
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
场场被AI打的满地找牙(悲)。 各方面都挺一般,甚至UI对键鼠负优化。有趣的是道具被设计成每战限制使用次数不用在意库存也不用特意装备,玩家可以自行升级次数、功效或者新的道具;兵种职业的设计非常自由:全职阶可以随时转换,点出所有职业技能后精通职业获得属性加成,被动不用精通即可携带,副职业则可以携带该职业的全部主动技能(相当于同时能使用2套技能),通过搭配则实现出强劲的战斗力。 但战斗设计就很恶心了。战斗AI做的很强,敌人会疯狂的利用地形或者集火,不但有强力的职业搭配甚至还有配合,比如玩家好不容易杀掉一个单位后会被迅速复活拉到后场进行回血,比如前面站两个长武器肉盾放(随友方攻击对范围内目标进行攻击的)技能并堵路,后方全是远程和治疗。敌人AI高就算了,还给其与玩家同等甚至更高的职业配置,渡过初期玩家就会频频遇见敌人规模比你多,职业比你丰富,等级跟你一致的窘况。而玩家呢为了拿精通的加成,必然会不断更换主职业,就算有副职业提供基本的战斗力,但也必然是弱于敌方AI的,所以造成了每场战斗都是玩家被压着打的情况,十分憋屈。 当然啦游戏嘛,打不过就刷,问题是这刷的也不开心:前期的地图会根据你的进度提高敌人等级上限,同时职业也更丰富(比如疯狂给自己BUFF的弓手),另一方面战斗行动只加经验,精通职业用的AP是战斗后结算的,只有少数行动影响奖励,甚至还会根据敌人等级高低来增减,再加上这设置拉到最高也还是慢的行动速度,所以总的来说刷起来也累。 总体上看本作虽然框架不错但设计上欠打磨,如果有更详细的信息展示更丰富的战场互动或者更多样的奖励挑战机制,那么这游戏可能还能更有趣些,以现在的完成度来看只能是不上也不下的小品。
总体是推荐的,但这个游戏玩到中后期体验有点割裂,十分的难受……你有了很完美的组合,但主职业满级了,为了不亏属性,拿各个职业的满级加成,只能不断的换,让队伍始终处于半上不下的状态。还没等你在这种难受的修炼过程中解脱开始爽“完美”的队伍之前,游戏就通关了…… 不过这个价,也没法说它什么坏话。独立游戏做到这个程度,已经可以了。不能用大厂的标准苛责
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Every market we collect.
Genres
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 824 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The story and character sprites are very amateurish, but this game was clearly made with a lot of love. If you love Final Fantasy Tactics, then this game is the closest I have found to reliving that feeling. In fact, I think the game's systems are better than FFT. The Ability Point grind is very friendly - you get a bunch for completing story missions, patrols, hunts, it spills over to your entire roster, you can idle grind AP/items/GP from the missions and monsters DLC - perfect for a gamer who doesn't have a lot of time. There is enough depth in the combat to make you think about your builds and what you are doing (at least, until you get Warmage afaik...), and even on the easy difficulty setting, if you play recklessly, you will get punished! Environmental hazards are meaningful and to be taken advantage of (or to get abused by...) Tons of improvements over FFT as well. Look at the map as you deploy. Re-equip and re-assign your units to counterpick before you deploy! No random encounters - you either want it and activate it, or you don't. The music is surprisingly good, considering my negative judgment of the story and character sprites. I cannot recommend this game enough if you like strategy tactical RPGs.
This is just really well done. It set out to fill a void, it did that well enough while also elevating it. Pretty much giving what people want, and then some. I would love to see this game get another release with a final fantasy sized budget. It really does classic JRPG+Tactics better than anywhere else ever. Even the writing is pretty good. This is one of maybe 5 games I'd say are either perfect or as close to possible as it. The only thing that held this back is it's derivative nature, it's clearly trying to be some other franchise, but that's just a consequence of them realizing there's a void for retro of this quality. It's not just some cookie cutter JRPG thing. This has some deep and unique systems that can be explored for a long time. It's got pretty good AI systems that understand these complex abilities and set ups pretty well. Deep mechanics to explore, the ones you expect and some new tricks here and there. It's just perfectly addicting. This company makes kinda discount games, but really complex, thought out, and well done ones. If they turned this into a mobile game or made a version, I'd be down. If they multiplied the budget and made it a triple a, I'd be down.
It's fine for what it is, but I'm struggling to think why I shouldn't just play FFTA or Fire Emblem again instead. Both are better versions of the same game and they look significantly better despite being GBA games.
I love this game! It is a great SRPG with compelling tactics, great class selection and skillset customization, and endless builds to try and mess with. The map design is fun and keeps you on your toes. I also really like the customizable difficulty modes. I have played this game many times (mostly on the the Switch version, which is why the game clock is so low), but I feel like I never run out of ideas of new builds. If you are a fan of SRPGs, especially FFT and Tactics Ogre, you should pick this game up! Pros: Great gameplay, customizable classes, good maps, nice music Cons: Plot is only okay
Each second I was playing this, I wish I was playing FFT. I hope someday SE will release it on Steam. These copycats won't do the trick, steer away from this piece of garbage, not worth it
tl;dr - Loved the game and hope there will be an expansion or DLC in the near future. A straight forward story that wont surprise you but there's a lot of great jobs and combinations to try out that'll keep you busy for hours. Well worth the price, especially on sale. If I had a gripe it'd be for the Lich class. When summoning undead, they should immediately have their turn next instead of going to the bottom of the queue. Their AI is a bit iffy and wont always just charge towards the enemies. So it feels like a wasted action with very little in return. They can sometimes feel like a detriment if they allow the enemy to target them with Area of Effect abilities and hit any of your characters that standing near them.
Dated mechanics make playing this game very frustrating. Might be a bit biased since I'm playing at the hardest difficulty, but it seems like there are issues with the core design of the combat system that will apply regardless of the settings. - Accuracy of the attacks and the applied effects is just too swingy. Not only are you punished by dealing less damage when using most skills with additional effects, but there's also a high chance they won't actually be applied. It's difficult to plan and reason about the turns if a key ability like movement impairment is locked behind a coin flip. 99% accuracy misses are a cherry on top. The way randomness is handled is just frustrating: less like mitigating danger, more like gambling with the odds. - Waaay too many heals with not a lot of ways to deal with them. Heals are not lowered by resistances, so it's not uncommon for the same character to be deal half or less damage that they are able to heal with a single action. Enemies can use items too, so characters that you least expect can heal self and others. Dealing damage does not lower max health, so you could technically have an infinite battle if neither team passes the DPS check. It just makes the combat tediously long. And for goodness sake, if I'm already outnumbered and at a stat disadvantage, don't give the NPC opponents revives too! - Abilities are nowhere near equal, yet you can only do 1 action per turn. More often than not I found myself not using certain abilities that seem OK on paper simply because they don't deal or heal damage. And when everything's a stat check, you can't afford not to. - Class system seems confusing and rigid. There's not a lot of meaningful choices within a specific class, and you end up unlocking all abilities anyway. You can set a primary class and spend the entire fight spamming its abilities only to gain 0 XP in it, and at the same time gain XP in a class you're not even using at all. I'm sure it's more fun further down the line where you get to combine more passives and get to choose all abilities from your classes of choice, but early on it's just another source of frustration as to why the XP feels so random. I'd very much prefer a system where you allocate points into classes based on the character level rather than trying to figure out why two characters trained from the same level have vastly different XPs gains in their respective classes for no particular reason. - The depth of the tactical combat is only surface level. A lot of abilities are simplistic and redundant. The enemy AI fumbles a lot and is only carried by higher stats and bigger numbers. The game ends up grindy without being satisfying. I never felt like I started winning because my strategies improved or my team synergy just clicked, it always just comes down to passing the stat checks with an ever increasing number of opposing defensive and healing abilities you have to plow through. - No saving mid combat. Now, imagine that with the BS random crits or misses that can literally make or break the fight. I might give this another go since it works decently well on a Steam Deck, but overall it feels like going backwards in time without the nostalgia to back it up. It ignores decades of game design that made modern tactical games fun, and just throws DPS and RNG checks at you posing as difficulty. If I had to sum it up in one sentence, it's a test of patience, not tactical prowess.
This is a great little squad level turn based strategy game. There is a reason it won so many awards on release. I'm playing it six years later after release on a Chromebook - and it runs fine, unlike some more recently released games (ie the newer X-Coms). This each member of your squad levels up and gains abilities. You can freely change classes in between combats which gives you access to different abilities so eventually you will end up with characters that are hybrids of various classes. The combat maps are fairly small so combat encounters don't have to take a lot of time. Because the game encourages you to hit foes in the back or sides and there isn't any zones of control or opportunity attacks fights can seem chaotic, and there can be some incentive to turtle up in the start areas. That's not a huge thing since the enemies have AOE damage. Part of the game is figuring out how to spread out enough, while still protecting the squishies. There are enough classes you should be able to find a squad that allows you to play the style of squad you like.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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