
A classic tactics RPG where magic and technology clash to determine the fate of the world. Command tactical battles, befriend and train your troops, create custom heroes, and experience the story through multiple branching paths.
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About






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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Nice tactical RPG with good writing. I want to give Moke a hug.
A great game, despite a decent bit of roughness! The story and characters are the highlight here, and the tactics gameplay is good once it gets going. There's way more content than I expected, from the sheer amount of writing to the pretty long list of classes that can be unlocked. It took about 20 hours to finish one story path. I'd guess that all endings would take 60-80 hours. It definitely has an abrasive start, though. The class+subclass system doesn't quite work like you'd expect based on similar games, the UI for managing classes/abilities/equipment is janky, there's dozens of minor status effects to learn (and I didn't even find the status effect info screen until 95% of the way through the game, oops), and dispatching troops each week can be a chore. Everything started to click after playing around with the systems a bit. The game's not super punishing if you do dumb stuff early. If those things don't scare you and you want an interesting take on the genre, this is a lot of game for pretty cheap!
[h1]Eden's Last Sunrise: Tactical Masterpiece in a Furry Fur-pocalypse[/h1] [h2]Introduction[/h2] Greetings, fellow furries and gaming enthusiasts! It's your alpha ice wolf, Kiba Snowpaw, hailing from the frosty expanses of HowlStrom. With my magical paws and a lifetime of gaming wisdom, I've delved into the tactical RPG world of [i]Eden's Last Sunrise[/i]. This review will cover every nook and cranny of this game, offering a deep dive into its mechanics, story, and overall experience. So, gear up and let's embark on this pixelated journey together! [h2]Basic Plot Summary[/h2] [i]Eden's Last Sunrise[/i] takes place in a world where magic and technology are at odds. You play as the commander of the Cradle Project, tasked with deciding the fate of the world as a cosmic calamity threatens all life. Commanding tactical battles, befriending and training troops, and navigating multiple story paths are just a few aspects of this grand adventure. Will you trust the spacefarers with their digital collective consciousness, or will you harness the power of magic to protect your home? [h2]Originality[/h2] What makes [i]Eden's Last Sunrise[/i] stand out is its blend of retro tactical RPG elements with a unique action point system and branching story paths. The game's premise of a world divided by magic and technology is executed with finesse, offering players a fresh and engaging experience. [h2]The Studio[/h2] Developed and published by Sungazer Software LLC, [i]Eden's Last Sunrise[/i] is the brainchild of the same creative mind behind [i]The Tenth Line[/i]. Sungazer Software LLC is known for crafting intricate and heartfelt indie games that resonate with players. With [i]Eden's Last Sunrise[/i], they've managed to create a tactical RPG that stands tall among giants like [i]Final Fantasy Tactics[/i] and [i]Tactics Ogre[/i]. [h2]Analysis/Evaluation[/h2] [b]Gameplay:[/b] At its core, [i]Eden's Last Sunrise[/i] features classic turn-based tactical combat with a twist. The action point system allows for multiple actions per turn, making each decision crucial. The game also incorporates a unique blend of character classes, equipment management, and time-based mission planning. [b]Graphics and Sound:[/b] The pixel art style is both nostalgic and modern, with detailed environments and character sprites. The soundtrack complements the game's atmosphere perfectly, enhancing the emotional weight of the story and battles. [b]Replayability:[/b] With multiple story paths and endings, [i]Eden's Last Sunrise[/i] offers high replay value. Each playthrough can be vastly different based on the choices you make and the factions you align with. [h2]Character Development[/h2] [b]Main Characters:[/b] - [b]Commander (You):[/b] As the player, you shape the fate of the world through your decisions. Your interactions with the diverse cast of characters influence the story's outcome. - [b]Kara:[/b] A spacefarer with a mission to save her people. Kara's journey explores themes of trust and sacrifice. - [b]Zeko and Sicious:[/b] Leaders of the Dwellers, their arcs delve into faith, tradition, and the clash between old and new. [b]Supporting Characters:[/b] The game boasts a rich cast of supporting characters, each with unique backgrounds and motivations. From the introverted chemist Moke to the pragmatic Kesh, every character adds depth to the narrative. [b]Character Arcs and Relatability:[/b] The characters' development is intertwined with the game's branching paths. Your choices shape their destinies, making their arcs relatable and emotionally impactful. [h2]Structure[/h2] [i]Eden's Last Sunrise[/i] is structured around a time management system where you must balance mission dispatches, training, social interactions, and exploration. The game's pacing ensures a dynamic and engaging experience, with each week bringing new challenges and opportunities. [h2]Impact[/h2] The game leaves a lasting impression with its thoughtful storytelling, complex characters, and tactical depth. Its exploration of themes like trust, faith, and the clash between magic and technology resonates deeply, making it a memorable experience. [h2]Hook and Thesis[/h2] The hook of [i]Eden's Last Sunrise[/i] lies in its compelling blend of tactical combat and narrative depth. The thesis revolves around the choices that shape the fate of a world teetering on the brink of destruction, emphasizing the importance of leadership, trust, and sacrifice. [h2]Praise and Critique[/h2] [b]Praise:[/b] - Rich, engaging story with multiple branching paths. - Deep and satisfying tactical combat system. - Memorable and well-developed characters. - Beautiful pixel art and an evocative soundtrack. - High replay value with diverse endings. [b]Critique:[/b] - Inventory management can be cumbersome. - Some classes feel underutilized. - The requirement to replay the game multiple times for all endings may be daunting for some players. [h2]Personal Opinion[/h2] [b]Enjoyment:[/b] As an avid fan of tactical RPGs, [i]Eden's Last Sunrise[/i] was an absolute delight. The game's strategic depth, combined with its rich narrative, kept me hooked from start to finish. [b]Highlights:[/b] The intricate class system and the engaging story paths were standout features. The ability to influence the game's outcome through my choices added a layer of immersion that I thoroughly enjoyed. [b]Drawbacks:[/b] The inventory management system and the need to replay the game multiple times to see all endings were minor drawbacks in an otherwise stellar experience. [h2]Evaluation[/h2] [i]Eden's Last Sunrise[/i] is a standout title in the tactical RPG genre. Its combination of strategic gameplay, compelling narrative, and high replay value make it a must-play for fans of the genre. While it has a few minor flaws, the overall experience is deeply rewarding. [h2]Comparison[/h2] Compared to other tactical RPGs like [i]Final Fantasy Tactics[/i] and [i]Tactics Ogre[/i], [i]Eden's Last Sunrise[/i] holds its own with its unique action point system and branching story paths. It offers a fresh take on the genre while paying homage to its predecessors. [h2]Overall Conclusion[/h2] [i]Eden's Last Sunrise[/i] is a gem in the tactical RPG landscape. Its rich storytelling, deep strategic gameplay, and memorable characters make it a game worth experiencing. Whether you're a longtime fan of the genre or a newcomer, this game offers something special. So, don your tactical gear, rally your troops, and embark on a journey that will test your leadership and strategic prowess! [hr][/hr] Kiba Snowpaw, signing off from the frozen tundras of HowlStrom. Until next time, keep your paws warm and your gaming skills sharp! [code]For more pawsome reviews, follow my curator page: [url=https://store.steampowered.com/curator/8527224-DanishFurryGame]DanishFurryGame[/url][/code]
Eden's Last Sunrise is a modern take on the Final Fantasy Tactics class based SRPG systems with a marvelous story and engaging cast. In a setting where Sci Fi meets fantasy, lead the Cradle Project in a gripping tale of how to face the fate of the world. For those looking for that gameplay itch, This, Fell Seal, and God Wars have got you spoiled for content. On gameplay alone I highly recommend it. On a narrative aspect I adore this game to no end. As the Commander of Cradle, you the player have 140 days to unite the world for one cause dependant on your starting choice. The player's starting party is decided by your origin as either a Space Conoly member or a surface dweller. If I could summarize this game into a single word, it would be choice. You have three main gameplay segments, The weekly mission control management, The social event trees, and the SRPG combat. I'll go over each separately. Each in game week is divided into five days, Day one is selecting your exploration missions, these are automatic quests that party members can go on to gain resources, level certain stats, and expand your equipment options. Each mission's success rate is shown to you, and by matching the details listed in the description, the play can increase the chance up to 100% which does give a resource and EXP boost for doing so. You will also receive resources from each liberated territory in your control, and lastly all story battles take place on the first day of each week, and takes up the exploration missions of that week. Day 2-4 are your free time weeks which can be spent one of four ways. Battle Engagements, Skill Training, Socialize, and Random Exploration. Battle Engagements are your common free battle for EXP but also are used to expand your control over territories. This is your primary method of obtaining new gear and resources that are mostly consistent across all routes. You may also use this to do free battles for EXP and Skill EXP. Next up we have Skill Training. Unlike many other SRPGs that have class unlocks tied to leveling certain classes, ELS has six mastery schools and leveling those up are based on what classes you equip in battle, shown on the bottom of the class setup page as Skill level and Class Growth. In addition to that, the player may choose to spend a day and some gold to train up to twelve units at once in any of the mastery schools or EXP to catch up units lagging behind in levels. A unquie feature of this option is that party members may have short character focused scenes with either the Commander or each other that can give increased points,resources, and items. Following this we have socialize. This allows the commander to spend one on one time with each of the story party members of the routes. Due to how plot progression is tied to the available levels of each mandatory socialize cutscene, the characters in this game are engaged in the narrative outside of main story scenes and do react to the events of the plot. Additionally each 2nd 4th and 5th level event gives the player a new item. Lastly should you have a character reach level 5 that character is given a unquie tension attack and you are given the option to have a final scene with a single character of your choice. This final scene does not have a gameplay reward so pick whoever you like best. Or Moke, pick Moke. Lastly we have Random Exploration, which can lead to a number of things. You can get resources, character interaction scenes and on rare occasions some unquie silly joke weapons like the Finger Guns, a fun joke weapon earned via a cute scene between two of your crew and is a single handed gun with low stats but high ammo that uses a character's magic stat instead of gun stat. If you can't decide what to do, this choice is never a waste. Before going onto day five, the player also has the option upgrade equipment via the craft button, make use of the six costume character slots via the recruit button, mess with options, and play a fun mini game against your crew. All of these are found in the function tab. I reccomend making one spacer and one Surface dweller recuit as soon as possible to increase your starting gear pool. Lastly is day 5, the in-univsese Sunday and day of rest. You will have a short one on one with a random crew member who either will give you a resource, or ask for either mastery or EXP training. Following this the Commander goes out to explore. This will either be an event from the random exploration options or a route specific story event. I went over social events above so now I'll get to the meat of the combat. This is a class based SRPG so each character has the option to equip a primary class and a secondary class, a reaction comment, and four optional passives. Your secondary class is just used to allow you to use the action commands of any other class of your choice. Your primary class in addition to deciding your equipment and stat options, is the one your tension moves are from. Tension is this game's limit break like system, each class has three unquie abilities that use the tension gauge at a certain percent. Story characters will unlock one unquie to them regardless of their class. Tension moves often do not use AP and can be considered a free action. Onto the combat itself unquie to this game is the Action Point economy system. In battle a character has a maximum AP based on their primary class and if they mastered that class or not. During a turn, the character may move once, use any combination of abilities up to their AP max and if equiped with a consumable in their reserves slot use a variety of status items. On top of the options listed above, the player can also swap out weapons and consumables at any time for two AP. This allows the player to use up ammo and consumable items and simply switch to another option, or allows the player to change gear based on enemies elemental weaknesses. After each battle gear will be reset to the loadout in the equipment setup menu. Class abilities are augmented based on the stats of gear and can be used with any of your three equiped weapons if the listed type matches. Lastly in combat a feature unquie to this game is inflicting status effects to tiles. These include things like adding damage effect if the turn is ended there, healing allies who end their turn on an affected panel, increasing or decreasing move stat in an area and small buffs. Most of my gameplay complaints are constrains of being a single main developer project. - The equipment screens lack good sorting options, - The lack of a shop leads to points of item drought of various equipment types. This is somewhat mitigated by all story party members coming fully equipped and the crafting system upgrading gear to be constantly useful. Personally still wish there was a generic item shop for reserve items. - Healing options are fairly limited so the game punishes glass cannon builds. - The game could use better tutorial on how skill mastery is earned. The help tooltip in the class setup screen explains it but it took me awhile to notice that primary classes decide growth. This is more of a me issue. -Steam version gamepad controls are a bit awkward, nothing that you can't get used too, but I prefer the console gamepad controls. Overall I've spent 80 hours on the switch version and intend to spend even more on the steam version. If you like SRPGs this game is a no brainier pick.
挺好玩的,就是没有中文看不懂故事,对于我来说专家难度太难了,很容易当局崩盘重来(但是好东西又在专家难度,这就很淦了)
[h1] Quick Summary [/h1] An engaging tactical role playing experience. Memorable characters, tough decisions, and thrilling combat. A hidden gem! [h1] The Good [/h1] [list] [*][b] Builds [/b] – A really great sense of progression when you unlock new classes and can explore their abilities. Having a primary and secondary class system means you aren’t wasting time while you wait for the premium classes, and it’s great that your secondary class gains ability points, too! [*][b] Choices [/b] – The different paths encourage multiple playthroughs, and I love how the NG+ mode lets you keep EVERYTHING from your previous run [*][b] Combat [/b] – Tons of abilities to learn and use, tons of weapons, armour, and accessories. Once I realized how the abilities worked alongside the weapon types, I was hit with the full complexity of the combat design. [*][b] Crafting[/b] – Great balance on improving your equipment while keeping an eye on resource use [*][b] Best of both worlds [/b] – So cool to have a setting that combines a sense of medieval high fantasy and sci fi! [*][b] Sprites [/b] – beautiful spritework and modelling. Great how the unique sprites adjust based on class (or you can opt for their default outfits) and how their equipped weapons show during actions [*][b] Battle maps [/b] – Vibrant, variable, & vertical [*][b] Dialogue [/b] – sometimes funny, sometimes moving, always entertaining. Each character has a unique perspective and purpose, and it’s neat seeing opposing views through the different playthroughs [*][b] Not pure Good vs Evil [/b] – so grey! So good. [*][b] AP [/b] – I love action points. Opens up so many more options than the 2 point system where you can do one action and a move. [*][b] Challenge [/b] – love how you can set the challenge rating for each battle, and benefit from increased rewards for increasing the challenge rating. [*][b] OST [/b] – great music. Both in the variety and the mood it evokes. [/list] [h1] Suggestions [/h1] I have quite a few, but none of them are major flaws. More QoL tweaks that would be nice to see. [list] [*][b] Weekly Assignments [/b] - sometimes these aren't available, due to other events occurring in the story, but I'd like to have them every week consistently [*][b] Pacing [/b] - enemies spend too long thinking. I wish things were snappier [*][b] Moving [/b] – moving my troops can be a bit slow, especially when they climb up ledges. This is particularly noticeable if I need to reposition [*][b] Battle Log [/b] – I wish I had one :) [*][b] Reactions [/b] – is there a way to see the hit chance of reactions? Mine and the enemy's. Seems like I get hit often by them, even when I'm in cover [*][b] Rebellion Path [/b] – [spoiler] there's a loooooooong time where I can't socialize with anyone, since their events require Sunbreak [/spoiler] [*][b] Sorting/filtering [/b] - would really like to be able to sort and filter items by type, both on the Equipment screen and when Crafting [*][b] Gamepad [/b] - full support would be nice- using the thumbstick like a mouse cursor isn't ideal [*][b] Saving [/b] - would live to save mid-battle (exit save that gets deleting upon loading is fine) or some sort of autosave after battles- sometimes I am pressed for time and there are long cutscenes after long battles [*][b] Esc key [/b] - make this a universal "back" button. It should back me out of menus, or undo movement during battles [*][b] Threat ranges [/b] - would be great to see threat ranges for my troops and for enemies [*][b] Empty Weekly Assignments [/b] - Week 26, 27, and 28 on the Path of Cooperation I had nowhere to send anyone! I had to click "Finish Dispatching" and lost a day :D [*][b] Initial loading screens [/b] - I have a bit of coil whine for the first few seconds. An FPS limiter would resolve that (I added one from my end, but I meant from yours) [/list] [h1] Bugs [/h1] None!
I was pleasantly surprised with this game. Its balances between a tactical game, resource & time management, and earning the trust of NPCs. I came for the tactics, and stayed for the story. The plot does a good job sticking to it's strengths and stretching the right amount into unknown territory. The game could use a little polish with QoL additions. For example, having details on what effects do when applied to characters would be nice. It'd also be nice not to get locked into scenarios back to back, doing a long combat and then clicking the wrong option in the dialog two events later can get old. All said and done, it's very much worth the price and your time investment.
A wonderful love-letter to games like Final Fantasy Tactics and Ogre Battle. Surprisingly deep in both gameplay and story, easy to pick up and play in bite size chunks while still holding up to hours-long gaming sessions. Combines the best elements of the FFT games with the very welcome addition of character creation and greater player agency. Also gotta give extra credit for not using the same tired fantasy character options like most games. Elven archers and dwarven clerics may be iconic and all, but give me more "dog with a gun" any day. There's a lot of great gaming here for very little money, highly recommended for fans of this style of game or for anyone who's been curious. Steam hours are low because I like this game so much that I bought it again on Switch.
I'm honestly impressed a solo dev can do this kind of strat-RPG. Lots of fun classes, surprising potential for subclassing. Characters are compelling enough to want to see how their stories end. Enemy AI could use a little tweaking--it has trouble taking into account accuracy penalties, e.g. shooting directly into a blinding sandstorm. No noticeable glitches at all. Difficulty curve isn't as smooth as it could be, but you can change the difficulty up or down, and I recommend doing so when you hit a wall or find things too easy. Getting one ending is a reasonable time investment, but expect to spend a LONG time playing this if you want to get the true ending. My second favorite of this dev's games, after I Miss the Sunrise.
Scratches the FFT itch.
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