
Tyberia has been turned into a paradise by the Tyrant, free from war, suffering, and death - because nearly everyone has been turned into the undead. Take charge of the last living warriors in tactical, turn-based battles and drive the Dead Army into the sea!
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 Aug 22 → 0/day in the week after.
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

The Tyrant landed in Tyberia bearing promises of a paradise, without war, without suffering… and without death. All Tyberians had to do in order to enter his paradise was to simply die at the hands of his Dead Army. The war was over before it even began, with thousands perishing in the Tyrant's wake, only to be brought into his fold as undying thralls, bound by magic. The few living warriors left are scattered across the remnants of their homeland, tirelessly looking for a way to turn the tables on the tyrannical Tyrant. Lead a great Uprising, defeat the Dead Army, and drive the monstrous overlord back into the depths of the sea from whence he came.
Tyrant's Blessing is a tactical turn-based game where your ability to plan, adapt, and strategize is more important than min-maxing your units or finding the sharpest sword in the hoard. Select battles every day, make challenging choices, and cleverly use the strengths of these rag-tag insurgents to defeat the undead hordes and maybe - just maybe - bring real life back to Tyberia.

Before you bring the battle to the Tyrant's doorstep, you'll have to make sure you live long enough to reclaim the Island.
Decide whether to fight, rescue the living from the Undying, or gather your strength. Every choice matters throughout every day of the Uprising.
As you fight your way across the face of Tyberia, face off against random encounters that force difficult decisions. Do you intervene and fight highwaymen, putting your warriors at risk? Do you try to save a child, risking valuable time and resources? Only your morals and ideals hold the answer.

The Tyrant can’t be defeated without destroying an army's worth of the Undying. However, winning is more than simply whacking the enemy as hard as you can.
Analyze the fray and plan accordingly. Place warriors around the battlefield to gain strategic advantages.
Stay ever mindful of surroundings: kick up dust to make the enemies lose sight or hop over stones and dodge into bushes to avoid enemy attacks.
Mind the enemy: every attack is telegraphed, but take care, simply moving away leaves behind a shadow. This remnant of a character can still be attacked if there is no way to avoid it...
Knock the enemies out of the way and into obstacles, shield weaker heroes with ones that can tank damage, as well as chain powerful elemental attacks using the environment. Brute force works, but fight smarter, not harder.

Each of your heroes has their own personality, properties, and abilities. Who will you choose to put in harm’s way?
Enlist twenty hallowed heroes, each with a distinct set of abilities that can dramatically alter the course of any battle.
But stay mindful: Not all heroes appear in a playthrough - and not everyone is guaranteed to make it to the finish line of this quest.
Pick the right team for the task. An assassin may thrive in confined spaces, while an archer will suffer in close quarters. Some heroes may even bring their pets along, who might provide just enough leverage to win a battle for the group.
We cannot afford to lose even a single hero to the undead tyrant!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, 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 | $19.99 | 372reviews | 71% | — | $150.5K |
| $3.99−80% | 18ratings | 66% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'd like to say, I feel a lot of people don't see this how I see it. It's a random puzzle solver. Granted I know it sounds horrible, it kinda is, but it's still a nice challenge for those who want it. If you're browsing reviews, you'll hear of a mechanic called "Shade" - basically all enemies can lock down a copy of your soul to strike you whenever their turn ends. Sounds unfair? It kind of is. However you have a multitude of ways to avoid having your shade hit. Most attacks in this game can knock back enemies, meaning they'll attack the same direction, but not the same tile. Others are either really powerful without knockback or turn enemies around, etc. So, would I say Shade is balanced? No. It makes for an interesting puzzle element, but the problem is some ranged attacks are straight line shot, meaning you can hit your own Shade and hurt your team. It's gotten me killed a few times because I didn't have someone in range to knock an enemy away or something like that, and I ended up taking a heavy hit. It also doesn't help that some enemies can't be knocked back, so their shot is almost guaranteed. and from that I branch to my next Meh part of the game: Enemies are COMPLETELY randomized. They have a 1-4 and an upward of 6 roll for their Health, Damage, and...well not so much movement as I saw, that was usually a flat 4 spaces. But anyways, the problem I have with this is sometimes you can get an enemy that doesn't move with 4 damage and 6 health if you're unlucky, meaning whoever they aim at, is likely death unless you kill them first, which opens your team to every other attack. So then you kill them: Wrong, because the entire enemy unit list is undead except for a few bosses. When an enemy dies, they revive next turn if a spare "Soul" I'll call it is around, which is a flat amount of resource the enemy has. These souls basically means you have to be outnumbered for about 3-4 turns while dealing with everything else I mentioned. Now. Despite the semi rant, I do actually like this game. I did beat it on my first run normal difficulty, but still had a hard time. I like hard so long as it isn't impossibly unfair, and despite all I've said, it was doable. Once you learn the tricks to the game which I didn't spoil in this review, you can make it through the battles pretty easily, Right now it's on sale 75% off. I would say get it if you're eyeballing the game and you're a fan of challenging tactical games.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
| $19.99 |
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| 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 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a great tactics game that's easy to jump into, and is incredibly replayable. The characters have 2 active abilities and a passive ability. You have a team of 3 characters and a support animal. You're fighting semi-random encounters in a roguelike branching paths setup (but this is more freeform than "branching path"). On the course of your journey you'll be able to recruit new heroes, which you'll be able to select as your characters for your next run. While the starting characters are pretty standard, the recruitable ones can get pretty wild with their abilites. I've not read a single line of in-character text and have no intention to, so I can't tell you if it's good, but it doesn't affect the gameplay at all. Other games are good for story, but I have issues with the gameplay. This one I'm playing for the game and have zero interest in the story.
my fire emblem LTC hearth doth weep! this game is creative, quick, snappy, diverse, and expressive! it asks a lot of forethought from its players, and it's certainly a bite-size title with little in the way of interesting characters or plot, but wow this game feels so replayable! its a short campaign, i beat it in under an hour on my second run, but there are just so so many characters that its hard not to keep coming back! EDIT: 20 hours in and all achievements later I can safely say this wonderful little title is the most fun pick up and play SRPG i've ever played! So replayable and so addictive
Eu joguei o jogo e consegui todas as conquistas. É divertido, simples de entender e curto. Eu adoraria uma versão com mapas maiores, mais personagems na equipe e uma história melhor desenvolvida. I played the game and got all achievements. It is fun, simple to understand and short. I would love a bigger version, with more maps, more characters in the board and a history mode.
一些完美通关玩家可能注意不到的点: 守护灵用完后,角色死亡后下一关会复活的。 护盾可以挡住陨石和地雷的即死攻击(敌我都是) NPC死亡也没有什么特殊对话,但NPC死了会被死亡能量复活成敌人的步兵,玩家角色则不会。 杰夫死亡后也会被死亡能量复活,同时任务目标也完不成了 猎人死亡后不会变成开场剧情说的骷髅弓箭手(笑) 失败后确实是会有失败对话的 确实游戏玩法很容易让人与Into the Breach(陷阵之志)作比较,但不存在完爆,这款游戏有他的特点,虽然总体来看确实不如Into the Breach 个人用20个角色做领队都通关了,也通过了一次噩梦全选。影子的设计算是特色,要想办法处理影子。游戏中也提供了多种方法——闪避,或是部分人物技能,或是道具,或是推开敌人,等等,并不想有些玩家说的那样是败笔。 角色之间确实实力差距不小,确实能灌伤的很强,但是随着噩梦难度中:无法闪避/敌人复活获得护盾这两个变态加强以后,一味的灌伤反而变得愚蠢了。本来做了个角全角色,宠物和物品的T0-T3评价。。。还有全任务难易度的评价,但是因为噩梦全选后难度的质变和队伍不同变得失去了意义 这里发现的一个能稳过条件全选的噩梦难度方法,烟雾流。核心是斯林克。通过让所有友军都在烟雾或草丛里,让敌人无法进行攻击任人宰割的方案。除了斯林克以外核心宠物还有茉贝,但茉贝的烟没办法保护自己所以是斯林克下位。核心英雄也可以用达比,只要队友都没掉血,就相当于隐身了。而且第一回合不会被瞄准加了很大容错。核心物品自然是烟雾弹。同时在地图多打树产生烟雾。第二阶段走沙漠,沙漠有很多烟而机关不多。打暴君的时候稍微费点劲,自然环境没有烟,但只要打死暴君就赢了,就废一点守护灵吧。缺点就是难以达成五回合的目标,因为比较墨迹。但这是目前本人独立发现的唯一稳过噩梦全选的方法,有其他方案欢迎讨论。 个人比较讨厌的点是解锁英雄的对话以及过场英雄间的对话没有收藏记录,讨厌 总体来说是个好游戏,但性价比确实不如Into the Breach。打折可以入手,或者Into the Breach全成就了也可以玩玩这个 另外,不同的世界观,不同的剧情,不同的故事,不同的游戏。凭这一点,它就值得独立存在了,也值得好评
Je venais pour un petit tactical “chill” . J’ai trouvé une bonne idée de base… mais un système qui te coince vite difficulté + . Je pose tout, clairement. Jeu testé sans regarder de vidéos pour rester neutre. Oui, la page Steam affiche “plutôt positives”. Moi, je n’y arrive pas. Pourquoi ? ✅ Ce qui fait plaisir Traduction FR correcte. Pour un petit studio, c’est un vrai plus. Pixel art propre, lisible ; la DA du champ de bataille a de vraies idées. Quelques thèmes musicaux agréables au début. ( AU DEBUT ! J'INSISTE ) Roster “potable” : il y a de la variété de profils (mages, assassins, tireurs, tank). ❌ Ce qui casse l’envie Zéro voix / vocalisation. Dialogues muets, pas de sound design qui porte la scène : l’ambiance sonne vide. Musique répétitive en fond (violons, nappes) qui finit par lasser ; sans voix, ça accentue le vide. Système d’équipe figé : tu “recrutes” des héros mais tu ne peux pas les intégrer à ta run en cours. Ils restent en vitrine jusqu’à la fin (ou l’échec) de la campagne. On te laisse le découvrir tout seul. Options faméliques : pas de remappage clavier, pas de réglages avancés, save auto pas de raccourcis pour accélérer le tour/déplacements, quasi rien en accessibilité. En 2022+, ça pique. Familiers trop utilitaires, peu d’impact . ( prend la place d'un champion pour un truc moisi ..) Rythme et clarté : mécaniques mal expliquées, et une défaite en difficulté supérieure te remet à zéro en mode histoire, comme si tu avais plusieurs vies avant de pouvoir changer de roster. Impossible de modifier ton équipe sans perdre, ce qui oblige à tout recommencer depuis le début, avec une remise à zéro totale des récompenses. Ce système casse complètement le rythme du jeu : au lieu de proposer un simple chargement ou une reprise d’une partie précédente, on te force à repartir de zéro après chaque échec. C’est extrêmement frustrant, et la progression finit par stagner. On a vraiment l’impression de subir plus que de construire sa stratégie. ⚖️ Pourquoi je décroche On me vend la liberté tactique, on m’impose une run verrouillée avec la même équipe du début à la fin avec choix limité sur un run , des recrues fantômes que je ne peux pas jouer, et des options de confort de 1999. Sans voix pour porter la narration ni mixage pour densifier les combats, l’immersion tombe. Au bout d’1h30, je suis saturé. 🎯 Immersion : 2 / 10 (absence de voix, vide audio, options trop limitées, système d’équipe rigide) 📉 Verdict : Négatif. ✍️ JR.D.Mushu 🐉
Into the Breach-like, can I call it that? If you're a fan of Into the Breach, then you'll definitely enjoy this game. Even though it feels easier than Into the Breach, I still had a good time playing this game. I hope to have more time to play it.
Дуже непогана гра в жанрі покрокової стратегії. Хоча вона, по суті, мобільна, але все одно дає різноманітність проходження, яке базується на виборі персонажів та питомця на початку кожного рану. По сюжету типово усе, є королівство та лиходій, який використовує невідому магію, що відроджує мерців, а ми повинні його здолати. У геймплеї це цікаво обіграно: після кожного ходу ми залишаємо на клітці свою тінь, через яку можемо отримати дамаг. Але якщо вбити ворога до наступного ходу — дамага не буде. Та не треба забувати, що є і фізична оболонка героя, яка після атаки може надамажити свою ж тінь і вбити самого себе :) Про біоми. У грі їх три: в одних багато пасток, в інших — гармати, якими є сенс знищувати мерців, а в деяких — і те, й інше. У сукупності з немалим вибором героїв та їхньою різноманітністю скілів кожен ран може проходити зовсім по-іншому — в плані винищення мерців, бо в цьому і весь сенс. Цікаво вистроїти хід так, щоб ефектно вбити всіх. Ще хочу сказати про діалоги в грі — вони дуже лаконічні та смішні. Я від кожного нового діалогу посміхався. На жаль, щоб їх розблокувати, треба отримувати зірочки, які видають за досягнення — і вже на них вербувати героїв. З цим і відкриваються нові діалоги. Чи то герой природи казатиме, яка сила відродження мерзенна, чи герой ілюзій навпаки, захоплюватиметься нею, мовляв, складно одного відродити, а він цілу армію може. Цікавим був і діалог із NPC, який зійшов з розуму. Якщо його не вбивати, він каже. Ви якісь упитані та здорові… У вас десь табір є? Можна до вас? Що повинні сказати герої, які йдуть визволяти свій народ від лиходія та армії мерців? Так, звісно ми допоможемо, йди з нами! Пффф, ні — вони просто кажуть "ні". Звісно наче це дрібничка, але ось такі діалоги викликали в мене посмішку) Можу рекомендувати, за знижкою на пару вечорів саме те:)
It's a good strategy/puzzle game. Definitely heavily inspired by Into the Breach, which I only played *after* playing this. Gives you some interesting and somewhat unique mechanics to solve and play with. Interesting choices to make for example which items to give which units, and customization on how to upgrade units throughout your run. Anyway, I personally like this game a lot and think it's got pretty graphics and tight rewarding gameplay. Grab it when it's on sale and have an afternoon of fun beating the game, hopefully more if it grips you.
Tyrant’s Blessing is a tactical turn-based strategy game developed by Mercury Game Studio and published by indie.io that combines grid-based combat with roguelite progression and a narrative about rebellion in a conquered fantasy world. Rather than focusing on traditional RPG progression systems such as leveling and grinding, the game emphasizes strategic thinking, positioning, and the careful management of a small group of heroes fighting against overwhelming supernatural forces. The result is a strategy experience that feels more like a sequence of intricate battlefield puzzles than a conventional role-playing adventure, rewarding players who approach each encounter with patience and careful planning. The story takes place on the island nation of Tyberia, a once vibrant kingdom that has been transformed into a strange and unsettling version of peace. A mysterious tyrant has conquered the land not by slaughtering its people, but by transforming them into obedient undead soldiers known as the Undying. Under the Tyrant’s rule, war and suffering have technically ended because most of the living population has been replaced by these magically bound servants. However, a small group of survivors refuses to accept this unnatural order. These rebels gather in secret, hoping to reclaim their homeland and restore life to a kingdom now dominated by the dead. Players take on the role of the leader of this rebellion, guiding a group of heroes as they travel across Tyberia in search of allies and opportunities to weaken the Tyrant’s forces. The campaign unfolds across a map divided into different encounters and locations that represent battles, story events, and potential rewards. Each journey through the island is structured as a sequence of days, during which the rebels must choose which paths to take and which challenges to confront. These choices shape the overall course of the rebellion, creating a dynamic campaign where each playthrough can unfold differently depending on the player’s decisions. The core gameplay revolves around tactical combat that takes place on a grid-based battlefield. Each encounter pits the player’s small team of heroes against groups of Undying enemies who threaten to overwhelm them through numbers and persistence. Unlike many strategy games where players react to enemy movements in real time, Tyrant’s Blessing introduces a unique mechanic in which enemies reveal their intended actions before executing them. This allows players to study the battlefield, predict enemy attacks, and carefully position their heroes to avoid damage while preparing counterattacks. The result is a combat system that feels methodical and thoughtful, where success depends on anticipating enemy behavior rather than reacting quickly. Players typically control a small group of three heroes during each battle, supported by a companion animal that provides additional abilities. Each hero possesses distinct skills that influence how they interact with the battlefield. Some characters specialize in pushing or pulling enemies into dangerous positions, others excel at ranged attacks or defensive support, and some focus on mobility to quickly reposition across the grid. Because the party size is limited, selecting the right combination of heroes becomes an important strategic decision that can significantly influence the outcome of encounters. One of the more interesting mechanics involves the way enemies behave after being defeated. Many Undying enemies do not remain permanently eliminated after falling in battle. Instead, they may rise again after a short period unless the player takes steps to prevent their resurrection. This mechanic adds an extra layer of tactical pressure, forcing players to maintain control over the battlefield and manage multiple threats at once. Allowing enemies to revive can quickly turn a manageable situation into a chaotic one, encouraging players to think carefully about how they control space during combat. Between battles, the campaign continues through a series of strategic decisions that shape the rebellion’s progress. Each day offers several possible locations to visit, but players can only choose a limited number before time advances. Some locations provide resources or new recruits, while others present difficult battles that must be overcome to continue moving forward. Occasionally, story-driven events appear that allow players to make choices affecting their resources, allies, or the morale of the rebellion. These branching paths add replay value and encourage experimentation with different strategies across multiple runs. The roster of heroes available to the rebellion also plays a significant role in the game’s replayability. Over time, players can unlock new characters who may appear during future playthroughs. Each hero brings unique abilities and combat styles that dramatically change how battles unfold. Some heroes rely on brute force, while others emphasize clever positioning or support abilities that benefit the entire team. Discovering new characters and experimenting with different team combinations keeps the strategic experience fresh even after completing the main campaign. Visually, Tyrant’s Blessing adopts a colorful pixel-art style that blends retro aesthetics with modern animation techniques. Characters are represented by expressive sprites that convey personality despite the limited visual scale. The battlefields themselves are filled with environmental details such as tall grass, stone ruins, and shifting terrain that add visual variety while also affecting gameplay. Although the graphical presentation remains relatively simple compared to larger tactical RPGs, the art style complements the game’s strategic focus by ensuring that units and hazards remain easy to identify during combat. The game’s audio design further enhances the atmosphere of a desperate rebellion. The soundtrack features energetic orchestral themes during battles and more subdued melodies while exploring the campaign map. These musical elements reinforce the sense of tension and determination that defines the struggle against the Tyrant’s undead forces. Sound effects such as weapon strikes, magical abilities, and enemy movements provide clear feedback during combat without overwhelming the player. One of the most appealing aspects of Tyrant’s Blessing is its focus on strategy rather than character progression. Many RPGs allow players to overcome challenges simply by gaining levels or acquiring stronger equipment. In contrast, this game requires players to rely on clever tactics and thoughtful positioning. Every encounter can theoretically be solved through careful planning, making victories feel satisfying because they result from strategic insight rather than numerical advantage. However, the game’s emphasis on tactical gameplay also means that its narrative elements remain relatively understated. While the premise of a rebellion against a tyrant who has transformed an entire kingdom into undead servants is intriguing, the story itself is delivered through brief events and minimal dialogue. Players who prefer narrative-heavy RPGs may find the storytelling somewhat limited, as the primary focus remains firmly on the mechanics of combat and strategy. Overall, Tyrant’s Blessing stands out as a thoughtful and well-designed tactical strategy game that rewards patience, creativity, and careful decision-making. By combining puzzle-like combat with a flexible campaign structure, it offers an experience that feels both challenging and satisfying. For players who enjoy turn-based tactics and games that emphasize strategic thinking over traditional RPG progression, Tyrant’s Blessing provides a unique and rewarding journey through a land struggling to reclaim its life from the grip of an immortal tyrant. Rating: 7/10
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