
Cris Tales is a gorgeous, indie love letter to classic JRPGs with a new perspective. Peer into the past, act in the present, and watch as your choices dynamically change the future -- all on one screen as you play!
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 Aug 24 → 0.43/day in the week after.
About

Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 555reviews | 65% | — | $375.8K |
| $39.99 | 1Kratings | 66% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Short review after 100% the game and getting every achievement: A relatively short but fun turn based indie RPG not reinventing the wheel but adding some twists with time manipulation mechanics. Pros: - Superb art style and main selling point of this game, indie charm combined with beautifully designed world, map and characters making this a timeless game where even in 20 years it will still look amazing (from ancient to modern ruins, beautiful forests to amazing towns you have it all, rainbow lake area takes the cake for me so charming and beautiful) - Decent story line with time travel and manipulation adding a twist (while not mind breaking you can see most areas in the past, present and future and your impact on them mostly adding to the visual flair) - 7 characters distinct to each other in terms of combat adding to varied play style - Great monster and boss design (all of them have a past, present and future version changing their mechanics or weaknesses) - Good amount of side quest impacting the future of the areas you do them in and one bonus dungeon at end and a 30 wave Colosseum to test your strength - Good area music somber and sad and pretty good voice acting for an indie JRPG - Classic JRPG turn based combat with two twists, real time QTE (paper Mario or Clair Obscur etc...) to either parry or if you miss it a bit deflect an attack (not only damage reductions but you lower your chances to get bad stat ailments), same for attack press z at optimal time for a critical or if you miss a good attack (some melee attacks at critical do follow up attacks and skills do more damage and increase chance to add status ailments to enemies). Second twist is time manipulation in combat, you can move enemies and some skills to either past or future, for instance placing a mine and then sending that side to the future triggers it immediately, this also affects monsters, for instance sending a side to the future where a goblin soldier stood changes that goblin to a wise old goblin mage, weak in health but now able to cast spells (all monsters have past, present and future versions of themselves so be careful as some versions are more dangerous then others). While this sounds amazing the core JRPG combat still prevails as most of the time these time combos do not produce much better results if at all, only when it is story dictated Cons: - Really small world and relatively short game for an JRPG (only four real zones very small, combined the size of a normal chapter in other JRPG, under 20 hours for all side quests and main story my play time is bloated for grinding achievements, when you get the dragon your airship so to speak near endgame most of JRPG open up, here there is actually nothing more to do only main story) - Your benched characters do not level with your main ones in any capacity - Bugs present in achievements (consult guides if you hunt for them, i did everything wrong and it resulted in me getting Rena armory before upgrading gear to max and achievement for treasure chests before i opened all of them so i was kinda lucky rena armory might be the buggiest of them all) A great turn based indie JRPG a bit short but, can recommend to any JRPG fan while for others if the art style speaks to you try it as its great, but do beware that at later point in game hitting QTE for parrying/deflecting and getting good or critical attacks/skills becomes mandatory as this game does not have and difficulty options like lets say story mode in Clair Obscur.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Japanese, Simplified Chinese, Spanish - Latin America, Italian, Korean, Russian, Traditional Chinese, Portuguese - Portugal, Thai*languages with full audio support
| $89.99 |
| 774ratings |
| 79% |
| — |
| not modelled |
| $39.99 | 57ratings | 68% | — | 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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Top. Tragam uma tradução pt-br, nós adoramos jogos assim ❤️
A pretty fun game when it became free on epic so i decided to buy it on steam instead. I can't say too much about the story but it was entertaining for me (others wont say otherwise) and i thought it was really cool when it came to the core mechanic of the game, i just wished they implemented it a bit more. Artstyle and Soundtracks go really hard, I love it a lot. I wish there was more content of this game but its better to leave it as it is. *****SPOILERS******* I still hate how they remove one of your party members from the game permanantly, it really sucks a lot TvT
Cris Tales is one of those rare RPGs that immediately distinguishes itself not through scale or spectacle, but through a clear artistic vision and a mechanical idea that feels genuinely fresh within a genre often defined by tradition. Developed by Dreams Uncorporated and SYCK, the game presents itself as a modern homage to classic JRPGs while attempting to weave in a more interactive relationship with time itself. From the outset, it leans heavily into a storybook aesthetic and a structure that echoes genre greats, but what keeps it engaging is how it frames its entire experience around the concept of seeing, influencing, and sometimes being burdened by the consequences of time. At the center of the narrative is Crisbell, a young orphan who awakens to her role as a Time Mage and is quickly pulled into a larger conflict threatening the world of Crystallis. The story unfolds in a fairly traditional arc—gather allies, confront a looming evil, uncover deeper truths—but it is filtered through a thematic lens focused on causality and responsibility. The game frequently asks the player to make decisions that shape the future of towns and characters, and while these choices are not always as deeply branching as they initially appear, they do create a persistent sense that your actions carry weight. The writing strikes a balance between earnest and familiar, occasionally predictable but consistently sincere, and the supporting cast adds personality even if some characters fall into recognizable archetypes. The defining feature of Cris Tales is its simultaneous display of past, present, and future, a mechanic that is seamlessly integrated into both exploration and combat. As you move through towns, the screen is split into three temporal perspectives, allowing you to instantly observe how environments and characters change over time. This system is more than a visual novelty—it becomes a puzzle-solving tool and a narrative device, letting players directly intervene in timelines. You might plant a seed in the present and watch it bloom instantly in the future, or choose whether to repair a structure and see the long-term consequences unfold before your eyes. It creates a constant dialogue between player action and world reaction, reinforcing the game’s central theme in a way that feels intuitive and immersive. Combat builds on this idea by allowing enemies to be manipulated across time, introducing strategic layers that go beyond standard turn-based encounters. You can send enemies into the past to weaken them or push them into the future to exploit status effects, such as accelerating poison or decay. Combined with timed button presses for attacks and defense, the system encourages active participation and rewards precision. There are flashes of brilliance in how these mechanics interact, especially in boss encounters where understanding temporal shifts becomes essential. However, the system doesn’t always expand in complexity as the game progresses, and after several hours, battles can begin to feel repetitive. The limited variety in enemy behaviors and a somewhat conservative approach to evolving mechanics hold back what could have been a truly groundbreaking combat system. Visually, Cris Tales is easily one of the most memorable RPGs in recent years. Its hand-drawn art style is bold and expressive, resembling stained glass brought to life with vibrant colors and exaggerated forms. Each region feels distinct, drawing inspiration from various real-world cultures, particularly Latin American influences that give the world a unique identity rarely seen in mainstream JRPGs. The environments are layered with detail, and the shifting timelines create a dynamic visual experience that constantly changes how you perceive the same space. Character designs are equally striking, though sometimes the stylization can make depth perception slightly awkward during navigation. The soundtrack complements the visuals with a gentle, melodic presence that supports the game’s emotional tone without overpowering it, even if it doesn’t leave a lasting impression. Despite its creativity, Cris Tales struggles with pacing and structural issues that occasionally disrupt its flow. Backtracking between areas, uneven difficulty spikes, and moments that require grinding can slow the momentum, particularly in the mid to late game. Load times and minor technical hiccups, depending on the platform, can also chip away at immersion. More notably, while the game emphasizes choice and consequence, not all decisions feel equally meaningful, and some outcomes can seem more cosmetic than transformative. There’s a sense that the game reaches for something deeper than it ultimately delivers, especially when it comes to branching narratives and long-term impact. Even with these shortcomings, Cris Tales remains a compelling and heartfelt RPG that succeeds in carving out its own identity. It may not fully realize the potential of its time-based systems or narrative ambition, but it offers enough originality, charm, and visual distinction to stand out in a crowded genre. For players who appreciate experimental twists on classic JRPG foundations, it provides a memorable journey that is as much about its ideas as it is about its execution. It’s a game that feels crafted with genuine care and artistic intent, even when its systems don’t entirely keep pace with its imagination. Rating: 7/10
[h2] 金玉其外,败絮其中 [/h2] [b] 重点声明,给好评基本上是看在美术的面子上了。 [/b]游戏拥有非常优秀独特的美术风格,加上非常酷炫的设计,我就纳了闷了,怎么能做出这么无趣的游戏的啊。程序策划你们给美术磕一个吧。 [h3] 游戏的美术绝对的顶呱呱 [/h3] 游戏的美术非常棒,画风别具一格,很有风味。无论是角色、场景,地图上都十分有特色,很少有玩到这种美式卡通风格画风+PRG的游戏。游戏开头还有精美的动画,虽然动画做得比较一般,但是画面丰富,至少看得出来有用心。最大的亮点还是,一个画面由过去现在未来三部分组成,所有路人、建筑都有过去现在未来三种状态,初看时可把我惊艳到了。 [h3] 非常惊艳的设定 [/h3] 游戏有个非常亮眼的设定,就是游戏有三个时间点,过去、现在、未来。游戏画面用V字形分为三个区域,三个时间段直接体现在游戏画面上,同一个地点玩家能同时看到三个时间点的状态,真的酷毙了。在主城区玩家可以自由切换时间点,战斗中主角可以用技能切换时间,战斗中切换时间还会改变敌人的形态,每个敌人都有过去现在未来三种形态,每个形态都有不同的属性和技能。 一开始,游戏引导我们如何利用切换时间点来推进故事(回到过去寻找现在丢失的文件,现在种树去到未来获取果实),如何切换时间来改变战局(用水属性攻击后挂上湿润debuff切换到未来变为生锈debuff,种下种子切换到未来会立马发芽产生效果.....)。 游玩序章后,我瞬间觉得,这个和我之前玩过的回合制大不一样,我对这个游戏充满了期待,期待之后会有更多利用时间完成的关卡解密,更多的时间技能combo。 然而......序章展示的基本就是游戏的全部了。 [h3] 游戏对设定的挖掘非常浅显 [/h3] 关卡设计非常传统,好像没有这个时间设定一样,绝大部分利用到时间跨越设计的部分都是序章里出现过的,后续基本毫无新意。战斗也是一样的,切换时间能做的cobom非常有限且没创意,最用的就是那个时间回溯技能,就是把一个任意角色状态、血量都回到上回合,但这个是技能而不是过去现在未来的机制。战斗总体玩起来基本就还是传统回合制的感觉,没什么亮点。 游戏很后期才会解锁一个角色,她的技能回根据不同的时间产生不同的效果,但那都是大后期了...... 玩家基本只能和现在的NPC对话,切换到过去和未来只有画面有变化,是不能听到其他时间段的NPC对话的(特殊事件除外),就非常浪费这个设计,感觉明明可以在不同时间点都设置对话信息。 游戏推进主线和支线都会对未来时间点产生影响,但是只停留在美术上的表现,未来视角会有变化,对游戏内容完全没有影响。就不能做出那种,我执行的某个操作影响了未来,导致我能在未来时间点能产生更多互动么? [h3] 糟心的战斗 [/h3] 游戏战斗里面有一个非常糟糕的设计,在攻击、被攻击的时候看准时机点击按钮判定,点击时机恰当会增加伤害、增加debuff挂上去的概率,减少收到的伤害。狗屎的是,这个时机是没有任何UI上的提示的,只能靠玩家自己把握,看着招式动画一次次尝试,每个技能实际还不一样,有些技能我到通关了也按不准,就你每次打击害得盯着画面按判定,还得盯着敌人释放的技能名字,累不累啊,加个提示会死啊。 游戏每个角色都有自己的一套机制玩法,但实际上设计得有点糟糕。例如,机器人的温度设计,机器人每次普攻和受击都会增加温度,估摸着本来是想做成温度越高输出和风险越大的感觉,但是完全没体现出来,只感觉到温度越高越危险,放技能完全不加温度,温度上去了输出也没变化,非常不好用;转盘妹子想做成随机性很强的赌博型角色,但实际上就是当个群体奶最好用,普攻暴击输出高但是很不稳定,其他输出技能完全不够看........而且所有角色的技能设计感觉都比较差劲,数值也不对,机制也不够有趣,技能数量也少,cobom也少,真找不出啥优点。 [h3] 还有很多糟糕的点 [/h3] 战斗最多只能上3个角色,战斗中是不能替换成员的,替补的成员也无法获得经验值,女主又是强制上场的,就导致练级困难,女主等级遥遥领先,对我这种强迫症非常不友好。 游戏剧情演出非常拉闸,跟PPT似的,有一种廉价感,有时候剧情演出我完全没看出是在干啥,越到后期越明显。 游戏小怪数量不多,基本都是那几个,换色拿来继续用,后期Boss都会拿来复用,复用的boss甚至没有任何技能上的变化,和之前完全一样。 迷宫太短太简单,前期后期的关卡迷宫都很简单。 其他还有很多装备设计啊,剧情上的问题,我都懒得吐槽了,累了.............. [h3] 最后一句话 [/h3] 游戏不至于难玩,但是真的很对不起这么棒的设定这么棒的美术,哎,恨铁不成钢。
如果是因为价格问题褒贬不一可以 如果是因为质量问题褒贬不一不可 几元入库还要啥自行车。人家还能加一,给中文云存档,不给好评你良心不疼吗? 后台需要自动静音。 202211下,steam,steam掉卡掉物抵扣,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。
[b]Not Recommended[/b] I played this for an hour, and there were so many red flags that I don't feel the need to trudge my way through to see the rest. All reviews seem to agree on one thing: the art is great. In fact, the first 5-10 minutes leave rather good impressions. The cinematics are great, and the art and design are quite striking [i]mostly[/i]. It falters a bit in the first town, mostly in its environments. They just look quite generic and also rather unclear? A house was apparently destroyed, and I struggled to see how it was "destroyed" until the characters pointed it out and I REALLY looked at it. A small criticism of the art in general is that it feels very noisy. It is sometimes hard to tell what I should be paying attention to. Everything pops out with equal importance. With that, now the MASSIVE narrative red flags all over. Firstly, there's no "character" in any of these characters. No backstory is given, no personality is shown, barely any backstory is hinted at. There is NOTHING to make me interested in any ONE of the characters. The main character just goes through the motions, painfully being pulled along by the writer to "the story". Each NPC has nice art, but they have one-liners with zero personality. The pacing feels like it's trying to speedrun way too much. It's bullet point storytelling. Allow me to summarise everything that happens in the first hour: [list] [*] Frog steals your rose [*] You run around town to find him [*] You end up in a cathedral, which is apparently bad to go in alone for some reason. We are never told why [*] Frog is like: I know a time lord guy, let's see him [*] You go to see him, he goes "omg, you're a time lady!", look, you can time lord things! In THE thinnest interaction possible [*] Time lord guy tells you to randomly ♥♥♥♥ off, despite you being really important and "wow" to him [*] You go back to town, see "Mother Superior" apparently looking sad, apparently in an abandoned orphanage she runs. The art does not make this clear at all [*] You go back into town, apparently see some building collapsing because of "rot" [*] You get sent on a series of small "I know a guy, who knows a thing" talking quests, talking to A => B => C etc. [*] You are then told that the magic apple thing you randomly planted back at time lord guy's house cures the rot. ALREADY BACKTRACKING [*] You get it, but ohhhhhhhhh nooo, you can only cure one house with it. One house, of two NPCs with no personality. Oh, such a hard, painstaking decision. I spent more hours contemplating this decision than I did playing the game truly [*] Now suddenly the farm is on fire. You go, farm lady is like "you can't fight!!! that's crazy". MC is like, ♥♥♥♥, you're right! Frog guy is like "I know a time lord guy with a sword" [*] You go to time lord guy, he's like "I know a sword", opens a random portal, you go in, pick up the sword, literally transform and immediately teleport out. In such a transition, it feels like a literal afterthought of "oh ♥♥♥♥, what now?", where the MC narrates a scene that felt like it was cut [*] Now you go back to the farm, two demon ladies are there [*] Random shield guy shows up [*] Battle ensues. There's nonsense here, but we'll get to that [*] You beat demon ladies [*] Secretary lady is like "Where'd you get that sword!?", MC explains, lady responds "wtf, who are those people you're talking about???", "clearly you started this fire and your random friends I don't know are the culprits, GUARDS!" [*] Begin "wtf run" escape sequence, hiding in a building 2 steps away from the farm [*] You escape the city, time lord guy is like "welp, I know a cathedral, they must definitely be linked". That cathedral coincidentally is in the same town shield guy came from [*] Now you're off on an aimless adventure, with no goal [/list] Honestly... there is SO MUCH MORE I could complain about... but that's the brief. From a gameplay perspective, it's painfully mediocre and nonsensical. You time button presses to dodge and deal more damage, a la Paper Mario style. Problem being, this game does not strongly indicate when you should do these things or indicate when [i]you succeed[/i], so it feels about as responsive as a wet floppy fish. Speaking of wet floppy fish, the tutorial boss tries to teach you how manipulating time works. Apparently, if you wet the demon ladies, because they have an iron shield, then send them to the future, it rusts their shield???? Because water clearly does not dry with the passage of time. And that's all the combat I experienced, "two" effectively, one, short battles. It's possible all this changes many hours in, but I saw so many red flags, saw the reviews consistent with that experience, and thus have no faith to try and continue.
There are also many strange moments in terms of directing, when part of the narrative abruptly ends, as if you had missed something. Also the plot is written by 3y old.
un jeu moyen au mieux, manque de profondeur, un bestiaire risible , une histoire assez pauvre et l'originalité du changement temporel devient vite inutie.
Este juego es una mierda, lo he jugado con un amigo y si no fuera por la cerveza y el autismo no jugamos ni dos roñosas horas, hemos tardado dos años pico en terminarlo, Si lo vas a jugar con amigos y cerveza adelante, si quieres vivir una experiencia soporífera este es tu juego. Beso
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Players by region
Where this game's players are, estimated from review languages.
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