
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
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
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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
Choose a waifu.
the problem with this game lies in its length and boring combat system. the combat system is super deep. like to the point where it might be too deep. it drip feeds you how to play the game but also leaves a lot out. the grinding sucks due to the fact the battles are so slow. i started my game with the dlc for better gear that basically one shots early game enemies and even with that those encounters could still last more than a minute. so imagine if i didnt have that gear and needed to grind some in the early game. i'd probably hang myself
I appreciate the waifus, & quite like the premise, but this is a slow, awkward, clunky mess with microtransactions. The art is also pretty mid, with some wonky faces & very stiff poses that show a lack of anatomical knowledge on the part of the artist.
just good game
Аниме
[b]Merits:[/b] ▪ Unique and interesting premise ▪ Cute 2D sprites and animations ▪ Fully voiced in Japanese ▪ Equipped weapon shows up on characters ▪ Auto battle, fast forward and skip options to speed things up ▪ New Game+ [b]Flaws:[/b] ▪ Low resolution assets end up blurry in full screen ▪ Fights get tedious and repetitive ▪ Pay-to-win DLCs [b]Verdict:[/b] This game is a mixture of Disgaea, Final Fantasy Tactics and a Visual Novel. The concept is great, the combat is fun at first but the writing is mediocre and it takes a lot of battles to get to the story bits. The effort required is too much for what reward it offers and ultimately it overstays its welcome. Despite not scaling well, the game looks great at the appropriate resolution, such as a handheld. On a 2K monitor I recommend playing it Windowed 648p for best experience, preferably with a CRT ReShade filter. [b]Rating:[/b] ★★★☆☆ - Above Average
Generational tactical RPG. You are a human who has given up on humanity in the face of what feels like meaningless war. Take on the powers of a goddess to maintain balance in the world. Choose a bride and raise a son to carry on your legacy. Repeat four times. This game may have been hot stuff in its day. It has JRPG elements, but instead of the two lines of enemies facing each other, you have a grid over which the characters in your party move. Positioning determines what targets are in range, whether a character is providing support to another, and how much energy is spent on moving rather than fighting. It has a rather impressive anime opening credits clip that hints at a lot of story, though also hints at what looks like harem romance, with trios of women alternating between armor and bridal wear. This reflects an element of the story, where the hero fails to properly defend an elf girl from human aggressors and is left for dead, whereupon a woman gives him a chance at power to accomplish his goals...if only he pledges himself and his descendants to her cause of maintaining balance in the world. Which means he has to have descendants, which leads to the trios of women. Hence the title: "Generations of War." Dialogue is done visual-novel-style, with character sprites and dialogue boxes. There's voice acting in Japanese and text in English. Not everything is translated, though...some characters say things on the battlefield in Japanese with no text. This is not a new game. Steam lists its release date as 2014, but Wikipedia claims 2008, 2014 isn't old enough for it to have been hot stuff in its day, but 2008 is closer. It's certainly not hot stuff today. I am less tempted to play a game with menu-driven turn-based combat when I play an MMO with realtime combat and a hotbar. But there doesn't appear to be anything wrong with it for what it is. No bugs I encountered, the English translation seemed clean and the story might be worthwhile. And some people are in fact into retro. So I'm giving it a positive rating, even though it isn't something I'm slavering to play when there's other stuff in my library. Got it in a Humble bundle, so likely for around US$1. I would not pay the current store price of $15, and would in fact recommend waiting for it to be on discount. Deep discount, for its age...I'd be shocked if the developers were still trying to make a living off of it.
Love this game. I wish I had more time to enjoy these types of games to their fullest.
I'm never gonna finish this game like I did on the PS3. Played it on PS3, never gonna finish it. Only bought it here because it is what it is.
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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