
Turn Based Strategy RPG. With complex skills, sprawling world and intricate storyline.
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Languages: English**languages with full audio support
Engagement
Reviews
[b]Summary[/b] After 130 hours of playing, I haven't finished the game yet, but I am near the end. Overall this is one of the best RPGs I have played in a while and beats many non-rpgmaker games and I have played quite a few so don't let rpgmaker scare you away. [b]World & exploration -[/b] 9/10 [b]Progression & build crafting -[/b] 10/10 [b]Difficulty -[/b] 8/10 [b]Combat -[/b] 8/10 [b]Story & characters -[/b] 6/10 with potential to improve as I get further [b]------ Pros ------[/b] [b]--- Game length ---[/b] I love massive RPGs and this is one of the biggest I have played. I'm 45 hours in and feel like I am maybe 15-20% through the game. I have only explored around 10% of the world based on the map and that 10% is quite large. [b]--- Exploration ---[/b] The map is huge and somehow amazingly each part of it is interesting so far, you can find quite a few secrets, hidden caves, bosses, etc. making exploration feel fun and immersive as the caves and such are designed well. [b]--- Mapping ---[/b] The mapping is quite good, no boxy looking landscapes or designs. It looks quite natural and the insides of buildings are well decorated and detailed. Some forests, especially in the beginning, might feel a bit dense, but it isn't too bad and you can cut paths through the trees if you want. The beginning sections do contain a bit too many forests I think which can make it feel a bit less varied, but it makes sense for the location on the map you start on. [b]--- Progression ---[/b] Each character has a massive skill tree similar to Path of Exile. I love having the choice on how to spec my characters are tons of skills, perks, and passives to create builds with. [b]--- Loot ---[/b] There is a ton of loot in this game and loot has a ton of different characteristics generated via RNG ala Diablo. Right from the start you will be getting quite a few nice and meaningful loot drops. [b]--- Gear customization ---[/b] Gear can be upgraded via orbs, glyphs, runes, and scrolls. Each serving somewhat different purposes. This just allows you to further customize your builds along with the massive skill tree and loot. [b]--- Combat ---[/b] A wide variety of skills with different effects, a mix of instant, cooldown, or resource costly moves make battle interesting and strategic. All 3 job roles are important (tank, DPS, and healing) with a number of different ways to accomplish those tasks based on your buildout. (Evade tank, self healing focused, debuffer, etc. Your team has a resource called SP which builds as you do and take damage and lasts between fights. Any character can use it to unleash powerful abilities which can really help with tough mobs or bosses although I use it for many normal fights as well. [b]---Difficulty ---[/b] The game has an interesting difficulty system. Initially the game hits a nice sweet spot on veteran difficulty, It is tough enough that each piece of loot, gold, or skill point is valued and desired, but not so hard that it is frustrating. However, you can change the difficulty in game whenever you want and doing so increases loot drop chance which makes you want to keep it as high as you can. I found myself lowering it for some tough mobs, building up resources then unleashing them on other mobs at a higher difficulty for the increased loot. [b]--- Monsters and respawns ---[/b] Monsters show and move around the world so you can freely dodge them if you want. Monsters don't respawn based on time, they instead respawn based on main quest progression and when they do so they change and get harder. This is nice because it allows you to explore areas at your own pace without having to worry about constant respawn fights. At first I was a bit worried about limited ability to grind if you wanted to, but the world is so huge with so many monsters and places to explore along with multiple respawns due to main story progression that it really isn't a problem if your a grinder and you can dodge a lot of them if you don't like to grind at all. [b]------ Neutral ------[/b] [b]--- Story ---[/b] I still have a long way to go so I can't comment on the story fully. I was very happy initially to see there was no generic hero vs dark lord storyline. The characters seemed to have their own background, jobs, and were just trying to get by and if you pick Corwyn the gladiator to start with then the main quest starts a bit humbly which was fine with me, it felt realistic. However eventually a dark lord's forces do appear which disappointed me. The dark lord is still mysterious right now and it isn't too bad so I am hopeful it goes in a decent direction and at least there is no generic hero still. [b]--- Characters ---[/b] The game has 18 playable characters which is a lot. Each character is unique, with different personalities which is nice. Conversations play out between them as you explore different parts of the map which helps it feel a bit more realistic and gives you a feel for their personality a bit more. However I feel like they could use a bit more interaction while doing side quests for me to feel more attached to them. I find myself not caring about them as much as I want to. Currently it's in that solid 6/10 area and I hope as I continue the game that rises. [b]--- Quests ---[/b] The main quest is decent, some side quests are decent as well, however it does give you some very basic profession and gathering quests especially if you start with Corwyn where you can optionally help out on a farm. The exploration and non story content outshines the quests which is fine with me. Exploring a hidden cave, gathering a bunch of resources so I can craft some items because I want to is much more my thing. [b]--- Gathering ---[/b] Gathering ore and gems out in the world is fun and I enjoy exploring for it. Initially gathering and crafting can feel a bit overwhelming if you pick Corwyn to start with since he optionally deals with a lot of farm stuff. I dabbled a little, but harvest moon isn't my thing, luckily it is optional and you don't miss out on anything big if you don't do it. Fishing also exists which I found decently fun, but you need to buy the better fishing gear to fish up the good items, and eventually it becomes a bit repetitive. [b]--- Energy and food ---[/b] The energy mechanic seems pointless since you have automatic eating and get 100s of food really early on. To me the energy mechanic and food which only provides energy should just disappear. It would simplify things a bit and you wouldn't lose anything from it being gone. As it is you can simply ignore the mechanic which makes it a neutral instead of a con for me. [b]------ Cons------ [/b] [b]--- Conversation mechanics ---[/b] I debated putting this in neutral and I think it could even be in the pro category with a few tweaks. NPC conversations feel a bit overwhelming at the start with each NPC having 4-5 categories of options and 1-4 sub category options underneath those. Eventually you learn which conversation options matter and which can be ignored making the current implementation tolerable. For example the rumor category feels like it could be really cool, giving you hints of secrets, quests, and lore, but you start hearing the same rumor dozens of times and it becomes repetitive dissuading you from wanting to even click that option. I feel if rumors were limited to only NPCs at taverns + a few NPCs in the wild with more unique rumors it would make it an exciting option I looked forward to clicking rather than a boring repetitive one. Similar issue with lore where everyone in a city generally has the same few lore options. [b]--- Crafting ---[/b] There are many crafting recipes, but by the time you get them or the ingredients for them, the monster drops are better, so crafting seems useless at least in the early to mid game, maybe it will improve in the end game.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 31 reviews with recorded playtime.
Wow. This game. I have so much to say, and I'm going to forget a lot. I have a lot of criticisms, so let me be clear up front: this game is a feast for RPGmaker fans. The good: -- Easily 150 hours of gameplay, in the form of four intertwining plotlines. -- Above-average writing, a plot that keeps humming along. -- All the things I look for in an RPGmaker game: exploration, monster-hunting, questing, puzzles, loot, absolutely massive skill trees. The bad: -- The introductory chapter is probably the weakest. It's confusing, and sets up some misleading expectations for the rest of the game. -- A lot of things aren't explained well. This is a game that really needs/deserves a walkthrough. -- Various bugs, misplaced objects, typos, etc. It's a massive game and mostly the work of one person. It should improve over time! The weird: -- I get the feeling that this is a passion project that changed quite a lot as it went along. There are a lot of systems that end up being unnecessary (I didn't bother with fishing at all), and (as alluded to above) the first chapter gives the impression that this started out as a Harvest Moon type farming game. Well, there's a big rugpull on that, and then the plot takes off like a rocket. I worry that players are quitting before they finish chapter 1! Summary: I've played tons of RPGmaker games, and I think this one goes on my top 5 list. It's rough around the edges, but has the potential to be a classic.
This is a real hidden gem in this price range. The quality of gameplay and graphics punch well above its own weight. There are so many characters woven into an intricate storyline that make you laugh, cry and get immersed into their world. Don't miss this diamond in the rough. Update. I'm over 160 hours into the game now and I'm in Chapter 5. It doesn't feel like the story is ending any time soon. The world is absolutely massive and there's so many new plot discoveries. The characters are awesome and hilarious, like a group of siblings. I saw a guy with well over 300 hours played so I feel like I'm only about half way through the game. Can't wait to see the end. There are a bunch of bugs but the devs respond really quickly to the issues and patches are released often.
Changed the difficulty while in the game from the storymode to the 2nd one the game got a black error screen saying to report the error and hit F5 to reload the game, I can't get past the initial splash screen now to even get to the main menu the error screen keeps coming up. Verified files and rebooted pc, requesting a refund as the Dev has been nonexistant since the game came out not even replying to the few threads or questions, have no choice but to leave a negative review and not recommend at this time. Edit: Devs are around responding now and helpful changing to recommended
Picked up this game for steamdeck and was pleasantly surprised. The story line is good and the battle system is also a highlight for me. The battles are extremely fun and the skill tree is just amazing. There is a lot of attention to detail in every aspect of the game.
A nice rpg maker game with a bunch of stuff to do. I kinda wish you could save anywhere instead of using an inn, as I encountered an out of bounds area in Limepost that resulted in me getting trapped and becoming unable to get out of it, loosing progress as a result. Overall though, I think it's an interesting game, and will be looking forward to what the game will bring when early access is finished.
The game has some performance issues in some parts of the game, but it did not prevent me from playing. The world felt large and the mapping was well done. The storyline and narrative centers around 3 different people, it kind of plays like Octopath Traveler. The Skill Tree system was cool, more enjoyable than traditional level-up system. The battle system felt like an RPG. It did the job it needed to do. There was a lot of different equipment to build your team. So far I haven't gotten to the meat of the story yet, wondering when that's going to happen. Sometimes I could get lost/not knowing where to go. Overall I would recommend but they still have a few rough patches to work on. Full Podcast Review here: https://www.youtube.com/watch?v=uAGWDxi_mFE
tl;dr: A fairly long and pretty fun rpg with lots of playable characters, albeit can feel a little bloated/overwhelming with the amount of optional side-systems. Empire Chronicles is a fairly standard JRPG in its basic gameplay, with overworld exploration coupled with ATB-based combat. Combat graphics are pretty high quality, with most characters having different in-combat sprites depending on the type of weapon they're using, and some pretty cool skill animations. The story is told from the perspective of 3 differents parties, each with its own characters, story and inventory. Each party's story is split into chapters and the order you play them in is mostly up to you, though you do need to complete everyone's first chapter to access the second chapter and so on. While all the parties eventually meet and band together, you're still only allowed to choose and play with one of the 3 parties at any given time. During each chapter you have a clear goal, usually a location you need to reach, and you journey through plains, forests, dungeons and towns to reach it while fighting enemies and bosses. There are no random encounters and enemies are interactable in the overworld, defeated enemies don't respawn (stronger enemies will spawn in previous locations as you advance through the chapters however). A rather unique system is the ability to chop down trees and stumps and break down rocks with the appropiate tools, allowing you to essentially open up your own paths. Most chapters also have a couple side locations you can explore or side quests you can do along the way. Once the parties meet up, the entire map essentially opens, at which point you're free to explore wherever. The skill system is one of this game's biggest strengths, with each character having their own skill tree with dozens of skills; later on, certain characters can also learn skills from other trees to further complement their skillset. A lot of time can be spent just optimizing your equipment and skills. The game does have a lot of optional systems like affection with NPCs, various types of crafting, building a village, fishing, etc. I feel like most of these just bloat the game rather than adding anything of substance (most of these are also rather grindy), but they can be completely ignored if you don't care about them. I played on Brutal on my first playthrough and didn't have too many issues with the difficulty, though an average I'd probably recommend Veteran or Elite for first time players. While the game is complete and the main story can be completed from start to finish, it still receives constant updates, adding new content such as side areas and quests. Bugs are also solved very quickly once reported.
For a game made entirely in a paint by numbers engine, the fact that it won't even start is not a good sign. Watched some videos to see if it was worth the hassle and it looks to be an even ♥♥♥♥♥♥♥ octopath 1 which is a god awful bar to not even reach. Anyone who reviews this positively should try and develop some sort of standards for how to be treated by people they give money to. Gross.
this game is ♥♥♥♥♥♥' huge. I'm like 25 hours in (it got left running a few times), and i'm just about to complete the third chapter (or the first chapter of the third concurrent storyline). I could have done it much faster on account of me wanting to explore the big world and do all the side activities (sadly, without much to show for it since I just dont have acccess to smithing yet?), but it feels like soon it will open up a bit more and let me actually revisit some of these places to rebuild the bridges and stuff. The combat holds up, its action bar jrpg combat, but the (15!) main characters all have interesting kits, and play differently somehow. I'm also only like 1/4th the way through any of their skill trees, and i'm excited to dig in deeper. Could see myself playing this game for many dozens of hours.
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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