
The long awaited finale to the epic engulfing a continent comes to a head in the final chapter of the Trails of Cold Steel saga!
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Prices
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Every market we collect.
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Sums Steam only; PlayStation publishes 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 | 2.5Kreviews | 91% | — | $3.6M |
| $79.99 | 6.9Kratings | 92% | — | 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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 829 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Due to harem writing Rean is a very passive romance participant and it seems he doesn't really care about any girl in particular, I mean the face he makes when a girl makes a pass at him is ridiculous. When everyone is love with him, it comes off so artificial, and even if you choose someone, everyone is acting like it never happened, that's why everyone remembers Estelle and Joshua, but not Loyd's or Rean's partners...the only one he's actively pursuing in the story, they won't let you romance. 'Cause of course we can't go there, 12-year-old girls are ok, but adult guys are not, what's new. At least give a regular boy-girl full developed romance with an actual connection to the plot (like in sky1-2). Other than this enjoyed the closure to the many branches of the story, tho sometimes it was all over the place. Third hit harder for me, tho I'm not complaining about how they resolved some things, but some are imho pretty inconsistent. In terms of combat it's the fourth installment, so not much new here.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.6M | 5.1K | 94% | $24.99 | |
| $3.6M | 5.5K | 91% | $19.99 | |
| $3.6M | 12.3K | 75% | $14.99 | |
| $3.6M | 11.6K | 91% | $13.99 | |
| $3.6M | 36.5K | 92% | $4.99 | |
| $3.6M | 1.8K | 63% | $69.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.5M | 3.2K | 93% | $39.99 | |
| $43.7K | 99 | 91% | $17.49 | |
| $5.9M | 23.6K | 88% | $11.99 | |
| $2M | 14.3K | 95% | $6.29 | |
| $1.3M | 8.1K | 89% | $8.74 | |
| $4.6M | 10.4K | 94% | $19.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Hours played at review time, across 829 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is Much better than Cold Steel II/III and a pretty decent ending to the saga
Peak fiction. (Just gonna ignore 80% of act 2) Also I love Juna <3. Mashed the screenshot button so hard in the credits never been more happy seeing it all wrapped up with nearly 8 games worth of build up.
[h3]Финал эребонийской саги[/h3] [b]Trails of Cold Steel IV[/b] — масштабное завершение самой большой арки серии Trails. После эмоционального финала третьей части игра берёт на себя нелёгкую задачу — связать все сюжетные линии, завершить истории десятков персонажей и при этом удержать дух серии. И в целом справляется. Атмосфера сразу мрачнее и тяжелее, чем раньше, но при этом ощущается грандиозность происходящего — это именно то, чего ждёшь от финала многолетней саги. [h3]Сюжет и персонажи[/h3] Без спойлеров — здесь всё завязано на последствиях событий прошлых частей. Игра отлично показывает, как персонажи растут, осмысливают прошлое и делают выборы, которые раньше казались невозможными. Старый и новый Class VII объединяются, и каждый герой получает свой момент, что особенно приятно, если следишь за серией с времён Sky или Zero/Azure. Темп повествования местами неравномерный: первая половина тише и больше про восстановление, вторая — настоящий шквал событий. Но в целом история ощущается цельной, и многие сюжетные ветки находят логичное завершение. [h3]Мир и связи с серией[/h3] Cold Steel IV — не просто финал Эребонии, а, по сути, кроссовер всей серии Trails. Здесь встречаются герои из [b]Liberl[/b], [b]Crossbell[/b] и [b]Erebonia[/b], и это даёт невероятное чувство масштаба. Мир живой, насыщенный, а каждая мелочь напоминает, сколько всего происходило на континенте Zemuria. При этом игра уважает предшественников — те, кто прошёл Sky и Crossbell, получат максимум удовольствия от всех отсылок и встреч. [h3]Геймплей[/h3] Система боёв всё ещё держится на той же основе, никаких сильных изменений по сравнению с предыдущей частью. Есть лёгкая избыточность в количестве сражений, но она привычна для серии. [h3]Итоги[/h3] [b]Trails of Cold Steel IV[/b] — достойное завершение арки, в котором есть всё: эпос, личные драмы, политика, мистика и знакомая "душа" серии. Местами сценарий перегружен, а концовка чересчур оптимистична, но ощущение завершённости и удовлетворения остаётся. Это не просто финал одной истории — это результат многолетнего развития целой вселенной. [b]8/10.[/b] Один из самых масштабных JRPG-финалов, где каждая сцена — шаг к большому финалу Trails.
玩一辈子轨迹
There are games you finish and immediately shelve. You enjoyed them, you remember a few scenes, and then life rolls on. And then there are games that leave you sitting in the quiet afterward, not because you are stunned by spectacle, but because you have been reminded of something you did not realize you were missing. Trails of Cold Steel IV is that kind of game. On paper, it should be impossible. It is the final act of a saga that sprawls across years, nations, factions, and an absurdly large cast. It carries the weight of previous endings, unresolved grudges, political machinery, secret histories, and the sort of metaphysical threats that would crush a lesser story under their own grandiosity. It is also, unapologetically, a Japanese role playing game with all the excess that implies. Beautiful people. Dramatic poses. Perfect hair. Villains who talk like they are savoring every syllable. Battles that feel like opera sung in steel and light. Yet the strangest thing happens. It works. Not in the way that a checklist works, not in the way that a product meets specifications, but in the way a tale works when the storyteller understands what it is really about. Cold Steel IV is not merely trying to raise the stakes higher than before. It is trying to pay off something far rarer in modern storytelling. It is trying to argue, without irony, that virtues still matter. The world of Cold Steel has always had a particular atmosphere that sets it apart. This is not generic fantasy. It feels like a dream of pre World War One Europe. Old nobility clinging to inherited privilege. New money and heavy industry rising like a tide. Railways cutting across borders. Armies modernizing. Polite salons full of sharp smiles. Diplomacy that sounds civil right up until the knife goes in. You can feel the future pressing in, the sense that something is about to break. The story understands that wars do not arrive like lightning. They gather. They are cultivated. That foundation matters, because Cold Steel IV is a war story, but not a simple one. It is about nations, yes, and armies, yes, and the kind of catastrophe that can swallow millions. But it is also about people who have to decide who they are when the world gives them every excuse to become monsters. A lot of entertainment today treats kindness as weakness and honor as a costume for fools. The clever character is the one who betrays first. The strong character is the one who feels nothing. Forgiveness is treated as stupidity, a failure to “learn the lesson.” The lesson, supposedly, is that everyone is selfish and the only sane move is to be selfish faster than the next person. Cold Steel IV rejects that lesson. It does it repeatedly, stubbornly, sometimes almost to the point of defiance. It insists on duty, not as blind obedience, but as the hard work of carrying responsibility when it would be easier to drop it. It insists on friendship, not as a shallow slogan, but as bonds built through time, mistakes, arguments, loyalty, and showing up anyway. And it insists on forgiveness, not as sentimentality, but as the only path that does not end in endless revenge. That is the heart of the game. Everything else is ornamentation. And yes, the ornamentation is extravagant. There are curses and secrets and conspiracies and layers of mystery stacked high. There are villains who seem to exist in perpetual twilight, forever hinting that they know more than they say. There are melodramatic reveals. There are moments that are pure, gleeful genre indulgence. But here is the trick Cold Steel IV pulls off. It uses that excess like a stage uses grand scenery. The chandeliers and banners are impressive, but they exist to frame the human drama. When the game is at its best, it is not asking you to admire the fireworks. It is asking you to watch what characters do when they are offered hatred as the simplest answer. The cast is enormous, and somehow the game keeps finding emotional clarity inside that sprawl. Part of it is craft. You do not just see heroes in a vacuum. You see teachers, shopkeepers, soldiers, students, families. You see a world populated by hundreds of names and faces that return and change. Towns remember. Side characters react. The setting feels lived in, and that makes the stakes feel earned. When a world feels real, mercy feels harder, because you understand what has been lost. Mechanically, the game is not perfect, and it does not pretend to be. The visuals are modest. You can see the budget seams if you look for them. Dungeons can be straightforward. The layouts rarely surprise. But combat remains enjoyable, especially when the party options explode into a toolbox of strategies. The music does a great deal of heavy lifting, not only because it is good, but because it understands the power of returning themes. A familiar melody comes back and it hits like memory, like a promise kept. All of that is competent. What makes it meaningful is that the story aims higher than competence. Cold Steel IV is a game about what you do after you have every justification to hate. About whether you can hold onto decency when the world rewards cruelty. About whether bonds between people can be stronger than systems designed to grind them into factions and pawns. It is fashionable to sneer at that. To call it naïve. To treat sincerity as something embarrassing, something you outgrow. This game refuses to be embarrassed. And I think that is why it lands so hard for some of us. Because many of us have lived through years that sharpen us in the wrong way. Years that teach us to distrust. Years that make bitterness feel like realism. Years where the easiest stance is contempt, because contempt is armor. Cold Steel IV does not rip the armor off you. It does something more dangerous. It asks whether you still want to wear it. In the end, that is what I will remember. Not the twists. Not the spectacle. Not even the fan service and theatrics that are so easy to point at. I will remember a story that looked at a world on the edge of catastrophe and chose, again and again, to speak about honor, duty, friendship, and forgiveness as if they are real, as if they cost something, as if they are worth paying for. Because they are. And in a medium that often chases cynicism as a shortcut to “maturity,” it is quietly radical to say otherwise. Cold Steel IV says otherwise. It stands by it. It finishes with closure that feels earned, like a long road finally reaching its destination. Then it leaves you in the silence afterward, thinking about what kind of person you want to be when the world makes it easy to be worse. That is not just a good game. That is a story worth having.
[u]☆ 100% Completion Review ☆[/u] [i]100% achievements cleared after 175 hours - NG Nightmare, NG+ Very Easy.[/i] Everything great about Trails at its best. Everything bad about Trails at its worst. [h3]Story[/h3] (+) [b]Ambition[/b]. There is something to the investment a player has to make in order to receive the type of payoff Cold Steel IV creates. Investment and friction are two game design concepts that are tricky. Everyone always looks at Trails and thinks “I have to wait for 9 games to get this payoff?” or with anime/manga like One Piece “I have to watch 1000 episodes?” or with books like the Wheel of Time “I have to read 14 books?” without understanding that you are supposed to be enjoying each individual portion of that larger saga. If you are not having fun during the entirety of Trails in the Sky FC, drop the game. If you do not like the first or second books of the Wheel of Time, drop the series. If you do not like the first 100 episodes of One Piece, drop the anime. Life is too short. If you enjoyed Sky, enjoyed Crossbell, enjoyed Cold Steel, Cold Steel IV will have you standing up for every character return, every character interaction, music being replayed from older titles during critical scenes, talking to NPCs you might have been talking to since Sky FC (Anton mention). The ambition presented in Cold Steel IV is the equivalent of compound interest in someone’s retirement account. (+) [b]New Class VII gains immediate narrative agency in the first act due to the events of Cold Steel III[/b]. Each character receives focused story moments exploring their emotional growth across the series. [spoiler] Character moments like Juna stepping into a greater leadership role and how emotional she was when talking about the Crossbell crew. Altina’s struggle to feel like a part of the group and not an artificial homunculus. Kurt moving beyond his sense of inferiority within the Vander family (and the role of Roland Vander in that growth). Ash deals with personal trauma as a survivor of Hamel, being an excellent case of a retcon that actually is successful in improving the story. And Musse having substantial character development beyond her constant flirtation in Cold Steel III. [/spoiler] (+/-) [b]Slow burn dialogue[/b]. There is a fundamental design tension in most Trails games that reaches its peak during CS4 - the “Every Character Gets a Line” problem. The current situation is that everyone speaks but incompletely. They get to provide their motivational speech or process their thoughts on a battle plan. You have scenes where Rean’s dialogue is quiet but other characters are fully voiced. There is an artificial attempt to create the feeling that this is an epic coalition and everyone is participating. Now, in order to reduce this problem, you would have to redesign the narrative and cut character participation, which is easier said than done. Many people are bothered by the current approach, but in the absence of better ideas, it does not bother me because I would not want to remove most of the cast in order to “improve the pacing”. However, two immediate considerations are that: 1) Everyone does not need to say a line during climactic battle scenes right before a boss battle. 2) Not everyone needs to be an intellectual strategist. Characters like Emma, Musse, and Tio are presented as knowledgeable people. Emma knows about witches. Musse knows a lot about battle plans. Tio has knowledge on technology. They should lead scenes with those topics and be less present during others. Characters like Juna and Randy don’t need to talk that much, for example. When they do talk, it can be in the context of executing a plan. (+) [b]The main story is shorter than Cold Steel III because more content has been made optional rather than mandatory, allowing greater player agency in pacing and exploration[/b]. CS3 required the player to engage in more content to progress the story than CS4 does. Many might argue this has its advantages and disadvantages. For instance, a lot of character development occurs in the bonding events that are fully optional. It is difficult to separate what makes the narrative experience of Cold Steel IV great from the optional content that allows that to happen. How would a player feel about Towa, Sara, or Musse if they never did a single bonding event? (+/-) [b]THAT plot element[/b]. [spoiler] Listen, I am talking about the Curse. [/spoiler] There is a very universal controversial aspect to the narrative of Cold Steel IV. From my perspective, I would encourage interpreting those controversial aspects metaphorically rather than literally. JRPGs tend to take real-world concepts like nationalism, imperialism, or general geopolitical/social concepts and turn them into supernatural antagonists in order to metaphorically “defeat” them. There is a great YouTube video essay titled “Why Do You Always Kill Gods in JRPGs?” that explores this. Certain Final Fantasy, Persona, Xenoblade, Tales games have this approach. The same applies here. Gameplay [h3]Gameplay[/h3] (+) [b]Brave Orders have been re-balanced through Trial Chest upgrades and a raised BP cap[/b]. This reduces their dominance while enemies also gain access to orders as a counterplay. Honestly, boss battles could have leaned into this further. These changes distribute strategic weight more evenly, although it’s still possible to break the difficulty ceiling with this large of a roster. (+) [b]Divine Knight Battles expanded to full 3v3 mecha combat[/b]. There was a bigger focus on encouraging the player to consider positioning decisions and defensive planning rather than a simplified attack-spam. (+) [b]Airship hub structure, reminiscent of CS2[/b]. The wartime setting justifies free navigation with less artificial progression gates like CS3. The player has more agency over town visits, quest order, and dungeon exploration while also serving as a fast-travel location that reduces tedium. (+/-) [b]40+ character roster with entirely unique movesets encourages playstyle freedom and experimentation, and forced party rotations mitigate the pitfalls of too much agency[/b]. Mandatory compositions solve the roster bloat problem by ensuring every character receives narrative focus and story-specific conversations, preventing sidelining. However, this also presents the downside where there are too many overwhelming party management decisions. As a player, I wanted to have everyone receive as much playtime as possible in the most climactic game in the series. (+/-) [b]Large roster forces bonding point allocation decisions[/b]. Limited points per chapter means choosing which characters receive development in a single playthrough. Liberal use of save-scumming was used so I could experience all character arcs during my initial run. (-) [b]True 100% completion (all bonding events, all lore, all Black Records) cannot be achieved in a solo playthrough due to bonding event gating and NG+-exclusive content access[/b]. [h3]Music[/h3] (+) I do want to get better at writing about music and audio in games. I will start with talking about my beloved OST tracks. To the Future Ashita Eno Kiseki Ai No Uta. One of the main thematic pillars of Cold Steel is about whether identity comes from bloodlines, curses, institutions, or chosen ties. It closes the gap between the grand and epic scale of Erebonia with the personal and intimate scale. Finale -Radiant Hope-. An “emotional palette” that adds a lot of emotional warmth and compresses the entire emotional “shape” of Cold Steel (hundreds of hours of playtime) into one song. [u]Tier List[/u]: CS4 > Azure > Sky 3rd > Sky SC > CS3 > CS2 > Sky FC > Zero > CS1
从闪轨1开始入坑轨迹系列,到后来的回头补齐空零碧,我已经玩了总共九部轨迹了,闪轨是其中陪伴我最久的,所以闪轨4结束的时候真的蛮意难平的 虽然闪轨充斥着很多流水账一样的剧情和莫名其妙的谜语人,但当我看到三代主角团聚集在一起时还是很激动的,而且不得不佩服法老控做的音乐,一放出来就莫名燃 闪轨至少给我留下了比较圆满的结局,没有一人缺席的包饺子就是我最想看的jrpg剧情
Pico ficticio climático de Trails
The game is so bad, that its good again. Just play it like you would watch a bad movie.
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