
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
大好きだったゲーム。SFC版では「開発元にハガキください」の表示が現れるほどやりこみました。 もう一度あの日の楽しかった日々を再現したくて購入しましたが、あ~あ、、、って感じです。 追加実装されたバフカードが強すぎて、敵に取られたら積むので防衛ラインを崩して無理やりにでも取りに行くしかありません。戦略も戦術もないです。運で近くに沸いたカードを拾っていくだけのゲームに成り下がりました。 はっきりいって超つまんないです。返品したい。
原作ファンだったので楽しみにしていたのですが残念です ランダムカードとレベルキャップにより、開発の想定した攻略法を探すのがゲームの目的となっています どのブログを見ても攻略法はほぼ一つで、ダラダラしたステージを都合のいい確率を引くまで時間を巻き戻し同じことを繰り返す前提です 松野ファンだから彼の作品であればいい、という方におすすめします 往年のオウガファンですが、人生で初めて難易度ではなく興醒めと怒りでクリア前に投げました 追記 足場のエレメントの不明瞭さ、WT調整という{タクティクス}な部分を置き去りにしてランダムカードがタクティクスだと言いはる程度の低さ。1/500まで装備品やAGIを調整し敵に割り込むといった戦術もなし 今回のはほぼ全員100前後のWTという固まりやすさのため敵はターン制のように固まって動いてくる おびき出して各個体撃破しようとしてるのは開発側 WT,こちらが同じ数字で揃えても割り込んでくるのに敵の場合はほぼ連続で動いてくるのなんででしょう? 補助魔法?当たらないしそもそもカードが湧くので無駄な行動してられません このゲームは難しい訳じゃないから甘えるなと擁護している方が散見されますが、我々が嘆いているのは難易度ではありません 理不尽さと戦略性の無さ、タクティクスオウウガを名乗ることに嘆きと怒りを覚えているのです クエスト版がいかに素晴らしいか本当に知らないから擁護出来るのですよ
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 |
| — |
| — |
| — |
| 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
★★☆☆☆ 本家SFCタクティクスオウガを期待すると痛い目に遭う ストーリーは最高で追加イベントも悪くないが、あまりに改悪点が多すぎる SFCは史上最高傑作だが、本作は微妙すぎる スクウェアが関わると最高の神ゲーも最低のクソゲーに変わりますね。 以下、微妙なポイントを記す - バフカードが邪魔。結局バフカード取得ゲーになるので戦略もクソもない - AIが悪すぎる。補助魔法を使わない、HP少ししか減ってないのにキュアエキス使う、後衛指示なのに前にツッコミ勝手に死ぬ、蘇生直後でHP瀕死なのに前へ突っ込み攻撃再度死ぬ。適当に組んだんだろうなーというお粗末すぎるAIプログラム - バランスが最悪。SFC版は完璧なバランスで戦闘が楽しめるが本作はFFTのように前へ行って大技打つだけの大味すぎる雑な仕上がり - 一部魔法の改称。ヒーリングやヒーリングプラスといった魔法を何故改称した??レザレクションってなんですか?ファイアストーム123とか適当すぎ。本家に敬意が感じられない改悪 - キャラグラが悪い。本家は素晴らしいデザインだが、どうもデザインが微妙すぎる。原作の雰囲気を知っている人ほど違和感を覚える。 - 無駄な戦闘が多い。特に禁呪探索イベントで1つにつき6戦闘x6箇所で36回も戦闘させられる。最後以外消化試合の雑魚戦だから完全に蛇足。
It is pretty funny seeing so many negative reviews complaining about the level cap. Tactics Ogre remains the best tactics game ever made, and Reborn thankfully dialed back a lot of the stupid ♥♥♥♥ in the PSP version and made it more in line with the original game. There's insane amounts of post-game content here, a great story, beautiful soundtrack, great characters, and challenging encounters. Despite Square leaving the game with some bugs (namely tooltips not accurately describing what a resistance does, damage bonuses not applying correctly for one type of niche 2h weapon on magic users), it's still an easy recommend.
I’ll be the first to admit that Tactics Ogre: Reborn is not a game for everyone - but for those willing to commit, it honestly offers one of the richest tactical RPG experiences out there. At its core, TO:R is a tactical/strategy take on the JRPG formula, set against a backdrop of high fantasy and political intrigue. You command up to 12 units on an isometric battlefield, manually deciding every movement, attack, and ability. Battles can be long, repetitive and demanding, with loads of filler encounters sometimes padding progression between key story moments. It’s a grindy game, ,and unapologetically so. While most modern titles clock in a 30-40 hours, Tactics Ogre can easily demand 150-200 hours, especially if you aim for BiS gear and deep dives into the myriad of endgame dungeons/content that the game has to offer. Beneath this demanding gameplay, however, lies one of the most compelling stories in the genre. This is a tale of civil war, betrayal and ideology, where the protagonist Denam navigates three distinct routes with radically different outcomes. Despite being decades old, the narrative still resonates today, offering sobering commentary on the atrocities of war and the divides of class and power. The lore is further enriched by an in-game codex that gives context to nearly everything: even minor enemy commanders get their own entries, which honestly fleshed out the world in impressive detail. This remake further elevates the storytelling with full voice acting. I personally played in Japanese with English subs (cos #subsnotdubs), and while the performances were excellent, I did notice that some English text didn’t quite match the spoken lines on occasion. The overall intent and meaning were preserved, but the discrepancies were admittedly distracting. For completionists, be warned: 100%-ing Tactics Ogre: Reborn is a major undertaking. You’ll need to play through all three major routes (at least till Chapter 3), defeat the final boss twice (once on Law and once on Chaos/Neutral), and also tackle the massive 100-floor Palace of the Dead. A special mention regarding Palace of the Dead - you’ll have to complete it in Chapter FOUR and not CODA, otherwise the relevant story battles will not show up. Only the first CODA episode is required for achievements, thankfully. By the 100-hour mark, I was fatigued enough to skip the rest of the bonus content and simply wrap up my completion run. That said, if you’re up to the challenge, here are a couple of resources that proved invaluable during my playthroughs (and trust me, you’ll need it given how expansive this game is): - https://www.reddit.com/r/Tactics_Ogre/comments/10ahh5o/ive_made_a_chronologically_recruiting_visual/ (A visual guide for recruiting all characters listed in chronological order) - https://www.neoseeker.com/tactics-ogre-reborn/walkthrough (Neoseeker which has pretty extensive walkthroughs, guide maps to end-game dungeons, a farming/drop-rate guide and other assorted useful stuff). In summary, Tactics Ogre: Reborn is not just a game - it’s an investment. The grind can be exhausting, but the payoff is an unforgettable story, a richly built world, and some of the most rewarding tactical gameplay ever made. If you’re a fan of strategy RPGs and have the patience for a long journey, this is absolutely worth your time.
Yes, but ONLY IF some things are fixed. If you don't like what you see below, don't buy this game. Watch a story video on YouTube and save your money. 1. The Steam / PC version has massive random cutouts of the Xbox controller. For no reason, at any time, it will stop taking your input. This game must put the controller as the HIGHEST PRIORITY, as a mistake in input could cost you one of your soldier's lives, and lose the game for you. 2. A confirmation dialog MUST come up before you can attack your own soldiers. See #1. The only time you should be attacking your soldiers is when they're charmed and you have no cleric to cast Ease on them. 3. Ease should cure ALL OF THE NEGATIVE CONDITIONS AT ONCE. It currently ONLY cures one condition, it doesn't ask you which one, and it usually chooses the least lethal condition to cure (like weakness to lightning, over the condition that causes stumbling [attacks automatically miss] or charm). 4. The party can carry 1000 of each item, but each character can only carry >> 4 << in combat. This makes the time between combats an inventory nightmare. 5. Likewise, you can only carry 4 spells. And 4 skills. 6. Even as far as Chapter 3, you cannot buy MP refill items, nor craft MP refill items unless you find Magic Leaf items on the battlefield. This makes conserving MP refill items mandatory for boss battles. Again, not fun. I like Final Fantasy Tactics. Story-wise, this game follows the story arc of FFT almost beat for beat, and I like that. But it seems that Square took the *** worst *** parts of FFT, and added more bad things, and came up with this game. FFT was smooth, and inventory management was virtually non-existent - you bought everything you need in the party inventory, you equip your people, and in combat, inventory is shared. This game is radically different. As I said above, you only get 4 inventory slots per character, and you can have 100 characters (but only 12 per battle at most). A shared inventory would have done away with that mess and made the game fun. You can only select between 10 human characters when hiring a new characters - if you want non-humans, you have to convince them to join you, which generally has a base 30% chance of success, even if you drop them to near 0 HP (don't use pincer attack anywhere near a character you're trying to convince - you'll kill them every time...and you don't know just how hard it is to convince a rare flying cleric). Worse, when you hire a character, you have to change their class immediately to get the class that's not one of the original 10 (Witch / Warlock, Dragoon, etc). It's not intuitive, and it's not fun. There are no quality of life improvements, such as going into the shop and have the shopkeeper equip your new character with the best gear possible, based on the class and weapon skill you chose (there are a lot of them, and even in chapter 3, you haven't unlocked all of them, like spellbooks for Witches, which makes no sense at all). Then there's the maximum level cap...FFS, this concept is good for developers, but the worst thing for players. Especially when the gameplay is not balanced properly even after you hit the level cap with all your characters. In order to get out of Chapter One, you need to max all of your characters to the current level cap, and then try not to die while taking out the leader in a really hard battle, who takes little damage from your underpowered characters. If you really, REALLY want to play a FFT clone, play Fell Seal: Arbiter's Mark. It's fairly well-balanced, and doesn't have too many bugs. It scratches the FFT itch very well. If you MUST play this game, get on GameFAQs and read the FAQ as you play. This game is merciless if you don't pay attention, or if you choose the wrong skills, go in without enough items, or the input cuts out, you end up killing one of your character by using a weapon skill instead of a healing item, and your whole mission implodes because you're down a fighter you absolutely needed to win. Also, before starting a battle, SCOUT THE BATTLE, so you know what to expect. Fighting 4 beasts without a dragoon with the beast killer skills (2 of them, one for you and one for everyone around you) is asking for death, no matter how good your fighters are - remember the level cap. There is a crafting glitch that allows you to make infinite money in Chapter 3 crafting blowguns. But honestly, even after you've crafted everything you need, the other problems keep kicking you in the head. After some battles in Chapter 3, a new section of the random battle POI opens up...but the last section of it sees you fighting your 12 characters against *** 18 enemies ***. Even with my best lineup, I almost lost because they have charmers on their side, and the Ease problem forces you to attack your own characters to get rid of the charm effect, which is fewer hits on your opponents. It's a headache. I'll probably finish the game, because I want to see how it ends. I doubt if I'll ever play it again afterwards, not without fundamental changes like I listed above. As always, YMMV, but if you buy it, it's on you. Don't say you weren't warned.
Did pretty much everything there is to do in the game as well as 100%'d the achievements just so I can confidently say this is the most tedious game I've ever played. Some would say the developers decided to respect the players time by adding in a mechanic called the chariot which allows you to roll back your turns a maximum of 50 times per fight. And I say those people are smoking the same ♥♥♥♥ the developers were smoking when they added in said mechanic. Yes, you can roll your turns back but the problem is the entire game is now built around that system. They didn't change any of the tedium cause they thought, you know what, lets not change the incredibly low drop rates and incredibly low recruit rates to make the game better. No, lets just lazily give the player practically infinite turns to bash your skull against until you finally recruit that unit or finally get that 5% drop. Did I mention the turns work on a seed based system? Meaning when you roll back a turn to try and get a drop, you have to do something entirely different from your first turn. Which leads you to moving your unit to 30 different squares, one at a time, every single time until you either get your drop or recruit the unit you're going for. The entire game, especially the late game, boils down to this tedium. Truly, what the ♥♥♥♥ were they thinking. There's also the whole Union system that level caps your entire squad based on where you're at during the story. Want to grind out a couple levels to get a slight advantage over the next fight? Nah. You wanted RPG mechanics in an RPG? Too bad An otherwise good game absolutely dragged down by the newly implemented systems and mind boggling decisions. Play Final Fantasy Tactics instead.
I am one of those people who enjoy over leveling my characters. I tend to play these types of games so that I can watch TV and do battles without really thinking about what I am doing in the battle. I hate the level cap. If I want to grind and over level my characters, that is my choice. That should not be prevented by the developer.
to everyone complaining about the level cap; On your first playthrough it is not apparent but it is lifted at the end of the game, and post-game you can replay the story at any point where you can make different choices. Your level is synced to that point in the story but you keep your post game skills spells and items. The cap is actually just a very smart redesign that is just poorly explained, and it helps prevent you from powering through old encounters but lets you bring your cool new stuff to them.
今作初めてプレイした民です。 ファイヤーエンブレム、大戦略 シビライ ディスガイア ターン制のゲームは大好物です。 ストーリーはすごく良く僕にはささりましたが それ以外が面白くなさすぎるもったいない作品です。 僕の中では神ゲーにもなりえた作品です。 何度も言いますがマジでもったいない作品です。ガチ まず大前提戦闘中にアイテムを使うことを強要させられます。 基本的に自分より相手のが強く設定されてる以上ありとあらゆるアイテムでのデバフや自分自身の強化を しなくてはなりません ということは勘の良い人はきずいたはずです、そうクラスもデバフよりのほうが強くなるのです。 例えば弓は盾職に攻撃してもダメージはほとんど通りませんなのでデバフをかける役となります。 じゃあ柔らかい敵を落としに行けば良い思いますよね?敵の弓、魔職は後方です なので弓で倒すという方法が基本的には取れません(例外)がいますが そこで出てくるのが魔職です敵のタンクをさっさと落とすには手っ取り早く強いです。 ですがこの魔職中盤以降強くなるので序盤は影がめちゃくちゃうすいです。 かかるかわからないデバフをかけるぐらいなら近接で殴ったほうがはやいです。 命中率アップというのがあるのですがタイミングよく発動してくれればよいのですが 自分が今こそ命中率アップと思った時にはだいたいかかりません。 カードバフがどうのこうの以前の話で戦闘が全く面白くありません 毎回毎回毎回 毎回お薬でドーピング決めて殴るだけ 逆に相手にデバフかけて毒で殺したり、麻痺させたり色々です。 これの繰り返し戦闘にバリエーションがありません それに魔獣やドラゴンがいないときついところが何個もありました人間のタンクじゃ ものたりないんですよね 結局自分が言いたいことは自由がないんですよね戦闘においてもクラスにおいてもアイテムもしかり この戦闘に何が何でもどういう手段でも勝つんだって人はこのゲーム向いてる思います。 自分みたいにありとあらゆる手段をためしてみて最後にアイテム使ってあーやっぱりこの手段しかないのかー とかクラスも色々なこうせいをためしてみてやっぱりこのクラスしかいないよなーとなったとたん萎える人達は自分と同類なので向いていないです。 自分自身の美学みたいなのがある人達ですねwww あ、あとバグも修正されずにのこってるはずなので、購入される前に必ず自分が納得できるものか確認後 購入されることおすすめします。
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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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