
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!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.86/day in the week to Aug 14 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
About

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.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 6.4Kreviews | 88% | — | $4.3M |
| $29.99 | 845ratings | 93% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 823 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Everything you could want from a Final Fantasy Tactics spiritual successor: unlockable classes, story classes, secret classes, secret story classes, monster classes, overpowered class combos... Also there's a council of problematic demigods who think it's really funny to teleport your units into the water when they're wearing heavy armor >:(
Всем, кто играл в [b]Final Fantasy Tactics[/b] лет 20 назад и ностальгировал всё это время, посвящается! [h1]Тактический геймплей (не плагиат, а отсылка)[/h1] Без шуток, в детстве мне было всё равно на сюжет, только дайте прокачать свою идеальную непобедимую команду! Столько лет Я мысленно перебирал комбинации старой игры, не возвращаясь к ней лично. (на самом деле не 20, а 10 лет назад, когда через эмулятор допрошёл, что не получалось из-за багов в детстве) И [b]Fell Seal: Arbiter's Mark[/b] предлагает именно это. Буквально. Если вы помните и привыкли к системе [b]FFT[/b], то вам абсолютно всё будет знакомо. По факту игра не предлагает ничего нового, но повторюсь, сладкая ностальгия по такому геймплею сильна, поэтому полный повтор легенды никак не повлиял на восприятие в плохую сторону. Классы, открываемые от других классов, навыки, пассивки, прокачка и комбинирование всего этого. Иногда можно получить весьма забавные результаты. Так на середине игры меня осенило, что если дать одному персонажу "Крепкий хват" (держать двуручное оружие одной рукой) и "Два оружия" (использовать два оружия аки ниндзя), то можно получить супер-бойца-дамагера с двумя двуручниками на руках - у меня вышла убойная рыцарка-демонесса с косами, что, думаю, в виде комикса смотрелось бы зрелищно! Стоит упомянуть создание разных предметов за счёт ресурсов, в рамках которой к концу игры создаётся самое сильное снаряжение. [h1]Сюжет[/h1] Полный сюжет [b]FFT[/b] Я вам вряд ли перескажу. А здесь Я постарался от него не отставать, в перерывах между сюжетными квестами прокачивая персов на стороне. Что, на удивление не трудно, т.к. много тратить время на прокачку во второстепенных боях (по местному "патрули") не приходится. Сюжет, наверно, можно назвать типичным: фентези-средневековье, когда-то была побеждена супер-пупер-тварь, а её победители с тех пор правят. Один из правителей назначает нас избранным, так что мы отправляемся в паломничество, по пути обнаруживая, что кто-то намеревается супер-пупер-тварь возродить и пошуметь. Естественно, мы ему мешаем. В игре две концовки, обе с намёком на продолжение, и, честно, нейтрально-хорошую концовку Я бы назвал более интересную на продолжение, чем идеально-хорошую. Кроме основного сюжета в игре ворох второстепенных квестов на интерес и достойные награды. Журнала в игре нет, поэтому как проходить и вообще обнаруживать, стоит посмотреть в гайдах по достижениям (некоторые прям запарные и неочевидные). [h1]Гильдии и миссии[/h1] Есть в игре занятная функция гильдий, где вы можете отправлять несюжетных персонажей на миссии ради получения денег, ресурсов, а также прокачки опыта и навыков. И это голимое читерство и вот почему. Вы отправляете персов на миссии, отчего они становятся недоступны для боёв, а вернутся с добычей спустя обозначенное время. Вот только это время считается в реальности, а не в игре. То есть вы можете отправить команду прокачиваться, выйти из игры, позаниматься своими делами, через полчаса заскочить в игру, собрать навар и прокаченных персов и отправить их снова на миссию. За выходной день можно вкачать себе полную команду самых сильных классов с топовыми способностями. Однако эта функция перестаёт казаться читерской, когда после очередного продвижения по сюжету обновляется магазин и закупка нового снаряжения основному составку команды почти что разоряет тебя. [h1]Стиль и графика[/h1] Тут [b]Fell Seal: Arbiter's Mark[/b] остаются верны заветам [b]FFT[/b], предоставляя милый стиль персонажей, частично близкий к аниме-чиби, но в отличие от предшественников также показывая эмоции на меняющихся и уже более прорисованных портретах-спрайтах. [h1]Итого[/h1] Это было прекрасно! Все и так друг друга повторяют, но повторов [b]Final Fantasy Tactics[/b] Я особо не встречал, и снова окунуться в давнишний геймплей было приятно пусть и с полным копированием. Точно рекомендуется всем, кто когда-то часами играл на PlayStation, зачарованный прокачкой своих благородных чибиков.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Portuguese - Brazil, Simplified Chinese, Japanese
| $29.99 |
| 405ratings |
| 94% |
| — |
| not modelled |
| $4.49−85% | 222ratings | 84% | — | not modelled |
| $29.99 | — | — | — | 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 824 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Depois de ver os dois finais, hora da análise. Faz anos desde que me diverti tanto com um jogo de estratégia. Fell Seal é um jogo incrível, que merece sua atenção. Vou colocar os pontos positivos e negativos: + Altíssima personalização de dificuldade; + Várias classes trocáveis; + Recompensa por usar várias classes; + Sistema de nível; + Grande quantidade de habilidades; + Boa quantidade de monstros; + Boa dificuldade geral; + Personalização de personagem; + Vários tipos de equipamentos e builds; + Várias missões extras; + Tesouros e desafios nos mapas; + Ótima história; + Belos gráficos; - Pouca variedade de músicas de fundo; - Sem dublagem de voz; - Tradução levemente falha, mas OK. No todo, é um jogo incrível. ALTAMENTE RECOMENDADO.
That took a long time. I would like to be able to say it was because I was enjoying myself, and… eh? I mean, the battle system itself is pretty solid. Synergizing different classes and builds works well. A couple of my favorites were a custom mana-walking sorcerer and Reiner as a high-crit chance crossbowman (I wish I’d thought to make my status-afflicting gunner high-crit), but Anadine as a Reaver-Demon Knight was absolutely broken when it came to damage. The character customization is a plus, but it’s afflicted with several limits and caveats. Cosmetically, I wish there more options for the sprites. It’s not a huge problem, but the decision to make two sets of gender-exclusive options really cuts down on the number of combinations you can make. I went free-form and portraitless for three, but managed to pretty closely replicate two of the portraits. I tried replicating another one just to see if you could theoretically recreate all of the portraits. Nope: no close-to-matching face, no close-to-matching hairstyle. The real issues come with the character [i]building[/i]. First, I really screwed up by missing that class affects level up stats, which can really cause problems since leveling up also increases the enemies’ levels. However, even if I had paid attention to that, I think it would make character building even harder. Characters gain classes with AP, but you mostly only gain AP for a character’s primary class. Other classes passively gain AP, but at a very slow pace. Wanting to get this counter or that secondary ability requires grinding certain classes up, but your primary class determines half your abilities and weapon choice, so you essentially have to nerf your characters for a few battles in order to move them through the class tree, even more so when you want to give your character a class that has unmet prerequisites. You’d want to keep switching classes to gain more options to experiment with, but you’d want to avoid that to control your stats and keep a build you’re comfortable with, creating such a headache. I wish I lessened the difficulty much earlier. In the early game of “veteran” difficulty, I was breezing through fights until my big damage-dealing characters got a bit overleveled, and I had to grind the other team members to clear the tournament, which took hours. It’s nice that you can more quickly catch characters up by having them heal and buff your stronger characters, but I don’t think it scales quite enough to keep things balanced. Then things were smooth sailing in the mid-game before I hit another wall and had to grind again. Then I think I got stuck at the last fight in the starting town and decided to just cut all of the enemies’ stats and cruise to the final boss. It’s very nice to have granular difficulty options that can be toggled at any point in the game, but It also feels like a very awkwardly placed bandage on the choppy difficulty curve. As for the story? It functions. I didn’t really find anything engaging about it; the characters play off each other very stiffly, the backstories are perfunctory, the setting feels generic, and the plot turns are very “SpongeBob and Patrick on the kiddie coaster” levels of intrigue and shock. It’s especially disappointing because I played Final Fantasy Tactics Advance as a kid, and while it’s an unfair comparison, that game had an amazing story that even tied into the gameplay. Fell Seal has interchangeable discussions of the same tone and urgency about what the team has to do next, how Kyrie feels about justice, how Anadine feels about her Mom, yadda yadda yadda. I was waiting for the game to “open up,” and it never really did. You can blame part of that on me mistaking the DLC achievements for late-game content, but for as well-crafted the game is at its core and on its face, and for how mediocre a strategist I probably am, the content tying it all together is bloated and repetitive, even at 200% speed, even when you’re not grinding, and the grinding and amount of thought you have to put into character progression to not trip over yourself makes it even longer. Once you’ve unlocked most of the classes, if you can while properly managing your builds, all that’s left are a few secrets and challenges, but the idea of having to do more encounters to get those does not entice me. There IS a good core to this game, and I want to be more lenient to these small developers, but while this might be a $30 effort, it is not a $30 game, and it took way more time from me than it gave me happiness.
I like this game, but the shopkeeper looks like a Reddit moderator. And yeah, the aesthetics are a bit weird at times...
まだクリアしてないけど、初期設定(難易度ベテラン)のゲームデザインが雑すぎてオススメ出来ない。 オススメしない理由は、レベリングが必要だから。 このゲームは味方が6ユニット位が出てくる感じだが、6ユニット以外の使ってないユニットはまともに成長しないので、ユニット間のレベル差が生まれやすい。そして色んなユニットをステージに合わせて使ったほうが良いので、スキル傾向を考えて複数のユニットを運用する必要がある。チームには魔法系、直接型、間接攻撃系で10ユニット程度いることになるんじゃないか。 一方でステージの敵は常にプレイヤーの一番上のレベルのユニット=常時出てる主人公に合わせてステージ設定レベル事に敵が出てくる事になる。 レベリングをしない場合、同レベルですら敵のほうがパラメータは良いので、多くの味方よりも常に強くて、速く動くユニットばかりになるし、敵は有利な位置で始まり色んなスキルを使いこなして初手から状態異常祭りになるので、まぁまぁ強いAIだと思う。結果として、歯ごたえがあるというよりはウンザリする戦闘が連続することになる。常に状態異常で先手を取られる強さとウザさを味わうことになる。 とまぁ、ゲーム難易度を大きく下げない限りチーム内のレベル平均化を常に必要とするので極めてダルい。 戦闘してないユニットも戦闘したユニットと同じ様に成長する感じだったら良かったなと思う。チームレベルみたいな感じで同じユニットレベルと共有アビリティポイントと自由な振り直しができればレベリングしなくても戦えるデザインになるのになと言う感じ。 本作はそうじゃなく常に使わなかったユニットもレベルを平らにするために成長させないといかんという。まぁ戦えなくはない、良く言えば歯ごたえがあるとは言える。 だが、なんでこんなダルいデザインにするのか理解できんくらいの作業ゲーです。レベリングダルすぎ。
Los combates no son suficientemente divertidos, no está bien diseñado el progreso/dificultad, te ofrece muchas clases/habilidades, tenerlas a tu disposición podría hacer más divertido el combate pero como los personajes sólo obtienen experiencia combatiendo, tienes que grindear fuera de la historia, en combates aburridos, para subir a los personajes. Es cómo si no hubiesen testeado la jugabilidad del juego acabado, con algunos pequeños cambios de diseño en la progresión, habría podido ser un buen juego (aún así probablemente demasiado corto)
This is a great tactics-like game. I have a huge backlog, yet I keep finding myself back on this game. I love duel class systems like this...
I found this game, while searching for something similar to Final Fantasy Tactics online. I absolutely love it! The class System is awesome. There are also some hidden classes to find. The abilities are very well rounded and every class has obvious Pros and Cons. With the dual Class System, it's possible to craft some cool synergies for each character. This is an absolute recommend!
I got this game on sale for about $5 and am now feeling like I stole this game. I feel like $40-ish for the bundle is also fair. Final Fantasy Tactics is my favorite game of all time. This game is basically slightly worse than it on every metric (in my opinion) besides the flexibility you have with monster classes. Though I do feel like perhaps I have a stronger than typical bias there, considering FFT was my childhood. I'm just gonna mention a few things that stood out to me: Cons: -I'm so sorry to the character portrait artist(s), but they're so uncanny they often pull me out of the narrative. Some are ok, but many - including the actual main characters! - are just proportionally awkward. -I dislike not being able to rotate the maps. There is a mechanic built in where you can scroll through tiles to make sure you can reach whatever you need, but I just feel like being able to rotate the map as well would be a great help. -The class wheel - especially for the monsters - is too crowded. Not a huge problem, but slightly annoying. Pros: -You can move to a space and look at your attack options without that movement choice being locked in. Thank you! I now don't have to constantly remember everyone's ability attack ranges before making a move. -All other art beyond the character portraits. It's actually a really nice looking game! The maps, the character models, the abilities. -Choosing when to grind. There's no random battles. I always liked them in FFT, but it just feels good to start up the game and KNOW I can do what I was planning to do without having to worry if I'm gonna "waste" 15 minutes on a random battle. -Sending people on missions actually MEANS something. AND the timer counts outside of the game as well. Again, it's another mechanic that respects the player's time without detracting from gameplay. General: -Character development/story is good. -Pacing is good. -Leveling and class changes/manipulation feels good. I feel like I keep downplaying this game because I love FFT so much. But the truth is this game has kept my rapt attention for over 70 hours (and will likely have it for nearly 100 by the time I'm done) and I didn't get tired of it once. It's a great game and I've had a ton of fun with it.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | Free | |
| — | 0 | — | — | |
| $1.3M | 3.6K | 95% | $7.49 | |
| $606K | 925 | 77% | $12.49 | |
| $63.2K | 140 | 72% | $19.99 | |
| $40K | 114 | 79% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3M | 18.2K | 80% | $14.39 | |
| $4.3M | 4K | 87% | $29.99 | |
| $4.3M | 9.8K | 85% | $15.99 | |
| $4.3M | 20.4K | 98% | $9.99 | |
| $4.3M | 7.3K | 97% | $19.99 | |
| $4.3M | 6.7K | 97% | $24.99 |