
A console-style RPG featuring a colorful cast of characters, unique battle and level-up systems, quick 2D platforming action, and an original, fantastical story about friendship, faith, and finding your place in the world.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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






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 | $1.59−80% | 155reviews | 84% | — | $4.7K |
| $9.99 | 87ratings | 83% | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
셋이 나누어 간다 세명의 캐릭터를 조작하여 스토리를 따라 모험을 하는 게임입니다. 공주친구, 여우친구, 드래곤친구를 각각 움직일 수 있으며, 좌우 또는 점프를 통한 이동이 가능하죠. 조작할 캐릭터를 변경할 수 있으며 메인 캐릭터만 움직이고 나머지 캐릭터는 그자리에서 멍하니 있거나 그저 뒤를 따라 걷는 것만 가능합니다. 말그대로 걷는 것만 가능하며 메인이 점프를 해도 걷기만 하고 앞에 낭떠러지가 있어도 앞으로 걷기만 하죠. 캐릭터마다 특수한 액션이 가능합니다. 공주는 외형과 달리 강력한 힘을 가지고 있기에 무거운 바위 같은 것들을 이리저리 움직일 수 있고 이를 발판으로 삼을 수 있게 해줍니다. 여우는 키가 작아서 천장이 낮은 동굴 같은 곳으로 드나들 수 있고 새총을 쏘아 공중에 매달린 뭔가를 떨굴 수 있습니다. 드래곤은 연기가 되어 점프를 하기에 가장 높은 위치로 이동할 수 있고 다양한 종류의 브레스를 통해 이런저런 장애물을 해결할 수 있죠. 맵을 돌아다니면서 보이는 경험치 조각들과 아이템이 든 상자들을 얻기 위해 이런 능력들을 적절하게 사용하여야 합니다. 아이템들만 있다면 좋겠지만 이동을 방해하는 몬스터들이 이리저리 돌아다닙니다. 캐릭터들을 발견하면 무지성 돌격을 해오거나 뭔가를 발사하게 되며 그들보다 먼저 공격을 감행하지 못하면 습격처리가 되어버리죠. 캐릭터가 바라보는 방향에서 충돌을 하든 아래로 내려가다가 머리를 밟아서 충돌을 하던 공격으로 시작된 전투가 아니면 모두 습격처리가 되어버리니 어떻게든 먼저 공격을 시도하여야 합니다. 적이 바라보는 상태에서 공격을 하면 그냥 전투가 시작되고 적이 인지하지 못하는 상황에서 공격하면 역으로 플레이어에게 이점이 발생하게 되죠. 참고로, 캐릭터들의 사이가 먼 상태에서 전투가 벌어질 경우 합류에 일정 턴이 필요하게 됩니다. 전투는 턴방식으로 진행되며 전투를 실행시킨 쪽이 우선권을 가지게 됩니다. 플레이어는 캐릭터가 보유한 스킬들을 발동시킬 수 있으며, SP를 소모하고 발동한 스킬은 일정 턴의 쿨이 필요하죠. 스킬은 단일 대상일수도 있고 가로 또는 세로, 범위 형 등으로 다양합니다. 대미지를 주는 것 외에도 공주는 대미지를 주면서 파티 회복 효과를 포함하고 여우와 드래곤은 특수 상태 등의 옵션 효과들이 존재하죠. 또한, 전투를 보조하는 동료를 2명장착할 수 있습니다. 이들은 턴마다 게이지가 상승하며 이를 소모해 일반/필살기를 발동하여 전투를 보조할 수 있죠. 보조라고하지만 은근 전투에 크고작은 영향을 주기에 괜찮은 친구들로 볼 수 있습니다. 플레이어 공격이 종료되면 적이 공격을 실행하며 이때 방어나 회피가 가능합니다. 공주는 최전방에 위치하여 적들의 공격을 우선적으로 막아서며 방어를 실행하여 받는 대미지를 감소시킬 수 있죠. 여우는 뒤로 물러나기로 드래곤은 연기가 되어 공격을 회피할 수 있지만, 짧은 시간만에 복귀를 하기에 적들의 공격 타이밍에 잘 맞춰서 피하는 것이 좋습니다. 타이밍을 잘못 맞추면 그냥 뒤로 물러났다가 맞으러 가는 상황이 발생할 수도 있죠. 문제라면 적들의 공격이 한번에 들어오는 것이 아니라 어느정도의 텀을 두고 순차적으로 발동하기에 후반에 발생하는 피해들은 회피를 하지 못하는 경우도 발생하곤 합니다. 이럴때 은근 억울하기도... 전투에 승리하면 보상을 획득하며 전투를 빠르게 끝내면 추가 경험치를 획득합니다. 획득한 경험치에 따라서 레벨이 상승하면서 포인트를 얻게 되고 이 포인트와 득한 아이템들을 소모하여 강화가 가능하죠. 강화는 여러개의 판들로 구성되어 있으며, 여기에 특정한 모양의 라인을 배치하여 능력을 활성화하게 됩니다. 쉽게 보자면 파이프 게임을 연상하면 좋으며 라인을 배치하고 해당 라인의 끝에 연결되는 다른 라인을 배치하는 형태이죠. 배치한 파이프가 붉은색이면 공격력이 증가하고 초록색이면 체력이 증가하는 등 색상에 따라 스탯이 증가하게 됩니다. 만약, 배치한 판의 색과 파이프의 색상이 동일하면 효과 수치가 2배로 증가하게 되죠. 스탯 증가 외에도 배치를 하면서 스킬이나 패시브 효과가 연결하면 전투에서 사용할 수 있게 됩니다. 외에도 NPC들과 대화를 진행하면서 퀘스트들 받아 수행하면서 보상을 받을 수도 있습니다. 전투나 퀘스트로 획득한 골드들로 캐릭터들의 강화나 파이트용 보석들을 구매할 수도 있죠. 또한, 가로등이 랠리 포인트로 세이브를 할 수 있게 해줍니다. 문제라면 세이브 시 다른 파티원들을 현재 위치로 소환을 해버리며 이 위치가 맵의 시작 지점이라는 것? 앞서 언급했듯이 캐릭터들을 하나하나 수동으로 모두 움직여야 합니다. 1명만 움직이면 되지 않나 하는 생각이 들 수 있지만 클리어하지 못한 챕터의 맵의 경우에는 모든 캐릭터가 끝에 도달해야만 다음 지역으로 넘어갈 수 있는 구조이죠. 그렇기에 A를 움직여서 맵 끝으로 가져가고 B를 움직여서 또 대려가고 마지막으로 C를 대려가야 하는... 상당히 귀찮고 유익하지도 않고 번거롭기만한 과정을 거쳐야 하는.... 그러면서 세이브는 맵 초반에 위치하고 세이브를 하면 모든 파티원을 소환해버리니 귀찮지 않으려면 세이브는 다음맵에서 하라고 강요받는 느낌? 챕터에 따라서 맵이 달라지고 기믹들이 추가됨에 따라서 이런 캐릭터 하나하나의 이동 방식이 상당히 귀찮아지는... 그러면서 전투 시작시에 멀리 있으면 합류에 턴이 필요하고 전투가 끝나면 원래 위치에 있고 아니 전투에 합류하고 다시 제자리로 돌아가버리는거야? 왜? 나름 재미를 느낄만하다라고 생각되려다가도 이런 은근한 불합리함들이 발생하면서 빡침만 느껴지는... 아쉬운 점 -로비에서 설정 불가 -스킵 없음 (스토리 개 길어....) -키를 변경해도 안내 이미지의 문자는 변동되지 않음. 이로 인해 상호작용 상황과 전투 등에서 혼란이 발생하기도 함. -다음 지역으로 가려면 모든 캐릭터가 일정 범위 내에 위치해야함. 따라오게하는 기능이 있지만 그냥 좌우 이동만 가능하지 점프는 못해서 결국 캐릭터 셋을 하나하나 움직여야하는 번거로움이 존재함 -스토리를 위해서라지만 일부 지루하고 이득도 없는 무의미한 전투 및 이동 구간 있음 -시야 난이도를 높히기 위함인지 보이지 않게 어둠으로 가려둔 땅이나 기믹들이 존재하며 추락하면 시작 지점으로 강제 이동됨. 굳이라는 생각이 드는 맵 구조들이 많음. -지역 이동 기능없음 (뭔가 깜빡하거나 되돌아가야하는 경우 끝에서 끝으로 이동을 반복하여야하며 몬스터들도 리젠되기에 귀찮은 전투가 발생하여 흐름을 끊어버림) -우리는 앞으로 부딫혀도 적 머리를 짓밟아도 기습당한걸로 취급당하고 적은 플레이어를 쉽게 인식함 -세이브 시 모든 파티원들을 소환함 (맵 끝에 모두 모여야 이동을 할 수 있기에 파티원들을 어느정도 이동 시킨 뒤에는 세이브를 하기 꺼려지게 하고 난이도를 높힘)
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really fun turn-based RPG that I think deserves more attention than it appears it may have gotten! Highlight is definitely in the story and some of the combat systems and leveling, with shoutouts to the wonderful pixel art and background work. Be sure to talk to NPCs with each of the controllable characters to get different conversations, world building, and character development! Bonus points for the optional card mini-game; it reminds me of FF9 a bit, and I adore that one, so I really liked a similar game here. :) Game runs wonderfully, encountered no bugs. Controls work on both a keyboard or a controller (played on controller personally); you may want to look into rebinding no matter which you choose, because some assignments seem strange, like buttons to defend in combat versus the line-up they are on screen. You may need to be prepared to return to title screen to reload a screen every so often if you accidentally knock an item out of the map (swamp area) or want to grind a little bit. On that note, played on the intended difficulty because I saw post-game and NG+ are not available to lower difficulties!! So be aware of that. Having played on it though, I found I didn't not need to grind at all -- doing even average star ranking in your battles will lead to you reaching very close to, if not capped out, by the end of the game. I love the leveling grid, the "Power Flow" as it were, and slotting items to gain power. Same with the training, having items have qualities that impact their strengths and how their unique mechanics work. (Leveling the strength is mandatory! While I found I didn't need to interact with the unique mechanics until near end of game.) Speaking of end of game, I think my only complaint is that I feel it ends too abruptly! I really liked where things were going, the twists and character building that was happening, but it just feels like it needed that little bit _more_. Threads get set up that don't always feel like they pay off fully. Post-game has some challenge fights you can do, but I found they might be a little -too- sponge-y to be worth exploring, but your mileage may vary, as I wasn't the best at the juggling and guard breaking mechanics of the game's combat system...! Which, in itself, is a really cool idea, trying to weave your attacks in ways to try to max out your big hits versus spending or saving your attacks. Defense is tough, requiring you to be very quick on deciding when to press the button, and I found sometimes I could get by just going "Press all three the moment you see someone start to move on screen," hah. The super defenses are also VERY helpful, but I found they didn't always activate reliably; this may be a user error, as I'm using the new Steam Controller, so I may not have set it up properly. Again, your mileage may vary! All in all, this took about 15-ish hours to go from start to finish without post-game, and goes on pretty large sales (I think I got it for, like, a buck because it was recommended in the checkout window??, which is *insane* for the quality here). I really think this is worth your time!! It's got some big hits, and some misses, but the pros vastly outweigh the cons, and I think you'll find a really good time here. Great work here from Sungazer Software. i love rik and tox and want to draw fanart of them, especially rik, oh my gosh i love their designs so much. need to make time to paint them if i cannn
Having to go through a puzzle/platformer screen 3 times using each character is such a slog gameplay itself is full of information and micromanagement. not fun. good thing I bought this on 90% discount.
A estória é boa, não recomendo jogar na dificuldade máxima da primeira vez, eu fiz isso e fiquei encrencado em algumas partes, no geral ele te prende, é preciso pensar para resolver algumas lutas.
Nice little game with plenty of charm, the gameplay reminds me of older Valkyrie Profile entries which is worth experiencing, along side the great art and soundtrack.
tl;dr This JRPG-inspired game has an unique, in-depth combat and leveling system that rewards experiments and min-maxing, all programmed by a single person. It also features well crafted characters and very charming soundtrack. But it suffers from the initial information overload, tedious inventory management and clunky 2D platforming mechanics. I'd only recommend this game if you are prepared for steep learning curve and can put up with the QOL downsides. [b] Characters and story [/b] All 3 main characters are well put together, and they all have distinct personalities and motives. I thoroughly enjoyed banter between them, as well as them talking with side characters and NPCs. While it didn't serve any practical purpose, all 3 of them also had different comments for every single item (100+) and for dozens of enemies, and it really helped give them personalities. Imagine having to come up with all of those, it really shows how much the devs cared. The story starts off with very little information on party members, which was a very clear sign that there would be twists in the later part of the game, as their past and identity were slowly revealed. This might be because of pixel art, but some of the story cutscenes felt lifeless and didn't convey emotions very well. There was this one scene that I feel was particularly half-done, where this side character, who has been very helpful and cheerful during the journey, suddenly gets killed. It went exactly like this: this character turns his back on someone, gets attacked, then his sprite flies out of focus in an almost comical fashion. Not even any last words. At first I didn't think he was dead because there was no confirmation, and thought he'd just casually show up later in the story and startles everyone. It was later confirmed by [spoiler] browsing the shop and seeing this character available for purchase, to be summoned as combat support. I do get some people (including me) want to see him back in some way. [/spoiler] What a way to know someone whom I started to like was truly dead. [b] Combat [/b] A turn-based/timing sensitive combat, apparently inspired by the game called Valkyrie Profile. The game gives you a few tutorial battles followed by a bunch of menu tutorials, but a lot of crucial mechanics won't be explained. Thankfully those are all written down in game manual and steam guides, and you can do battle practice at any save point. And if the normal battles are too hard, there is an option at the start of the game to remove certain mechanics. There is also an option for reduced boss difficulty after losing the battle, and it is much needed for difficulty spikes on some of them. Eventually I got the hang of it, and it can be incredibly satisfying to see all enemies on screen being wiped out in a single turn. Some of the combat UI are very rough though. I sometimes had a hard time making out what's happening in combat, especially when there are dozens of enemies on screen. Damage number and the little particle effect (that are supposed to show when enemies are ready to use special attacks) can overlap each other, making it a complete mess. Also, I have no idea why there are no healthbars for enemies, even though I can check their max health. It's nearly impossible to keep track of who I attacked and how much damage I did, and incredibly hard to make calculated decision on next attacks. Either add instant replay function, or simply add healthbars and most of the UI issue will be solved. [b] Leveling [/b] Leveling comes in the form of placing consumable items on a skill tree/board thingy to give stat increases. Again there are a lot of information at first, but the game manual answers most of the questions. Certain items can only be placed at certain tiles on the board, but the inventory UI is poorly done here and introduced a lot of tedium. I had to first click on certain tile, then I chose which item to place. Since all 3 party members have different shaped boards and I wanted to plan ahead which item to place and on whose board, there were a lot of going back and forth between different menus. There should be a manual filter for inventory instead of auto filter. That way, I could search for items that have T-shaped runes, or items that give health stat bonus. [b] Exploration [/b] Every chapter has 1 or 2 exploration sections that includes platforming, enemies, treasure hunting and simple side quests. The environments were beautifully drawn, but I feel I wasn't made for 2D platforming. Stuff can blend in with the background, and sometime it became hard to tell if what I'm seeing was a part of a wall or just background. There were also foreground elements that blocked the view, and I always missed if there were any item or holes behind them. I think the stuff I can walk on and interact with could be drawn differently, or be given different. distinct outlines. Overall the game is well put together considering it's made by a single person. Combat has a lot of in-depth mechanics. A lot of thought were put into world building, and I found characters (including side/support ones) very lovable and memorable. It could've used more polish and adjustments on some of the tedious mechanics and clunkiness.
4/5 star
👍
This was some kind of a ride. Why? The game story of course. It's pretty rich in content. Other than that, the gameplay is pretty weird. The mechanics are pretty original, like, who would have thought of a sidescrolling platformer RPG anyway or the turn based real time attack and dodging. By the way, the game is not grindy at all. I never even once grinding exp or gildred/money in the game. So, I just fought anything in the way because I realized the gained exp are carefully organized for each area. Probably to make you level up easily and to make the game less grindy.
The Tenth Line from Sungazer Software LLC is an ambitious indie RPG that blends classic turn-based combat, side-scrolling exploration, light platforming, and character-driven storytelling into a surprisingly cohesive and memorable adventure. At first glance it evokes the era of 16-bit role-playing games with its colorful pixel art and fantasy setting, but it quickly becomes clear that it is not content to simply imitate its inspirations. Instead, it builds upon them, layering mechanical experimentation and narrative personality on top of a familiar foundation to create something that feels nostalgic yet distinctly its own. The story follows Princess Aria of the small nation of Easania, whose life is upended by a sudden attack tied to a larger conspiracy and an ominous prophecy. Forced to flee her home, she soon forms an unlikely party with Rik, a quick-witted kobold, and Tox, a powerful and sardonic black dragon. This trio immediately gives the game a unique tonal balance. Rather than leaning solely into high fantasy melodrama, The Tenth Line thrives on the interplay between its characters. Aria’s determination, Rik’s grounded pragmatism, and Tox’s dry humor create conversations that feel lively and human, even amid world-ending stakes. The broader narrative weaves themes of prejudice, political tension, destiny, and survival into a plot that gradually expands beyond a simple escape story into something much larger in scale. Exploration sets the game apart from many traditional RPGs. Instead of navigating static overhead maps, players traverse environments in a 2D side-scrolling perspective. This structure introduces light platforming elements, environmental puzzles, and secret hunting that reward curiosity. Each character contributes distinct abilities to exploration, encouraging players to switch between them and use their strengths strategically. Obstacles may require precise jumps, projectile throws, or brute force, and optional hidden areas often contain valuable items that enhance progression. This design gives the world a sense of physicality that many menu-driven RPGs lack, making traversal feel active rather than passive. Combat blends turn-based planning with real-time execution in a way that keeps battles engaging throughout the adventure. Players queue up actions for each party member, but timing-based inputs during execution can strengthen attacks or mitigate incoming damage. Encounters can feature multiple enemies attacking in waves, creating moments of tension that demand careful management of health, positioning, and resources. The absence of a traditional equipment system is another distinctive choice. Instead of constantly swapping armor and weapons, character growth revolves around items that unlock skills on a board-like progression grid. This system encourages thoughtful customization, allowing players to shape each party member’s role rather than simply equipping the next statistically superior upgrade. The visual presentation reinforces the game’s hybrid identity. Pixel art sprites are expressive and detailed without feeling cluttered, and environments range from lush forests to imposing castles and cavernous ruins. The art direction channels classic console RPG aesthetics but incorporates modern fluidity in animation and color design. Character portraits during dialogue add personality and nuance to conversations, strengthening emotional beats. Complementing the visuals is a varied soundtrack that shifts naturally between adventurous exploration themes and more dramatic combat tracks, enhancing immersion without overwhelming the player. Beyond the main quest, The Tenth Line includes optional content that adds flavor and replay value. One notable addition is an in-world collectible card game that players can engage with for rewards and completionist satisfaction. These diversions help flesh out the world and provide breathing room between story-heavy segments. Side paths and hidden treasures further reward thorough exploration, giving players a reason to revisit earlier areas once new abilities are unlocked. While the game’s ambition is admirable, it can occasionally feel dense due to its blending of genres. Players unfamiliar with platforming elements in RPGs may need time to adjust to the controls, and some combat encounters require careful preparation rather than brute-force approaches. However, these challenges stem from its layered design rather than imbalance. Once the systems click into place, the combination of exploration, strategic combat, and narrative progression becomes highly satisfying. Ultimately, The Tenth Line succeeds because of its cohesion. What could have been a disjointed mix of mechanics instead forms a unified experience driven by strong character chemistry and thoughtful system design. It respects the traditions of classic RPGs while experimenting just enough to stand out in a crowded indie landscape. For players who appreciate story-rich adventures with a blend of action and strategy, it offers a journey that feels both comfortingly familiar and refreshingly inventive. Rating: 7/10
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