
Create a party, layer on new classes, and uncover the mystery behind the seeming reappearance of a long-gone city in this classicly-styled RPG.
Modeled estimate, not a reported figure. How we estimate →
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.
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; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.49−50% | 106reviews | 92% | — | $8.2K |
| $4.49−50% | 21ratings | 82% | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An absolutely fantastic turn-based RPG which plays like a mixture of Dragon Quest and Etrian Odyssey. False Skies relies purely on the design of its enemies, encounters, weapons, and player classes to make battles interesting, and succeeds wonderfully at doing so. The class system is my personal favorite iteration of such in any game I've played, allowing a huge amount of flexibility without offering so much freedom that every party member ends up feeling the same. Each character can only have one class from each tier, and only from either tiers 1-4 or 2-5, but you can enter any class in the next tier from any class in your current tier. Your characters will have specific roles in your party, but with well over 8000 possible combinations of classes [strike]I'm pretty sure that's how the math works out[/strike], you can make those roles be exactly what you're looking for, whatever that may be. Even if you don't know with certainty what various skills will do before you choose a class, the more standard skills follow a standardized naming scheme, and you can learn what an amount of the other skills do by paying attention to enemies or reading through bestiary entries. For the most unique of skills, finding out what they do is part of the fun. Going "What could 'Negative K.' possibly be?" certainly had a significant impact on my playthrough of the game. I played on hard mode, and was largely satisfied with that difficulty. The game was perfectly willing to destroy me for not knowing what was going on, but seeing a fight, dying, and then creating a plan was enough that very few fights took me more than two tries. Ultimately, I'd say gameplay is where False Skies shines brightest. A few additional notes on gameplay, I do always appreciate when battle items are useful, and False Skies has some very useful battle items indeed. "Fast person who can use items at the start of the turn" is not just a passable character, they were quite the valuable member of my team, reminiscent of Shir from Phantasy Star 2. The damage dealing items did fall off after a bit, aside from enemies who seemed to exist purely to keep them relevant, but I didn't make use of the class which boosted the power of said items, so I can't speak on how effective that class is at using them. The buffing and debuffing items, on the other hand, remain fantastic throughout the entire game. It would be nice if consumables were returned upon losing a battle and respawning instead of loading a save, but that's a pretty minor inconvenience for casual play. (It's much more problematic as a speedrunner, but games shouldn't be designed around speedrunners, so...) Graphically, I'm just a tad too young to have much nostalgia for the Game Boy Color, which seems to be the obvious aesthetic inspiration here. That doesn't stop False Skies from looking fantastic. The characters are expressive, the environments are varied and visually appealing, and the enemies are as interesting and cool visually as they are mechanically. I'm not much of a graphics person, so I don't really have much to say beyond "It's good." Musically, False Skies is quite good. I very much enjoyed most if not all of the soundtrack. The tunes fit the mood, and the high-energy songs are suitably catchy. I don't think the soundtrack would sell anyone on the game by itself, but I think you'll certainly enjoy what you hear. Narratively, False Skies is solid. I'm not a fan of silent protagonists, but the characters around your party do a pretty good job of picking up the slack of the lacking leads. The Army of Garm's a fun group to have the story actually be focused on, and the more minor characters are pretty fun to see as well. False Skies has pretty solid pacing, even doing most of the side content, which is always a plus. The lore is neat, but lore is not story, and False Skies' story, while fun, is ultimately pretty simple. It serves well enough to enhance the experience, but I don't imagine many are going to find it particularly profound or life-changing. So, yeah. If you have even the slightest bit of interest in traditional turn-based RPGs, I would [b]highly[/b] recommend False Skies. Just a truly wonderful experience.
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wow, I can't believe that I had to stumble upon this game - this is exactly what I'm looking for, with the awesome nostalgia spikes from the font and character models, to the incredible diversity of classes/jobs, to the story that's serving a little bit of Final Fantasy Adventure series. Definitely worth the (not very expensive) cost!!!!
GG.
Amazing game! A real, full JRPG with a complex story. This was a wonderful experience!
Really cool turn based RPG! Pretty long, especially for the price, with lots of interesting classes and skills to mess around with.
A great class-based RPG, with enough freedom of choice, yet enough structure to keep it from being completely open. Each character can have 4-5 class choices, each a different tier list of classes, yet within each tier, you can choose whichever class you like. A flexible system without the 'every character eventually does everything' trap some similar games fall into. As for the story and characters, it starts a little slow. It's hard to pinpoint when it really picks up and grabs you, because when it does, you don't remember the slow period. You're cruising along, chasing both character and plot development with a 'just one more level' fervor. Seriously, if you're a fan of classic turn based RPG's, you can't go wrong here.
Just got the game, already sunk 6 hours into it (with many more to come) and I'm having grand ol' time! Even though so far it's a lot of fetch-quests and the premise of the game isn't affecting the party (yet?), having a combat this quick, with so many classes to mix and match, there's a lot to do and experiment with that I'm sure by the time ♥♥♥♥ goes down i'll be just fine. And just discovering what kind of world I'm walking in just satisfies me at the moment. On that note: I was first expecting a fantasy world a la classic Final fantasy but there's warps teleportation, telecommunication and radio towers, people in robes and swords, guns and robots, like... It feels different, it's not too fantasy/medieval nor too futuristic... which makes it stand out and feels refreshing. It doesn't feel grindy, maybe it's just me who prefers to take on extra fights to get my levels up, but there's enough happening between encounters that it doesn't feel grindy, imo. Just the game I was wanting: a modern take on the classic jrpg formula, with lots to do.
It's a nice throwback to the early Dragon Quest games, but the problem is that this game be DRAGGIN' ASCE (to utilize a town from the game). This thing feels like it takes forever. A game like this really doesn't have the depth or justification for being as long as it is. I don't think that I've ever traveled as much, back-and-forth through as many micro towns in a game before. I stopped paying attention to the story hours ago, and am just following where I'm supposed to go with markers in the text, and a walkthrough so I can be done with this thing as quick as possible. Is this game 40+ hours long or what? It feels like double that. The class system is pretty simple, but does offer some bonuses. The game is quite easy in general. Nothing tactically profound in any way. Just a raw throwback style RPG. Really by the time you get the 4th class the game should end soon after this. Instead it appears to be going on and ON and ON AND ON!! I might still be playing this a month from now for all I know.
Its a good game for jrpg fans
An overall recommend, with two sizeable caveats: The encounter rate is slightly but persistently too high (as other reviewers note), making dungeons that are otherwise impressively long and intricate simply feel like too much of a slog. Items that prevent encounters are available and by the back half of the game affordable, but they too simply don't last as long as they need to much of the time. You will want to have the game's guide at hand. Not as big of an issue if you're not a capital-C Completionist, but the game has its fair share of points-of-no-return and missables, including a less-good ending that's made unavailable by a minor and essentially unrelated action on the way to the true final fight. Not only that, finding some of the higher-tier classes in time to benefit from swapping into them can be tricky without guidance - the game expects it to be not a big deal if you need to whip up a new character to leverage new class options, but it can still be vexing in practice. With all of that said, the setting and story are both unique, and I found it worth my time to play through. Things that seem like deeply weird narrative moments make clear sense in hindsight, even the tough to pin down tech level of the world. If the game is about one thing, it's about [spoiler]hubris[/spoiler]. If it looks appealing to you, I'd consider it worth the risk to try.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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