
Untamed Tactics is a Tactical RPG set in world of colorful animals. Relive the legend of Greycoat’s escape into the untamed Wilds in a tale of lost honor and finding a new home as you fight, talk, and think your way through this beautifully illustrated adventure!
Modeled estimate, not a reported figure. How we estimate →
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 Jul 30 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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



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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−70% | 133reviews | 78% | — | $18.1K |
| $4.99−75% | 8ratings | 66% | — | 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
It's weird how close this is to being pretty good, but with some flaws so glaring (and seemingly easy to fix) that it seems ridiculous that someone would release the game in this state. I get the feeling it was made out of pieces from other games by someone who didn't really understand how the pieces were supposed to fit together. Good narrator voice, okay story, decent graphics, UI *mostly* reasonable. Then we get to where it all goes wrong, with things that seem like they'd be easy to fix. 1. when you're on the leveling-up-a-skill screen there's two places where it shows the current skills you have. The one on the right, if you hover over a skill, the popup description appears centered on the bottom left corner of the screen, i.e. you can only see the top right quarter of it. (This has gotta be a one or two lines of code bug, and I've seen that it's been reported long ago, so it not being fixed is just awful.) 2. many of the runes don't seem to actually do what they say they will. I realized by the end some of this might be just bad phrasing; "on critical hit" might mean on someone else critical hitting you, not on you dealing a critical hit, for example. The obviously-best runes (on some event permanently increase some stat) don't seem to have any visual indication at all that the effect was triggered. 3. the balance of things is just ridiculous. You have one of the "parlay" cards that in its weak form just instantly erases one enemy, and in its strong form turns it to your side for the rest of the battle. Then there's another parlay card whose stronger form is "reduce the critical hit likelihood of one enemy" which is *very close* to being absolutely no effect. Nearly all increase/decrease attributes, and damage-over-time, is completely useless because they don't stack, or in fact can *anti*stack - if you cause 5 bleed then 4 bleed, the total bleed on that target is 4. 4 damage per turn on a thing with 1200 health might as well not exist. Your normal damage scales up as you level up, but your boosts and DoT effects don't, so even if they're okay at the start (which, they're still pretty bad even then), they get worse and worse. 4. the escalation of difficulty is missing - instead of things getting tactically more interesting, it just gets *longer*. It doesn't really get any harder. So the feeling for the player is that the progress is getting slower and slower, then eventually, the game is suddenly over, even the final boss just felt like an ordinary fight level pretty much.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Traditional Chinese*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
✔ doesn't fall into the N vs N tactical combat. Outnumbered combat is completely feasible ✔ good combat abilities (six) and passives (five) you can customize ✔ positioning is important (and pushing) ✘ AI or lack of it ✘ only three characters on your team at the same time in a tactics game ✘ crits are ridiculously powerful and so is parley (extra global effect every N actions, including removing an enemy from combat) - most of this is controlled by RNG ✘ random encounters can be far more difficult than easy standard ones ✘ repetitive and in the end boring. Quite quickly I got offered the same abilities as upgrades on level ups ✘ damage calculation preview lies all the time (at least I think so, because even crits don't explain doing 10x more damage ✘ too easy on normal difficulty. Started on hardest, but it gave me an impossible random combat encounter so I had to restart (there is no way switch mid-game or switch your party composition)
Refunded. The FIRST LEVEL has you placed up against an equal number of enemies, one of which is a boss with twice your health and attack power who can pull you several squares to himself and two-shot your characters. How about you teach me how to play the game first before you drop something that difficult on me, Untamed Tactics? How do I move properly? Why am I starting with so many abilities? Why do I have 4 or 5 class choices for every character before I've even played? What do all these little symbols mean? What is "torment" and why does it hurt only sometimes? So many questions! After failing the FIRST LEVEL a number of times, I threw my hands up. What a waste of time and good artwork.
it's exactly enough content to cover 2 hours, so that you miss the refund window. After that, the game starts a new chapter, and you have reset your characters, reset their abilities, reset their modded buffs and you see the exact same maps with the exact same objectives, with the exact same 'click here to release the prisoner' in exactly the same spot... just cheap, and reuses the same stuff to try to pad out the game. why not just let us continue progressing? making me re-earn all my abilities and buffs all over again every single chapter is just too much. this game is utter trash. the fact that all these only come to light after the refund window makes me forget the positive things about this game, and remember only that it's a ripoff.
The game definitely needs some work. Most notably: - there are a LOT of graphical and UI bugs - basic spelling or grammatical mistakes are pretty frequent - skill interactions and effects can be confusing or do something unexpected, or feel not useful in any situation - The dialog itself is pretty simple/adolescent - Not enough variation in fights. I played a few missions into chapter two and it already felt repetitive If you are interested in the game, get it on sale. It'll give you a few hours of entertainment, but overall it needs some heavy polish.
A basic but pretty relaxing game, it won't push you too hard or deeply engage you, but it will give you fun in short bursts and a mostly pretty straightforward path to victory. The negative review is because, unfortunately, it deleted my save. There were already small things that were annoying (finnicky menus, the lack of a confirmation prompt when selecting upgrades, the very questionable choice in plot), but losing save was enough to kill any momentum I had with this game and make it hard to recommend to others.
Overall it is a good game, I genuinely enjoyed it, but it has so many bugs and flaws I can very cautiously recommend it to others in its current state. Positives: - Good world building - Good mechanics - Easy to learn and play - Offers different sets of play styles - Charming art - Fairly good story Negatives: - Half the runes don't work, they don't give you any benefits despite the triggers happening for it - Other half of the runes are missing feedback that indicate they are granting the bonuses - Some runes are missing due to sharing the same names as their higher level variants - Couple gems also suffer from this issue that they are missing (Reliable II and Reliable II) - NPCs make poor tactical decisions at times (walk through hazards despite safe routes available) - Lots of grammar and typo mistakes in dialogue - Often very cheesy dialogue - Doesn't seem to get any updates nor fixes - That one OP parley card - Levels tend to get recycled very often, in mid campaign I had the same level layout 3 times in a row Personally not a fan of the character reset each chapter. I built up a very fun a difficult to accomplish build only for it to be taken away feels like being cheated out of progress made. If just the runes and gems were fixed I would be more sure in recommending it, but not at this stage. The fact that some runes don't work limit the potential play styles.
Refunded after just under an hour for several reasons. Not being very fun or engaging is the main reason and it's pretty rough around the edges, has some bugs and other issues. The gameplay is rudimentary at best, not all that engaging and too many push/pull abilities that are far more deadly than actual attacks if you can push or pull enemies into other enemies or objects. It gets quite silly when all you need to do is run around pushing everything and not using your guns, swords, and other weapons at all. There are issues with the tool tips popping up in places where you cannot even read them which makes understanding the game mechanics impossible because you can't figure out what things actually do... this is a major issue that should not be in a game that's been around as long as this one has. Some folks might enjoy the game for what it is but it's not for me, just make sure you keep your play time under 2 hours before deciding whether or not to keep this one.
Basic and just above average. A good game to kill time or as a first venture into tactical rpg's. Nothing more than that. My Adventuring Guild is a much better prospect. I give it a 6 out of 10.
虽然玩着有点意思,但目前问题还是比较多的。战斗太容易,可以说是毫无难度。UI界面、视角等等都没设计好,让人觉得很不方便。而且还有bug,玩着玩着就在大地图卡住了,读档也没用,只能重开,真的没耐心和兴趣再继续下去了。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| $4.3M | 6.4K | 88% | $29.99 | |
| $7.4K | 51 | 96% | $2.99 | |
| — | 0 | — | — | |
| $0 | 33 | 82% | Free | |
| $1.3M | 3.4K | 95% | $7.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.1K | 73 | 81% | $10.99 | |
| $18.1K | 191 | 72% | $4.99 | |
| $18.1K | 67 | 85% | $9.59 | |
| $18.1K | 426 | 73% | $1.99 | |
| $18.1K | 61 | 95% | $14.99 | |
| $18.1K | 109 | 94% | $6.99 |