模子雕刻的精美 宿命残响的地图设计非常出色,各种隐藏小解密,会悄悄藏在对话和物品说明里。 更是能看出作者借鉴了很多优秀的rpg设计,像是独特怪物, 需要特定要求才能见到的怪物,最终幻想里我就找过。 又比如一些小巧思的支线剧情,你在主线里没有头绪的地点, 会在不经意拿到的一个小道具上豁然开朗—— (不过没拿到时也会像无头苍蝇一样乱转,这游戏拿不到的时候就是拿不到——) 地图的隐藏要素非常多,并且有些地方虽然隐蔽但是用了一些东西提示, (比如引路的材料球,或者是不一样的地板颜色。) 游戏里还有大量收集要素,从收集结社成员建设小岛, 收集石板解锁隐藏boss, 收集新物品获得专属机甲。。。。。。 探索性和可玩性还是十分优秀的。 说真的作者一定是美食的俘虏的粉丝吧! 有几个设定好像,而且还有到处吃魔物的超级山羊队友。 剧情——完备的世界观以及与我相悖的价值观 总体剧情在我打完结局之前还是不错的, 但是打完之后我只能给他5分, 片尾曲的音乐很好听,但前一段画面让我愣了很久。 其实从游戏刚出那会儿,就有玩家的声音说剧情不行, 在我打完99%时,我还在想这不是还行吗? 然后作者狠狠给了我一下耳光, (我就不具体剧透了。) 后来我仔细想了一下,大概是作者价值观与我不同吧, 他认为做错事之后有被救赎的权力,而这比其他更重要, 回想起来在中间就有这样的桥段了,还真是意料之外情理之中。 做了无法原谅事情却依旧有被原谅的权力和传承—— 这种欧式的原谅实在不符合我的价值感。 (差评!) 不过游戏本身人物的行动都符合逻辑,有几个人物塑造的非常可爱, (红魅魔,爵士和小公主我很喜欢) 但有几个入队时间太晚了,没什么笔墨。 场景塑造非常有感觉,在像素里面算不上最顶级,却能把氛围感让我也身临其境, 比如舞蹈城在大战前后的样子,望着原本和平欢庆的城市,变成人间炼狱 让我驻足悲凉。 哇,不小心写了好多到推荐时间了! 1. 喜欢像素RPG并能忍受前期一定难度和上手门槛的宝宝, 2. 对机甲魔幻世界观感兴趣的宝宝。 3. 热爱探索,清图,找收集品的宝宝。 4. 不太排斥欧式原谅,不排斥欧美价值观的宝宝 总结:宿命残响是即是精致优秀独立的RPG,内里却硬核又偏执的“作者性”极强的作品,如果你能够接受作者,接受格伦的动机和弧光,那么他就足够优秀,反之只会像是被扇了一记响亮的耳光。 游戏玩法和世界观都很不错,但作者的思想我还是无法认同,此处差评给价值观冲突。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Korean, Japanese, Simplified Chinese
Hours played at review time, across 886 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Chained Echoes took me two attempts. I don't remember why I abandoned my first run halfway through, but I started over a year later and just saw the ending. The story is complex with many twists - some surprising, others predictable, and here and there it felt a bit far-fetched. Overall, though, it’s strong. The combat system is okay, although I would have preferred fighting with eight people at once instead of actively swapping characters, something you rarely needed to do in the game anyway. If you have four extra characters with you, why not have a battle with everyone? The switch between the Sky Armors and ground combat was executed well. There are some systems that should have been fleshed out more, such as the Reward Board. It’s a good idea in theory, but considering the difficulty level, it wasn't necessary to bother with it at all. I think I was able to buy or build other airships by the end, but I didn't see the point. The base had so much potential regarding choices and consequences, but unfortunately, it was just a minor side feature. Speaking of choices... I missed having them in the game, which is why I would view it more as a turn-based adventure rather than a true RPG. All in all, this probably sounds more negative than it actually was, but the story really made up for the flaws, which is why I remained motivated to keep playing.
This is just a slice of nostalgia. Great story, great team members. It left me wanting more, but also satisfied. quick hit list: Pros: + Great combat. The mechs feel like Xenogears (that's why you looked at it). +Kicking Soundtrack. I put some of the songs on my Spotify rotation. +Diverse party who all have a function. Double ++ for a lizardman berserker caster. Tragic backstory and hella fun to use. +feels like a classic SNES rpg but with modern comforts. By the late game you can get or go anywhere you need/want to. +Kickass boss fights. They'll challenge you just enough. +Lots to do, from sidequests to gear and item farming. +Overall story is great. the writing ranges from great to OK. It keeps you involved. Cons: -The crystal system for weapon and gear upgrades is jank AF. I learned how it should work, but that was far in. You could break the game if you know what you need to do early. It's like FF8 Junction system jank; tricky but easy to break if you know what you're doing. -Great cast of main characters, but some are just better than others in combat. to each their own. -Encounters, even just regular ones, can F you up. It wants you to know the games systems. You need to do regular upgrades to feel safe/strong. This goes back to the crystal system.
I sooo want to like this game: the visual art and sound is gorgeous, the story has potential, and the game gives off very appealing vibes. I'll rarely struggle with the game for 12 hours before I decide I just don't want to continue - usually that moment comes a lot sooner for me. With Chained Echoes, I just can't seem to shake off the myriad immersion breaking frustrations. Here are some: 1. The interface. It's unintuitive in so many little unexpected ways and I just cannot get used to it. I'm a total Steam Input wiz by the way, for me configuring input for a game is a game unto itself and I'll spend a lot of time coming up with an initial scheme for my Steam Deck (deciding first if I want to go for the controller or keyboard style), and then tweaking it many hours into the game. None of that helped me get into the groove with Chained Echoes to the point where I didn't need to think about the button I should press next. 2. Game systems. This is somewhat related to point 1., but adds an additional layer of friction. Abilities aren't well explained, or the types of attacks. They are sometimes coded with words and sometimes with icons (which are still non-sensical to me after 12 hours of trying to wrap my head around them), but never with both words and icons so I still don't know what a little yellow swish icon or a green floating droplet icon mean. The "deals" mechanic or the "task board" mechanic make no sense to me. The Overdrive is interesting in that it has the potential to softly push you into exploring different play styles and all the characters in your party, but again, it bears no connection to the world and feels artificial. The countdown until the next "mode" is activated is completely artificial - I end up just looking for yellowed abilities without understanding why they are now the favoured group. 3. Character and world-building. I said earlier that the "story has potential", but it falls short in many ways. Character portraits, sprites and names are too similar and convey no additional intuitive meaning. For example, all portraits are soft-featured and childlike - Sir Victor should maybe have had a more mature face, but he looks like a kid with a beard. The rest are just like kids with different coloured hair (with the exception of Sienna). Further, there is no way to read character backstories that I could find! If I make a break and want to get back into the game after a few months, I have no way to refresh my memory about what happened earlier. To add insult to injury, the ridiculous enemies which look like fantasy bugs and grilled vegetables and the like, have backstories in the Bestiary - I'll be honest in saying that I never read those. I could go on - it's a death by a thousand cuts with Chained Echoes for me. I would 1000% play a remaster which removed at least some of the little blemishes which pile on and just break the experience enough for me that I cannot muster the will to keep playing. I tried hard and failed, and I'm giving it a thumbs down because of how sad and disappointed that makes me feel - a game shouldn't be doing that.
凡这个苦主做错了啥……
85/100值得一玩的JRPG佳作 +紧凑且有趣的回合制战斗 +独特的像素美术风格 +数量较多的装备和技能构筑 +有不少致敬超时空之轮的地方 -无聊的天铠系统 -任务指引模糊 -收集品多成就党劝退
Game gets disappointingly boring and turns into a slugfest
There is a magic that happens when someone loves an era of gaming so much that they want to commemorate it and pen their own love letter to the feelings they experienced back when they first played these games. Chained Echoes is one such love letter. It doesn't matter what era of gamer you are, the games you played when you were young and free of responsibilities and burdens (or at least had far fewer of them to deal with) will always hold a special place in your heart. The feeling I got from the first day I started playing Chained Echoes, to the feelings I'm experiencing now, having rolled credits and completed all achievements just an hour ago are essentially a tribute to what the creators of this game almost certainly intended: Capturing the nostalgia and feeling of that era without being a copycat of the games that inspired it. It can be hard to create an homage without becoming derivative, but Chained Echoes stands on its own. It may have the styling of games from the 16-bit golden era of RPGs (mostly the Super NES era), but this story, these characters, and the mechanics of this game are modern and original. There is no sense of derivation or duplication of the biggest pillars of the genre (namely, Final Fantasy and Chrono Trigger) other than the fact that Chained Echoes has 16-bit pixel graphics. The mechanics of the game feel original. The story is original. The music is modern and orchestrated. The characters are deeper and the writing doesn't rely on any exposition or tropes. There is a gravitas to this epic tale; the stakes are higher, the characters more relatable and believable. It doesn't take itself too seriously, though; the hallmark of excellent writing in games is that you can still experience levity and see bits and pieces of joy even as the world is falling apart around you and the gods themselves are intent on destroying you. Read my full review, including the good, bad, and ugly [url=https://infinitebacklog.net/users/detroitprime/reviews/chained-echoes]on Infinite Backlog[/url].
After completing Chained Echoes and getting all the achievements, I consider this one of the best turn-based RPGs I've ever played. The combat is interesting and stays challenging up until the end, there is plenty to explore and hidden secrets to uncover, and the story is well-written and at times emotionally moving. I'm really impressed with this game, you can tell the developers made it with a lot of heart. The only aspect I would change is the crystal system, because it gets cumbersome when you have dozens of crystals that you want to sort through and manually combine. You can use auto-combine, but it's not the same. I also would've appreciated an endgame crystal merchant to make collection simpler. Thankfully, you don't necessarily need to dive deep into the crystal system, except maybe in the endgame stage. If you like classic Final Fantasy or Dragon Quest type roleplaying games, give this one a chance. I definitely recommend it!
Have been trying so hard to get into it, but I find the combat boring and clunky. Some people might like this, but it's not my speed.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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