
An indie Gameboy-style RPG. Build a party from four unique races and unravel the mystery of Varonis through challenging old-school turn-based combat.
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English**languages with full audio support
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a well done game. It plays like the old final fantasy legend games but has several quality of life features that can be toggled on or off. Can be played on older computers and the steam deck.
Absolutely fantastic little love letter to SaGa (or as we knew them here in the states, Final Fantasy Legend) 1 and 2 for the Game Boy. A bit too much of a spiritual successor, arguably. The majority of the combat system, selectable races, and many of the items and systems are direct lifts from those games. Fortunately, each item has been reimplemented, coming with general bugfixes and quality of life improvements, and a story that's close enough to be a spiritual successor but entirely its own spin on the series' concepts and lore. For those wholly unfamiliar with the series that inspired this game, the most recent RPG Limit Break (2024) on Twitch featured SaGa 1 and 2, and pulling a VOD will get you up to speed. The short version is: unlike most traditional EXP-driven RPGs, SaGa (and thus, this game inspired by it) is a more item-and-build focused affair requiring some tactical awareness to succeed. It's not so strict to be an outright puzzle (like Atlus RPGs and their ilk), but it does require some awareness of the game's mechanics and build decisions to succeed. Since this means you can't always grind your way out of bad situations, this clocks the game and the series it's inspired by as more challenging than your standard Final Fantasy of the (spiritual-successor-to) era. But what's here is honestly very accessible, mistakes can be mostly rectified quickly, and every item and enemy is rigorously documented via the game's info tab. Meaning: even if you're a series novice, you're likely to puzzle through it just fine. The game is also fairly short, but not so short as to feel unfulfilling or incomplete. It tells its tale and doesn't overstay its welcome, and that's truly admirable in a modern era of games that try to monopolize attention. Also, it looks great on both PC and the Steam Deck, with different layouts designed specifically for each setup. So yeah, SoVa stands up pretty well and is an easy recommend for folks who want a simple-but-challenging JRPG experience (or just happened to grow up on the games that inspired this like I did). It's good and, given the number of Steam reviews so far, could definitely use more attention than it's getting right now.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
awesome
A shameless (good) Final Fantasy Legend knockoff and I'm here for it.
Super good jrpg. Sometimes, it turns out all you need to make a great game is to just eat another game's homework (in this case, Final Fantasy Legend), throw in a healthy dash of QoL, minor refinements to the mechanics of that game, and there you go. Really enjoyed having a unique set of requirements for "leveling up" each character class, the Gameboy aesthetic and soundtrack, the atypical setting and characters, and a difficulty curve that never felt worse than "moderately challenging".
This is FFL1+2 / SaGa 1+2 with QoL. Must play for any SaGa fan.
Very fun old school RPG. Based on the early Saga or FF legends game. Even though it seems basic there is quite a bit of room for expression in your builds which I very much appreciate. Story is definitely basic, but doesn't over stay it's welcome which is appreciated. Enemy visual variety is lower than I'd like, but at this price it hard to complain. My only real nit pick is I think balance between the races isn't perfect. Espers felt very strong needing low investment in funds (I used the 1100g wands almost the entire game to amazing results.) Less slots for gear getting abilities from fighting as well so they have low cost and where the first to hit max stat before human even had a chance to buy their way there. Humans are solid I loved having one but they feel more balanced due to the cost involved in buying stat ups and more expensive gear. Had some points they were strong or weak depending when/what I could buy. Robot felt a bit lack luster. Sure they can be built a variety of ways, but they just felt like they cost a lot but never hit the same level. Monsters are more for fun I think and the preset is hit and miss with them. Over all a wonderful time filled with nostalgia and a surprisingly fun little bit of JRPG turn based combat.
Final Fantasy Legend 1-3, but especially 1&2 are some of my favorite games of all time. Also known as SaGa 1-3 in Japan, and the series that would come after these games, they absolutely captivated me in a way that helped me get into JRPG's overall. Secret of Varonis is made by people who love them just as much, if not more, than I do. They fundamentally understand what made these games special, and build upon them. There's numerous quality of life features, ranging from expanded clarity of mechanics, to controlling how espers/mutants level up, etc. Truly, this dev team gets it. I would recommend this game to anyone who wants to experience a very unique set of mechanics where your party gains 0 exp or levels, yet everyone experiences growth and powers up in their own way. Even now, I can imagine different party comps to take care of certain things I didn't get to tap into too much. Also shout out to this being run at RPG Limit Break 2025 for making me aware of this game. I had never heard of it until it was run there, and I loved my time with this game. I cannot recommend this enough.
The developers nailed the GB aesthetic with the graphics and sound. They were able to portray a variety of worlds using limited colors and chiptunes. They even added the Game Boy Color touch of changing the palette during the startup screen. Game-wise, I think the difficulty is just right. Combat flowed well and there are a variety of options for different skill levels. Most monsters felt fair and the bosses had identifiable patterns; nothing too cheap or unfun here. Between talking to townsfolk and the hint system, I was able to figure out where to go without much trouble. My only complaint is that some of the maps felt too huge. I spent a lot of time wandering around figuring out where to go, so an automap option may help. There's also a certain dungeon where the menuing felt repetitive and the backtracking was painful. At that point the game made me less curious about the next adventure and felt more frustrating. There's also a few bugs, but the creators are active on Discord to rectify them. From what I can tell this is the developer Wombat Logic's first serious release. It is an impressive one. I look forward to what this group will create next!
Enjoyed the game.
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