
Unique RPG that covers what happens after the Big Bad is defeated and the Heroes disband.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Alright. First up, the game didn't install correctly. The "Play" button only launched an installer for the game and created a sub-folder that I had to run the executable within in order to play the game, so if you're thinking of buying this do be aware of that. Due to the "Play" button only launching the installer, the five minutes registered for my playtime is actually just the time spent installing and waiting for the review window to open up. A better estimate of my playtime is somewhere on the order of an hour (probably somewhat less), in which time I played the game to completion. Regardless, the game itself was quite nice for a $0.99 impulse buy. The story did exactly what it set out to do - provide the sort of denouement that RPGs so often lack, addressing the question of what, exactly, a band of heroes strong enough to save the world where armies couldn't would do once they were done. Which isn't to say it doesn't have its problems, of course. Graphical glitches abound, with tiles often being outlined in black for no discernible reason, especially when animating. The random encounter system is also somewhat underdeveloped - perhaps half a dozen times I found myself finishing an encounter only to get another literally the next step I took, and a more typical fight every five to ten steps isn't much better. Most grievously, however, the game is locked to a very tiny resolution and immediately halts in every way but musically while unfocused. The former is slightly understandable with fixed-width graphical elements, but the latter is really quite irksome. Also unfortunate is how the "limiter" mechanic (wherein the hero purposefully limits himself in order to "challenge himself" but also to drive home story elements) is implemented - you can choose to take it off right after you put it on and become the strongest thing in the game by far. Yet even if you do this, those aforementioned story elements still act as if you had the thing on, which is rather jarring. I'd advise leaving the thing on the whole game, especially since you don't really need it too much in the first place - the game's definitely on the easy side of the spectrum. And if the developer's reading this, I'd advise just taking out the ability to remove it outside of cutscenes.
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As stated by the other reviews that are several months older than this one, the game doesn't install correctly. Pretty unbelievable. The game is short (about an hour long), but I don't count that against it. I actually rather like short games. The content within is what I take issue with. I also don't mind the use of stock RPG Maker assets. The game is a mere dollar at full price, so that's fine. But it's clear everything was done in a slapdash manner. That Photoshop filter used to give the game a more unique look? Clearly done via some kind of batch processing without individually inspecting each asset to make sure they crop and animate cleanly. Every ability and monster in the game has received seemingly zero touch-ups to make any kind of unique encounters or combat. I mean, I get the point that the main character is super OP, but why have him still gain levels and acquire skills? Why leave all those abilities left in the game? All I needed was Cleave and basic attack. And why can I remove the limiter multiple times and get a temporary buff for doing so? It makes no narrative sense. The obvious explanation as that all these things unchanged once they were found to be basically functional. Another problem with the shortness is that it still feels the need to pad out its time with a ridiculously high encounter rate throughout the whole game. It only seems to get higher with each new area! Really, though. Regardless of all these issues, there just isn't enough of a story. I get that people really like bad puns/humor and pop culture references, but those should be like easter eggs and not the meat of the interactions. Unless it was meant as a way to discourage me from talking to random NPC's and interacting with things. If so, mission accomplished. Aside from that, the story has little to offer. A confusing moral (don't ever move away from your hometown?) is shoved in your face while the premise of "what happens after you beat the big bad" is told via summary. And then there's a slight twist at the end. But none of the execution actually bothers to explore the idea. I guess I expected something like Rocky II, which is about what happens to that smalltown hero when given massive success and fame (which happens in Rocky I). Not that I expected this game to be as good as an Oscar-winning movie franchise, just that I wanted there to be a STORY not a summary. So my conclusion is that this game is kind of a scam. It doesn't run unless you fix it yourself and the effort is so low that I have to believe the dev doesn't care. He's got his money so he's good to go.
i dont like it
Well, can't expect much for the price, right? For 1.09$ you'd think it couldn't be so bad, but the game was just a somewhat intersesting storywith the backdrop of oversimplified jrpg gameplay. I won't go into much detail about the problems trying to even get the game to work, but I'll just say that I invested an equal if not greater amount of time playing versus trying to get it to work. There are much better rpgmaker games, that are more than worth their price, but sadly this isn't. Try playing one of the Lilly and Sasha games, or something by Labyrinthine. You can usually find them for less than .50$ apiece during sale times. If I had paid .08$ for this like I did for Cruse of the Immortals, maybe I could recommend it. This is just overpriced and underdeveloped.
I mean, it's a cheap & broken JRPG game made with RPG Maker. Only with that sentence you should know what to expect out of it.
game
RPG Maker strikes again! Also: Warning - Broken Game. This game is broken and does not launch due to a failure from the "developer" to include all required dependencies for the game. After All is one of hundreds of low effort retro-pixel RPG Maker asset/construction kit flips spamming the Steam catalog, made with the RPG Maker video game construction kit... in their own words, "Our easy to use tools are simple enough for a child." Like all RPG Maker "games", this is essentially a bunch of low quality/canned assets from RPG Maker coupled with a cringeworthy high school anime club fan fiction, except in this case it also doesn't launch, as explained above. Why would any developer try to sell a knowingly broken game on Steam, to scam gamers? An asset flip scammer would, of course. This is a harsh accusation, but here's the evidence: JAMgames/W. T. B. have shown a repeat pattern of unethically dumping other people's work onto Steam as a cheap, nasty cash grab, through this account or through closely linked/alt accounts. Here's some examples so you can see for yourself: [list] [*] "[url=https://store.steampowered.com/app/880370]Jetpack Dog[/url]" = [url=https://assetstore.unity.com/packages/templates/2d-endless-runner-game-kit-27256]2D Endless Runner Game Kit[/url] developed by SG Studio [*] "[url=https://store.steampowered.com/app/845730]Russian Prison Sport: OCHKO[/url]" = [url=https://gamedevacademy.org/phaser-game-templates-pack-1/blackjack-2/]Blackjack from the Phazer Games asset/tutorial pack[/url] developed by Phazer Games [*] "[url=https://store.steampowered.com/app/760560]Happy New Year Clicker[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/clicker-game-example-33906]Clicker Game Example[/url] developed by Some Packs Team [*] "[url=https://store.steampowered.com/app/880550]How To Be Best Russian Game Developer[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/clicker-game-example-33906]Clicker Game Example[/url] developed by Some Packs Team [*] "[url=https://store.steampowered.com/app/806100]PLATI NALOG: Favorite Russian Game[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/clicker-game-example-33906]Clicker Game Example[/url] developed by Some Packs Team [*] "[url=https://store.steampowered.com/app/868970]Cut The Ex-Girlfriends[/url]" = [url=https://assetstore.unity.com/packages/templates/tutorials/cut-the-wood-82180]Cut The Wood[/url] developed by Mamadou Cisse [*] "[url=https://store.steampowered.com/app/1096000]Too White Basketball[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/dude-basket-104491]Dude Basket[/url] developed by Feat Games [*] "[url=https://store.steampowered.com/app/823920]Kawaii Rainbow Portal[/url]" = [url=https://assetstore.unity.com/packages/templates/packs/infinite-color-jump-game-54926]Infinite Jump Color Game[/url] developed by Puppeteer [*] "[url=https://store.steampowered.com/app/908120]W.T.B.[/url]" = [url=https://assetstore.unity.com/packages/templates/tutorials/rgb-a-casual-one-touch-game-62891]RGB a casual one touch game[/url] developed by MAD Entertainment [/list] If this worked, you would find, as with all RPG Maker games, the poor quality engine displays badly in fullscreen and doesn't have full HD support or any graphics tweaking options, making this unacceptable for any dedicated modern PC gamer. The point can be made that the intention of RPG Maker is to make demos and small games to pass around friends, and shouldn't be used for "professional" game development. Like most RPG Maker shovelware and asset flips, the game featured extremely low quality copy + pasted 2D retro pixel art, looks awful, and has even worse gameplay. RPG Maker is an absolutely terrible construction kit, and never results in games of any reasonable quality or value to gamers. It's worth noting some disclaimer here: These are just observations from the developers store page and screenshots (that do clearly show that to be true). In this case, the game doesn't actually run as explained above. Gamers who want a good retro JRPG experience would be better off playing the originals, like Final Fantasy, Star Ocean or Chrono Trigger. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a very healthy spike in player counts for the game. How is this possible given the game doesn't even run? This player count only appears around the same time that trading cards were applied to the game... so this is just card idlers getting their cards and moving on. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. After All is stupidly overpriced at around $3 USD (for a broken game), but it's not worth it. Because this doesn't work (and I have reported this broken game to Valve), and because of the unethical nature of the developer, I cannot in good conscience recommend this to fellow gamers.
Мужики, спасайте, если наберём 10 лайков и 5 наград, то жена подарит ящик пива!
After All is a narrative-driven RPG developed by JAMgames and published by W. T. B. that takes an uncommon approach to fantasy storytelling. Instead of chronicling a hero's rise to greatness or their final confrontation with an ancient evil, the game begins once those events have already passed. The world has been saved, the celebrations are over, and the heroes who once stood at the center of history are left to figure out what comes next. It is a simple premise, but one that immediately sets the title apart from countless role-playing games that follow a more familiar formula. The game's greatest strength lies in its willingness to explore life beyond the traditional ending. Players spend their time learning how former adventurers cope with ordinary existence after years of living with purpose and danger. This gives the story a reflective quality that feels surprisingly mature. Themes of identity, friendship, and finding meaning after achieving one's greatest accomplishment are woven throughout the experience. There is an undeniable charm in seeing characters struggle with everyday concerns after spending years battling threats that once determined the fate of the world. While the writing does not always reach the emotional heights it aims for, it frequently succeeds in creating moments that feel sincere and relatable. Presentation-wise, After All is unmistakably a product of RPG Maker. Its visual style relies on familiar pixel-art assets and straightforward environments that prioritize function over spectacle. Towns, interiors, and surrounding areas are competently designed, even if they lack a distinctive artistic signature. The soundtrack complements the quieter tone of the game, emphasizing introspection rather than adventure. Together, the visuals and music create an atmosphere that feels nostalgic, almost as if players are revisiting a world they once knew well. Fans of indie RPGs may appreciate this simplicity, though others may wish for more visual variety and polish. Gameplay takes a backseat to the narrative, which can be both a positive and a negative depending on expectations. Exploration and conversations form the core of the experience, with mechanics remaining relatively uncomplicated throughout. Those looking for strategic combat systems, extensive progression mechanics, or lengthy quests may find the game somewhat lacking. Instead, After All focuses on delivering a compact and personal story. Its pacing occasionally falters, particularly during slower stretches where dialogue outweighs meaningful interaction, but the game's commitment to its central concept keeps it engaging enough to encourage players to see the journey through to its conclusion. At times, the title feels constrained by its limited scope and resources. Certain ideas are introduced without receiving the depth they deserve, leaving players wanting a more expansive look at the lives of its characters and the world they inhabit. Technical limitations and rough edges are also apparent, reminding players that this is a small independent production. However, these shortcomings are easier to forgive when viewed alongside the game's ambition. Few RPGs attempt to tell a story about what happens after the adventure ends, and fewer still make that idea the centerpiece of the entire experience. After All may not appeal to everyone, particularly players seeking action-packed encounters or groundbreaking mechanics, but it offers a thoughtful alternative to the genre's usual conventions. It succeeds most when it asks players to consider the cost of heroism and the challenge of moving forward once a lifelong purpose has been fulfilled. Although its execution is uneven and its production values are modest, its originality and heartfelt storytelling leave a lasting impression. For players willing to embrace a slower and more contemplative RPG, After All provides a memorable journey that proves there can still be meaningful stories left to tell long after the final battle has been won. Rating: 5/10
Cromos!
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