
A gritty and immersive story brought to life with the latest technology. Introducing "Real Time Tactical Battle" (RTTB), a new, deeply strategic, real-time battle system. The beginnings of a new Strategy RPG, crafted by a skilled and experienced development team.
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.
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
Genres
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 | $59.99 | 803reviews | 51% | — | $1.4M |
| $59.99 | 990ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The DioField Chronicle is a tactical role-playing game that blends real-time strategy with classic RPG storytelling. Developed by Square Enix, it stands out for its “Real-Time Tactical Battle” system, which merges pause-and-command mechanics with fast-paced decision-making. The result is a distinct hybrid that prioritizes timing, positioning, and resource management over pure turn-based planning. The story follows Andrias Rhondarson and the Blue Fox mercenary group as they navigate a continent torn apart by war, politics, and magic. The narrative leans into themes of loyalty, ambition, and sacrifice, portraying a world shaped by shifting alliances and moral ambiguity. It’s a grounded, war-driven tale with occasional bursts of fantasy flair. Combat is the main attraction. Battles take place on small, detailed maps where units move in real time. Players can pause to issue orders, flank enemies, or unleash special skills that consume EP. Strategic use of terrain, enemy weaknesses, and skill timing determines success. The flow is smooth and rewarding, blending precision with adaptability. The game’s roster of characters each brings unique skills, weapons, and tactical roles. Units like cavalry, mages, and sharpshooters create synergy through coordinated attacks and status effects. Building a balanced squad and upgrading their abilities is essential, offering depth for those who enjoy fine-tuning strategies. Visually, The DioField Chronicle adopts a “diorama-style” presentation, with miniature-like characters and battlefields rendered in soft detail. The color palette and lighting evoke a serious, medieval tone that fits the story’s mood. The orchestral soundtrack by Ramin Djawadi and Brandon Campbell (known for Game of Thrones) elevates the atmosphere with weight and emotion. Progression is handled through a central base where players accept missions, train, and develop equipment. The pacing encourages steady improvement rather than grinding, giving each battle narrative context. Choices in dialogue and development subtly influence relationships and tone, though not drastically altering the story’s direction. Overall, The DioField Chronicle offers a refined, methodical approach to strategy RPGs. It’s not as expansive as genre giants, but its mix of real-time tactics, strong presentation, and mature storytelling make it a compelling experience for players seeking tactical precision and a grounded, war-focused narrative.
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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 25: 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
| $23.99−60% |
| — |
| — |
| — |
| 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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i can't say i hated my time with this game, but it does suffer a massive issue : its price tag. i don't like to discourse about the value of games but objectively, this will not look favorable when you are pricing a more budget game, like diofield, the same price as final fantasy 7 remake. so i would recommend the game but only on sale. especially when you have offerings from the same company that stand tall over this one, widely available, in games like final fantasy tactics and tactics ogre...! they're not the same games, especially in terms of gameplay, but even within the same range you are asking for more money than juggernauts of the tactics genre. a tad silly. now with that aside, i did quite like the game! i had a few issues with it, but at its core, i enjoyed the gameplay, even if it gets repetitive. the RTS aspect does handle well in general, even if it gets tiring by the end of the game because you are not going to see varied battefields. at best, different enemy composition that won't even change the way you tackle the map (group and aoe/debuff them). i wish it was expanded a bit more because it spreads itself thin over the game's run time. you are going to see the same units over and over and you will start to feel it. being an SRPG, there's also progression in the game. this is unfortunately (personally) where i think the game suffers more. the game will effectively drip feed you progression - and this concerns *everything*. normally in most SRPGs, new weapons and skills are offset by the fact that you will continuously get things, even if it's just looting on a map, leveling up or getting whole brand new units. diofield allows you to progress skills used by characters as well as personal character skills... and never stops, even at the final hour, to utterly drip feed you what you can do. some (a lot of) personal skills take *10* whole levels to unlock (abilities cost points which you acquire one whole point per level). said abilities also have extra levels to invest in. for reference, you will finish the game at around level 45-50 ish assuming you have been doing side content (which you should be!). all that to try to scrape the bottom of the barrel for character progression possibilities. even when it eases the drip feed, it eases it in the wrong place (class skills) and so you never really feel like you get off the ground, especially when some aspects (equipments) are shallow. i felt choked the whole game when it came to trying to progress characters in a genre that is all about character progression and abilities. but all of that could be easily forgiven if the story is good! well, i don't personally think it was bad, though i can easily see all of it rub people the wrong way. i don't have much to say without going overly into detail, but i will echo the sentiment i have seen that waltaquin really is the best character in the game. the perfect brat. i would do anything for her. but getting back on track, i do think the story is enjoyable, and has some good twists and bits here and there, even if the world is overwhelming at first. i do wish it committed more to social commentary (once again, like the named juggernauts above) instead of treating them more than ornaments on its story. good presentation overall and fun performance from voice actors though! so as a whole, should you play this game? on sale, if you are curious about the era where square enix was pumping budget games and sending them out to die. i don't think diofield chronicle even comes close to the worst games i've played in my life, but its price tag combined with there being more critically acclaimed games now widely available if you are craving a strategy game... well it makes a bit for a hard sell, albeit one i will stand by that i don't think is awful to play.
I will say to pick it up on sale because it certainly has it's fair share of flaws but overall it's decent. The combat is auto-attacking while casting skills as CDs allow with an emphasis on positioning(back attacks) and a lot of the skills are quite cool - Though come later in the game you ultimately will be using the same 4~ skills or so on repeat which yeah gets repetitive, similarly the encounter design is also repetitive (Units spawned at start of stage->Kill them->spawn in next batch of units->repeat) saying this however the maps themselves are really cool looking so props for that. I think overall the art direction is one of the games best points, the portraits and whatnot are really well done and at least in my opinion the in game models are also quite good. There is also a base you return to between missions where all of your units hang out and you build up the facilities overtime, quite cozy and I enjoyed it. The story is heavily political and I enjoyed it a lot - With a really cool twist at the end! Leading up the finale you're aware of a few possibilities that the story might go in but I truly think the actual ending will surprise you. Overall I think the story is told really well and is interesting - One downside being a lot of subtext and information is in the library at the base which I fear a lot of players may not interact with unless they're curious. It's a fun time with some good characters, good art and good story but also fairly repetitive gameplay and honestly boring sidequests but I think the pros outweight the cons.
兵种之间配合几乎没有,主要就是打昏迷+加buff+男主暗杀收人头,加入龙骑之后可以用突击阵型,法师也有AOE魔法和buff可以用,但叠加起来都不能算有效输出。 主要问题还是打法单一,兵种克制和配合几乎没有,无论是刷级刷数值都挺无聊的,能玩一段时间,但相同的几个套路无法支撑长久游玩下去。
This game has an honest to god ethos, a genuine underlying principle that belies its story, gameplay, and even music! That ethos is "Shut the ♥♥♥♥ up." The gameplay is built around interrupting enemy abilities with your abilities, telling them to shut the ♥♥♥♥ up The soundscape and ambiance is genuinely, massively improved by turning the music down to zero, telling the music to shut the ♥♥♥♥ up And the story is built entirely around Rias going around, being invited at every step to have an actual personality, only to tell every opportunity he has to be interesting to shut the ♥♥♥♥ up. It is profoundly boring but it can be *fascinatingly hilarious* at times through its sheer incompetence. The main characters have so little consistency that they often change motivations and personalities *within the same conversation.* Izelair just disappears from the cutscenes at some point, she just stops being important as soon as a pretty boy with a bow shows up. The ending twist is incomprehensible and utterly unsupported by anything that happens in the plot. And Waltaquin... I think Waltaquin knows she's in a 49% positive game on steam and wants out. Nothing about this story works, its gameplay is nothing more than perfunctory, and the graphics are... Fine, but there isn't reason why the levels are dioramas, it's just a strange choice that does nothing. And with that, I shut the ♥♥♥♥ up.
I would like to firstly say that this game was pretty much my first time playing an RTS game. My only real point of comparison is what little Starcraft videos I've seen many years ago, so practically nothing. As a new player to the genre, I honestly had fun with The DioField Chronicle. The Steam info blurb calls it Real Time Tactical Battle, but it's very much a "player-sided RTS with pause SRPG". To describe this game in one word: Experimental. I think there were a lot of different things LANCARSE-SquEnix wanted to try out with this title and as such there were some things left half-baked and some things that were surprisingly pretty well executed. A fairer starting price for this game would be in the $30-$40 range, as I feel there's not really too much replayability. New Game+ exists but from what I've seen, it doesn't seem to change much in terms of difficulty, especially considering what you carry over. [b]Story[/b] Being a hybrid SRPG/RTS the story did a lot more than I was expecting. I won't delve too deep into the story because I think it was good enough that you should experience it for yourself. At its core, it was pretty much the essential war story: Warring Empires, Royal Succession, Internal Group Conflicts, Allegiances Tested, the works. Beyond their recruitment introductions, there really isn't much in terms of story regarding your growing band of mercenaries. I felt that the other recruitable characters in this game are the type where you either like them or don't. Some will be tied to your main group leaders, some will be tied to the events of the main quest, and some will just be there to fill the roster. I don't think I ever found myself bored with the story, just moreso a boredom stemming from having to deal with typical JRPG grinding between main quests. The character subquests are for the most part optional, and they're pretty short and painless, just occasionally talking to them in the main hub with their final quest leading to a battle map. [b]Combat[/b] Earlier I mentioned how this game was player-sided, and what I mean by that is when you pick skills to use or what movements to make, the game will pause the battlefield to let you think things out. There is no pause when an enemy tries to use their skills against you, and there will be a large telegraph marking the area to avoid, so you really shouldn't have a hard time avoiding large damage bursts or crowd control. With this in mind, I found this game very forgiving as a new RTS player, so if you're someone looking to try this genre out, I think this is a pretty good one to pick, but again, this was my first RTS so I have limited knowledge on the genre. Your skills are not tied to your character, but rather their weapon and class. Each weapon you equip will have its own list of associated skills, and there is a skill tree that unlocks and develops class related skills. The character specific skill tree is something that will be used mainly to specialize your character, as you get 3-4 characters for each of the four classes. The summons in the game are very overpowered early on, essentially acting as your get out of jail free card, but once you progress further in the game, they become more of a tool than a crutch. You can use them but they won't win the map for you like in the early game. Realistically speaking, you can just stick to your initial summons as the payoff of the later acquired ones isn't that big an upgrade. You can bring 8 units to a map, but only 4 are on the field at one time. You have 4 main units paired with 4 sub units. Pairing up allows the main unit to use the sub units skills, and if necessary, you can swap positions of your main and sub unit, but I never really found myself needing to do that. Initially I paired melee class units with ranged class units, but as I got more characters, I found myself leaning towards pairing units of the same class. In doing so, I was able to switch between the two to take advantage of a particular character's personal skillset while also not losing access to class specific skills. However, you're allowed to swap deployed members with those in your reserves, up to 3 times per map (I played on Very Hard so it might be different for lower difficulties) , so ultimately it doesn't really matter who you bring. With that 4 unit limit in mind, you're probably going to end up making the typical JRPG party: DPS-Tank-Healer/Support. You'll be sticking to one pretty much broken character for single-target DPS, which leaves your other 3 units to work together to clear packs of enemies. For me, my favorite class in this game were the Firearm-sharpshooters for their Headshot skill, it felt so fun to bunch enemies up with another unit's CC and use Headshot's cone effect to kill them all. But with that in mind, the combat does get to feel repetitive at times, especially when you're clearing subquest maps between main quests, as the quest design is typically just kill 3 separate waves of enemies. Subquests also reuse maps from main story quests so you can expect to get used to seeing all the tilesets. Being an SRPG, you can expect to do quite a bit of grinding if you want to max your characters and outfit them with the best equipment. But to alleviate this somewhat, there is a 2x speed option in battle (which to me was my default). You're able to replay maps after clearing them, so your rewards will always keep pace with where you are in the game. I had fun, but unless you really like the genre or grinding in general, I probably wouldn't recommend long play sessions for this game to avoid burnout. [b]---[/b] My major gripe with the game was that I initially found the art style to be jarring, specifically when comparing the character art to their cutscene models, but I believe that this was done for budgetary reasons as it looks to me that the cutscene models are literally just their combat models. After getting used to it, I found it quite charming as the color palette and general design really helps make it look like you're controlling characters on a mini battlefield like in a tabletop game. This design really shines through when you use certain skills that have cut-in animations. I would love to see a continuation to the story, sequel or something similar, because I felt like the game had a really good premise, but it was just lacking in execution. It's probably a very low chance with how game dev has become as of late, but I'd love to see what the team behind this game could do given the proper time and budget.
其实打游戏是很早以前的事了,但是现在回过头来看真的很糟
[h1][b]🎮 Reseña de The DioField Chronicle[/b][/h1] [h2]Resumen del Juego[/h2] The DioField Chronicle es ese híbrido de [b]Rol + Estrategia[/b] que te promete táctica “inteligente” en un mundo medieval militar… y luego te recuerda que también es un JRPG con drama serio, miradas intensas y gente tomando decisiones cuestionables con total seguridad. Aquí no vienes a dar espadazos sin pensar: vienes a pausar el tiempo, reposicionar unidades y fingir que todo estaba calculado desde el inicio. Su propuesta gira alrededor de combates tácticos en tiempo real con pausa (sí, el clásico “RTS pero sin el estrés de sudar”), con un enfoque de escuadrón y habilidades que se sienten más “juego de rol táctico” que “simulador de guerra”. La primera impresión es clara: [b]buena trama + ambiente militar + estilo anime[/b], y una presentación 2D/3D que intenta verse elegante sin gritar “soy un remake de 2007”. [h2]Lo Estratégico y lo Estrategicamente Cuestionable[/h2] Lo Bueno: ✅ [b]Combate táctico en tiempo real con pausa[/b] 🧠⏸️: ideal para quienes disfrutan pensar… o para quienes necesitan pausar porque el cerebro se les desconecta. ✅ [b]Enfoque JRPG con trama “seria”[/b] 📜⚔️: intriga militar, conflictos y ese tono de “todo es política” que siempre funciona. ✅ [b]Buena ambientación medieval/militar[/b] 🏰🛡️: se siente consistente con su vibe de campañas y operaciones. ✅ [b]Compatibilidad total con mando + Steam Cloud[/b] 🎮☁️: comodidad moderna para un juego que quiere que te obsesiones con microdecisiones. ✅ [b]Logros y cromos[/b] 🏆🃏: para el noble arte de justificar horas extra por coleccionismo digital. Lo No Tan Bueno: ❌ [b]Solo un jugador[/b] 🧍: si esperabas debatir estrategias con alguien, aquí tu único compañero es tu ego. ❌ [b]Rejugabilidad limitada por su enfoque narrativo[/b] 🔁: cuando la historia manda, muchas veces el “volver a empezar” se siente más como repetir la misma junta. ❌ [b]Puede sentirse “tibio” para fans del por turnos[/b] ⏳: si vienes buscando tablero puro, esto es más “táctica con prisa controlada”. ❌ [b]Violencia y tono militar constante[/b] 🩸: no es edgy por accidente; es parte del paquete, para bien o para cansancio. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]7[/td][td]Táctica en tiempo real con pausa bien planteada, aunque no revoluciona el género.[/td][/tr] [tr][td]Dificultad / IA[/td][td]6[/td][td]Cumple, pero no siempre se siente como un rival “maestro estratega”.[/td][/tr] [tr][td]Contenido[/td][td]6[/td][td]Suficiente para un single player narrativo, sin desbordarse de modos o extras.[/td][/tr] [tr][td]Gráficos / Video[/td][td]7[/td][td]Mezcla 2D/3D correcta y estilizada, sin ser un portento técnico.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Trama militar con ambición y tono serio: engancha si te gusta el drama estratégico.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Medieval/militar muy bien amarrado: coherente y con identidad.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Habilidades y acciones lucen bien en combate, sin saturar la pantalla.[/td][/tr] [tr][td]Música[/td][td]8[/td][td]Banda sonora sólida: acompaña la épica sin volverse ruido de fondo.[/td][/tr] [tr][td]Voces[/td][td]6[/td][td]Correctas, pero no son el gancho principal frente a la estrategia y la trama.[/td][/tr] [tr][td]Diversidad[/td][td]5[/td][td]Enfoque clásico de fantasía militar/JRPG: funcional, poco arriesgado.[/td][/tr] [tr][td]Rendimiento[/td][td]7[/td][td]Experiencia estable en términos generales para un juego de este tipo.[/td][/tr] [tr][td]Rejugabilidad[/td][td]6[/td][td]Volver depende más de tu amor por optimizar que de sorpresas nuevas.[/td][/tr] [tr][td][b]Total Puntuaciones (Bueno)[/b][/td][td][b]6.7[/b][/td][td]Un táctico disfrutable y competente, con personalidad, pero sin coronarse rey.[/td][/tr] [/table] [h2]Conclusión (Bueno)[/h2] The DioField Chronicle es un juego que quiere que te sientas estratega de élite: pausar, flanquear, ejecutar habilidades y ganar con “plan maestro” (aunque tu plan haya sido pánico con pausas). Como propuesta de rol estratégico, es [b]sólido[/b], con una ambientación medieval/militar muy bien lograda y una historia que se toma en serio a sí misma… a veces demasiado, como si el guion te estuviera mirando feo por no sufrir lo suficiente. Ahora, seamos controversiales: si vienes esperando que esto destrone a los grandes del género táctico, te vas a quedar con cara de “¿y ya?”. Funciona, entretiene, tiene estilo, pero también juega relativamente seguro. Y con [b]1 jugador activo[/b] (sí, uno) y [b]668 recomendaciones[/b], se siente como ese buen juego que muchos respetan… pero que no todos están jugando hoy. [h3]Recomendación de Compra (En descuento fuerte)[/h3] Puntuación Total: 6.7/10 Número de jugadores activos al momento de hacer esta review: 1 Descuento máximo registrado: -70% Veredicto: [i]Recomendado para fans de táctica con pausa y drama militar; prescindible si buscas innovación o multijugador.[/i] Si te gustan los JRPG tácticos, la guerra política y la satisfacción de “gané porque soy un genio” (aunque hayas pausado 27 veces), adelante. Si lo tuyo es el por turnos puro o necesitas un juego que te sorprenda cada hora, este te va a parecer competente… y un poquito conservador.
This has been sitting in my steam library since its launch so I decided to give this a try. I really enjoyed this game, not completed it yet but I really am enjoying it. The battle's system the use is quite enjoyable, kinda similar to Unicorn Overlord. I would give the Demo a try and see if its worth it. it was for me.
Honestly, I think their attempt to make themselves unique with the combat system worked against them. My biggest grip is the fact I just didn't jive with what was done for combat. I felt to much like I was trying to play an RTS with 4 characters to the point that I mostly just used auto attacks from the "attack closest enemy" key. Story was very middle ground. Nothing ever really made me feel the "I care" aspect about it, nothing to draw me in.
Players by region
Where this game's players are, estimated from review languages.
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