
Edge of War delivers an isometric, turn-based CRPG where the world reacts to you. All side quests are main quests, as every decision matters and impacts the fate of the Northlands. Explore and complete missions, but keep your heroes on their toes: the wilds do not forgive.
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Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Not bad for Early Access. Combat mechanics are solid, skills and feats are basic but all work, I'm not the biggest fan of no voice acting or cutscenes - maybe that'll come one day. As far as what they have worked on so far, it works well. A minimap or at least an area map to pull up is hopefully on what I assume is their long list of things to do.
Loved the Finnish themes. Truly unique gaming experience
Played around a bit and here are some of my thoughts: THE GOOD: - The Finnic aesthetics (i.e. the attention to small details like how the characters look when you equip them with hide helmet, the races unique to finnish folklore, etc..). Please do not change this too much, I really enjoy the atmosphere it has. - The combat system is fun, but some mechanics needs to be added (I assume that it will since it's EA). TO IMPROVE: - Difficult to see objects in forests and area with a lot of meshes, I had to run around holding my TAB to see objects that I can interact with. - Difficult to loot dead enemies if they are near each other (maybe add looting of larger area like it was in Pillars of Eternity (I think?)). - My screen was flickering with white images from time to time. - I was surprised when one of my character died and was removed from the rest of the group, it gives me feeling that all characters will be expendable and you can recruit new. Please add some "core" characters that can't die permanently, for instance add Ukko shrines around the world where you can resurrect your companions. - The colours felt slightly bleak in some areas, not sure if that is an intent. If not please add more color depth. - Weapons and armor comparison, if you hover over the item you would like to equip vs. the already equiped item so that you can quickly see the differences. - Key remapping, in BG3 I was happy that I could remap the key for camera turning from middle mouse button to mouse button 5 (please add the remaping option for gaming mouse). - Please add posibility to equip item to quickbar (hotbar) even during combat, but penalise such equiping by player having to spend for instance 2 AP for doing so. - It was somehow confusing to determine where will the tree fall if I want to purposely use it to kill enemies, I think that goes alongside my complaint for more easy-to-spot objects around map. - Map, definitely add map. - Found a bug where I thrown thunderpebble onto water barel, it created electric surface, but the game became frozen (the icon of waiting for next turn kept on spinning). - This might be a stupid question, but how do I remove things out of my inventory? I will add more points over time as they come to my mind. For now I have to say that I really really enjoy this game, good work and I keep my fingers crossed that it turns out to be an indie masterpiece when it comes out. P.S.: I would also love to support your efforts on regular basis, so in case you would decide to create Patreon account where you will share your progress for our monthly subscription... I am all in for that.
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Hours played at review time, across 45 reviews with recorded playtime.
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The game is fun. It is combat-focused and there isn't much to do besides combat, which I don't like very much. But combat itself is good. Certainly worth buying when it is on sale.
セールで150円で購入。 なんとか楽しい一面を発見しようと頑張ったが心が折れた逸品。 その値段でも購入しない方が良いレベルのゲーム。 UnityGameなので日本語自動翻訳で遊べるが本当に買わない方が良いゲーム。 そしてこのレビューを日本人が見ることもないであろうと思いつつ、「買っちゃだめだよ」というお祓い代わりに書きます。 ちなみに製作者は心が折れてもう開発しないとのコメント。永遠の早期アクセスゲームになりました。 良い点 ・サウンドがよい。150円でRPGっぽいサウンドを多少楽しめる。 悪い点 ・何をするのか全く分からないゲーム。自由度が高いとかいう意味ではなく、本当に何をするのかよくわからないゲーム。 ・不便の極み。インベントリが少ないので倒した相手の装備回収をするたびに最初の街(砦)に戻らなくてはならない。どんな遠くに遠征してても帰らなければ売却できない。途中の街に売却可能な商人はほぼいない。っていうか途中で中継や補給ができる街自体が無い。 ・レベルが上がらない。レベル1→2はすぐ上がったが、2→3以降がかなり時間がかかる。経験値テーブルがおかしい。 ・命中率の意味がない。こちらの攻撃で命中率70-80%ぐらいの時でも、最初から最後まで一度も当たらないことがほとんど。20-30回攻撃しても当たらない命中率80%って何?乱数の問題ではないだろこれ。確実に当てるにはデバフか相手を転がすスキルを使わないと当たらない。敵側の命中率はほぼ100%。滅多に外れない。なんなら味方は命中率100%表示の呪文でも外れたことがある。意味が解らん。 ・プレイヤー側は4人でPTを組むのだが、上記のような常時攻撃外れ補正がかかっている状況なのでキャラがすぐに死ぬ。そして死ぬと復活はない。ただ、なぜかマップを移動するたびに死体が付いてくる。もうホラー。こまめなクイックセーブと死んだらクイックロード推奨。あと分厚い防具推奨。 ・上記の様にすぐ死ぬので、分厚い防具推奨。分厚いと回避が下がるが、そもそも被ダメージがほぼ100%の命中率なので、回避とか関係が無い。ひたすらサンドバッグに耐えられるだけの防御力があればいい。 ・キーゴンフィグが無い。ひたすら不便で押しにくいキーを使い続けなければいけない。 ここまできたら意地でももっとやってやろうと思いますが、完全に苦行。もしクリア(何をもってクリアなのかもわからないですが)することがあったらまた書きます。
It could've been an interesting game, but unfortunately the development stopped before it was worth playing
Good game so far, waiting for more content and bug fixes!
Labor of Love, sorry to see it fail. However, it is still playable up to character level 7. At the sale price it is a steal. Get it before they remove it from Steam. My party got wiped in my first quest, but up until then I was enjoying the experience, lol.
Edge of War, developed and published by Action Squad Studios, is an ambitious tactical role-playing game that seeks to blend the narrative depth of a CRPG with the tactical complexity of a turn-based strategy experience. Set in a grim and mythic world inspired by Finnish folklore, the game introduces players to the Northlands, a harsh and unforgiving realm on the brink of chaos. It is a land scarred by war, haunted by ancient spirits, and shaped by human greed and survival. As the commander of a small band of warriors, you are thrust into a conflict that is as much about personal morality and leadership as it is about combat. The world itself is dynamic and reactive—every decision you make, every alliance you form or betray, shapes not only your squad’s fate but the fate of the fragile world around you. Edge of War is a project that wears its ambition proudly, even in its Early Access form, offering a glimpse of what could become one of the most atmospheric and tactically rich indie RPGs in years. At its core, the game combines squad-based exploration with a detailed, grid-based combat system that encourages creativity and adaptability. Battles unfold in an isometric perspective, with an emphasis on using the environment to your advantage. Fire spreads realistically across the battlefield, oil slicks can be ignited or frozen, and collapsing structures can crush both allies and enemies alike. Each fight becomes a miniature puzzle, demanding an understanding of elemental interactions and positional tactics rather than simple number crunching. The physics-based destruction system adds unpredictability to combat, ensuring that no encounter ever feels purely scripted. Your squad members each have distinct skills, abilities, and moral dispositions, and managing their growth becomes as important as mastering the battlefield. When these systems work in harmony, Edge of War offers an experience that feels alive—challenging, unforgiving, and deeply satisfying to overcome. Outside of combat, the game’s world design and atmosphere play a vital role in its identity. The Northlands are beautifully rendered despite the game’s modest budget, with sweeping frozen valleys, mist-shrouded forests, and abandoned outposts that tell stories through ruins rather than exposition. The art direction captures a sense of bleak beauty, with muted colors and dynamic lighting that mirror the melancholy tone of the narrative. The environmental storytelling, from broken statues to ritual stones carved with cryptic runes, evokes a haunting history of forgotten gods and fallen empires. There’s a palpable sense of mystery and reverence for the land—a tone that feels distinctly Nordic yet distinct from the usual fantasy clichés. The soundtrack reinforces this mood, with somber strings and ambient chants that make even moments of quiet exploration feel weighty and introspective. Narratively, Edge of War attempts to balance personal storytelling with emergent worldbuilding. Each playthrough generates slightly different scenarios and choices, and while the overarching story of the Northlands remains the same, the details—who survives, which factions rise or fall, what consequences ripple through the world—depend on your actions. Dialogue options and branching events promise to make each campaign unique, even though much of this system remains under development. The writing leans toward minimalism, with cryptic lines and lore fragments that reward attentive players. While the story’s framework is intriguing, it is also one of the areas where the game’s Early Access status is most apparent. Many narrative arcs remain unfinished, and character development lacks the emotional weight it could eventually achieve. Still, the foundation is promising—a world filled with moral ambiguity and the potential for emergent storytelling once the full narrative is realized. As with many Early Access titles, Edge of War’s greatest strength—its ambition—is also its greatest weakness. The combat system, while engaging, occasionally suffers from balance issues and inconsistent AI behavior. Interface elements are still being refined, and the camera controls can feel clunky during tense encounters. Some mechanics, such as faction relations and character progression, are only partially implemented, leaving players with a taste of a deeper system that has yet to be fully realized. There are moments of brilliance, particularly in the environmental design and tactical interactions, but they coexist with moments of roughness that remind you this is an evolving project. The development team has been open about the challenges they’ve faced, including funding difficulties, and yet the fact that the game continues to grow despite these setbacks speaks to their dedication. Edge of War is not yet the complete tactical epic it aims to be, but even in its current state, it stands out as a project with genuine soul. Its atmosphere is singular, its world-building rooted in mythic weight, and its combat design shows flashes of innovation rarely seen in indie RPGs. For players who crave depth, challenge, and immersion over polish, it already offers a rewarding experience. For those seeking a more finished, narrative-driven adventure, patience will be necessary as the developers expand its systems and storylines. What’s undeniable is that Edge of War possesses a foundation of artistry and ambition that sets it apart from most Early Access titles. It is a game that invites investment—not only in its mechanics but in its world and the promise it represents. If Action Squad Studios can fulfill that promise, Edge of War could eventually stand alongside the most memorable tactical RPGs of its era, a testament to perseverance, creativity, and the enduring allure of worlds built on myth and hardship. Rating: 7/10
БАЛДУРС ГЕЙТ С ЧЕЛОВЕКОЛОСЯМИ https://youtu.be/cyoGKpRa1OU
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