
Fell Seal: Arbiter's Mark is a turn-based tactical RPG with a focus on storytelling and strategic battles. Unfold a mature story as you progress through hand-crafted scenarios, controlling your own group of Arbiters, with each character customizable from a wide selection of classes and abilities!
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): 0.86/day in the week to Aug 14 → 0.43/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

Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.
Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
A deep and complex class system with over 30 classes and 300 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.
Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.
To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, 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 | $29.99 | 6.4Kreviews | 88% | — | $4.3M |
| $29.99 | 845ratings | 93% | — | not modelled | |
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 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is NOT a spiritual successor to Final Fantasy Tactics. It is not a top 10 game from the golden age of JRPGs. Do not let anyone tell you otherwise. Enemies do not drop gear. They do not drop skill crystals. You cannot steal equipment. So what do you have to look forward to in the next battle? Not much. There is a decent story here that makes you want to reach the next temple. But the journey there gets boring fast. The visuals are a mixed bag. The combat zones look really nice. The character models take some getting used to. And the dialogue boxes look like PowerPoint presentations that kill immersion. The customization options are impressive. The developers respect the player by giving us so much choice. You can even edit an options text file with tons of in-game variables. There are many classes to choose from so you should be able to find a playstyle that you enjoy. If you love strategy RPGs with a variety of classes and skills, then give this game a try. It wasn't for me, I was tired of the game after 30 battles. I paid $6 for the game + dlc during a winter sale. I paid $50 for the FF Tactics remaster at launch. I got my money's worth from both games.
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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, Spanish - Spain, Russian, Portuguese - Brazil, Simplified Chinese, Japanese
| $29.99 |
| 405ratings |
| 94% |
| — |
| not modelled |
| $4.49−85% | 222ratings | 84% | — | 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 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[b]Fell Seal: Arbiter's Mark - What an odd game...[/b] I almost feel bad reviewing it, but it has to be done. I'll be honest. [b]Price:[/b] This is a [i]very[/i] expensive game. $30 just for the base game and there are DLCs to buy besides it. At that price, you expect high quality, right? [i]Well, it's not.[/i] [b]Art Style:[/b] - Character animations are limited to 3 frames—[i]janky and terrible.[/i] - Portraits are well-drawn, but the in-game models are ugly and don’t match the portraits at all. - The world map is a confusing mix of pixel art and 3D, clashing horribly. - The blend of 3D scenery, 2D art, and pixel art feels disjointed, as if many different people worked on it without cohesion. [b]A Copy of FF Tactics:[/b] This game tries hard to be Final Fantasy Tactics but fails. FFT had consistent art, gameplay, and originality. Here, everything feels like a Ctrl+C, Ctrl+V job—even the skills are similar. [b]Originality:[/b] None. Classes, clothing, and scenery are all copied with slight tweaks to avoid copyright issues. [b]Story:[/b] A bland, overdone trope about pseudo "chosen ones" and a spoiled noble. [i]It’s a cliché no one can stand anymore.[/i] [b]Verdict:[/b] This game doesn’t respect players. It’s overpriced, generic, and poorly made. I’d value it at $5, and only buy it on sale for $2.50 max. [i]Misleading reviews and store videos fooled me.[/i] Too bad I tried it too late to refund.
I'm a little confused why this game has VERY POSITIVE reviews. For me it's hard meh. I played it to the end because of my obsession with farming classes, but the balance, gameplay and story are all poor. It's much worse than really old FF games, Disgaea, Chrono Trigger, etc. yet costs the same or more. I'm scratching my head wondering why anyone would make a much worse game than those really old titles in relatively recent years. As others have pointed out, the main character has a basically stupid and useless class. It's not even that it's limited, it's just pointless. Her class has no value and you don't get to play as an Immortal when you finish. Some seemingly cool classes like Lich and Sorcerer don't even have much use even when used in tandem. The worst part for me might be the art. It may just be me but I found the character design unbearably childish and unsightly throughout my play. After overcoming my addiction to farming levels, I asked myself why I even bothered and I suppose I just kept waiting for it to get better and it didn't. The most fun thing about it was chopping things up with dual swords that gave different buffs and using 1 gun with 1 sword on Spymaster, but that alone doesn't justify playing this game.
[h1] 最终幻想战略版 [/h1] 通关后更新评测 先说结论,游戏本身很好玩。主要缺点有2个,1.画面和特效比较差,这个差不是指的画风,画风其实没有问题,他的问题是动作的帧数都很少,所以你看上去还不如gba上的ffta舒服。2.练职业比较废时间,因为你多数战斗,你只能上6个人,不上的人只有很少的技能点,并且0经验。经验也就算了,可以花钱直接建高等级人物,但是技能点就太麻烦了。如果,一技能点不分职业,拿到就可以给已经解锁的职业加,二可以花钱买技能点,比如我女主有一万点技能点,那我其他人也可以花钱买到一万点,就好很多。 如果你能忍受以上2个缺点,并且你是一个战棋迷,那么这就是一款你不容错过的好游戏。 游戏流程还是很漫长的,而且练职业也很花时间。先提醒一下准备玩这个游戏的人,游戏后期有2个隐藏职业,领主和公主。领主只能男的转,主要特点是技能团结,自身十字范围的角色,增加攻击精神和速度。公主只能女的转,算是是万能法系,自带连续施法。然后还有一个隐藏职业巫妖,有法系关键被动血魔法,可以用血量代替蓝量。所以开场先建一个女性角色,法系职业练起来。开场自带的男法就踢了吧。 几个最终的输出手,我都练出来了,双持纯物理攻击,双手纯物理攻击,暴击流(100%暴击+50%额外暴伤+技能暴击),双持+灌魔刃。 最实用的输出是双持火枪+灌魔刃,后期有10格距离的火枪,而且有2把,配合双持灌魔刃,输出爆炸不说,还安全。职业用吸血鬼,自带火枪,还有处决和传送被动。装备方面,后期有一个头盔自带攻击和精神buff。被动除了双持,另一个可以带召唤的攻击精神双加被动 暴击流是比较废的流派,100%暴击+50%额外暴伤+技能暴击,dps依然不如0爆击的纯物理攻击,而且由于要堆暴击率,装备限制还比较大。唯一优势就是开专注的一发狙击,伤害非常高,可以秒任何单位。不过蓝耗也很大,需要一个机械给喂蓝。 双刀流不如火枪灌魔刃,但比暴击流还是好很多的,由于守护之剑的存在,双刀流还比较肉。而且双刀流自带了攻击防御魔防三个buff,独立作战能力很强,不需要辅助伺候。我这里是推荐女主或者男主走双刀流,女主本身职业很菜,主要是自带不受伤,所以不怕死,死了后排一个复活拉起来再上。男主走双刀流的优势是男主隐藏职业自带加速和传送,作战能力比女主更强,当然,男主会受伤,你如果有耐性消除伤势或者直接关闭伤势系统,男主实力是完爆女主的。 领主这个职业,作为一个顺劈手,至少是完爆恶魔骑士的,恶魔骑士这个剧情职业,真的很菜。领主一发团结可以给队友同时上攻击精神加速三个buff,一下就把输出要的buff全部上齐了。而且,领主可以装备神光+仲裁一套,基本免疫所有debuff,不占用紫水晶项链的位置,输出技能可以我们可以用决斗的。 说到这里,我们会发现,几个剧情人物,除了女主是强制上场的,男主的剧情职业实力很强。然后其他人,都挺菜的。恶魔骑士:被领主完爆。死灵法:被公主完爆。赏金猎人:毫无亮点。苍蝇:很强但太丑,我拒绝。流放者:杂技职业,而且加入太晚。 ---------------以下为原评测------------ 正式版更新评测 先说几个我认为有必要改善的地方 1.伤势系统是完全没必要的东西,就算是最高难度下,受伤也可以依然可以去低级地图(一开始的几张图等级上限很低,后面都是上限99了)“疗伤”,如果怕等级过高敌人装备飞升,可以雇佣一队低等级的npc,专门让他们打即可,当然,你也可以关掉这个系统,毕竟除了浪费时间,没有任何卵用。 2.复活系统有点过分了,我觉得需要在原先尸体上复活并且有时间限制的就很好。这个游戏的复活没有时间限制就算了,并且可以由地图上任意一个盟友复活,哪怕他离你十万八千里。于是你经常会遇到敌人如果会复活的职业,你在前面杀一个,他就在后面复活一个。而且在最高难度下,每个敌人都不好惹,你一时半会还冲不过去,最后就这么被敌人给耗死。 3.别做草丛地图了,我找宝箱找敌人,眼睛都要瞎了。 然后说下最高难度下的一点游戏心得,主要是前期比较重要的几个职业,一定要优先培养出来 1.骑士,骑士有100%几率的嘲讽,嘲讽是个超强的控制技能,被嘲讽的单位无法使用技能和物品,只能自动普攻离他最近的单位,并且不论敌我。近战单位都可以带骑士副职业。 2.圣殿,圣殿有防御力加强和闪避普攻2个关键性被动,主T必备。但是主T不需要太多,一个就够,一般由主角来当主T比较好,因为主角不会受伤,不怕死。 3.枪手,枪手非常重要。甚至于有些地形绝对劣势的关卡,你一个枪手都不够,没有两个枪手,你很难保证全场不死人。枪手有全游戏最远的射程,大量强力的异常状态。没有枪手的情况下,你根本无法限制对方的枪手。不限制对方的枪手,对方枪手一个异常弹打过来,你先要解除异常还要加血,占用2个单位的行动,非常难受。 4.刺客,刺客非常非常非常重要,刺客有个关键性技能,用那个技能斩杀掉敌人以后,敌人无法复活。并且刺客最后的大招是可以带2把武器,玩过FFT的都懂这是什么概念吧。 其他好用的职业,也很多,比如瘟疫医生,凶刃,决斗,掠夺,商人,机械等等,不过我认为,优先级没有上面几个职业高 最后说下战斗中需要优先关注的几类敌人 1.枪手,上面说过了,枪手真的很强,尤其是在优势地形下,如果有机会,一定要先用我方枪手限制住敌方的枪手,不然你会非常难受。 2.掠夺,掠夺有个技能,是自己掉了多少血,给敌人也造成这么多伤害。这个伤害是固定伤害,不过防御,而且掠夺血很多,你一个不注意掠夺就能用这招秒掉你的满血单位。所以掠夺上来如果没有把握一次打到死的话,就先给他吃个嘲讽,残废,沉睡等异常,让他在一边呆着,千万不要让一个残血的掠夺冲上来。 3.高精神法系,aoe伤害及其夸张,虽然秒不了人,但对我方治疗的压力极大。 4.商人,商人有2个被动,一个是道具效果翻倍,一个是单体道具AOE化。于是一个商人上来仍石头,你是真的扛不住,石头也是无视任何防御的固定伤害。 5.凶刃,凶刃的瘴气技能,可以扩散我方单位的debuff。比如我方有单位中了嘲讽,凶刃上来一个瘴气,会把这个嘲讽扩撒给一堆人。如果被这个技能打上一堆debuff,你根本解不过来,几乎是瞬间崩盘,所以要不就别中任何一个debuff,要不就直接控制住对方的凶刃。 说下难度问题吧,如果你一开始就是最高难度,并且坚持永远不死人,那么游戏前期是非常非常难的,不亚于我玩过的任意战棋游戏(其他难度比较大的战棋比如魔唤精灵3最高难度,冰麒麟的豪华版曹操传噩梦难度),一个是复活机制问题,另一个就是敌人拥有满技能+满被动。如果你下调一个难度,或者你有耐心,大量使用复活以后,花时间疗伤,就会玩的比较顺利。这个难度会随着游戏的进行而降低,毕竟就算最高难度,敌人后期也只有10%的属性优势,和极其少量的数量优势,基本可以说是同等条件。 ---------------------------------------------------以下为原先EA版评测--------------------------------------------- 很好玩,可以看出是模仿的FFT,我方和敌方数值没有太大差异,画面清爽舒服,人物培养非常多样化,看介绍有20个职业,每个职业都有自己的技能树,你可以装备一个主职业和一个副职业,以及其他职业的被动技能。 主要缺点大概是动作比较简陋,通常一个动作只画了2副图,让人觉得动作非常突兀。 目前只有英文,我本人是不会英文的,机翻理解一下技能,剧情不看,可以接受。
I have tried to like this game three times. I have stopped myself from reviewing it twice. I think I really am done with it now and I guess I'm going to leave a review. It's not FFT (Final Fantasy Tactics), and that's not a good thing. There are some things they did well. There are no more random encounters. Monsters have classes with their own skill trees. Maxing a skill tree rewards your characters with permanent stat boosts. They introduced a different item system that encourages consumption. Tons of cool stuff. But now onto the bad. One word: scaling. This game butchers a concept so badly that it taints the entire experience. If you're new to FFT, there are a bunch of jobs (or classes) that each character can become. Unlike a traditional RPG where most (or all) classes are available up front, FFT locks these jobs behind leveling other classes. The trade-off is that every character can change their job at any time, and this has some interesting consequences. Leveling a character with a terrible job role (FFT equivalent would be Chemist or Squire) means that they don't get impressive stat increases. Changing a job will affect new levels on a character, but the stat bonuses that were awarded when the character leveled remain the same. As a result, leveling a character 50 times as a Wizard will make them a TERRIBLE melee class no matter how hard you try to make it work. This sounds straightforward, but experienced players immediately know the problems here... If I HAVE to play a wizard to unlock a good class that I want, then the levels that I gained when I was a wizard will forever make my character weaker. Now I either have to choose to not unlock the best classes to have a perfect stat character OR just accept that my character will deal less damage, have less health, and just suck more overall. Well Fell Seal developers clearly did their research, because this has an identical system. So what's the issue? Same system, same results. Right? Well the catch here is that FFT had a super unique solution to this problem. They had booby traps! Sometimes you would play a map and step on a tile and something bad would happen. Maybe a bomb goes off that hurts your character... OR... Maybe a trap decreases the character's level by 1. That's an interesting trap... Isn't it? FFT's solution to this is just delevel your character. Step on that trap a bunch of times and you'll have a fresh start. But there are additional bonuses to this solution. If I level my character as a tanky class (a knight) and then delevel them as a squishy mage (Oracle), then I will actually be left with MORE HP at level 1 than a fresh level 1. This solves every problem ever as far as difficulty goes. If you're willing to grind out job points on the bad classes to unlock the best classes, grind out character levels on the best scaling jobs, delevel characters on the worst jobs, and repeat this process forever, you can create characters that will absolutely dominate the battlefied. They move 3-4 times for every one move an enemy takes. They have max hp, damage, and resistances. It feels so freaking cool and created one of the best gaming experiences of my life. FFT had so many clever design choices that allowed the player to feel like they were exploiting or just straight up breaking the game all over the place. And my favorite part about FFT was when you started to realize that the enemies do that too. Taking your demi-god units into a fight with actual gods in the game felt like both sides of the table were breaking the game in all the right ways. It wasn't an easy game, but it gave you plenty of room to figure things out. Fell Seal fails to execute on this vision. Their solution to resetting levels is to pay (A LOT) of gold to reset a character to level 1. And when they're reset, it's just a fresh level 1. Period. Every enemy you'll ever face will be scaled PERFECTLY as if they were always the class that they selected. The problems here are self-evident. I obviously want to unlock all jobs/classes. I obviously want to continue playing the campaign as I do this. But now my Mercenary/Knight/Scoundrel/Mender/Wizard main character just can't keep up with level 20 or 30 characters with perfect scaling. The stat differences are just too high. To make matters worse, FFT ALWAYS allows you to reset levels on your characters (for free) and gain new experience and job points. Fell Seal does not allow this. Resetting always costs a ton of gold, and if you're too high a level for the missions you have unlocked, then you just don't gain job points anymore. So what the hell am I supposed to do if a character just wasn't levelled well? This issue may not sound like a big problem, but it's freaking abhorrent. Basically choose a class early and saddle up for the whole game (and completely miss the point of a FFT clone) OR change classes a bunch of times (and experience a FFT clone as it should be experienced) and be brutally punished for those decisions. It's a bad system that rewards the wrong inputs. And that single issue basically describes every other problem with the game. Enemies get newer, better equipment, skills, stats, and everything else all the time. Even if you get enough gold to reset all your characters to level 1 somehow, the level 1s you'll be fighting will have better everything. So enjoy that. Difficulty, as a result, is typically derived from stats just being so insanely imbalanced. I can't honestly claim that it's too difficult... It's just annoying. Imagine playing Pokemon but your party's max level is always 10 less than the current Gym Leader's level. It wouldn't make the game unbeatable or anything, but it would definitely piss you off. The injury system is... Insanely dumb. In theory it encourages you to create more characters that level alongside your party. In practice it just makes you take dumb combats every time somebody dies on accident so you can clear their injuries. I'm also really, really, REALLY not a fan of custom difficulty modifiers in strategy games. I want a tailored strategy experience. I normally just play Divinity on the hardest difficulty, so that's what I chose here. I can't say I was happy with it. I could go on and on and on. There are a ton of things I didn't like about it. So why am I giving it a thumbs up? Because this is an extremely under-served market. I don't think this meets the expectations that a FFT or TRPG fanboy like myself would have, but I can't honestly discard the entire game. I like that your loadouts can have way more skills than FFT. Having two class passives with an additional two custom choices is pretty cool. I wish there were more classes that heavily modified combat (like FFT's Arithmetician) instead of "here's a new magic spell that basically does the exact same thing but it looks different." I liked the monsters' skill trees. I wish I could ride monsters or interact with them in more meaningful ways (once again like FFT). Overall I guess I would say I'm just split on this game. I really want games like this to succeed and expand on these ideas, but I think they fell short in a lot of areas.
[h1]Fell Seal is an earnest homage to old-school SRPGs, but fails to execute impactful classes, strategic combat or balanced leveling systems. [/h1] Let me start by saying Fell Seal is not a terrible game. It actually does most things right, especially where it counts these days (ie, no gacha DLCs, no punitive or predatory live service, no performance issues or game breaking bugs, etc). I’d go so far as to say Fell Seal is a decent SRPG, complete with an [i]alright storyline[/i] that left me guessing when I was actually facing the last boss, with [i] decent main character story arcs[/i] and the [i]allure of mixing and matching more than a dozen classes[/i], which promises the experience of making your own ultimate warriors. And at the best of times, it is [b]FUN[/b] and [b]REWARDING[/b] to see your leveling efforts materialize as a character who can stomp equal level enemies in one turn. It has that [b]NOSTALGIA[/b] factor that made older SRPGs so memorable and innovative. It’s just that those moments were far and few between for me. The rest of the time, it was a frustrating slog. Here’s why: [h1]CRITICISMS:[/h1] [list] [*][b][u] Limited Enemy AI and Team Compositions[/u][/b]: Despite the vast variety of classes, monsters and builds presented, it always seemed like I was up against enemy teams whose strategy focused on healing, cleansing debuffs and resurrecting their team members ad-nauseum. This team composition also appeared to be designed to focus fire low health, lown DEF/RES characters first, making tanking or defensive strategies very difficult to implement. Predictably, by prioritizing healing, reviving and cleansing debuffs, they made it difficult for debuff/buff stacking classes to be effective or trigger combos that required multiple turns to set up. It made every combat longer and repetitive if you didn’t prioritize raw damage, range and movement speed. [b]This is a fine strategy to face [i]occasionally.[/i] As it highlights the advantages of certain classes over others, and obviously made me think about the classes and skills I would need to counter such a strategy.[/b] However, it seemed to me that this was the default strategy meta of the AI. So rather than needing to diversify a team of multiple different classes with different strategies, the only real counter-strategy then became front loading damage, range and move speed. This monotony of strategy, really sets the need to create fast, potent, effective class hybrids, which the game design seemed to resist. [*][b][u] Oddly balanced Class Abilities, Passive Skills and Weapon Proficiency[/u][/b]: I spent a [b]LOT[/b] of time looking at each of the classes, excited to make my own hybrid combinations. And the experience was frustrating and disappointing for a few reasons: [olist] [*][b]Classes varied wildly in terms of usability[/b] It felt like some classes had just the right combination of features that enable them to have the best weapon proficiencies, the best stat growth rates, the best abilities and the best default skills. Meanwhile other classes were very niche and didn’t have a lot of passive skills or equipment to make them decent [spoiler]Peddler, Engineer,Assassin[/spoiler]. [*][b]Not all weapons were useful, or had Endgame level variants:[/b] This was actually shocking to me. Any other RPG would have a wide variety of weapons to choose from within a specific power tier. I often wondered if the developers just quit building certain weapons halfway through the game. By having certain weapon classes not have endgame variants, or not having attributes that really fit which hybrid or primary classes that use them, it made optimizing hybrid characters very difficult. [*][b]Stat Growth dependent on Primary Class:[/b] This was my least favorite design decision. It meant that not only did I have to painstakingly design a new class from scratch, but I”d have to occasionally just change to some other sub-optimal class in order to shore up one of the lower stats or to grow an additional stat. [*][b]Mana System:[/b] Another questionable design decision- mana starts at zero and goes up by 10 points per round. This meant many casters couldn’t use their spells every round, or had to go idle a few turns to save up for their most powerful spells. Admittedly, there were a few ways to sustainably generate mana every round, but then this took up the passive skill slots that could have gone to other spell casting passives. [/olist] In the end, it became clear that not all the content the game provided was usable in a practical capacity to match the strategic meta. Eventually I was forcibly funneled into a very narrow set of hybrid classes that actually worked, which varied in power from “sufficient” to “overpowered”. [*][b][u] No Menu QoL or Loadouts[/u][/b]: Additionally, I spent what felt like WAY too much time in menus: queuing and re-queuing DLC Guild missions, manually re-configuring skills, items, classes and load outs for each battle, for each mission, or having to switch a character to another class to grind stats then switch them back to actual play a mission. In particular, I often had to switch items from one character to another and there is no streamlined way to do this. You must go several levels deep into the equip menu to equip an item, only to get a warning message that it is equipped on someone else, only to have to back out 2 levels, back down two levels on the other character, un-equip the item, then reverse the process to equip it to the originally intended character. Some modernization of the menu systems would have been lovely. [/list] [h1]TLDR:[/h1] On paper, this is a decent game. It does a lot of things right, or at least satisfactorily. I think the developer wins points for having a bug-free, functioning product and for NOT having any predatory live-service BS, launchers or loot boxes. But the mechanics themselves were curiously balanced and made creating my own home brew classes frustrating and disappointing. The itemization didn’t help. The combat was repetitive, boring and uniform, seeming to force a single play style to make it manageable or fun. (I played on Veteran, so maybe that's my fault, but it was still disappointing). And finally, altogether too much time was spent on micromanaging, fiddling with the menu system and load outs rather than actual, strategic game play. If you can find this game on sale, I would suggest getting it. I think it may be worthwhile to support a company that is at least trying to do the gaming industry justice at this point. After all, the game did have genuinely good moments. I just recall a lot of those moments were separated by [b]hours[/b] of time spent that was neither fun nor worthwhile in hindsight.
剧情老套,但是台词还行。 但是元素太多,上百个职业,每个职业要单独练,装备换得头晕。。。。但是,最坑的是,游戏上场只能6个人,剧情给了6个人。这就导致庞大的养成系统,完全形同虚设。特别是玩到最后,每场战斗都是煎熬........达成第一个结局的第一时间,是卸载游戏
Reviewing (mostly) every game (or DLC) in my library, part 215: ⭐️⭐️⭐️⭐️⭐️⭐️☆☆☆☆ (6/10) [i] Fell Seal: Arbiter's Mark[/i] isn't a bad game. It has a strong foundation: it’s a well-balanced tactics game with a deep class system and fair, satisfying combat. But despite its tactical polish, I found myself increasingly disengaged. Between the grind-heavy structure and a story I just couldn’t care about, it became more of a slog than a satisfying strategy journey. It’s well-made, but it didn’t click for me. 🛡️ [b]Pros: [/b] [list] [*] Combat mechanics are tight and strategic in all the right ways. This is where [i]Fell Seal[/i] shines. The turn-based battles are fair yet challenging, with smart enemy AI, meaningful terrain advantages, and the importance of positioning. It never feels random or unfair: you win because you planned well. For fans of old-school tactics, this is the kind of combat that scratches a very specific itch. [*] Class system is deep and impressively flexible. You can build your characters in so many directions, from elemental mages to buff-heavy support tanks to speedy rogues that double as healers. Mixing main and sub-classes, experimenting with passive and active skills, and watching your strategy evolve feels rewarding. especially early on, before the grind sets in. [*] Nice presentation for an indie tactics game. While not flashy, the 2D sprite work and vibrant environments have a pleasant charm. The battlefields are readable, the attacks have some visual punch, and the UI is functional. It evokes that early-2000s tactics vibe without feeling cheap or outdated. [/list] 📉[b] Cons: [/b] [list] [*] The story is painfully flat and forgettable. I never connected with the characters or the world. The game throws a lot of lore and terminology at you, but it never means anything emotionally. The protagonist is bland, the dialogue is serviceable but dry, and the overall plot—a tale of corruption, ancient power, and political struggle—feels like it’s checking boxes rather than telling a compelling narrative. For a genre built on long playtimes, weak storytelling becomes a serious drag. [*] Grind fatigue sets in early and only gets worse. As soon as I hit the mid-game, it felt like I was constantly under-leveled or under-geared unless I replayed old battles or ground for materials. The class unlocks are exciting at first, but they slow to a crawl, and it starts to feel like you're investing dozens of hours just to get incremental improvements. This kind of pacing may appeal to hardcore min-maxers, but I burned out fast. [*] Bloat starts to undercut the fun. Between the lengthy class progression, multiple currencies, crafting, gear management, injuries, and more, the systems pile on quickly. Instead of feeling empowered with choice, I started to feel bogged down. There’s such a thing as too much customization, especially when the story and mission variety don’t evolve to match the complexity. [*] Battle pacing can drag. Fights are often a little too long for their own good, especially when enemy turns pile up or maps are full of chokepoints. Combine that with repeated enemy types and recycled environments, and even good combat starts to lose its shine. The battles are fair, but they also start to feel like chores. [*] Little sense of forward momentum. You can be 20 hours in and still feel like you’re stuck in act one. The stakes don’t escalate in a gripping way, and there's no real tension pulling you through the story. I just… stopped caring what happened next. [/list] [hr] If you enjoyed this review, please check out my curator page to find more: [url=https://store.steampowered.com/curator/45814768-Verdict-Play-or-Pass/]Verdict: Play or Pass. [/url] Also, please leave a like and visit [url=https://steamcommunity.com/groups/Indie_Gems]IndieGems[/url] and our YouTube channel for more reviews like this one. [/hr]
Decent game that does a decent job of capturing that Tactics type gameplay. However it has major issues preventing it from ever coming into it's own. Biggest downsides: 1) Missions are real time based side quests you send units on. What this ultimately means is either you go AFK and watch Youtube, or just do what you'll end up doing, bouncing your system clock back and forth 1 hour. You can basically skip all other forms of leveling for non story characters as this is THE most effectively way to level. 2) Because stat progression for some classes is just far better than others, you WANT to level as specific jobs (much like FFT) However in FFT you needed to level your generic units through all the jobs to get there. In this game you can just hire any class you have unlocked at the level of your highest unit. So every unit you get early.. is just fodder to unlock jobs. You'll just buy better guys from a recruiter. This causes two major problems. One it destroys any sense of attachment to your roster. And two it makes the story characters terrible in comparison. 3) The narrative is so boring, that I frankly stopped reading it a few hours in, and don't recall a blasted thing about it. Blah blah blah you're a special girl boss for reasons. Yeah, no idea. So what the gameplay ends up looking like is skipping through dialogue cause it's awful, fiddling with your system clock to power level 3 units into unlocking jobs. Then buying super units off a recruiter with base stats FAR higher than you could get naturally. It's a broken system, even compared to FFT.
this games a great nostalgia trip for people who like ff tactics. the problem is i dont think ff tactics is a very good game anymore. it feels like a really faithful adaptation and brings back the nostalgia pretty well. but something important i think is to improve on the nostalgia, instead of replicating 15+ year old game design while adding very little. injury system sucks and just adds to stall the game. glad i could turn that off. it probably helps with other things(bigger roster) but i dont think adding tedium to make other tedium less bad is the solution. char management feels like a chore and going through the menus feels quite slow even with hotkeys. there needs to be A LOT of automation with class progression and abilities. why cant i just select what abilities i want learned ahead of time? leveling backup/alternate chars sucks but the game wants you to have a bigger roster. tactics barely seem to matter at all, i played on veteran and the games systems just dont really allow for it. defensive stats seem to barely matter. tanky enemies with defensive buffs get 2-3 shot. regular enemies get 2 - 3 shot. my chars get 2 - 3 shot. why would i ever care about debuffing things when raw damage is SO powerful. its way too easy to delete people. melee chars? why. gun/bow chars do the same damage at 12 range as a melee char does. other than the demon knight who can chain kill with her 0 mana cost super melee nuke, theres no need for a melee char. mages do an absurd amount of damage with the bigger spells as well. the game keeps throwing at me story chars with special unique classes. and then i feel bad that i dont use them cause of their powerful unique classes. but i also made myself a bunch of cool custom chars right at the start i had plans for. like why does this game have SO MANY unique chars but battle size is only 6. oh wait, its for the giant guild battles. except that now the chars i replaced aren't being used they are too low level and i havent maintained their class changes to get the builds i want for them. and to fix that i have to send them on repeat missions, or turn on ai battles to afk farm them. oh wait my afk farming gets interrupted by random drops the enemies have for some reason? and in the process of ai farming a char i realized the ai played the game well enough to where i could have probably turned it on for every single mission ive done and been fine. which really adds onto the "wow tactics doesnt matter for this game" i maybe would have liked this game if i played it a few years ago, but at this point "troubleshooter: abandoned children" HARD gaps everything in the square based tactics genre, and "our adventurer guild" is a much better final fantasy tactics style game i think.
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