
The last king was killed over 400 years ago and the global rule of the land ceased to exist. The Vindicator is coming. ~a decadent, dark fantasy world with a new take on the concepts of Angels and Demons!
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.
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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 8 лохов[/h1] Перед нами jrpg, с таким мрачным фентезийно-средневековом сеттинге. Учитывая какой хлам выходит на движке RPG Marker, то всё становится заочно понятно. Однако игра не пытается дуть нам пафосно на лицо, сюжет двигается неспешно, даётся конкретная цель, герои с пластиковыми характерами успешно изображают киногероев и вперёд. Удивительно, но стиль игры неплох, локации продуманы, цветовая палитра отлично соответствует антуражу, музыка дополняет атмосферу, иногда лишь пиликают идиотские звуки от этого дурацкого движка. Но чем дальше двигаешься, тем всё больше погружаешься в фильмы категории Б. Диалоги становятся пустой болтовнёй, которые пытаются мотивировать движения далее. Боёвка – закликивание. Локации однообразны и пусты. Музыка надоедает. В итоге каждая глава – это одно и тоже с чуть большим размахом. А ведь ещё в игре две компании. Мол всё будет иначе. [i] Atonement Scourge of Time [/i] всеми силами пытается быть хорошей jrpg и местами создаётся иллюзия, что ей это удаётся, но гораздо чаще вытекает подлива из штанов. 3/10
Boring as hell. Don't recommend this at all.
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Genre [/h1] Ein Dark Fantasy RPG [h1] Story [/h1] Vor 400 Jahren wurde der letzte König ermordet und dadurch stand das Land langezeit kurz vor dem Ende. Erst nach und nach hat sich eine Organisation dafür eingesetzt wieder uhe & Ordnung in das Land zu bringen. Jetzt kommt plötzlich nach all den Jahren ein Engel (oder Halb Engel) auf die Welt um etwas zu beenden was er vor so vielen Jahren angefangen hat. Wer ist im recht und wer ist der Feinde? [h1] Gameplay [/h1] Wir suchen uns anfangs einen von 2 Protagonisten aus. Entweder den Rogue Nail oder die Hexe Elleria. Beide haben ihren eigenen Story Verlauf und auch Party Member. Natürlich gibt es immer wieder Orte von sich die beiden Parteien Kreuzen weil es an sich ja eine Gesamt Story ist. Die Charaktere sind allesamt sehr gut geschrieben und auch die Story ist sehr gut gelungen. Vom Gameplay her ist es das Standard RPGMaker Spiel mit den Typischen Klassen in er Gruppe (Rogue, Paladin, Magier & Krieger). Jeder oder jede mit seinen eigenen Skills & Zaubern, man kennt es ja. Nett gemacht fand ich hier, das man so nach Kämpfen kein Geld verdient sondern man Gegenstände von Gegnern bekommt die man verkaufen kann/muss, das ist mal was nicht so verbrauchtes. Problem ist aber, das die Gegenstände nicht viel Wert sind aber die Ausrüstung & Items oftmals in vielen Situationen viel zu teuer erscheinen. Ein weiteres Problem ist hier auch, dass das Spiel im ersten Drittel total einfach gehalten ist und man im Prinzip ohne zu grinden gut durchkommt. Im letzten Drittel zieht der Schwierigkeitsgrad dann so gewaltig an das man gar keine Chance mehr hat überhaupt etwas zu machen. Ich war bei einem Boss gegen Ende des Spiels und konnte nichts machen, sowas ist oft das Problem bei RPGMaker Spielen und das ist echt nervig. Das Spiel weißt einen zwar immer daraufhin das man seinen Spielstand lieber nicht überschreiben sondern einen Extra Slot anlegen soll aber daran denkt man ja nicht wenn man bereits vorher so durchmarschiert ist (natürlich mit taktischem Kampf). Musik ist gut gelungen [h1] Achievements [/h1] Es gibt insgesamt 36 Erfolge. Hierfür muss man u.a. das komplette Spiel 4 mal durchspielen und zwar jeweils 2 mal pro Charakter im Normalen & im Challenge Mode. Das Spiel ist im Normal Mode schon gegen Ende so hart, da will ich gar nicht wissen wie es im Challenge Mode sein wird [h1] Pro/Contra [/h1] + Story ist ordentlich + Musik ist gut + 2 Protagonisten zur Auswahl + Gute Charaktere + Achievements + Sammelkarten + XBox 360 Controller Support - Im letzten Drittel des Spiels zieht der Schwierigkeitsgrad gewaltig an was absolut unnötig ist - Das pricing der Ausrüstung/Items ist teilweise unbalanced [h1] Fazit [/h1] Ein Dark Fantasy RPG im RPGMaker mit einer doch guten Story, netten Charakteren & was ich sehr cool finde mit 2 Protagonisten. Musik ist hier überraschend gut gelungen aber das Spiel hat halt die üblichen Macken die viele RPGMaker Spiele leider haben. Unbalanced pricing bei der Ausrüstung/Items und unnötig angezogener Schwierigkeitsgrad im letzten Drittel des Spiels. Man muss gegen Ende hin schon ordentlich grinden um überhaupt noch voran zu kommen was meiner Meinung nach einfach nur unnötig und Zeit verschwenderisch ist. Wem das aber nichts ausmacht kann hier im Sale gerne zuschlagen weil unter all den Negativen sich doch ein recht nettes RPG versteckt hält 👑 Powered by HoI 4 Deu Curators group in German / English 👑⠀⠀⠀[list][*][url=https://store.steampowered.com/curator/30388691/] Follow Main group [/url][*] [url=https://store.steampowered.com/curator/40282064/] Follow Second group [/url][*] [url=https://store.steampowered.com/curator/44688798/] Follow third group [/url][/list]
It's just another generic RPGMaker title with boring story, title combat and below-average visual quality (even when compared with other RPGMaker titles). While I can see some effort, you probably would have a better time by playing different free RPGMaker game on Steam.
So I actually stayed up all night to beat the Nail story. Not really sure if that's a testament to the simplicity of the game, or just my mind state but... I'm going to recommend this, especially at the price.. This is a good little RPG(Maker).
Atonement: Scourge of Time is a traditional turn-based fantasy RPG that works within a modest independent-game framework while reaching for a surprisingly grim and substantial narrative. Developed by Astronomic Games and published by New Reality Games, it favors world-building, character perspectives, tactical resource management, and a sense of impending catastrophe over flashy presentation. Its RPG Maker roots are readily apparent, but the game makes a genuine effort to establish an identity through its setting and combat ideas rather than simply repeating the conventions of similar retro-inspired adventures. The world is already in severe decline when the story begins. Centuries have passed since the death of the last king, centralized authority has effectively disappeared, and much of civilization has fractured into isolated communities. Once-important cities have vanished, dangerous creatures and criminals dominate the wilderness, and tensions among the world's different races have grown increasingly hostile. This background creates a convincing sense that the player is exploring the remains of a society rather than a prosperous fantasy kingdom waiting to be saved. The absence of the Angelkind further contributes to the uncertainty, particularly because religion and prophecy occupy important places within the narrative. The Order of Atonement represents one of the remaining attempts to maintain stability, but its authority cannot completely suppress the chaos spreading throughout the land. More ominous is the prophecy surrounding the Vindicator, an entity associated with judgment and the punishment of the world's accumulated sins. This gives the adventure an apocalyptic quality that suits its dark atmosphere. Instead of framing every conflict around straightforward heroes and villains, the story frequently deals with differing beliefs, competing interests, desperation, and characters whose understanding of events is limited by their own circumstances. A particularly effective narrative feature is the decision to divide the adventure between two groups of protagonists. Their stories unfold from different viewpoints and occasionally intersect, allowing the player to understand situations that would appear much simpler if experienced from only one side. At times the parties' goals complement each other, while elsewhere their interests can conflict. Switching perspectives helps the narrative maintain momentum and gives the setting a greater sense of scale than its relatively compact presentation might otherwise suggest. It also reinforces one of the game's recurring ideas: perspective can dramatically alter how supposedly righteous or destructive actions are interpreted. Combat uses a recognizable turn-based structure, but character abilities are handled differently from the conventional system of continuously unlocking new skills through leveling. Characters have access to a broad selection of abilities early on, while their actual ability to use the strongest techniques depends on available energy. More powerful moves demand larger quantities of this resource, so progression involves expanding the capacity to employ abilities that were previously impractical. It is a simple but effective twist that makes resource growth feel meaningful without relying entirely on the usual sequence of learning one attack after another. Energy management becomes increasingly important during tougher battles. Spending heavily can produce an immediate advantage, but exhausting a character's resources may leave fewer useful choices afterward. Players therefore have to consider whether a powerful ability is worth using immediately or whether conserving energy will provide greater flexibility later in the encounter. The system does not transform the game into an exceptionally complicated tactical RPG, but it provides enough decision-making to keep battles from becoming completely automatic. Equipment contributes another layer of party development through weapons, armor, and accessories. The customization is relatively straightforward, so players should not expect enormous skill trees or highly intricate character builds. Instead, preparation revolves around improving statistics, selecting useful equipment, managing resources, and understanding what each party member contributes. Boss encounters are generally where these systems become most meaningful, particularly when playing on the more demanding difficulty setting. The availability of Normal and Challenging difficulty levels is a worthwhile feature. Normal provides a more approachable experience for players mainly interested in the story and exploration, while Challenging places greater emphasis on combat preparation and resource management. This choice is especially useful because the game's strongest appeal is split between narrative-focused RPG fans and players who want traditional turn-based encounters to offer some resistance. Choosing the harder setting makes inefficient energy use and poor preparation more consequential without fundamentally changing the underlying mechanics. Visually, the game reflects its limited production scale. Environments, character sprites, menus, and map construction are functional but cannot compete with more elaborate modern RPGs. Some areas are comparatively plain, and navigation or environmental interaction can occasionally lack the clarity expected from more polished releases. Even so, the darker visual direction generally complements the narrative. The music is also important in maintaining the mood, adding tension and melancholy to exploration, conversations, and major confrontations. The overall pacing is not flawless. Certain stretches can feel linear, some environments lack variety, and optional content is not always presented as clearly as it could be. Players who want extensive open-world exploration, sophisticated quest tracking, elaborate character customization, or numerous modern conveniences may find the experience restrictive. The game is better approached as a focused old-school RPG whose principal strengths are its story, atmosphere, alternating viewpoints, and resource-based battle mechanics. Steam Deck compatibility should be approached with some caution. The game does not carry an official Valve Steam Deck Verified or Playable designation, so it is best regarded as unverified rather than officially supported. Its lightweight technical requirements and turn-based structure make it a reasonable candidate for handheld play through Proton, but players may encounter issues involving controls, display configuration, text presentation, or other compatibility details. Manual controller mapping or compatibility adjustments may therefore be necessary, and a completely trouble-free Deck experience should not be assumed. Atonement: Scourge of Time ultimately offers more narrative ambition than its simple exterior initially communicates. The declining civilization, religious themes, approaching judgment, dual-party storytelling, and energy-based combat give it a recognizable personality. Its presentation and exploration reveal the limitations of a small independent production, but players comfortable with old-school RPG design can find a thoughtful dark fantasy adventure underneath those rough edges. The result is not a revolutionary role-playing game, yet it is an interesting example of how familiar mechanics can support a distinctive setting and story. Rating: 6/10
Ni moche ni beau, ni dur ni facile, ni nul ni bon. Bref, Atonement: Scourge of Time est un jeu moyen : il y a tellement pire que je lui mets un pouce bleu ! 🔵🔵🔵⚪️⚪️ Ni moche ni beau 🔵🔵🔵⚪️⚪️ Ni dure ni facile 🔵🔵🔵⚪️⚪️ Ni nul ni bon
[h1][b]Not Recommended[/b][/h1]
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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