
A story-driven, tactical RPG set in the fantasy realm of Lumus; a world divided by affluence and poverty. Take control of Nahmi and her fellow outcasts, utilising a brand new deck and dice based combat system to strike a blow to the noble Lords’ and Ladies’ unquenchable thirst for profit.
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 Aug 4 → 0/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
Sums Steam only; PlayStation, GOG, Xbox, 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 | $17.99 | 351reviews | 70% | — | $155.6K |
| $5.39−70% | 336ratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
有卡 有成就 没中文 佐迪亚克斯之子 本作是一款剧情向战术角色扮演游戏,舞台设于贫富两极分化的奇幻大陆卢姆斯。操控娜米与一众落魄同伴,运用独创卡牌掷骰战斗体系,反抗贵族阶层永无止境的贪婪私欲。 剧情简介 一群职业盗贼追寻上古秘宝,潜入奢靡腐败的贵族私邸盗取宝物,数次惊险躲过城卫追捕。走投无路之下,众人藏身城市破败贫民窟,勇闯不见天日的地下深渊。全副武装的卫兵、敌对帮派、潜藏地底的疯狂食人族都在伺机围剿他们。 被世道抛弃、遭不法之徒利用的少年们,不得不直面残酷现实。须知在这片大陆,无人能全身而退。 核心特色 战斗卡牌 队伍全员的攻击与技能均依托战斗卡牌施展,战局抽卡随机多变,每场对战打法都截然不同。 骰子增幅效果 选定招式后,投掷实体风格骰子即可触发各类增益效果。骰子以图案标识属性,可提供攻击、防御、治疗及专属技能加成。 掌控战局运势 可打造契合自身玩法的专属骰子,每次投骰最多重掷两颗,摆脱纯运气对局,全盘掌控战术节奏。 鲜活群像角色 结识身世各异的同伴:自幼远离故土的娜米、在底层艰难求生的布莱斯、收拢孤儿行事的魅力盗匪头目齐希霍夫等一众性格鲜明的人物。 自由构筑卡组 每名角色都拥有可自定义卡组,随心搭配技能组合,适配各类战场打法。 交响级原声配乐 由知名音乐团队倾力打造全景交响配乐,完美复刻经典战术 RPG 的沉浸氛围感。 跟随主角一行人,亲历底层众生的艰难求生之路。这片大陆漠视神秘力量,掌权者唯利是图,你是否有勇气推翻腐朽的旧秩序?
This game is the type of card/dice game I truly enjoy. The mechanics are straight forward, the cards are easy to understand, there is a nice sense of progression and it has a complete campaign. I'm a bit tired of the "rogue" aspects of most of the card based battlers you find a ton of lately. In this game, you can grind as little or as much as you want. There is an overall story line (which I wished was a little more fleshed out). The game is very forgiving with multiple saves and even has a in-battle save (just one) that can really be exploited. Save before your turn, roll, don't like the dice outcome, load the save and reroll! Rince and repeat until you get the outcome that you desire. Amazing! This alone makes the game a bit too easy but hey, I'll take any advantage. I don't really remember where I picked up this little gem but I'm glad that I was perusing through my mile long list of Steam games and decided to give it a go. About 23 hours of game time for me and I enjoyed all of it. I was never really frustrated or confused with the battles. If you like turn based (non-rogue) card battle games, this is a must have. There are very few games like this and I treasure them!
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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, Italian, German, Spanish - Spain
| $17.99 |
| 71ratings |
| 74% |
| — |
| not modelled |
| $17.99 | 61ratings | 80% | — | not modelled |
| $2.15−88% | — | — | — | 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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Overall, I liked this game, but it could have been better. It's definitely got roots in Final Fantasy Tactics, and the addition of cards and dice was definitely intriguing! I'd love to see the game system revisited in a future title. As for what I didn't like - the story directly conflicts with Children of Zodiarcs being a deckbuilding sRPG, as the story unavoidably removes pieces from your team & limits your options. I felt I had a lack of agency as a player overall, so it is difficult to recommend as a strategy game outside of its arena mode. However, if you like games that aren't afraid to break conventions for story, it's pretty decent!
Feels like half of a game. Everything could have been easily better. Unbalanced. Forces you to farm to catch up.
Cards and dice entwine Young hearts challenge cruel empires Hope redraws the stars
Combats too slow
Le deck building c'est cool. Lancer des dizaines dés c'est cool.
Children of Zodiarcs, developed by Cardboard Utopia and published by Square Enix, is a tactical role-playing game that attempts to break away from genre conventions by blending turn-based strategy with card mechanics and dice-based decision making. While many tactical RPGs focus entirely on positioning and character statistics, this title introduces controlled unpredictability into combat, creating a system where preparation and adaptability matter equally. Combined with a darker fantasy setting built around social inequality and survival, the game creates an experience that feels both familiar and experimental at the same time. The story takes place in Lumus, a fractured world where wealth and power are concentrated in the hands of a privileged elite while ordinary citizens struggle to survive under harsh conditions. The narrative follows Nahmi and a group of young thieves forced into dangerous circumstances after attempting to steal a powerful relic connected to ancient forces hidden beneath the city. What begins as a desperate act of survival quickly evolves into something much larger, pulling the group into conflicts involving corruption, oppression, and dangerous factions willing to destroy anyone standing in their way. One of the strongest aspects of Children of Zodiarcs lies in its worldbuilding. The setting feels grounded despite its fantasy foundation because social struggles remain central to the story. Wealth disparity influences daily life, creating a believable environment where desperation shapes decisions and survival often demands difficult choices. The world avoids feeling like a generic fantasy backdrop because its conflicts feel personal to the people living inside it. Nahmi serves as an effective protagonist, but much of the emotional weight comes from the party surrounding her. The supporting cast brings personality and humanity into the story through conversations and interactions that reveal fears, ambitions, and individual struggles. Relationships between characters develop naturally as the journey progresses, helping quieter moments remain engaging between larger conflicts and tactical encounters. Combat immediately separates Children of Zodiarcs from more traditional strategy games. Battles unfold on tactical grids where positioning remains critically important, but the introduction of card mechanics changes how abilities function. Instead of relying on static skill menus, characters build decks that determine available actions during encounters. Players draw combat options throughout battles, forcing adaptation and preventing strategies from becoming overly repetitive. This deck-building approach introduces flexibility while encouraging experimentation. Different characters benefit from different builds, allowing players to shape combat roles around personal preferences. Offensive specialists, defensive support units, and utility-focused characters can all evolve differently depending on deck construction choices. Progression becomes more interesting because customization extends beyond equipment and numerical upgrades. The dice system becomes the game's most unusual feature. Combat actions receive additional effects through dice rolls tied to abilities. Successful rolls can strengthen attacks, improve healing effectiveness, trigger bonuses, or create additional tactical advantages. Randomness exists, but it rarely feels completely uncontrollable because players can influence outcomes through preparation and specialized dice customization systems. That combination of strategy and uncertainty creates battles that demand flexibility rather than rigid planning. Traditional tactical RPG habits still matter, but Children of Zodiarcs constantly encourages players to adjust strategies based on changing conditions. Victories feel rewarding because success comes through balancing preparation with adaptability. Character progression supports long-term experimentation. New abilities and improved customization options gradually expand strategic possibilities without overwhelming players immediately. Building stronger combat setups becomes satisfying because growth feels tied directly to personal decisions rather than simple numerical progression. The game also benefits from maintaining a focused structure. Rather than filling large environments with unnecessary distractions, Children of Zodiarcs moves steadily between narrative development and tactical encounters. The pacing prioritizes momentum, ensuring combat systems remain central to the experience without excessive downtime interrupting progression. Visually, the game favors atmosphere and style over technical spectacle. Character models and environments may not rival larger productions, but artistic direction gives Lumus a distinct identity. Wealthy districts contrast sharply against poorer environments, reinforcing social themes through environmental storytelling rather than relying exclusively on dialogue. The soundtrack further strengthens immersion through orchestral compositions that support emotional moments and tactical battles effectively. Music contributes heavily to atmosphere, helping larger story developments land with greater impact while giving combat additional energy. Some aspects may divide players. Randomness introduced through cards and dice occasionally disrupts carefully planned strategies, particularly during more demanding encounters. Players who strongly prefer entirely predictable tactical systems may struggle with the balance between control and chance. Combat pacing can also occasionally feel slower than expected. However, those same systems become part of what makes Children of Zodiarcs memorable. Instead of copying established formulas directly, the game builds an identity around experimentation and mechanical variety. Cardboard Utopia takes risks that many strategy games avoid, and while not every idea works perfectly, the ambition remains admirable. Players who enjoy tactical role-playing games and appreciate systems that encourage creativity rather than strict optimization will likely discover something rewarding here. Children of Zodiarcs succeeds because it understands the foundations of strategy design while remaining willing to challenge familiar expectations. A distinctive tactical RPG that combines thoughtful storytelling, rewarding customization, and creative combat mechanics into a memorable strategy experience that stands apart through ambition and originality. Rating: 7/10
O jogo promete muito mas entrega um grande nada. Joguei por umas cinco horas, depois desisti. Meses depois resolvi dar uma nova chance, começando do início. Doze horas depois, já considero largar novamente. A história é completamente banal, não acontece nada interessante por muito, muito tempo. Se fosse só um jogo de arena seria praticamente a mesma coisa. A dificuldade é mal equilibrada, a sorte conta demais. E o grind forçado é bem chato. Talvez valha a pena pra quem curte muito o estilo de turno, se pegar numa boa promoção. Tirando isso, não vale mesmo...
its pretty cool
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