
City of Chains is a dark sci-fi RPG set in a dystopian city. Take control of a small group of escaped fugitives and lead them to their freedom. Decide whether to fight head on or to avoid combat, to help others or to go your own way, to show mercy or to kill. Your actions could affect the fate of the city.
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 Sep 14 → 0/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.
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Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
basit rpg en azından animelerden uzak şehrin kaderi sana bağlı
💋
City of Chains, developed by Astronomic Games and published by New Reality Games, is a dark, choice-driven RPG that takes the familiar structure of an RPG Maker title and pushes it toward a more narrative-focused, consequence-heavy experience. Set in a dystopian sci-fi city defined by control, surveillance, and systemic oppression, it places the player in a world where survival is uncertain and morality is rarely clear-cut. While its mechanical foundation is recognizable, its ambition lies in how it frames decisions and allows player actions to shape the course of the story. The narrative follows Holt Allaway, an engineer imprisoned after refusing to assist in a dangerous government project. His escape from captivity marks the beginning of a journey through a fractured and hostile environment, where alliances are fragile and trust is difficult to earn. Along the way, the player encounters a cast of characters whose fates can shift depending on the choices made. The story places a strong emphasis on consequence, often forcing the player to weigh immediate survival against longer-term outcomes. Rather than presenting clear right or wrong decisions, it leans into ambiguity, allowing the narrative to unfold differently based on how situations are handled. Gameplay combines traditional turn-based combat with a more flexible approach to progression and problem-solving. Encounters can often be approached in multiple ways—engaging enemies directly, avoiding them through stealth or alternative routes, or using crafted items and abilities to gain an advantage. One of the more distinctive elements is the absence of a conventional leveling system. Instead of gaining experience through combat, characters develop through skill points earned via story progression, which encourages players to focus on decision-making rather than grinding. This design choice reinforces the game’s narrative focus, tying character growth more closely to events and choices. Combat itself is deliberate and tactical, requiring careful management of resources, positioning, and abilities. Systems such as morale and crafting add additional layers, allowing players to prepare for encounters in different ways. While these elements contribute to a sense of strategy, the combat can become repetitive over time, particularly as enemy encounters begin to follow familiar patterns. The pacing of battles can also feel uneven, with some sections presenting a noticeable spike in difficulty that may disrupt the flow of the experience. The world design is one of the game’s stronger aspects, offering interconnected areas that encourage exploration and experimentation. Multiple paths, hidden routes, and skill-based interactions—such as lockpicking or persuasion—allow players to navigate challenges in different ways. This flexibility enhances replayability, as different playthroughs can lead to new outcomes and discoveries. The city itself feels cohesive, with each area contributing to the overall atmosphere of tension and decay. Visually, City of Chains makes effective use of the RPG Maker engine, adopting a more grounded and subdued aesthetic that aligns with its darker themes. While it does not break free from the limitations of its tools, it manages to create a consistent and immersive environment through careful use of lighting, color, and design. The audio complements this well, reinforcing the oppressive tone and adding weight to key moments. Despite its ambition, the game is not without flaws. Its reliance on RPG Maker foundations means that certain aspects—such as movement and interface design—can feel rigid. The balance between challenge and accessibility is not always consistent, and some systems are not as fully developed as they could be. Additionally, while the narrative emphasizes choice, not all decisions carry equal impact, which can occasionally undermine the sense of agency. Even with these shortcomings, City of Chains stands out within its niche for its willingness to prioritize storytelling and player choice. It offers a more thoughtful and layered experience than many similar titles, using its systems to support a narrative that feels both personal and consequential. For players who value decision-driven gameplay and are willing to engage with its slower pace, it provides a compelling and immersive journey. Rating: 7/10
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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**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1][b]Not Recommended[/b][/h1]
I don't what I'm doing, I don't what I do. Help. I'm in a cell crying over my mistake to start the game. The game confused. Dont sell this game no. Not again or ever again. This game got me brain cancer and pakinsons. 4 uhr, 10
I was a big fan of Matthew Ashworth's games back in the RPG Maker Forum days, and I kind of dreaded when I saw this game come out. It seemed Ashworth wanted to experiment more with narrative elements, which is fine, but I think this was a step in the wrong direction. Many of the choices are either dumb binary 'mercy/kill' options or gameplay 'decisions' of sneaking around or fighting upfront. Atonement and Incitement were just better games all-around - better visuals, better gameplay and better narrative.
нет
Be cautious and save often, story branches easily
+1
Sie haben langeweile? hier ist genau der kotzbrocken für sie
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Players by region
Where this game's players are, estimated from review languages.
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| $1M | 31.1K | 92% | $1.39 | |
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| $246.4K | 592 | 79% | $19.99 | |
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| $115.3K | 501 | 93% | $7.99 | |
| $9.3K | 21 | 81% | $14.99 |
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| $7.6K | 69 | 88% | $4.99 | |
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| $7.6K | 58 | 71% | $9.99 | |
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| $7.6K | 112 | 65% | $2.99 |