
City of Chains is a dark sci-fi RPG set in a dystopian city. Take control of a small group of escaped fugitives and lead them to their freedom. Decide whether to fight head on or to avoid combat, to help others or to go your own way, to show mercy or to kill. Your actions could affect the fate of the city.
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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**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Unbalanced, frustrating combat with no enemy health info, poor pacing and limited settings
[h1][b]Not Recommended[/b][/h1]
💋
City of Chains, developed by Astronomic Games and published by New Reality Games, is a dark, choice-driven RPG that takes the familiar structure of an RPG Maker title and pushes it toward a more narrative-focused, consequence-heavy experience. Set in a dystopian sci-fi city defined by control, surveillance, and systemic oppression, it places the player in a world where survival is uncertain and morality is rarely clear-cut. While its mechanical foundation is recognizable, its ambition lies in how it frames decisions and allows player actions to shape the course of the story. The narrative follows Holt Allaway, an engineer imprisoned after refusing to assist in a dangerous government project. His escape from captivity marks the beginning of a journey through a fractured and hostile environment, where alliances are fragile and trust is difficult to earn. Along the way, the player encounters a cast of characters whose fates can shift depending on the choices made. The story places a strong emphasis on consequence, often forcing the player to weigh immediate survival against longer-term outcomes. Rather than presenting clear right or wrong decisions, it leans into ambiguity, allowing the narrative to unfold differently based on how situations are handled. Gameplay combines traditional turn-based combat with a more flexible approach to progression and problem-solving. Encounters can often be approached in multiple ways—engaging enemies directly, avoiding them through stealth or alternative routes, or using crafted items and abilities to gain an advantage. One of the more distinctive elements is the absence of a conventional leveling system. Instead of gaining experience through combat, characters develop through skill points earned via story progression, which encourages players to focus on decision-making rather than grinding. This design choice reinforces the game’s narrative focus, tying character growth more closely to events and choices. Combat itself is deliberate and tactical, requiring careful management of resources, positioning, and abilities. Systems such as morale and crafting add additional layers, allowing players to prepare for encounters in different ways. While these elements contribute to a sense of strategy, the combat can become repetitive over time, particularly as enemy encounters begin to follow familiar patterns. The pacing of battles can also feel uneven, with some sections presenting a noticeable spike in difficulty that may disrupt the flow of the experience. The world design is one of the game’s stronger aspects, offering interconnected areas that encourage exploration and experimentation. Multiple paths, hidden routes, and skill-based interactions—such as lockpicking or persuasion—allow players to navigate challenges in different ways. This flexibility enhances replayability, as different playthroughs can lead to new outcomes and discoveries. The city itself feels cohesive, with each area contributing to the overall atmosphere of tension and decay. Visually, City of Chains makes effective use of the RPG Maker engine, adopting a more grounded and subdued aesthetic that aligns with its darker themes. While it does not break free from the limitations of its tools, it manages to create a consistent and immersive environment through careful use of lighting, color, and design. The audio complements this well, reinforcing the oppressive tone and adding weight to key moments. Despite its ambition, the game is not without flaws. Its reliance on RPG Maker foundations means that certain aspects—such as movement and interface design—can feel rigid. The balance between challenge and accessibility is not always consistent, and some systems are not as fully developed as they could be. Additionally, while the narrative emphasizes choice, not all decisions carry equal impact, which can occasionally undermine the sense of agency. Even with these shortcomings, City of Chains stands out within its niche for its willingness to prioritize storytelling and player choice. It offers a more thoughtful and layered experience than many similar titles, using its systems to support a narrative that feels both personal and consequential. For players who value decision-driven gameplay and are willing to engage with its slower pace, it provides a compelling and immersive journey. Rating: 7/10
I don't what I'm doing, I don't what I do. Help. I'm in a cell crying over my mistake to start the game. The game confused. Dont sell this game no. Not again or ever again. This game got me brain cancer and pakinsons. 4 uhr, 10
Decent retro-graphics RPG
Boring
meat
eh
garbage
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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