
A party of goblins, granted magic by an ancient spirit, wanders the archipelago, fighting back the terrible Fog. Wield elemental power with wild repercussions in this open-world tactics RPG.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Jul 21 → 0/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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Aesthetically pleasing, and combat is fun... until it isn't. Until you realize that you're being punished by playing, and that winning battles causes the world to swiftly outscale you, and that the only way to "win" is to run away from all the random encounters, avoid recruiting more party members, and try to zerg rush the uber equipment. Why design a game this way? It's not nearly as open-world as advertised when there's really only the one "right" way to play.
I had a good time playing this. I was very lost and confused for the first 5-ish hours, but started to piece things together eventually. The map system is vital for creating a mysterious atmosphere, and I 100% agree and support the choice to have no marker/indicator for where the player is on the map. However, if that's how the map is going to be, it absolutely feels stupid that the player cannot make any notes, marks, or updates to the information. Even just the names of the towns and which Goblin you left there as caretaker would be such a QoL improvement. If I took a break away from the game I wouldn't remember which specific town was where, etc. Starting position determines so so much in this game, and the tightness of the combat grids is a little silly when there are so many units, especially spawning units arriving randomly. Without a doubt, the main reason I would recommend someone to play this game is the VIBE. The confused start, the low volume of player information, the mysterious map, the amazing music and sound design, the trippy colorful visuals, all make this "worth it" for the right kind of player.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great game, great devs.
Love this game but holy does it have issues such as navigating the isles being extremely difficult as the player icon doesnt show up on the mini map. The combat is fun though and the vibes are immaculate.
This might just be me but I found the visuals to be fairly unclear, despite the obvious art style of choice. When in battle, I found party members to die too easily unless you play a certain way of sniping and baiting out enemies to gang up on. Other than this, I couldn't figure out what to do or where to go so I stopped playing.
Honestly not like any other game I've ever played. I mean the tactics part is about what you'd expect, but traversal is all through this crazy shifting landscape you have to parse maps to understand.... it's great. Beautiful almost abstract graphics, cool lore, great game.
Крайне душная и однообразная стратегия. Лор конечно интересный, для стратегии уж точно, но всё остальное просто xyйня... Начиная с омерзительной карты, где ладно ты себя не видишь, это не проблема, вокруг ничего разобрать не можешь из-за прыгающих текстур (артхаусная "фишка" игры), что очень сильно мешает ориентироваться в пространстве и в принципе больно для глаз и заканчивая геймплеем, где тебе надо сто лет качать своих персов, чтобы хоть кому-нибудь давать по eбалy, причём тебя именно вынуждают ходить по этой ублюдской карте, гриндить и искать заблокированных персов (часть из которых имба, а другая бесполезный шлак). Всё вместе создаёт крайне скучную и унылую атмосферу, где тебе хочется избегать боёв, лишь бы не тратить своё время. И чтобы мой обзор был более убедительным я почти дошёл до конца игры (достижение об этом получило примерно 5% от всех игроков, вдумайтесь), но просто зaeбaлся и дропнул, ибо сил нет. P.S. В игре конечно же есть плюсы, иначе я не провёл бы в ней 30+ часов. Во-первых, как я говорил ранее, лор самого мира, с этими бедными гоблинами, которые вынуждены сидеть на островах в страхе перед туманом - интересно, приятно для изучения игроком. Также иногда на этой блевотной карте можно встретить заброшенные здания, статуи, города, всё это также добавляет очков к атмосфере, но почему-то в игре все эти постройки не играют никакой роли, просто текстурки и всё. Музыка и звуковое сопровождение моё почтение, правда даже на самых низких настройках эффекты во время боя бьют прямо в ухо, настолько они громкие. Так что в целом - нет, не покупайте эту игру, если вы любитель подобных пошаговых стратегий, то найдите себе что-нибудь более достойное для прохождения. Любителям духоты - на свой страх и риск.
⠀⠀⠀⠀⠀⠀⠀⠀⣠⡤⠶⠒⠒⠒⠒⠲⠶⣤⡴⠚⠛⠶⣄⠀⠀⣞⢓⡆⠀ ⠀⠀⠀⣀⣀⢀⡴⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠛⢠⡖⠲⡀⢹⡄⠀⠈⠉⠀⠀ ⠀⢠⡞⠁⣠⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠙⠒⠀⣸⠃⡠⠠⣤⠤⣄ ⠀⠸⣆⢠⠏⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠚⣿⠀⢇⠀⠀⢳⡼ ⠀⠀⠙⡿⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⠀⠀⠀⠀⠀⠀⠀⠀⢸⡆⠀⠑⠒⠊⠀ ⠀⠀⠀⡇⠀⢀⣀⠀⠀⢀⡀⠀⠸⣿⣷⠀⠀⠀⠀⠀⠀⠀⢸⠇⢏⣋⠆⡠⢁ ⠀⠀⠀⣿⠀⠐⢛⠓⢠⣸⣆⡤⠀⠈⡅⠀⠈⠢⠀⢀⠀⠀⣾⠀⠀⠀⡂⠐⠀ ⠀⠀⠀⣷⠀⠀⠀⠃⠀⠀⠀⠀⠀⠀⠣⠀⡀⠄⣸⡉⠳⡚⣧⠀⠀⠀⡂⠀⠂ ⠀⠀⠀⠈⠳⣦⠾⢛⢦⡀⠀⠀⠀⠀⠀⠀⢠⡞⠉⠀⠀⢸⡏⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⡏⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠸⣇⠀⠀⢀⡼⠁⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⢷⡀⠀⠀⠁⠀⠀⠀⠀⠀⠀⠀⠈⠓⢺⣯⠀⠀ Great game with hard-to-learn mechanics 精彩的遊戲,具有很難上手的遊戲機制 [h1] 9/10 [/h1]
Honestly incredibly fun and you really get your moneys worth, as the game is endless seemingly.
Upon thinking about my favorite games of all time, I came to look at this steam page and found that it still only had slightly more than 200 reviews. So I came to write this, even though I played this over 5 years ago. This is a fantastic take on the FFT formula. Besides great, flavorful, highly-differentiated classes, the game takes the immutable terrain height of tiles FFT and gives you paths to actually manipulate heights: you can actually CREATE your own "high ground" advantages. In addition to this, you have environmental tactics similar to in Larian's Divinity Original Sin games and Baldur's Gate 3. Grass catches on fire, fire spreads to all connected patches of grass. What can you do with a unit that makes grass grow? What can you do with a unit that makes height differences more extreme and a unit that can fill a small area with water? The world is sparse at first so it feels lonely and dangerous - if you see a figure in the overworld, it's highly likely hostile. But there are little pockets of community and inhabitants that feel that much more precious when you can find them because of that, too. Excellently designed, good f*ckin game.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $31.8K | 56 | 82% | $24.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $4.3M | 6.4K | 88% | $29.99 | |
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| $603.9K | 925 | 77% | $12.49 |
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| $24.6K | 89 | 46% | $9.99 | |
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| $24.7K | 170 | 89% | $9.99 | |
| $24.6K | 401 | 76% | $3.99 |