
Take up your sword, channel your magic or board your Mech. Chained Echoes is a 16-bit style RPG set in a fantasy world where dragons are as common as piloted mechanical suits.
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 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




Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.74−65% | 8.1Kreviews | 89% | — | $1.3M |
| $24.99 | 1.7Kratings | 95% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 880 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A jrpg made by a person that likes the idea of playing one but not actually doing it. Visually the game is really nice and it has a solid OST, but the combat especially the sky armor combat is not very well thought out and boring/frustrating depending on the boss. the progression system is is abysmal with how slow and unrewarding it is.
I really wanted to like this game. It has a good start, interesting (at a glance) systems and story premise, but after 30 hours of playtime I feel like the game completely crumbled whatever it was trying to build. The worst offender for me is the combat: it uses an original "Overdrive" system, where each skill fit into a certain category. and they may raise or lower the Overdrive gauge. Your goal is to always keep the bar in the green section to get the advantage of powerful buffs - if you go over and land on the red section your team is severely crippled. The problem with this is since there's very little you can do to manipulate which skill type will lower the gauge (it randomly changes either when you use the skill the game is asking, or when a certain number of turns pass), you will be forced to take suboptimal or even nonsensical decisions in battle simply because you need to lower this gauge. It feels like you're constantly trying to fight against a battle system that restricts your freedom because... Reasons. This is made worse by several factors: - Regular enemies are very tanky. Seriously there are times you have enough time to apply buffs, debuffs, poison and all kinds of stuff and it still takes a couple turns to kill a single mook. - The game has no difficulty options to solve the previous issue. I love myself a difficult RPG/JRPG, and this game isn't difficult, it's just a slog to play through and a way to reduce enemy HP would make the mook battles at least more tolerable. - Enemies can be seen on the map, but it's purely the illusion of choice, because many times they are blocking the way and you HAVE to kill them to proceed. - All the previous points made even worse because this game uses a non traditional leveling system (think Chrono Cross), where your power spikes will come when you defeat bosses. Fighting random enemies give you nothing but a paltry couple points to unlock skills and basic passives, so you don't even feel rewarded for trudging through these fights. The other aspects of this game, while not as egregious as the combat, didn't win me over either. Story is... There, and feels all over the place. Characters have the charisma of wet paper tissues. The music is alright and the pixel art is pretty to look at, but that's about where the positives end for me.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, German, Korean, Japanese, Simplified Chinese
Hours played at review time, across 882 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It saddens me a little to give this game a negative review since it has a lot of potential to be a great game. But, unfortunately, after 6 hours of gameplay, just a quick reflection told me I really hadn’t had any fun with the game yet so I'm calling it quits and providing my thoughts. To start off with the good: the game has a simple but pleasing pixel art ascetic, plenty of nice sound effects and music, an engaging story and a variety of interesting battle mechanics. If the game gets you going, I can fully see all the reasons you'd end up playing all the way through. For me, though, the game lacked an interesting gameplay loop. I think the core 'overdrive' mechanic was intended to be that sort of special sauce that was suppose to keep the combat interesting and more engaging by making combat choices have more impact. Unfortunately, I found it more frustrating than fun by way of reducing my agency of choice rather than increasing it. I was often required to make boring or sub-optimal choices rather than doing what would otherwise be the 'correct' option if I wasn’t trying to balance the bar. When you cycle around and come up to a point where you either have to use a steal action on an opponent with nothing to steal or take an extra 3 hits worth of damage from the opponents, it just felt very meh. The game doesn't carry any damage or effects on after battle, with the exception of items used. This means every fight is an isolated capsule of an almost mini-game like feel. Since there are basically no consequence for preforming poorly and, if you lose, you just jump back to right before starting the fight, there is very little sense of danger. It makes the game feel very incoherent, like I was just hopping from activity island to activity island. The reward for victory also doesn't equate to the effort you often have to put in: a little popup of '+3' that goes into a hidden pool and maybe an extra crafting material or something. No fanfare, no watching your exp bar creep ever closer to greater strength. Heck, you just watch your downed party members hop back up like they just finished with their power nap. You're also going to lose a lot. Enemies in the same area can go from cakewalk to party wipe with no notion of which is which until you try the fight (and not the unique creatures either). There's a rose enemy and a frog enemy in the early zones that will wipe the floor with you right after you come out of a fight with some wooly turtles you can basically just hold X to win against. It just had me thinking '[i]so, is this going to be a reasonable fight or a dumb fight this time?[/i]' every time I started to see a new sprite on screen. The game also has a lot of complicated systems that don’t read well and each time one of the systems is introduced, the game hits you with a 5-page tutorial to read and you're expected to understand and memorize because it'll be important for the rest of the game. The overdrive system, for example, has actions that push the meter forward and push the meter back. Yellow actions push the meter back so you can keep it in balance but these are actions with yellow colored [i]text[/i], not actions with yellow colored [i]icons[/i]. Which actions are 'yellow' changes each round and, if you forget that next time you sit down to play, you're very likely to lose your next fight and need to go back to the menu to refresh your memory. Same with the gem system: they have a size and a purity and you can combine them but you can only combine them in a specific way and you only get bonuses if they hit a certain threshold and if you combine a bigger gem with a smaller gem, it size category changes but not if you combine two gems of the same size and they can only be slotted into a specific type of equipment but you can upgrade equipment so you'll have more slots, but be careful not to upgrade too much cause it uses up your rare crafting materials which, by the way, you'll probably need to sell some of to merchants to unlock special deals! Oh, and did I mention the primary way you get gems has a special boost function you need to remember about too? The game has [i]'depth'[/i] but the depth felt… shallow? Like systems and complexity were added to things for complexity's sake, not because it made the game better. I quite liked the ability to 4 person parties with a tag-team system so each member could swap out at will but it didn’t help that it was connected to the overdrive system so swapping became part of the mental gymnastics of what you need to think about for overdrive. You certainly wouldn’t be wrong for picking Chained Echoes up and giving it a try, I just have no will to keep going so can't recommend.
I wish so hard that I could like this game, and maybe there are those that do, but this is an overworked excuse for an RPG that has a few great systems but gets in its own way too often. The story is messy and inconsistent, the gameplay changes every hour or so, switching up team comps, battle systems, travel abilities, map access, etc. For a completionist like me, it was wildly frustrating to work on trying to explore an area only to be constantly blocked, or trying to work on reward tracks only to accidentally trigger a cutscene that wasn't indicated by quest markers or map icons that teleported me away, removed half my party, and completely interrupted the flow of what I was trying to do. A huge pet peeve of mine is game design that feels like it slams my face against the screen and insists I play it the way the designer envisioned it, not the way that I find it fun to play. I played this game about halfway through it's 40 hour estimated run time - in the 22 hours I've played, I only got to enjoy and self-drive about 4 of them. Abandoning it for now in favor of other RPGs to scratch the itch.
Chrono Trigger, Final Fantasy, Expedition 33, and dare I say even some modern Persona, all wrapped into a neat 16-bit JRPG style game with a great cast of characters, intriguing story, and superb combat system with a wide variety of mechanics to always keep things fresh. Nothing here feels repetitive or derivative. Sure, it's taken some inspiration but it's largely original, from the art-style to the music. I can't really fault anything so far. The lore is extensive too. I think the only time I was really invested in lore like this was with Funger, although this is not as deep or speculative. It's so wild everything flows so well. Whole teams with millions of dollars can't do this. How did one guy and his contributors manage? Blew threw Act I in three days and it's already cracked my top 15 list. This was made with so much heart and you can tell. Don't hesitate to try this out, honest. Edit: After finishing the game, I can safely say it's worth a buy. Many people have voiced their dissatisfaction with how the game concluded, but I for one believe that it was ♥♥♥♥♥♥♥ awesome and tied in greatly to the games themes and messages, as well as how the characters behave in universe. I will miss this cast and this world especially. Thank you for making this. I enjoyed every second.
2 gay romance stories... this game went from legendary library folder right into trash shame
I tried. I really did. This is my third time trying to get through this game and I cannot bring myself to give the slightest damn about anything that is happening in the game.
I was not a fan of the story. There were also several parts that felt like filler where the story was not moving forward in any meaningful way. The battle system was alright. Not my favorite but not terrible. It was cool to experience something new. Music was alright. The main issue I had was that the story was not nearly as good as what I heard from the reviews.
Ok 18 months ago this dev/publisher along with FIRST PRESS GAMES hyped up a physical release of this game and ripped off A LOT of people. I spent $55 on the physical copy, 10 months later I got a email with a STEAM cd-key. DO NOT SUPPORT THIS SCAMMERS IN ANY WAY.
Great art but mid and uninteresting gameplay.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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