
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
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 → 4.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 | $24.99 | 8.2Kreviews | 89% | — | $4.6M |
| $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 901 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A GREAT game for the Steam Deck. I had a lot of fun picking this up whenever and wherever I was. It's a very well optimized game that'll sip on your battery while playing. No bugs or issues during my playthrough either, so it well earns the "Verified" badge IMHO. Chained Echoes from a gameplay perspective is fun, rewarding, and expansive in both story and world building. It definitely wears classic JRPG mechanics on it's sleaves, with some unique twists to boot as well with aspects like the Overdrive, Sky Armors, and other things providing unique dynamics to combat. The story in this game is also expansive and quite engaging. I will say though that at times, it can be very complex and sometimes downright odd in terms of pacing. Still, I enjoyed it as someone who came from FF Tactics as a kid back in the PS1 days. I was fully engaged trying to remember places and people like back then lol. Oh and I CAN'T forget about the pixel art for this game. For such an expansive semi-open-world game, it gushes with quality pixel art everywhere. There are plenty of places, enemies, skills, cutscenes, and so on in the world that exude straight up art you could put up as screen wallpaper. Great first game for Umami Tiger, and a great example of Kickstarter bringing a vision to production.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 903 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Chained Echoes is one of the greatest indie JRPGs of all time. Almost everything this game sets out to do has been accomplished with such finesse to create an experience where all aspects feel meticulously designed in service of creating a fantastic experience. The combat system feels well paced and fluid without sacrificing any of its strategic aspects, and every character has their place with the larger than usual party size available to use in combat. All the while abilities feel impactful and well animated, from your basic attacks to the flashy ultimate abilities. My favorite aspects of Chained Echoes though, is its worldbuilding and presentation. The game does a wonderful job of creating a world that feels vast, storied and lived in. It accomplishes all of this without dragging down the pacing with extraneous details either, allowing a kinetic pace for its storytelling without sacrificing the intrigue surrounding it all. All of this is complimented by its beautifully detailed 2D art reminiscent of games like Chrono Trigger, and a soundtrack that's a treat for the ears. If I had any complaints, it would probably be how much of the character's dialogue is written. While the characters themselves are all likeable while having significant emotional depth that has clear impacts on their actions, some lines can feel clunky and occasionally bring down certain character scenes. Nonetheless, this has less impact on the story than it sounds, which remains very engaging and well put together despite this flaw. Overall, Chained Echoes is absolutely worth the asking price with how it nails nearly every aspect of what makes a good JRPG. This game deserves all the love it gets, and then some.
아.... 내가 이 게임을 왜... 중간부터 스토리 맛이 가기 시작하더니 [spoiler] 매력 있다고 생각한 캐릭터가 레즈였고 뜬금없이 남자끼리... 하... 뭐 여기까진 어째어째 넘겼는데 비중있던 인물이 전투 한 번 없이 뒤지고 세탁기 시전,마지막까지 꾸역꾸역 플레이 했더니 마지막에 어이없게 ????가 나타나더니 다해쳐먹고 끝남. 아주 그냥 적이고 아군이고 주인공이고 엔딩이고 지혼자 다해먹음. 주인공은 끝까지 찐따였고 여주는 매력 1도 없는 신경질적인 여자임.[/spoiler] 다들 깡통로봇에 불만이 많은 것 같은데 난 상관없이 따로 키울 수 있어서 할만했음. 근데 스토리와 pc는 진짜 토나온다. 그리고 엔딩크레딧 스킵 안된다.... 나만 맛볼 수 없지. 추천함.
My god, the scope of this game is insane given it was made by a single dev! I'm so damn picky with JRPG games, but the genre is one of my favorites ever. I've replayed the Final Fantasy series so many times, and love so many SNES/PS1/PS2 era JRPGs, but it's RARE to find a modern genre addition that understands so many elements of the genre. The turn based combat is exceptional, with a fair bit of depth (while never becoming an overwhelming slog), some tried and true features (like the turn order bar), and some interesting gimmicks to keep it unique (the overdrive bar). I never got tired of the "on-foot" combat, but admittedly the sky armor combat started out ROUGH. Thankfully, that picks up after another ~2 hours of gameplay. The story is serviceable and avoids being too tropey, too goofy, or too "high-fantasy." Things make sense and are drip fed throughout the run of the game, so I never got tired of the cutscenes, really. Truly, one of my biggest recommends for fans of OG JRPG games.
난 턴제도 좋아하고 srpg도 좋아하는데 이 게임에는 문제가 하나 있다. 맵을 돌아다니는데 너무 플레이타임을 많이 잡아먹는다 캐릭터를 육성하고, 전투를 하는 시간보다 맵을 돌아다니는데 훨씬 더 많은 플레이타임을 강요한다. 억지 플레이타임 늘리기 식인 셈. 맵 곳곳에 흩뿌려져있는 보물상자를 먹기위해 돌아다니고 또는 길을 찾기위해서 돌아다닌다. 보물상자에는 장비템들 이 있어 사실상 무시할 수도 없는 노릇이고 어쨋든 이렇든 저렇든 길을 찾는데 굉장히 많은 시간이 소요된다. 맵 디자인도 구려서 여기가 상호작용이 되는 길인지 아닌지 너무나 헷갈린다. 시각적으로 시인성이 매우 떨어짐 20시간 하는동안 체감은 15시간은 길찾는데 쓴거같고 1시간은 스토리 읽는데 쓴거같고 4시간은 전투나 육성을 한거 같다랄까? 그래서 게임을 하는 내내 불쾌하다. ㅈ같은 퍼즐도 있고 턴제 srpg 하는 사람들이 ㅈ같은 퍼즐을 풀면서 재미를 느낄 사람이 과연 몇이나 있을까 싶다. 육성 시스템이나, 전투 짜임새는 매우 훌륭하다만, 그 외에 나머지는 칭찬을 해줄 수 없다. 할인 많이 할때 사는걸 추천
Can't wait for the sequel! Incredible was a solo dev can make, only love <3
Uno dei migliori giochi , del suo genere, degli ultimi 10 anni. Un combat system che non ti fa spegnere il cervello. Un sistema di progressione del gioco che aiuta a chi ha poco tempo da dedicare a giochi del genere poichè non ci sono scontri casuali che spesso annoiano , soprattutto quando non sono più utili per " farmare " e, inoltre, vi è una crescita senza livelli poichè I personaggi non livellano uccidendo 10.000 goblin, ma sconfiggendo i boss o completando le sfide sulla "Tavola delle Ricompense". Progredisci giocando, non farmando. Per concludere vi è una trama adulta e soprattutto ci sono i Mech. Si parla di politica, tradimenti , armi di distruzione di massa e colpi di scena pesanti. Unica pecca che mi sento di far notare è il sistema delle gemme da incastonare alle armi che è un bel po meh anzi mi sento di dire spesso non l'ho utilizzato come avrei dovuto. Inoltre, per chi non se la sente di giocarlo per la mancanza dell'italiano, se cercate online, vi è una mod che vi traduce completamente il gioco.
Chained Echoes is one of the most unique JRPGs I have played so far. Below I’m going to elaborate my notes of my 55 hour long playthrough as spoiler free as possible. Please consider that I WILL compare some aspects to other games. Usually I try to avoid that, but in this particular case I’ll make an exception because this game stood out to me in so many ways within a pool of otherwise generic JRPGs that don’t invent anything new. [h3]UI[/h3] To start off I'd like to mention that while I enjoyed the retro-like yet high-detailed pixelated graphics, I do have some mixed feelings about the UI though. While it looks nice overall, I especially had issues within the first couple of hours where I accidentally executed an action that I didn’t want to – just because I would mix up the pool of every possible color and icon and therefore didn’t recognize which action is selected. But perhaps that was just a layer 8 issue on my end, since I eventually got used to it and the issue disappeared. [h3]Story[/h3] The story itself and the way of storytelling can easily keep up with my favorite retro JRPG games of all time: Tales of Phantasia and Secret of Mana. What seems like a generic plot of “Defeat villain 1, then villain 2 and finally the big antagonist” unfolds into something far more complex if you consider the entire context. It doesn’t simply say “Antagonist wants to destroy the world because he’s evil”, but rather “Antagonist acts and thinks that way because of reason xxx.” And the word ‘antagonist’ isn’t even fitting here – the game has no real antagonist. Every faction acts and attempts to “save the world” according to their own beliefs. The continuous, partial reveal of the plot details is also very well done. In fact, so cleverly done, I can’t even put it into words without exceeding the char limit for steam reviews. When I eventually realized the reason for the title ‘Chained Echoes’ and got to the backgrounds of Glenn, Lenne and Victor, my jaw just dropped to the ground. Both the cast of fictional characters and the writer have my greatest respect. As Egyl once said: “The tears do not want to stop running”. [h3]Side activities and characters[/h3] Some characters can start off as selfish or arrogant. They have flaws, traits and habits. However, this is required as it allows for some top-notch character development later on. The further I progressed into the story, the more obvious it became that they inspire each other, grow, and work on their flaws, yet still retain their true selves. They’re not perfect from the beginning and this is what gives them room to grow. When they felt sad, I felt sad. When they were angry, I was angry. When they laughed, I laughed. When new plot was revealed, I was just as shocked as they were. I felt these emotions because the game and the world gave me a reason to immerse myself. To actually care so to speak. The sidequests reject crappy tasks such as “kill 10 monsters”. Instead every single one offers a fully fleshed-out story that serves the world or the background story of a character. While the amount of side content may not be huge, those that do exist add value to the world. It is clear that quality was prioritized over quantity. Listen up, Square Enix, Bandai Namco and Atlus: THAT is how you design an authentic game! Put the player into a world with real depth and they will naturally get invested in both the world and the cast within it. Give the characters genuine personalities and quirks, but leave out the exaggerated (anime) stereotypes. And most importantly: Avoid the stupid stunt of forcing a minigame detour right after a major plot twist - for what? Just to hunt for bikinis, so the player can see half-naked Tifa and Aerith on the beach. For the love of god, PLEASE. [h3]Music / Sound Design[/h3] While the soundtrack might not match the epicness of Clair Obscur, the determination of Secret of Mana or the melancholy of Tales of Phantasia, it perfectly evoked their classic vibes within my heart. It captures the grand sense of an RPG adventure from the SNES/GBA-era. The sound assets are also very iconic and remind me of these retro rpg games. [h3]Exploration and QoL[/h3] While every area was gorgeous and unique, exploration and navigation sometimes became frustrating. As soon as I was left loose at the start of the adventure, I got almost immediately lost within the Rohlan Fields, because it branched out into every possible cardinal direction. Other areas were better to explore. Don’t get me wrong – I like it if a game doesn’t hold the hand of the player. But a couple of QoL-Features for exploration would have been nice. Something like a minimap and custom markers on the big menu map. I mean they already implemented QoL-Features elsewhere: Interactable NPCs have red markers and enterable houses have green markers. So why stop there and not add more features to improve exploration if that is such a big part of gameplay? Also, in some cases the game warns you when you’re about to trigger a boss fight or a point-of-no-return. But in some other cases it absolutely does NOT tell you when you’re about to accidentally trigger said scenarios and therefore miss out on other paths. A bit more consistency would have been nice – for example a toggleable confirmation prompt in the settings, which then consistently warns you “You feel a strong presence. Are you prepared to continue?” at the end of every dungeon, cave, tower, area, section and so on. [h3]Combat[/h3] Combat is smooth, flashy, and complex once more skills get unlocked. There are also interesting gimmicks that keep it fresh. Due to the character limit for reviews I will only explain one core mechanic: The “overdrive system” that introduces a new, interesting layer of complexity into JRPG-combat. It requires matching specific action types to keep the “overdrive gauge” inside a green safety window. Leaving it to the left into the yellow removes your buffs, while overheating right into the red inflicts disadvantages. Initially I didn’t like this restriction: I was forced to execute actions and skills that I didn’t really want to execute in a particular situation, such as a healing spell even though everyone was close to full hp – just to avoid the red area. However, after the initial hours I switched my opinion: This is a genius way to avoid boring repetitiveness in combat! Issues which I experienced in Dragon Quest, Sea of Stars and modern “Tales of”-Games. You must think a couple of turns ahead to control the ground and therefore the flow of the battle. Players that dislike or especially like this system can give themselves a bigger or smaller margin of error with a setting in the menu. This focus on strategy gets additionally underlined by the fact that after every battle the characters get fully healed! This avoids tedious out-of-combat management with healing spells and items. By removing this “juggling”, your brainpower remains focused strictly on what matters: The strategic depth of combat and exploration. However, one criticism stuck with me to the very end: Skyarmors. While promising on paper, the execution doesn’t work out. I can’t quite put it into words… I’m not sure why… But somehow I didn’t feel the same excitement as when I was having ‘normal’ encounters. [h3]Closing Thoughts[/h3] I must admit I did not expect this level of quality in a game like this one. My expectations were completely surpassed in every way: Combat, cutscenes, animations, music and story. This game is a love letter to everyone who is looking for a classical retro-(j)rpg but with a modern take of the classical 8/16-bit aesthetic and I loved every single second of it (except the skyarmor encounters *shishishi!*) Big thanks go not only to solo developer Matthias Linda, but also everyone who crowdfunded the game via Kickstarter or PayPal. Also thank you Film- und Medienstiftung NRW (public funding agency here in germany) for additional support during development!
The turtle races?! SOLD on the whole game now!! IYKYK 🐢
Beautiful, great fun, great story. Challenging for someone not well versed in JRPG mechanics such as in this title (I am not knowledgable enough to name a comparison). Enjoyable beginning to end (Aside from the crystals, screw the crystal system).
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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