
Discover a 3d wooden puppet style world while exploring as a platformer, and taking battles in a turn-based combat as an old school RPG where timing and strategy are the keys to victory!
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
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.
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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; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 60reviews | 80% | — | $25.2K |
| $19.99 | 52ratings | 81% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is a rotten egg.
I've been streaming the game lately and I'm really liking it - so far! It's a really great homage to one of the best games ever made, and it also stands on its own as a challenging and grind-friendly RPG. The characters are cute and entertaining, and I can always appreciate a silent protagonist. The game favors its gameplay and replicates its influence well in many places, but a few of the fallbacks of this combat style do show their face as well. Sometimes, combat is a bit difficult and there is a learning curve to a lot of the timed hits, but nothing seems to be unfair so far. The game has a really apparent "cozy" vibe to it, which its influence did as well, and it makes it easy to sink into. My biggest gripes with the game have to be the lack of sound effects in some cases and the overuse in others. Specifically, I wish there were more sounds in things like interactions with NPCs, and that there was a little more care with the spatial audio. Hearing the torches is a bit crunchy and it'd be nice if it'd fade in or out a little more. Also, the game could benefit from having some sort of map system that helps you recall locations, because a dungeon that probably took me 2ish hours could've been half as long if I could recall where I was going or had gone. I'm nervous that the rest of this game will require a lot more needless backtracking and hopefully that's not the case.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Latin America
| $19.99 |
| 20ratings |
| 68% |
| — |
| not modelled |
| $19.99 | — | — | — | 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.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Finally a classic turn based rpg with QTE’s (quick time events) and 3d platforming. The normal mode has very tight windows for the QTEs which makes for a fun challenge and room to improve while the easy mode lets players enjoy the game at a more leisure pace. I’m looking forward to speedrunning this game.
This was fun! I never would have known it existed if Sierra Lee didn't call it out. Basically here is the deal: there is a solid game with a good core gameplay loop, it's just in the middle of a lot of unpolished or janky content. If you can get past a few things, you will probably have an overall good time, but I can see how these would be dealbreakers for some. Difficulty: I think it isn't so much that the game is too difficult as that it's too unforgiving at first. The first area is rough while you're still getting the hang of the controls and the game early on throws you into hard bosses with no time to practice a new character/weapon. But once you get all your tools, the difficulty is actually reasonable. Timing: The timing of many skills just feels wonky. It's not that it's too hard because I tried playing in Easy Mode and still had a rough time training myself to press the keys at the right times. It's just weird to adjust and doesn't have the right intuitive feel. Maps: They're unnecessarily large. Absolute worst is the game's equivalent of the Bowser's Castle 8 Door Challenge, where the challenges are spread out among screens and screens of empty rooms for no reason. So why would you put up with this? Because the core gameplay is good! It's the fun of Super Mario RPG but with more of a challenge. There are a good number of enemies in every area with all kinds of different attacks and it stays an enjoyable time throughout. This game has a TON of references to SMRPG. I think it's best to just embrace it and the silliness. So what if they recreated the sunken ship dungeon? It's clearly done with love, and their version of the "PEARLS" puzzle is very competently done. I made it a game to find all the parallels: the second character has weapons like Mallow, the third has Geno-like skills, the fourth is literally just Red Bowser. The plot actually becomes more serious than you'd expect once you get deeper into the game. I wish they had done less 4th wall breaking and more characterization in order to match this, but it's still a decent time overall. Like SMRPG, the cutscenes are not long at all so they won't overstay their welcome. In short, this is a somewhat unpolished gem that deserves more attention. :)
Around 23 hours of a hybrid of a Turn Based RPG mixed with QTE. The RPG aspect is a little bare bones as yes you can buy/find equipment and buy potions but there isn't any way to sell anything. It just all sits there in your inventory. You can ditch unwanted potions as inventory slots tend to fill up fast. You can also gather various crystals to up your stats. There are several hidden collectables in which you will need to hunt for. You will level up when you need to and find the appropriate equipment at around the same time. One thing the game desperately needs is a map. I never understand why developers don't put maps in these types of game. The story line while mildly interesting isn't anything really shocking or deep. Even though there are 5 characters to choose from, I tended to just stick to the main (first) 3. They are enough to get the job done and the other two don't really add enough to use them. The combat is fairly simple with turn based actions while performing some sort of QTE that will assist with the action. After awhile combat gets a little repetitive but enjoyable enough. The main issue is with mana (SP) running out too fast. Combat weighs too much on the physical attack side so you rarely use magic attacks. Is it too bad as the magic side is a lot of fun. The graphic style is great and enjoyable to look at. The music is good and not annoying. The dialogue is interesting but a hair on the overly repetitive side. MIssions are fun and most combat is not too difficult. Overall, it is a fairly basic, straight forward Turn based RPG. It is good for a few hours of fun. Probably about a 7 out of 10.
The game is good, a tad on the hard side but there is an easy option now if its needed. I felt the mechanics were pretty well implemented and the story was fun and I enjoyed the characters. I will say the game could have had some options for quicker movement here and there, or drive away enemies in some places. Outside of that I just wish I'd had the cash to back it.
Seré honesto, tuve muchos problemas y bugs en mi partida. Pero como lo juego desde Steam deck ignoraré esa parte al reseñarlo. Es un juego sencillo, RPG, que homenajea demasiado a Mario RPG. Los combates son sencillos, pero debes prestar atención al sistema de batalla para poder ejecutar comandos de magias y golpes efectivamente. La historia creo que es lo menos trabajado del juego, no se toma en serio, y eso en un RPG es un poco de pecar, pienso yo. Por lo demás es lo que se espera del mismo.
Un RPG estilo Super Mario RPG, donde tienes que golpear un botón para aumentar el daño ataque / reducir daño recibido. El combate es entretenido, la historia es sencilla, pero está bien. Los mapas son algunos laberínticos, en los que no sabes adonde tienes que ir, o enormes y muy largos. La dificultad en el modo "Fácil" es desafiante, pero aceptable. Jugarlo en "Normal" tiene que ser una locura. En resumen, un buen RPG, que es una lastima que no sea más conocido.
Un RPG desafiante con marionetas y un mundo interesante Si conoces Super Mario RPG (SMRPG), notarás que Another Crusade tiene cierta reminiscencia: no solo en el diseño de personajes, que evocan a la marioneta azul de SMRPG (Geno), sino también en el gameplay. Sin embargo, hay diferencias claras, y la más importante, para mí, es la dificultad. SMRPG es bastante accesible, pero Another Crusade, aunque toma su base jugable, se siente mucho más exigente, especialmente al principio. Por suerte, una actualización añadió el modo fácil, que considero un gran acierto. En mi partida fui alternando entre ambos modos: en fácil, haces más daño, recibes menos, y obtienes más oro y experiencia. Esto vuelve la experiencia mucho más llevadera. Aun así, creo que la curva de dificultad no está del todo bien ajustada. El inicio en modo normal se siente injustamente difícil y no es hasta que consigues al cuarto personaje que el juego se estabiliza y se vuelve más disfrutable. Tu equipo está formado por cinco personajes que se desbloquean conforme avanzas en la historia. Cada uno tiene diferencias claras en daño, vida, defensa y habilidades mágicas, además de personalidades bien definidas y contrastantes, lo cual se agradece. Tienes a Ray, el protagonista mudo; Niro, un mago; Varena, una alquimista; Zhion, el rey dragón; y Vincent, el hereje. Cada uno tiene sus propias razones para unirse a Ray, y lo que me parece un gran acierto es que el juego se toma el tiempo de desarrollar sus interacciones con diálogos entre ellos. Esto no solo ayuda a encariñarte con los personajes, sino que también refuerza la idea de que forman un verdadero equipo, y no simples lacayos que solo usas en combate. El combate se basa en comandos de acción: atacar, defenderte, usar objetos o magia. Esta última consume SP, que puedes recuperar atacando o con ítems. Al principio es interesante, pero después, como la magia consume demasiado SP, terminas dependiendo más de objetos. Me hubiera gustado que al subir de nivel o conseguir mejores armas, regeneraras más SP atacando. También hay un sistema de comandos en tiempo real, donde presionar el botón en el momento justo mejora el daño de tus ataques o reduce el daño recibido. No es una mala mecánica, pero creo que una ayuda visual opcional —algo que el jugador pueda activar o desactivar desde el menú— no sería un mal agregado. Al inicio, los jefes y enemigos me parecieron algo aburridos, pero conforme avanzaba el juego empecé a notar más creatividad en sus diseños y patrones de ataque. No serán una revelación en términos visuales, pero tampoco se sienten genéricos o sin alma. Eso sí, la vida de muchos jefes termina siendo excesiva. Llega un punto en el que tu equipo es lo suficientemente resistente para aguantar bien los golpes, pero el daño que haces no escala en la misma proporción. Esto convierte varias peleas en combates de resistencia prolongados, donde más que estrategia, se vuelve una cuestión de aguantar y no quedar en cero. Y eso, sinceramente, hace que el sistema de combate se vuelva más tedioso de lo necesario. No pasa con todas las batallas, pero si con la mayoría, concretamente las antecesoras al tercer personaje. Sobre la historia: no es impactante, pero sí lo bastante interesante para mantenerte atento. Me hubiera gustado que comenzara contando más sobre la Orden de la Luz o la historia de Ryan y el rey dragón Zhion, tal vez con imágenes en sepia o en blanco y negro, para conectar mejor con el mundo desde el inicio. Pues el inicio que proporciona el juego lo siento algo soso. Si Miguel García, el desarrollador principal de Another Crusade, leyera mi reseña, un punto de retroalimentación que me gustaría compartirle es que mejorará de la interfaz en futuras juegos. Cosas sencillas como mostrar a qué elemento es débil un enemigo al atacarlo, o incluir un pequeño ícono en el menu de magias que indique claramente su tipo elemental, serían muy útiles. El juego intenta comunicar esto por medio de texto, pero sinceramente, incluso después de terminarlo, no comprendí del todo cómo funcionaba el sistema de magias elementales. Eso me parece una pena, considerando que claramente invirtió tiempo en desarrollarlo. Otra cosa que me hubiera encantado es la posibilidad de salir de los lugares explorados de forma rápida. Por ejemplo, si entro a un pueblo solo para comprar algo y luego quiero irme, sería muy útil poder abrir el menú y seleccionar una opción para volver al mapa. Incluso un sistema de viaje rápido que te permita visitar lugares ya explorados sin tener que caminar hasta la salida sería ideal. Al principio es genial ver el mapa interactivo, saltar obstáculos o notar qué zonas están bloqueadas, pero más adelante se vuelve innecesario y poco práctico tener que hacer ese recorrido una y otra vez solo para ir a un nivel. En definitiva, Another Crusade me gustó mucho. Es un RPG desafiante que me hizo sufrir con algunos jefes, pero cuyas mecánicas y gameplay me mantuvieron jugando. La historia no me cambió la vida, pero personajes como Zhion me parecieron entrañables. Si te llama la atención, dale una oportunidad. Y si decides jugarlo, empieza en modo fácil, y cuando ya te sientas con la confianza suficiente, cambia la dificultad. Me lo vas a agradecer.
This is a really good indie take on the mario rpg formula, but I wish that it would be easier to know when to activate the perfect attacks
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