
Kingdom Solaris has been laid low. A former soldier must learn what it means to be a surrogate father in a dying nation. To make ends meet, he turns to the Mercenary Guild for work. Build your company’s forces, overcome impossible odds, and stumble upon ever greater threats to the realm.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 22reviews | 95% | — | $12.2K |
| $19.99 | — | — | — | 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.
Engagement
Reviews
As a big fan of SRPGs like Shining Force and Final Fantasy Tactics, Superstar Strategy is an excellent entry into the genre. This game has a multitude of characters and abilities to play with. The levels are well thought out and the gameplay is quite engaging. I love what the developer did with the menus. You have all the information you need to make complicated decisions in a very accessible format. It's totally worth the price, too. BTW, the developer (bless his heart) is very, very active on the Steam message boards and will promptly respond if you have any questions or ideas. This is always a big plus for me. Just one criticism: why the "super" generic name for this game? Why not Valiant Strategy or Heroic Strategy or something like that? UPDATE: So I just wanted to elaborate more on the game after putting in more playtime. This plays very much like the Genesis Shining Force. Your characters and the enemy take turns moving and acting each round. Interestingly, you can move your characters in whatever order you want but the enemy will move according to the turn order. So what this means is even if your main character is next in line to move, you can move another character instead but this doesn't affect the enemy turn order. So, for example, if you decide to move your archer instead of your main character to take out an enemy that is farther away, your hero character may get attacked by an enemy that was next in turn order to attack him. I like this system because it allows for a little more strategy in how to approach each level. Also, the campaign has a decent story. You recruit new characters almost every level and it seems to be fairly long. I was actually surprised to see that I wanted to learn more about some of the characters as the story progresses. There's no real experience gains during missions, but you do get stars. Each star allows you to unlock a new move to use in battle. Otherwise, your stats remain the same throughout. I believe that at some point your character will advance in class, but I haven't gotten up to that yet. Finally, that battles are no cake-walk. If you do not manage your army, you will die. I had this happen to me on a level and it was totally my fault because I split my team thinking that it wouldn't be a problem. So far this game has managed to keep my attention away from Elden Ring, so take that for what it's worth. Overall, I'd give this an 8.5 out of 10.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $12.2K | 58 | 48% | $14.38 | |
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| $12.2K | 86 | 60% | $4.99 | |
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| $12.2K | 58 | 66% | $9.99 | |
| $12.2K | 53 | 100% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $43.2K | 88 | 89% | $19.99 | |
| $27.6K | 77 | 92% | $12.99 | |
| $29.4K | 65 | 94% | $14.99 | |
| $7.1K | 17 | 94% | $14.99 | |
| $6.3K | 80 | 100% | $5.24 | |
| — | 0 | — | — |
Languages: English
Hours played at review time, across 22 reviews with recorded playtime.
Amazing amount of work for a single dev! Everything about the game feels extremely professional, from the UI to the graphics to the gameplay systems. Really surprised to see not just a campaign, but single scenarios along with co-op and vs multiplayer modes. Only touched the surface so far, but I'm really liking the twists on the standard Fire Emblem formula. Works great on steam deck! Will update once I have the time to fully play through, but wanted to get an early review out for support.
Fantastic game with an impressive amount of content and variety. Hidden tactical gem. Can't recommend it enough.
I love strategy games, especially turn-based ones like Fire Emblem, Battle Brothers, The Banner Saga, and XCOM. Recently Final Fantasy Tactics was rereleased, which I also seem to be a big fan of! Anyways, Superstar Strategy came up on my watchlist and it ticked off all the right boxes in theory. So I thought, why not throw about 20 Euro in the off chance that this really does fit my tastes? Well, hooboy. This game is fresh out of the oven, and wow, I really like the flavor! For one person to have done all of this is really impressive to me, so compliments to the chef. The turn-based strategy genre has done nothing but eat good lately. A snappy strategy with nice pixel art, catchy melodies, turn-based combat which *feels fast*, and unit progression! Honestly, so far as I've heard, they've really done a great job with the art style and sound design. And also worth noting: a story! I didn't really expect there to be a story, but so far it seems nice enough. Without spoilers, the first mission took me a little off-guard. I'm excited to play more, but wanted to throw out this review because I think solo devs who do a good job should get all the vocal support they deserve! Viel Spaß!
良ゲー 見ての通りのSRPGだけどRPG色はあまり強くない 少なくともレベル上げて無双する系ではないな 始めたばかりで難易度とかバランスとかはまだわからんけど、 このゲームには開始5分で分かる良い点がある 操作感&UIが非常に優れている。 インディー、なんならメーカー製でも軽視されがちだがこのゲームではしっかり作ってある。SPRGではとびきり重要な要素よ アニメーションや効果音も小気味良く触ってて気持ちがよい、チュートリアルもかなりしっかり作ってあって素晴らしい これ一人で作ったゲームなんだってさ。凄いよなw
For what it is it's great, but it has next to no real rpg progression. I would have preferred unlocking better weapons, advanced classes, more equipment slots, that kind of thing. As it stands it feels more like a board game than a true rpg, but it fulfills that niche quite well and has some good writing to accompany it. Solid 8/10.
THANKS for designing this game! The game is quite good. I've only played the first two battles so far, and I haven't continued because my English reading skills have declined over the past few years, making it a bit exhausting to read (lol). The first two battles beautifully showcase the charm of pixelated strategy games in terms of visuals. Gameplay-wise, the shield and health mechanics—common in DBG—are a refreshing and innovative design in turn-based strategy games. The terrain, character abilities, and various interactions between them demonstrate the developer's exceptional talent. I'm eagerly awaiting a Chinese language update! (translated by AI)
I'm pretty early on to be leaving a review, but without more time to play I wanted to at least throw in my two cents to add to the limited reviews currently available. Initial impressions are favorable, the tutorial missions have shown the foundation for a competent strategy RPG. Tiles with terrain effects seems plentiful without being overbearing, units seem like they will have distinct identities, and even in the first three missions there's enough going on to keep you engaged. I did not like the look of the UI in the screenshots but it is much more navigable in game than I initially expected. A couple initial comments to give some feedback for the dev: 1. Some tiles/terrain can be hard to make out, it would be nice if there was a way to quickly highlight all terrain tiles. It would also be nice to be able highlight all or a selection of enemy movement areas to show the player what areas are safe without needing to manually calculate each enemy's movement. 2. My thoughts on this could change later, but I feel like effects that read "lasts until the next round" (such as guarding) should instead last until you next activate the unit. If you guard with a unit that you selected last in a round, they will not be guarding if immediately attacked by the enemy that moves first in the next round. This feels a little counterintuitive, though it might end up making more sense as the game gets more complex. Overall a very promising first impression, and I look forward to playing more.
Tactical gameplay is engaging and the graphics are bright and (after a time) easy to follow. Can't wait to dig deeper into the gameplay as it's very promising
A fantastic indie gem brimming with love and cohesively built battle systems. I wish there were more RPG (choice/character development) elements though it is clear that the lack of them was a design decision likely due to resourcing issues (single dev).
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