
Tactics Ogre, crown jewel of the tactical role-playing genre, is reborn! Based on the 2010 release, the game features improved graphics and sound, as well as updated game design, bringing to life a new Tactics Ogre that remains true to its roots.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 1.22/day in the week to Aug 4 → 2.86/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

Sums Steam only; PlayStation, 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 | $49.99 | 4Kreviews | 72% | — | $7.9M |
| $59.99 | 2.3Kratings | 84% | — | 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 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ChapterIVにて死者の宮殿の攻略を始めた時点でのレビューです、まだクリアはしていません。 久々にタクティクスオウガをプレイしましたが相変わらずシナリオは面白いです、フルボイス化も良き。 BGMも良い、願わくば原曲も収録してくれていれば聞き比べられてもっと良かったかな。 と、ストーリーに関しては褒める人が多いと思うのですが、問題は戦闘部分。 評価を下げている要因は大きく分けて3つあってそれぞれ レベルキャップ、バフカード、装備品だと思っています。 全てに共通しているのは開発の想定した範囲の難易度で攻略して欲しいということだと感じ取りました。 ただ全部が全部悪い要素というわけではないと思います。 バフカードはボスとその他大勢の強さを差別化するのに貢献していて、敵が使ってくる以上はこちらも取れないと太刀打ちするのが難しいです。 途中からボスは上限の4枚所持スタートしてきますが、逆に言うとそれ以上強くなりません。 一度だけ5枚目を取られましたが、取ったカードと押し出されたカードを比べると弱体化していました。 周りの雑魚には取られても然程脅威にはなりにくいです。 よしんば厳しい組み合わせが誕生してしまったとしても足止め手段が豊富にあるので状態異常耐性が穴だらけの雑兵は容易に対処が可能です。 しかしボスはそれらの耐性も持ち合わせていることが多いので、基本的には消耗品で対処していくことになります。 今作は原作と違って装備品スロットと消耗品スロットが分かれていますので全キャラ4つまで消耗品を持ち込めます。 そして最序盤からほぼ全種販売されている上、お金に困ることはまずありません。 よってこれらを駆使して攻略していく必要があるのですが、問題は導線が弱すぎることです。 いきなり50前後の消耗品の選択肢を与えられても情報量に圧倒されるだけで、まともに吟味しようなんて思いません。 攻略に躓いた頃そういえばなんか色々売ってたなと確認しにいきましたが、それすらせずに投げてしまった人もいるのではないでしょうか。 次に装備品です。 原作ではシナリオを進めるとともにユニーク品や属性武器が早い段階から入手できましたが、今作では最終盤まで手に入りません。 死者の宮殿に取り掛かり始めた時点で使っている武器は全て店売り品です、恐らく属性一致等のいわゆる分かった使い方をされるのを嫌ったのでしょう。 バランスは取れているのかもしれませんが、ナーフによる調整なので個人的にはつまらなくなった点だと思います。 これらにレベルキャップが合わさり1戦1戦がかなりシビアでよく言えば歯ごたえのある戦闘となっています。 しかしこれには問題点があって単純に時間がかかりすぎるんですよね。 確かに原作の戦闘はお世辞にもバランスが取れていたとは思いません。 アーチャー部隊、属性一致武器、召喚魔法、ペトロクラウド、オーブ等々戦闘を簡単にしすぎてしまう要素は沢山ありました。 しかしながらそれらが時短に貢献していたのもまた事実で、明らかにやりすぎなものは自分で勝手に縛れば良かっただけなんですよね。 更にそれが遊びの幅にも繋がっていて、タクティクスオウガの魅力の1つにもなっていたと思います。 今作はキャラクターの成長に楽しみを感じ取れない程想定の範疇に収めようとしすぎていて、流石にやりすぎかなと思いました。 長くなりましたが結論としては レベルキャップは難易度選択やオプションでオンオフ可能。 ユニーク装備が手に入る場所は原作準拠、なんなら部分緩和。 ドロップ品は吟味が面倒なので固定ドロップ。 詠唱台詞もフルボイス こうなっていればいうことなかったです。 しかしながらそうはなっていないので今からプレイされる場合は Tactics Ogre Reborn Union Level Removal TOR Micro Overhaul この2つのModの導入を強く推奨します。 フルボイスでシナリオを楽しむだけなら手頃な難易度で楽しめると思います。
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $49.99 |
| — |
| — |
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| 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 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
SFC版、PSP版ともに全ルートクリア。本作もかなり楽しみにしており、PS4版を発売日に購入。 中盤からのあまりにもひどい出来に絶句し、プレイ放棄。諦めきれずsteam版をセールで購入してmodを導入。ようやくまともにプレイできていますが、素の状態ではとてもお勧めできません。 命中率が中盤以降どうやってもほぼ100%になる、異常に低く抑えられるレベルキャップ、焼け石に水のヒーリング、弓の威力をナーフしすぎて使い所が大きく限定されている、攻撃した際に相手の武器属性を反映してしまう問題や通称「オフハンドバグ」などのひどいバグが残りっぱなし、とどめに戦況を運任せにするバフカードと、各所で批判されている点がことごとく受け付けられませんでした。 フルボイスによる演出強化、元から最高だった音楽の更なるハイクオリティ化、スキルが整理されている点など、全てが退化しているわけではないのですが、この戦術性の大幅な低下をカバーできるものではありません。何よりこうしたバグや明らかな調整不足を放り投げてアップデートを止めてしまった、制作への姿勢そのものに強い不満を感じます。 タクティクスオウガの好評以来、似たゲームは沢山出ましたが、やはりこれ以上の世界観と選択の重要性を持ったゲームにはいまだに出会えていません。 PSP版からクラスレベル制を排除し、スキルを整理し、その他小さな不満を解消してくれるだけで永遠に売れ続けるゲームになったはずなのですが、なぜこうなってしまったのか。 現在modでこれらの調整不足とバグを解消し、バフカード無し(取っても効果が反映されない)でプレイしていますが、良バランスで戦術戦略を楽しめています。素の状態と比較しても、「やっぱりバフカードは不要」としか言えません。
Why a thumbs down? simple the level cap mechanic; It is so poorly thought and and garbage, it does nothing but hinder the experience. It is very likely, for example, that you reach level cap on the first fight of a multi-fight dungeon, every subsequent room just giving you... actually nothing, if you dont beat the bonus objectives/manage to collect loot dropped by enemies (if even that). Its made worse by the UI actively showing you how much EXP you would have gained had you not been at level cap. And I've been informed that this issue gets WORSE in post game content, where enemies will keep getting stronger way past your level cap. This one mechanic absolutely ruins what would have been an amazing game otherwise. Well, that and the sprites, the sprites just absolutely do not match the tone and feel the game is going for.
tldr; You can mod a lot of things back at nexusmods but what a pathetic state to release game in. There are some just baffling decisions made in the name of balance. It's more balanced, the player choice is balanced out of the game. TO:LUCT is a wonderful game - play PSP version, it will do better job of being trpg. - There are no longer any random battles. A lot of maps are "one and done" deal. Even those you grew to love - Rogue class is just gone. Why? No clue - TP and MP are now rolled into one which encourages finishing move spam and discourages magic. - Most of TP skills are now random procs you raise chance for with "autoskill cards". It still adds to your RT but now you have no control over it. - No more buildmaking. You get 4 skill slots, SP is gone completely, no more cross classing skills. It was a beautiful system that encouraged you to rotate characters in and out and also to try different classes. Not anymore. - Only 4 magic slots. All elemental status magic is gone apart from black magic. Not even soothing rain survived. - Some of the ost sounds worse than PSP remake. Compare TO LUCT and TO:R Showdown track for best example. Live performance doesn't excuse horrible mic placement and mastering. - With all the screen real estate game manages to show less info than PSP version - Card system is annoying taking time for each card appearing. I see what they tried to do but it's yet another RNG layer you can't control
SFCの時点でほぼ完ぺきといってよいバランスと操作性だったのに、改悪されてただの運ゲー化してしまった。制作側がリメイクするからには新しい要素を入れないといけないと思ったのか知らないが、バフカードとかレベルキャップとか不要な要素が入れられている。マジで余計なことするな。 せめてクラシックモード的なものか、バフカードなどの新たな要素をON/OFFできれば救いがあったと思う。 また、レベルキャップがあるためステージによってはボス的が自軍の2レベル上かつバフカード4枚持ちということがある。こんなのにまともにやっても勝てるわけない。 1レベルの差が命中率や攻撃力に大きく影響するので、せめてボスと同じレベルまで育てられるようにすべき。 そして命中率の補正が正面でも後ろでも同じというシミュレーションゲームにあるまじき仕様。 などなど、システム的にものすごく不満が募るリメイク作品ですが、他の方のレビューでもさんざん言われていますが、レベルキャップ外すのと命中率などの補正NODを入れさえすれば神ゲーに様変わりします。 素が神ゲーですので、余分な贅肉を落とせば面白いに決まっています。 買ってから途中で投げていたが、MODの存在を知り再びやる気がわいてきました。 まだクリアまで行っていないが、間違いなく全ルート攻略するまでやるつもり。 神MOD作ってくれた方に感謝します。
レベルキャップとバフカードが不快になるレベル 余計なことをせずに普通にリメイクしてほしかった
[h1][b] TLDR: A tactics game that obsessively kneecaps the player at every turn with level caps, pre-buffed bosses, and constant numerical disadvantage until any semblance of fun has been balanced away. [/b] [/h1] [h1]PROS: [/h1] ➕ Art style ➕Fully voice acted ➕ Difficult choices that change the story ➕Going back multiple turns to pick different moves is an amazing feature [h1]CONS: [/h1] ➖Level cap is annoying ➖Buff cards are dumb and sometimes frustrating when the bosses come pre-filled with them ➖Game freeze count = 2 (Steam Deck - can require changing proton version) ➖Story can be confusing with constantly dropping names who I don’t remember who they are and how they fit into the political climate ➖Many “Dark Souls”-style of quests - easily missed, and you'd never find them unless using a guide [h1] [b] Content (Game world/Narrative) – [4/10] [/b] [/h1] The game world consists of and overworld map and the battle maps. The overworld map has a variety of areas to visit, but it’s a completely on-rails experience that you cannot deviate from. You can visit shops and train, but it’s all very linear with zero exploration potential. The narrative ebbs and flows between decent and terribly boring. I found Chapters 1 and 2 to be decent, but 3 and 4 dragged on and got a bit boring. Furthermore, it’s such a pain to remember who is who when there are so many characters, and how they fit into the story. There’s a somewhat big reveal around Chapter 4, but by that point I was so disinterested that the build up fell flat for me. I didn’t want to partake in any endgame content and just wanted it to end. [h1][b] Gameplay (Mechanics/Difficulty) – [4/10] [/b] [/h1] The gameplay loop consists of building out your party, then entering battle. It’s very similar fundamentally to other games like Final Fantasy Tactics, but it does change things in a way to make this game different, and definitely not for the better. The best way I can describe Tactics Ogre is if the game has balanced all the fun out of it. It’s almost like a MLG competitive type game, but single player, where the game painstaking tries to kneecap you and your fun at ever turn in the name of balance so that the player never becomes strong enough to dominate a fight. And boy does it love to relish in your pain. The typical fight, for about 90% of the fights, you are out-numbered, out-geared, out-spelled, and out-buffed, and have to only kill a single person on the enemy team, the most powerful, of course. No matter how much you grind levels, you are always behind, because there is a slowly-increasing level cap that prevents you from becoming too powerful. No matter how much you try to play defensive, the game forces you into the ball of enemies in the middle of the field, or else you are losing out on valuable random buff cards like attack+ or magic+, you know, the ones that the enemy bosses happened to come fully buffed with and will constantly 1-shot you. I would say this game can be very difficult. Every encounter is nearly insurmountable if you approach it like a normal turn-based RPG. Instead, you often have to play very defensively, while waiting for the enemy to move out of place and then blow them up, ideally the target to end the fight since you often don’t have to kill anyone else but a single person. [h1] [b] Graphics (Quality/Technical) – [5/10] [/b] [/h1] The graphical quality I found to be great, at least on Steam Deck. On my deck, with the lower resolution, the game looked very good, easily PSP/PS2-era. When I played the few times on my desktop PC though, it looked less great. The higher resolution brought out the overly-pixelated sprites and the UI that filled up the entire screen. This appeared very much to look like it was made for handhelds. The technical side is okay. It ran mostly fine, though I did encounter a few freezes making me have to redo ~30 minutes of a fight multiple times, though I understand this to be an issue on the Proton side of the Deck, not a desktop issue. I didn’t notice any bugs. 1440p @ 240hz | installed on SSD [h1] [b] Audio – [6/10] [/b] [/h1] Music is okay, nothing noteworthy. The reason I’ll give this category above average is due to the full-voiced dialogue. As far as I can tell, every line is spoken and it sounds great. [h1] [b] Replay Factor (Longevity) – [6/10] [/b] [/h1] There is some good replay value here. There are 3 routes to go with the story - Law, Chaos, and Neutral, each with their own outcomes. Also, after the story there seems to be a rather expansive endgame with a dungeon that has something like 100 floors in it. There’s also a lot of grinding to be had in grinding out class unlocks, monster capture, ect. [h1] [b] Final Verdict – [4/10] [/b] [/h1] Tactics Ogre: Reborn (TOR) has been an interesting experience. On one hand, I have a very fond nostalgia for many of its mechanics. As Final Fantasy Tactics was one of my favorite games of all time, TOR makes me feel right at home with how it looks and plays. On the other hand, the deeper gameplay is both frustrating and so unappealing that I’ve considered dropping it multiple times before getting to the end. Since I’ve persevered and finished the game, I have no desire to do any endgame activities or further play the game, as it’s left a sour feeling with the severe lack of fun that the game has. Most of my issues can be read in the Mechanics section, but to summarize, I find it annoying and unfun how much the game goes out of its way to gimp the player while buffing the bosses to absurd strength. The level cap is simply dumb, and the random buff cards during battle are completely out of place for a game that otherwise tries too hard to provide a tactical experience. What does the game do good? Superficial things - Art, graphics (at least on the Deck), voice acting, all good. But these are largely things that I don’t care about in an turn-based RPG. These are icing on the cake for me, and if the mechanics and story aren’t great, then it’s not good. In this case, TOR does nothing for me that is worthwhile for this genre. Overall, I cannot recommend TOR. Stick to FFT. [h1] [b] Recommend? (Price) [Y/N] [/b] [/h1] [h1] [/h1] $50 is a tough sell. There’s over 50 hours of content to be had, but also It’s not very enjoyable. The historical low is $15, which I’d say is a great price point. You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
needlessly reworked to the point where character building is just not fun. go play the psp version instead.
Why would they tie your level cap to story progression?? Also, I played this as a child, and I thought maybe I had some false memories going on but no, I was right, they changed many things that this could be considered a new game outside of the story/characters possibly. I really wanted to like this game and I kept trying it but after 30 hours I can legit say, I'm not having a good time.
This review is aimed at people who have played Final Fantasy Tactics and wondering whether to buy this (I enjoy both). In short, they are broadly comparable - the main difference is that there is a lot more late-game/post game content in TO but that is quite grindy. In terms of mechanics, TO is more of a slow burn and you are more limited in terms of the number of abilities you can equip in battle, but there is more variation in the long run. It is generally quicker/easier to get OP in FFT but there is a higher ceiling for that in TO if you grind for it or come up with interesting builds. TO generally has bigger maps with longer battles, but with some of the battles that might mean you don't get into combat for 3 turns while manoeuvring to the enemy. In TO using consumable items isn't restricted to a class so you'll probably use those a bit more than in FFT. in terms of story, I think FFT has the stronger start but in the mid/late game they are comparable with a similar feel of different factions vying for control. TO also has some actual story choices that change the story and what characters you can recruit and who survives. This means there is a lot of replayability. Also if you like using proper named characters with some kind of backstory even if brief, then TO is better at providing more of those consistently throughout your playthrough. In terms of difficulty for the main story I think they are comparable at providing a moderate challenge - FFT uses level scaling while TO has it so your level is capped at a particular level depending on how far you have got in the story. The main difference is that TO has a lot of late-game/post-game content which I think provides more challenge that FFT. However, that extra TO content is quite grindy and getting the good loot drops is also a pain, so I did get fatigued by that. I think it is actually possible to spend 1000s of hours on TO (more so than FFT) but that would only appeal to a few people who really enjoy grinding stats or trying out lots of different builds. In terms of aesthetics, side by side in isolation I say that FFT is more unique/interesting with TO a bit more generic, but on the other hand if you've played many other FF games then you'll mostly just be seeing iterations of job classes/monsters you have seen many times before. The soundtrack is comparable as it's the same composers. I think the overall standard of voice acting in FFT is better but TO is still mostly fine.
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Where this game's players are, estimated from review languages.
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