
At the dawn of time, a terrible war raged between the forces of good and evil, ending in the destruction of the world of Agarest. After their victory, the Gods of Light unified the decaying bodies of the Gods of Darkness and created a new world.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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; 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 | $2.99−80% | 1.9Kreviews | 71% | — | $139.2K |
| $2.99−80% | 102ratings | 58% | — | 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 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Rating: 2/5 --- What a effen grindfest. I think the sprites are nice, the dialogue is well delivered, but the actual gameplay is a slog. Choosing Waifu Sim is a nice twist on the strat genre, but the monotony grows thin. The inventory system has a lot in it, but without a guide it seems almost impossible to parse what needs to be done to get a book that teaches the recipe for the one item you might need to continue your chain of weapon improvements, but eff if I know. There is enjoyment to the steady power improvement, but the exponential power leaps can be brutal. In the end, with the help of DLC packs, I was able to just use the same characters again and again who had amazing weapons and just rolled the game. I feel bad for those who had to play this game without a guide. That being said, this game is a completionist wetdream. The True End is the ending that is supposed to be achieved and that carrot is an enticing one for those seeking to 100% this game. It means nothing to me. Ellaine is best girl.
I have never seen such a terrible game with many bad designs. Although I purchased some DLCs, but the game still makes me feel very tired. Pros: +Many beautiful girls. +Various skills and equipment. Cons: -The hero only can select one girl as his wife. Then he will sacrifice his soul to seal a pillar. -The design of auto battle system is terrible. Because it wasted so many turns than manual controls. -There are five continents in the game, each one has a lot of map locations. Almost every map location has a battle. So player was forced to finish several hundred of non-escaped battles. -It's very hard to find the way in some exploration points. -The boring game design will be repeated for five generations.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I enjoyed the story and characters. Many of them are charming and grow on you. The girls are all very pretty. I am a person that likes lore and story development so I do like that part of the game. It's like a visual novel with good voice acting although it's all in Japanese. The concept of 5 generations that build on one another is interesting and I enjoyed seeing how your choice of bride influenced the next hero. The battles however can get repetitive and boring fighting on the same maps with the same enemies over...and over...and over. I try to use auto-battle sometimes to just get through it and on with the story, but the auto-battle feature is miserably inefficient and usually gets my characters killed. The exploration points are all very similar, just seemed like the reskinned the same one, and are at times confusing to get through and collect all the items without a guide. Most boss battles are gruelingly hard. I always have to do more preparation and stack more attacks than I think I need to be successful. That being said, I do enjoy the game more than the annoyances. I will play again to try to get the "true ending" and try different team builds. There's a wealth of interesting characters, it's a shame you can only use 6 in a party at a time.
just good game
I'm a huge fan of games that do pairings and stuff that have gameplay impacts (Fire Emblem 4 and 13). This game has that and when it's not doing fan service it's got an pretty good story. Gameplay is eh. Would invest 50 hours again.
Its toooooo grindy and very inefficient to play and grind. Grinding process is also boring. A lot of content though.
Choose a waifu.
I guess it's not bad, maybe i just hate everything but, my review. The game gives you some great weapons at the start, i think because you could not afford to fight and revive your party members. It would be nice if it had an auto battle system that didn't have a six year old IQ and could run multiple battles, what it would take to grind the money you would need to update gear so you didn't spend 10 times what you earn in a battle to revive who you need. ♥♥♥♥ this game personally, cheap, generic, and boring after 2 hours.
剧情拖沓无营养,地雷式遇敌,无官中更是雪上加霜。 个人收藏这个系列的原因是战斗系统有女神侧身像的影子,但是别期待太多。
Agarest: Generations of War is an ambitious and unusually structured tactical role-playing game developed by Idea Factory and published on PC by Ghostlight LTD that sets out to tell a long-form fantasy saga across multiple generations of heroes. Rather than focusing on a single protagonist and a contained storyline, the game embraces a sweeping legacy-based narrative, asking players to guide an entire bloodline through an ongoing war against darkness. This design choice immediately separates it from more conventional JRPGs, framing the experience as a marathon of strategic planning, narrative decisions, and long-term consequences rather than a tightly paced adventure. The story begins with Leonhardt, a warrior who forms a pact to defy death and fight an encroaching evil, setting the stage for a conflict that will span five distinct generations. At the end of each generational arc, the player chooses a romantic partner for the current protagonist from a set of heroines, and this decision determines the next hero’s lineage. These choices are not cosmetic; the selected partner directly influences the stats, abilities, and growth potential of the next generation’s main character. This “soul breed” system is central to the game’s identity, intertwining narrative choice with mechanical consequence and encouraging players to think several steps ahead when shaping their party and future strategies. Combat takes place on grid-based battlefields and leans heavily into positioning, formation, and synergy. Characters can link attacks together when placed within specific spatial patterns, allowing for extended combos that reward careful planning and battlefield awareness. Rather than focusing on individual units acting in isolation, Agarest emphasizes cooperation and formation-based tactics, making positioning just as important as raw stats. Each character class offers unique strengths and movement options, and mastering how different units complement each other becomes essential as enemy encounters grow more demanding. That depth, however, comes with a cost. Battles can be lengthy and frequent, and without efficient use of the game’s systems, combat can feel slow or repetitive. Grinding is often necessary, particularly as enemy difficulty ramps up sharply between story segments. For players who enjoy optimizing builds, refining formations, and squeezing every advantage out of the system, this can be satisfying. For others, the pacing may feel punishing, especially during stretches where narrative progression slows and combat dominates the experience. Narratively, the generational structure gives Agarest a unique sense of scope. Watching the world evolve across centuries, seeing familiar characters age or take on new roles, and inheriting unresolved conflicts from previous eras lends the story a feeling of continuity rarely explored in tactical RPGs. At the same time, this structure can dilute emotional focus. Because the cast shifts regularly, some characters do not receive the depth or development they might have had in a more tightly focused story, and the overarching plot can feel fragmented as it jumps forward in time. Visually, the game reflects its console origins with static backgrounds, character portraits, and sprite-based combat animations. While the presentation may feel dated compared to modern tactical RPGs, it carries a distinctive aesthetic that fans of older JRPGs may find nostalgic. The soundtrack and voice acting help reinforce the game’s tone, adding weight to dramatic moments even when the pacing falters. On PC, the experience is largely faithful to its original release, with minimal modernization beyond resolution and interface adjustments. Perhaps the most defining aspect of Agarest: Generations of War is its sheer scale. Completing the main story alone can take dozens of hours, and exploring alternate relationship paths, endings, and generational outcomes can easily push playtime well beyond that. This is a game designed for long-term commitment, one that expects patience and a willingness to engage deeply with its systems. It does not rush the player, nor does it attempt to streamline its complexity for accessibility’s sake. Overall, Agarest: Generations of War is a bold and demanding tactical RPG that rewards dedication more than casual play. Its generational narrative and relationship-driven mechanics offer a distinctive twist on the genre, while its deep combat systems provide plenty of room for strategic mastery. While its slow pacing, heavy grinding, and dated presentation may deter some players, those who embrace its ambition will find a richly layered experience that feels less like a single adventure and more like guiding a dynasty through an epic, enduring conflict. Rating: 7/10
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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