
Fell Seal: Arbiter's Mark is a turn-based tactical RPG with a focus on storytelling and strategic battles. Unfold a mature story as you progress through hand-crafted scenarios, controlling your own group of Arbiters, with each character customizable from a wide selection of classes and abilities!
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Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.
Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
A deep and complex class system with over 30 classes and 300 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.
Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.
To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.
The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.
But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.
Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Starts out really, really good, but has some baffling design choices that make middle and endgame an abysmal slog. Basic gameplay consists of clearing maps in turn-based combat, and the minute to minute tactical depth is pretty impressive. Some of the class advancement tracks are bizarre, though. Ranged physical track is Scoundrel (basic thief) into Ranger, into - well, Gunner, except that in order to qualify for Gunner, one also needs several levels in melee classes like Mercenary and Knight. Since characters can't wield ranged weapons while being main specced in melee classes (why?? Did they suddenly forget how to shoot a crossbow?), the ranged damage dealing backbone of the group is suddenly a complete drag on the group. After advancement into the next ranged class, they suddenly remember again how to shoot stuff. Similar issues plague the advancement tracks for casters. In addition, one of the final caster classes, Sorcerer, takes the piss out of the game - they have tons of spells that damage everybody on the map. It's as powerful as it sounds, and it is also as boring - the I-win button jokes basically write themselves. The game has some really good bones; even the negative reviews are from people who have played 50-150 hours of this game. It just falls apart at the later stages.
this art direction is really hard to appreciate
I'd BARELY recommend this game. While it does scratch a particular itch, it lacks the depth, personality, and atmosphere of FFT. Or even Jeanne D'Arc. There are much better games on older systems that do a better job of what this game is. Don't pay full price for this game.
It is a good game but it's frustratingly designed to always be challenging. I am at the end game (I think), I got the Monsters & Missions expansion, and I have been doing every task and mission I can. I have engaged with almost all of the content. But I'm at the point were I have dropped all difficulty settings as low as they can go to try and have fun again. Always Challenging: The game does not care about your level or actual stats - every powerful skill combo you can get as a player can and will be used against you by the enemy. Some enemies always get move first and hit with a immobilize or sleep effect. Some enemies can permanently kill your characters and there is no pop-up or alert when this happens - and I do not mean the injury system. In battle you can revive characters until the game starts using monsters that prevent the revival mechanic; it might be a regular attack, a monster ability, or a special skill you have never encountered before. You go from having characters defeated (injury system) to characters outright die as an unexplained mechanic (no pop-up or warning it has happened or can start to happen). Maybe, in fact, your character with levitation and swimming will be targeted by a position-swap spell (different than the Push action). The enemy puts your character under the water, ignoring your two powers that make you immune to water/drowning mechanics, and drowns your character for 999 damage (instant kill). This too can get stacked with deleting your character so they can no longer be revived. If you want to constantly be challenged, this game will use the most powerful and punishing combinations to make you always feel challenged. I'm at my breaking point though. I'm sick of using two heroes with equal ATK values but one hits for 50 dmg and the other hits for 120 dmg on the same target, both using melee attacks, and neither with an elemental effect in their attack. There is a hidden damage modifier that I have not been able to understand from in-game content or the help menus. I'm sick of permanently losing my characters in battle because monsters perks can just turn off revive mechanics. I'm tired of being 1-shot by enemies that have lower levels and stats across the board and statistically I wouldn't expect to pull off 1-shot kills. I think devs tried really hard to address this will all the difficulty customizations available. But at 90hrs and engaging all of the content, I'm just tired of not being allowed to feel like I've made powerful characters and how obvious it is when getting cheesed instead of challenged. I want to see the ending of the story... but the fun has been lost. Story-wise, the characters are very well written. They are smart, they recognize suspicious activity, and they are still being tested on their morals and oaths. They are not flawless or prepared for everything and act accordingly to knowing their getting into a bad situation. This game suffers that a well prepared story cannot save it from the combat getting tedious & cheesed.
Since I played a lot of strategic RPGs in the past and I was actually looking forward to play Fell Seal: Arbiter's Mark, I have to say. This Game feels like a single guy and chatGPT designed it. there is pretty much no strategic depth in this game. You get swarmed with enemies who are immune to a lot of status effects and all outpace the damage you can do to them. At some point you really feel forced to buy a bunch of resistance gear and save scum your way through the maps to adapt the gear to the enemy types you are facing. Is it challenging: yes is it fun: not so much The injury system is also just annoying. Getting funneled through chokepoints while getting blasted with tons of area spells on almost every single step is also a game design choice.... yeah, this is what you can expect from that game.
据说是《最终幻想战略版》——简称FFT——的精神续作。 由于时代的局限性,我没玩过FFT,对此的理解仅限于很久之前魔兽3某张DOTA地图的FUN模式,这个模式能解锁一些IMBA英雄,其中有FF7的克劳德,以及FFT的雇佣兵。 而这个雇佣兵,堪称IMBA中的IMBA,自带一套职业系统,空放技能就能涨经验,升到一定等级就能转职,每个职业都有七八个技能,还能再上一套副职业,一个英雄的技能数量顶对面一队,脸滚键盘都能弄死对面。 当时大为震撼。 现在玩到这个游戏,打开游戏内部队菜单,找到转职界面,恍然大悟。 游戏玩法属于传统战旗,友好的一点在于可以反复刷图,不用担心培养出错导致卡关。 但很费肝,每个角色都有N多职业可以选择,不熟悉游戏的话,不管是追求强度,还是只想配喜欢的构筑,都很花时间。
Just noticed I never left a review for one of my favorite indie games. I have always loved Tactical RPGs since the Shining Force era, and this modern entry definitely doesn't disappoint. It's lighter in tone and the plot is more juvenile compared to Final Fantasy Tactics but I don't think that's a negative thing. There's also a lot of content, with some secrets that were a lot of fun to discover. The only thing I've never liked is the goofy-looking human sprites. Fortunately, they fixed this in their next game, Pathbreakers: Roaming Blades. But the gameplay, the music, all the QOL... Top notch. I definitely recommend this game and I praise it every time I'm reminded of it.
A TRPG with an interesting story, mechanics work in balance and lots of secrets for the completionists
I came into this game a long time ago expecting a nice tactical RPG. What I actually got was 60 hours of staring at the screen, telling myself "Just one more battle" as the sun started to rise. Class System? Addictive. My wizard became a knight who became a gunner who sort of became some sort of vampire werewolf hybrid and it somehow felt normal. Every combination is possible. You want your priest healer to have a giant sword? The game never tells you no. Would play another 173 hours just to have Bzaro be everything a bug man tentacle monster can be.
敌我单位混轴 角色4朝向 没有近战控制区域和借机攻击 这些特征就导致了本游的战斗机制为伪策略 真数值 如我方角色数值不够 就基本没有什么操作空间 参考三角战略这类游戏 乐趣可能就只有把隐藏职业解锁出来了 刷级无限制使得游戏更加无聊 不太推荐 打折可以考虑入
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English, French, German, Spanish - Spain, Russian, Portuguese - Brazil, Simplified Chinese, Japanese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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