
Earthlock is an indie developed, adventure RPG inspired by the classic 3D RPGs of the late 90's, with a fresh take on turn based combat and character progression.
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.
About






Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−70% | 600reviews | 73% | — | $132.9K |
| $29.99 | 742ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Earthlock es una opción recomendable para los amantes de los JRPGs que buscan una experiencia retro con un toque moderno. La historia se desarrolla en el mundo de Umbra, que ha sido devastado por una catástrofe y un desequilibrio de energía mágica llamada "amri". El jugador asume el papel de Amon, un joven buscador que vive con su tío en la ciudad de Zaber. Después de una misión rutinaria que sale mal, Amon se ve envuelto en un conflicto con imperios y debe guiar a su grupo de personajes a través de Umbra para salvar a su familia y al mundo. Este juego ha recibido críticas mixtas. Los críticos elogian su mundo visualmente atractivo, personajes interesantes y combates por turnos que añaden un toque fresco a la fórmula clásica de los JRPGs. Sin embargo, también señalan que el diálogo puede ser inconsistente y que hay tiempos de carga notables. A pesar de estos problemas, muchos jugadores disfrutan de la experiencia nostálgica y la aventura que ofrece el juego. Para mi gusto personal es un juego que deberías probar, sobre todo porque han hecho recientemente la traducción oficial al castellano. Para los amantes de las bandas sonoras agradecerán experimentar a este juego.
Earthlock, developed and published by Snowcastle Games, is a modern homage to the golden age of turn-based role-playing games. It strives to capture the feeling of classic JRPGs from the PlayStation and late SNES eras while building its own mythology within a vividly imagined world. Set on the planet of Umbra, a world that stopped spinning generations ago, the game uses this cosmic premise as a metaphor for imbalance—both in nature and in the lives of the people who inhabit it. You play as Amon, a young scavenger who becomes entangled in an adventure that quickly escalates from a personal rescue mission to a world-spanning struggle involving ancient technologies, lost civilizations, and the power of the mysterious artifact known as the Earthlock. Though its storytelling is familiar and its tone leans toward the lighthearted, there is an earnestness in its world-building and presentation that makes it stand out from many indie RPGs trying to emulate nostalgia. The structure of Earthlock is rooted firmly in the traditions of classic turn-based combat and exploration. Instead of relying on random encounters, enemies roam the environment and can be engaged at will, which gives players the freedom to control pacing and strategy. The combat system itself has a satisfying sense of rhythm, blending straightforward attack commands with tactical positioning and unique stances. Each character has two stances that change their role in battle—offensive, defensive, or support—and this system encourages experimentation rather than simple repetition. A defining mechanic is the “bonding” system, which allows pairs of characters to strengthen their relationship through combat, unlocking passive abilities and special techniques. This dynamic gives battles an additional layer of synergy and personality, allowing party composition to feel meaningful beyond raw statistics. The learning curve is moderate, offering enough challenge to keep players alert without leaning into unfair difficulty spikes. Outside of battle, Earthlock introduces a hub feature in the form of Plumpet Island, a home base that serves as a quiet space for resource gathering, crafting, and farming. These elements add texture to the adventure, allowing players to grow materials used in potion-making or ammunition crafting. It’s a charming addition that breaks up the monotony of constant dungeon crawling, though it occasionally feels like a diversion rather than a necessity. Exploration across the overworld is handled with an old-school sensibility, complete with treasure chests, optional dungeons, and secret passages that reward curiosity. The game’s pacing is deliberate—some might say slow—but it captures the essence of exploration that classic JRPG fans often crave. Every location feels distinct, and despite the game’s moderate budget, Snowcastle’s attention to atmosphere and environmental detail gives Umbra a sense of lived-in wonder. The art direction is one of Earthlock’s strongest qualities. Its visual style is colorful and painterly, with stylized character designs that strike a balance between Western animation and Japanese RPG influences. The environments, ranging from desert ruins to lush jungles and ancient temples, are rich in color and personality. The choice of a bright, almost storybook aesthetic works well with the game’s tone, evoking adventure rather than oppression. Complementing the visuals is a memorable soundtrack that enhances the sense of exploration and emotion without overwhelming it. The score, composed in part by Eiko Nichols and featuring contributions from the legendary Hiroki Kikuta, fits seamlessly with the game’s intent to honor the spirit of the classics. The combination of art and music creates an inviting atmosphere that carries the player through even the slower sections of the narrative. Where Earthlock falters is in its storytelling and pacing. While the world itself feels well realized, the narrative doesn’t always rise to the same level. The dialogue can be stiff, and character arcs occasionally lack the emotional resonance that the story’s premise suggests. The main plot moves briskly but often feels underdeveloped, relying on familiar tropes—the kidnapped relative, the ancient artifact, the chosen heroes—to drive the adventure forward. There’s charm in its simplicity, but also a sense that the story never quite reaches the depth it hints at. The progression system, while functional, is another area that shows limitation. The level cap is low, and character growth feels constrained once the party reaches a certain strength, which can make the final third of the game feel static. Likewise, while combat remains enjoyable, repetition sets in as enemy types and encounter patterns begin to recycle. Despite these shortcomings, Earthlock succeeds in what it sets out to do: provide a heartfelt, mechanically solid throwback to the turn-based RPGs of the past. It doesn’t attempt to reinvent the genre, but rather to refine it within the limitations of an indie production. Its focus on tactical combat, exploration, and resource management makes it a satisfying experience for players who grew up with games like Final Fantasy IX or Grandia. The charm of its characters, the warmth of its world, and the polish of its presentation give it a distinct identity within the modern indie RPG landscape. While it may not rival the narrative sophistication of its inspirations, it captures the sense of discovery and progression that made those games timeless. In the end, Earthlock stands as a love letter to an earlier era of role-playing games, crafted with care and respect for the genre’s foundations. It may not deliver the emotional highs or narrative depth of the classics it emulates, but it offers a rich, comforting experience that reminds players why turn-based adventures have endured for decades. It’s a game that celebrates structure and familiarity rather than innovation, and in doing so, it creates a space where nostalgia and modern craftsmanship coexist harmoniously. For those seeking a traditional RPG that values atmosphere, strategy, and a sense of journey over spectacle, Earthlock delivers a world worth exploring—one that, even with its imperfections, feels alive and thoughtfully made. Rating: 7/10
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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, Arabic, Norwegian, Polish, Portuguese - Brazil, Russian, Japanese
| $29.99 |
| 259ratings |
| 84% |
| — |
| not modelled |
| $29.99 | 48ratings | 66% | — | not modelled |
| $29.90 | — | — | — | not modelled |
| $29.99 | — | — | — | 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is the closest thing, in terms of its combat system, to the original Final Fantasy VII I have ever played. I am pretty sure that the game took some inspiration on character designs too. It's a traditional JRPG experience with a level cap so that the player is never over-leveled for the final bosses, which while not difficult, are a little challenging. The game plays well, controls are intuitive, and just like the JRPGs that came before, there is plenty of hidden content that I definitely did not explore nearly thoroughly enough to collect. The fast travel system is a bit clunky, and the farming section of the game is tedious, but I enjoy management systems especially when they are in RPGs and serve a purpose in gameplay. It's a pretty fun and lighthearted experience. It can be a good introduction to someone who is unfamiliar with JRPGs.
Fun overall honestly, this is my second time (on console a LONG time ago). I highly appreciate the speed fight option, I don't like turn-based games, play them a while and then get bored, one of the reasons is how slow the turns are and they take SO long. I do like the Talents (how they are done). The way to traverse the map. - I like bonds, too, but I wish the benefits were unlocked and you didn't have to pair in fights, but I get it. - I don't like the main bosses AT ALL. Each one has an annoying gimmick, you can't retreat even if you know you are going to lose/die, which is a HUGE no, frustrating, irritating, etc. Very silly decision and wastes the player's time, I had to kill the mushroom twice because I hit another boss very soon after and I wasn't ready. And I just had to ALT+F4 because I know a boss is too hard and there is no way to get out of that without wasting time. I also don't like that changing stance takes a turn, bad design choice imho, like the combat is very simplistic, not much strategy to the fights outside of 'what is their weakness', but doing that makes it annoying when there are flying enemies in the same fight as ground enemies and you you have limited ammo, too, so you don't want to use it on both. - A VERY silly oversight, you don't heal as soon as you get to the saving point, no you have to warp to your town, like, who thought that was a good idea? And you can only warp from the one in town to anywhere else, so you always have to warp their first, adding an extra step, needlessly! I appreciate how they did the leveling up, it's not grindy at all, get 5 or more enemies lumped together, the more the merrier and you get 3 - 5k xp easily, have the bond full and the fight is a breeze, too. Only thing annoying is that companions in reserve get no xp at all, would have like at least have xp. - The last companion is SO USLESS, oof. Overall, I do recommend, a fun 20 - 30 hours game.
This game is slop with no real gameplay. Pass it by unless you want to grind stupid achievements and farm for 35 hours.
Fun little RPG turn based game. There is some strategy needed with your ability points etc, so it feels a little challenging which makes the feeling when you defeat the bosses (especially the final one) a lot better, but the game is pretty easy and it feels like one that's catered to a beginner demographic. There's also a lot of little side quests you can do and the world is littered with checkpoints where you can teleport to so you don't have to do a lot of running (smth I appreciated a lot bc ngl the world can get kinda big and you sometimes have to do some back and forth). All in all I enjoyed playing this game, and I completed all of the available content (and achievements) in around 27h. Def buy this one on sale tho just bc it's def not worth getting it full price. It regularly has super steep discount (like 90%) so it's worth buying it for a few bucks and giving it a try.
muito bom.
Great game :)
Loved this throw back to the 32-64 bit era of RPGs
Très bon jeu.
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Players by region
Where this game's players are, estimated from review languages.
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