
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 | 4.6Kreviews | 73% | — | $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
From the beginning it's pretty bad. Not the game itself, if you've never played Tactics Ogre this is a perfectly fine experience, but compared to any other version it's really bad. The graphics are smudgy, with the kind of bad anisotropic filtering common in smartphone ports. The problem is that a PC screen is way too big, so everything looks far worse than on a phone (which already isn’t great). The baffling thing is that there’s no filter to change, maybe with different options to let each player choose the least visually offensive result. What you see is all you get. The gameplay was changed in the strangest ways. The auto-effects are pretty cool, pleasantly adding a bit of RNG and making some skills more viable, but they're overshadowed by the random card mechanic, which adds visual clutter for no reason. I don’t want to move my units into random positions to obtain random bonuses that appear with no rhyme or reason and far too frequently. A really, really sloppy remaster. Bought at a discount, regretted fast but not fast enough. I’ll just pick up the PSP version again.
Media

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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
| $14.99−70% |
| — |
| — |
| — |
| 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
This version of the game ruins many of the combat encounters by nerfing the skill attributes of most units and introducing a new card system that adds a lot of fight-deciding RNG to every battle. If you're just here for the story, it's still one of the best ever told in the medium. If you care about gameplay then I strongly advise that you play the PSP Let Us Cling Together version with the One Vision mod.
スクエニはもうダメなんだなって思った。 本当に悲しい。
多過ぎるバグ、設定ミス、調整不足 それらがある時点で「クソゲー」と呼んでも差し支えない出来です。 あまりにも多いため、ここには書ききれません。 どんな問題なのか知りたい場合は、「リボーン クソ どこ」「バフカード ゴミ」などでインターネットで検索して調べると良いです。 そんな惨状のくせに、プレイヤーを苦しめる・困らせる・不快な気分にさせる事だけは非常に丁寧です。 戦略ゲームなのに運ですべてひっくり「返される」(返す、ではありません。プレイヤー側はひっくり返す事ができません。)、プレイヤー側が徹底的に不利になるようなレベルキャップや装備・魔法ラインナップ、敵にだけ強烈なバフ、全く使い物にならない投射武器、1ターン目に範囲魔法クリティカルで確殺してくるボス、 などなど、とにかくプレイヤーを締め付ける方面にだけは力が入っています。 それをやる時間で、もっとまともなゲームが作れたはずです。 現代人はこんなゲームをプレイする暇は無いはずです。もっとまともなゲームに時間を使いましょう。 購入はおすすめしません。絶対に買ってはいけません。
正直、SFC版のをそのまんまプレイしたかった。 SFC版であれば妖精、スケルトン、リザードマン等といった亜種もバリバリ活躍させることができた。 アイテムドロップ率は渋く、ひたすら場所を変えてドロップをやり直す作業が連続する苦行。 命中率は背後から襲っても100%。回復魔法は、回復量がHPに見合っておらず。マジックリーフは店売りしてないし、合成できないし。 エンジェルナイトやバッカニア等で重点的にレベル上げしようにも、勝手にレベル上がるし。ボスキャラは開始からバフカード4枚+レベルが上で、強制的に苦戦させられる。 よくもまあ、あの名作をここまでにしてくれたな、という思いです。こんなリメイク誰も望んでいないのではないか。
やっぱゴミかもこのゲーム・・・ ガチガチに固められた難易度調整、それに伴い追加された「装備の強化」という面倒な要素をユーザーに押し付け。 そのくせレベルキャップがあるのに特定のボスはプレイヤー側のレベル上限+2に1ランク上の魔法にアイテムを装備していてその上でステータス補正が4つほど追加でかかっているのに、苦労して倒したボスは固有装備を落とさない。 調べてみればゲームクリア後のお祭りステージでまとめて入手とか言い出す始末 初見で楽しみたくてあえて調べずにプレイはしていたがあまりにも酷くて嫌な予感がしてキャラの仲間にする条件を調べればキャラによっては隠しステータスで仲間になるならないがあったり クリア後に分岐をやり直せる要素があり、調べてみればLルートからクリアすることを前提に作られてる。 伝説のオウガバトルのBGMでテンション上がってたけど酷過ぎて上がった分より下がった・・・ 疲れるんだよね、上げすぎた難易度に対応するために準備して苦労して倒すの。 だってHP800~1100の状態で遠距離範囲でHP6割近く飛ばしてきたり必殺で10割飛ばされるのに回復魔法100とか200しか回復しないんだぜ? それなのに敵側は1ランク上の持っててランダム発動のはずの回復UPが当たり前のように発動して400とか回復するし・・・ それに対応するために6段階上の7~10割合回復するアイテム合成して用意して、ヒーラーがゴミだからアイテム投擲できるジョブに変えて投げる必要があるってさあ・・・
久々に最初からやり直してる。このゲームでよく言われる「ボスが強すぎる」「バフカードを取らないと勝てない」というのはおそらくボス相手にバカ正直に真正面から立ち向かってる(当然ワンパンされる)、魔法系デバフで何とかしようとしている(効果薄い)、困ったらLvを上げるしかない等と考えてしまってる(SFC版でクレリック法を多用してた?)。これらは店売り消耗品のデバフアイテム「生贄の烙印(物理攻撃力低下)」「言霊の魔石(魔法攻撃力低下)」「覇王の蜂蜜酒(物理防御低下)」をビーストテイマーのスキル(Lv7)であるアイテムスリングを使って中距離から投げ当ててやるだけで難易度激減する。バフカードを拾いに行く必要は全くない。 ドラゴンやナイトなど敵の進路妨害できて固くてHPの多い壁役を2~4体準備してHP回復アイテムを持たせておけばさらに難易度は下がる。 消耗品購入の資金が足りないというなら稼ぎどころが準備されているし、ゲームのバグ(アイテムの作成&売却価格の設定ミス?による稼ぎ)に手を出すならさらに難易度はさがる(中盤から手に入る爆弾やHP大量~完全回復アイテムが実質無制限に入手できる)。 レベルキャップがある上でこんな感じなので「困ったときに色々考えるぐらいならさっさとLv上げてゴリ押ししたい」というプレイスタイルの人には向かないゲーム。 ただ正直なところ気になるところも多い。 ・物理やダメージ魔法の命中率はごく序盤を除き向きに関わらずほぼ100%で範囲攻撃も多い。対して状態異常魔法は使いたい格上には通りづらく範囲が狭いものが多いためやや使いづらい。 ・設定ミスなのか敵が純粋な状態異常魔法を使用してこない(ダメージ+状態異常になる魔法やスキルは使用してくる)。おかげで敵専用魔法になってしまったペトロクラウドの発動を見ることは(たぶん)ない。 ・物語本編である1章~4章ではレアアイテムがほぼ登場せず店売り品や合成品でやりくりする事になる(レアアイテムは長大な脇道である死者Qや本編終了後に詰め込まれておりSFC版よりさらに偏っている) ・その店売り品や合成品が入手タイミングの問題で若干水増し感がある気がする(特に首飾り系)。 ・前半~終盤までは頼りになる竜や魔獣ユニットだが本編終了後アイテムが充実しだすとアクセサリしか装備できないことがネックとなり人型系クラスとの性能の格差が大きく開いていく ・終盤以降、魔法の攻撃力と射程がインフレしていくため物理攻撃との価値が開いていく。 ・ダメージ計算にバグがあり攻撃側の物理属性がほぼ無意味になっている。 ・序盤から入手可能な魔法属性は8つあるのにダメージ魔法は属性が違うだけで中身はほぼ同じ。そのため属性に対する独自性はほぼない。状態異常魔法は闇に偏っていて範囲も狭い。回復はほぼ光のみ。 ・説得やレアドロップアイテム取得についてチャリオット使用が前提と思える確率。そのためテンポは悪い(狙わなければ関係ないが)。 ・死霊系、悪魔系などを自軍に迎えられるのは中盤~終盤になる。そのころにはすでに1軍がそろっているのでちょっと悲しい(死霊系ではなく人間やドラゴンのゾンビなら序盤から迎えられる)。 ・エンドコンテンツの敵に会うために毎回消耗品の作成が必要になるのが面倒。 ・終盤合成可能になるピアス系の武器学+20効果が実際には与ダメージの影響が少量過ぎてほぼ息してない(ただし防御と爆弾ダメージへの影響は優秀)。 ある程度やりこまない限り関係ない事柄も多いので気にする必要がない人が多いかも。
I was really excited about this game, but ended up just being disappointed. The remake made a lot of changes that turned a series that stood out among tactics games into another cookie cutter tactics game. The level cap and class skill/magic restrictions turn the amazing customization system of the original into a super simplified, generic system that gets old really quickly. It also makes a couple battles super awkward without swapping to specific classes and spamming consumables, which is not game-play that I particularly enjoy. The random card system in battles also often just breaks the game. Not that it usually hinders you, as the AI does not seem to prioritize them unless the buff is immediately usable. Instead it just tends to either be annoying, or make entire fights absolutely trivial if you get one of the better cards on the right character. All-in-all I cannot recommend this game. Just play the original (if you are inclined to use emulation) or play any other tactics games instead
I went into this one enthusiastically, I'm like hey, a title that runs real close to the Final Fantasy Tactics formula. Yeah, it mostly does... but from a ludology point of view, this game is a mess of bad design decisions that make the gameplay just irritating. My interest waned with every few battles, which is a shame because the voice acting is absolutely excellent and there's good pacing of drama. After that? Ehh. This feels almost like a demake of the formula. Levels caps. Just no. I understand wanting to provide a challenge but making near every story/unique battle a slog is unenjoyable. You can get the most current gear and everyone at their 'team level' but enemies are absolute damage sponges. Couple this with undead units allowed to get up for free at half hp if no one has the exorcism spell and fights grind on and on with nothing surprising happening except maybe a mild change in the weather. You spend several minutes just getting everyone to waddle into position (why is everyone so slow?) and while you can aim in the direction of the terrain you want, it takes forever to get around so fights become giant ♥♥♥♥♥♥♥♥♥♥♥♥. Most stages are very hemmed in, leading to traffic jams where your team stands around impotently because they can't move far, get stuck on frontlines, and can't climb most small elevations. Tactics where? This is like a shopping cart race to the center of a busy aisle for the last discounted bag of chips. A lot of classes have almost no meaningful options until they get much higher in level. Even then, it's mainly passive abilities and wonky recruit mechanics that grant you a whopping 21% chance of success, but only if the enemy is at 10% health and you're standing right next to them, despite it being a ranged ability. Several classes seem dubiously useful at best or their mechanics are limited/vague. I never saw the Knight's Rampart seemingly do anything on any given side, despite it sounding like some kind of mobile wall ability. Archers have weirdly short range on their attacks and can't do much of anything against anyone with defense, plus ranged counterattacks are very common. Your teammates come in two flavors... tough but universally ignored by the enemies because of their toughness or squishy and pursued endlessly. Ineffectual tanking in this game and being stuck with small range attacks makes for a less than tactical experience. I feel like no one who made this ever played an actual TTRPG where this sort of thing would be obvious. The graphics are... egh. Washed out, rather low resolution, except for the kick ass character portraits that look so gorgeously serious. The environment tiles, at least compared to characters, are not bad, but the flashing blue blends in perfectly with the ice type tiles, making it very difficult to navigate on those maps. It's also tricky to determine where you can actually walk or attack, given how much obstruction there is. Can I aim there? Is someone in the way? I won't know until I get the targeting line. There is the Chariot Tarot mechanic which is basically a 'rewind action' thing you can use... get familiar with it. There's a lot of BS to sift through. Nonsensical outdated proficiencies. As far as I can tell, you can't see who can equip what until you buy something. Yes, characters have weapon proficiencies, but they're wildly incomplete and there's no shop indicator saying who can use what. Your Mage can use hammers as per his Hammer skill? Great. Except- he can't. Ninjas use knives? Cool. Here's some knives they can't. And also not this kind of sword, but that other kind is okay. This was a nightmare for the sheer amount of character equipping that needs done and is literally decades behind other rpg games in this facet. There is a good story under all of this and the voice acting is music to my ears, but this game demands modding for how weirdly shoddy the game design is. It's just not that interesting to play when one is constantly reminded of how little of it actually flows, let alone makes any sense. I cannot recommend this as it is unless you want to put yourself through sloggish fights and tedium with a coat of false nostalgic paint on it. It's just amazing to me how outdated this feels to contemporaries of the last twenty five years.
I don't want to complain too much, but this remake made the game go from one of my favorite games to one I don't even want to finish. The union level cap on your troops is often too low. Your enemies are often far above you level and can one-hit you. They lowered the amount of skills you can choose for your characters. There are some design flaws that are weird ("Defeat the encounter without any characters getting incapacitated and you can get a stronger healing spell... that you obviously don't need if you can do that....). Sometimes the AI doesn't obey the same combat rules that you do (direct spells and ranged attacks require you to make sure you don't smack your own units in the back, but the AI can launch them from anywhere and never hit their own troops). You will never have enough money and so will have to constantly grind for items to heal and bring people back before they permanently die. They added a thing called the Wheel of Time or whatever. It's essentially a UI thing for if you want to start your battle over or rewind a few rounds. The game touts it as a fun feature, but it's essentially "save scumming" rebranded, and it expects you to use it--except when it wants to take away battle rewards for using it. It just doesn't really feel the same as it used to be and didn't feel fun to grind through. The way it felt was that they were artificially bumping up the difficulty. They didn't make the game more challenging so much as trying to make it appear that way by making it frustrating and limiting you. It felt especially appartent when you encounter things that were like "Rules for thee, but not for me" in combat. It was nice playing the game again for nostalgia's sake, but by the end game, it was just annoying and I found myself NOT wanting to play it. The icon was just sitting on my desktop and I wanted to finish it for nostalgia, but it would make me cringe and I would wind up playing a different game that was just more fun. When I started to get frustrated, I was just going to finish it and then delete it, but I wound up just uninstalling it at the endgame, because I just didn't want to. It just wasn't fun anymore and not like I remembered it being before this remake.
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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