
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.
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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
5/10 for me The repetitive is so high, which kill the fun of this type of game. AI is also poor and overall the game is lack of challenging.
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。
[h1]《荒野战纪》:动物战士闯荡世界,好耶![/h1] 作为结合战棋与轻度Rogue的策略RPG游戏,《荒野战纪》显然在玩法方面很有自己的风格,当然,使得本作足够优秀的不仅限于玩法,也有着许多的动物战士设计,嗯,玩起来真的好感度满满。在这个荒野国度中,玩家需要带领着动物战士,展开一个接一个的冒险,期间需要利用地形,制定合适的战斗策略,做好它们之间的配合,使用合适的技能组合,就是酱紫运筹帷幄,夺得战斗的胜利! [h1]好多好多可爱的动物战士![/h1] 本作其实第一眼就足以获得玩家的好感啦,这里的战斗有些卡通的风格,里面有着众多的动物战士,它们身怀着各样的技能,然后它们的战场就是多个方格构成的战场,而且战场面积不小,给予了战场内所有单位进行移动和周旋的空间,而且也是设计了多样的地形——本作对于地形的精细设计,真的有一种深处丛林的感觉,当然这么大的战场自然也可以设置陷阱,也可以利用敌人来灵活进行攻击和防御等等动作,且部分的方格也有着各样的功效,而且也是符合地形的样式设计——例如你可以躲在灌木丛中来提升自身的闪避等等。 [h1]战场策略更丰富,更为鲜活[/h1] 很有意思的是,本作设计了一个“和谈”的机制,毕竟随着战斗的进行,可能局势对于双方也是愈发明朗,本作也是对于双方的各项设定方面设计地很细,甚至性格都有所考虑,这里设计了和谈的玩法,也自然是一个新颖的设计。哦对了,这里还值得提及的要点在于,这里的战斗是拥有着大量的资源,包括符文、和谈等等,这些都对于战斗有着不小的作用。在战斗中会积攒“和谈条”,如果达到指定值后,则可以进行和谈的操作,这些都对于接下来的游戏产生不小的影响——但不管怎么说,这里的确做的足够新颖! [h1]足够丰富的战场体验[/h1] 最开始提到的,本作是具有Rogue玩法机制的,那么本作也是在多方面去体现这一元素,例如这个世界是随机的,然后动物战士是可以在这个世界不断磨砺然后成长的,虽然本作作为策略类游戏,游戏速度自然不算太快,但是这里的确是设定着众多的能力提升的途径,也算是对于肉鸽玩法起到了一个不错的支撑。只是玩家需要把更多的经历都放在那个战棋的战场之中,然后依靠战场上的自身多个战斗单位进行调配,这里有个不太好的地方就是这里的战棋有些太慢,对于肉鸽玩法可能有些不算太搭。当然前面也提到的,这里有着符文的设定,那么在后期玩家带领的角色真正成长的时候,这里的技能组合、符文设定等方面也将发挥巨大作用,而且玩家在战斗中发挥的不仅仅是武力,也有很多的地方都体现在策略方面,甚至有时候也可以“君子动口不动手”——直接进行和谈卡牌的发动,面对众多的事件,玩家也需要随机应变,从而在这个世界的冒险之中可以行得更远! [quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」 [/url] [/quote] [u][b] 做最真实的评测,用心为玩家推荐 [/b][/u]
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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
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?
So I got this for free some time ago (fanatical bundle? don't remember) so I don't feel cheated or anything, but yeah I can immediately tell this is crap. It's super awkward just moving the characters and there's poor information about range and no undo after you've moved the characters - that said I've played better games with such issues and managed because there was something in those games that would make it worth it (Symphony of War comes to mind), but there isn't here. It would just be a waste of time to continue.
将肉鸽与养成带入战棋 [h1] 前言 [/h1] 《荒野战纪》不是那种经典的以策略计算为重的战棋游戏,而是融入了一部分肉鸽与养成的要素,使得游戏整体不像传统战棋那么难,稍加思考就能打出不错的战绩,相较来说极为休闲,并且要素多样,最终的构筑乐趣也不低,算是一次不错的结合。 [h1] 熟悉的肉鸽构筑,不变的战棋 [/h1] 游戏开始,玩家可以选择开局自带的角色,第一章有三个角色可供选择,分别是类似弓手的兔子,类似盗贼的狐狸以及类似法师的蜥蜴。由于基本上这几位都扛不住,一开始还是有点悬的,好在兔子的治疗相当给力,防低也能抗一会,整体难度不高。整个战棋棋盘不大,并且内容还比较丰富。例如给双方debuff的水潭,以及造成伤害的陷阱,至于好像没什么用的墙壁,也能挡住NPC以及玩家的攻击轨迹,就像兔子的弓箭就不能隔墙打人,把敌人推到墙上还能造成伤害。然后角色也有经典的弱点系统,伤害分为物理、魔法、击退和精神四种,攻击造成的伤害很受这个影响。和谈技能非常有意思,攻击过程满足条件之后,每个角色都有与敌方和谈机会,这时会从和谈牌库里随机出三张,每张都有基础效果,针对不同性格的敌人,还能有追加效果,很有意思。 接下来谈到肉鸽部分,每一关的路线太有爬塔的味道了,不过《荒野战纪》也不打算在肉鸽深耕,因此有的只是几个方面形成的构筑而已,并且游戏还存在直接的永久属性加成以及直接添加词条的玩法,可谓是要素极多。不过这样也方便玩家构筑一个合适的角色(而不是卡组),主动技能有四个,后续还有符文槽位等等——主动,被动技能齐活,还有遗物加持,外带药剂支援,这么富裕的仗,输不了。 [h1] 总结 [/h1] 结合了各种游戏优点,使得战棋玩法门槛没有那么高了。可爱动物们的故事也等着玩家挖掘哦。可游玩内容相当丰富,建议一试。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度游戏鉴赏团 [/url] [/th] [/tr] [tr] [th] 海量新游内测资格,助你清空愿望单 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1]
Terrible gameplay. Je n'ose même pas me rendre plus loin dans l'aventure. Tu commence avec 4 actions par personnages (3 personnages), dont généralement une seule d'attaque. Au troisième combat tu affronte 7 ennemis, qui t'attaque a distance avec 30 dégâts, alors que tu as peu de santé. Aucunement calibré. Il y a des effets que l'on comprend aucunement et on se demande à quoi sa sert au juste... A part les graphiques qui sont biens, ce n'est pas représentatif du jeu... Remboursement svp!
https://youtu.be/8LFOnVU975M Numerous rough edges compound to make a final experience that just fails to lock into place as a cohesive tactics offering.
Untamed Tactics is a light tactical RPG with rogue-lite elements. Overall, it's good as an introduction to this type of game and/or as a way to spend a few hours in a world of anthropomorphic fantasy animals. Players seeking depth should probably seek another game. You'll spend the majority of the game battling in isometric square-based combat maps. The combat is basic and the campaign is easy to complete at standard difficulty. Combat is unbalanced and increasing any stat other than critical damage is pointless. There are many runes (character perks) and gems (ability perks) but most of them make almost no difference. Damage over time abilities make almost no difference. All the perks and abilities increase your damage, healing, movement speed, or ability range. There aren't any perks or abilities that create new playstyles or are especially interesting. AOE abilities are simply better than single-target abilities and you'll want to take those as soon as you are offered them. There are multiple chapters. In each chapter you traverse a Slay the Spire-esque map and sometimes you need to choose a branch. None of the branch rewards make much difference. Some of them have character development/lore in the form of text. By the time I reached the 3rd or 4th chapter, the random event nodes started to repeat. The story and lore are mostly told through text. The narration is voiced and is well-done. The text (narrative and dialogue) gives a good amount of lore and has a few joke-type elements. The style of the battle maps change with each chapter but within each chapter the maps are all basically the same. I think they're randomly generated but they end up all seeming the same with no need for unique strategies to deal with unique obstacles or map actions. Your character stats, abilities, gems, runes, and levels reset with each chapter. Each chapter isn't very long so it feels like you're losing your character just as it started getting interesting. I'm guessing the developer did this as an easy way to try and balance the game, although (at least at standard difficulty) the game is easy regardless. I didn't try any difficulties other than standard. The story sort of makes sense. The story gave some lore and the sense that there was more lore that the game didn't delve into. There are multiple instances where someone that you supposedly killed in battle actually got away, didn't die, etc. etc. etc. There are a few instances where you can choose to spare someone but it makes almost no difference. I guess I'd have to play through multiple times to be sure, but I don't think there are any alternate endings, etc. From what I saw, I don't see how there could be. The art is colorful and well-done and it's fun to see the various characters and enemies in the game. The enemies have unique parlay response lines based on their enemy type and the parlay type, which is fun and which I think required a noticeable amount of effort to create. The animations both in combat and in the character portraits are pretty basic. Some of the combat animations always fire in the same direction regardless of the target. Enemy AI in the game is not good. There are harmful squares on some maps and friendly and enemy AI will run over the squares when they could easily take an alternate route that used the same amount of movement. Some of the AI likes to use nearly useless abilities on each of their turns, particularly in some of the end missions with some of the friendly AI. Some maps have teleporters and the AI for some reason really likes entering a teleporter on their turn even though they teleport maybe 2 squares and are basically useless. (I'm unsure why the developer coded the AI to use the teleporters at all..) There are numerous things in the game that lead me to think the developer didn't test the game much, or maybe didn't feel bothered to fix issues. You can visit the Steam forums or other reviews to see lists of bugs people have made, but a few that come to mind are ability tooltips that are almost completely off-screen, AI doing obviously dumb things, and gems being sold by merchants that the player can salvage over and over for infinite gold. Overall, I found Untamed Tactics a fun enough way to pass a few hours although I knew it wasn't going to be an amazing experience. The story had some character development and some thoughts about war and conflict, but clearly none of that was the focus of the game. The focus of the game is the combat, and the combat is basic and remains the same from the first to the final battle.
I found myself bored by the 3rd battle. Combat just felt so empty and an entire function of combat that chat bubble thing I found more tedius than fun. This ones a pass for me.
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.
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