
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
If you like Final Fantasy Tactics, Divinity, Baulders gate, icewind dale, and other games like this then I highly recommend this game. I beat a lot of these kind of games as a kid and the key is always patience. I do however have a few qualms with this game I'd like to address, but I like to start with the good. The game runs amazing on my Steam Deck, the combat is a lot like Final Fantasy Tactics and with my limited time in the game I can definitely tell they improved on all the aspects of the game tremendously. I love the spell system, the injury system is also ingenious in my opinion. The different way to build your team is also definitely a treat. If you want a challenge, I know this game can offer one. I have almost no issue with the gameplay itself since I just wanted a final fantasy tactics system and this definitely delivered. Now for the bad. The animations are pretty much garbage. A few frames of reactions, you can definitely do better. The graphics could do with some improving as well, I can tell they use 2D style over 3D but there is a reason we all don't play Atari anymore. If they added some cool animations then I'd definitely find myself wanting to play this over Wasteland 3. When I cut someone with an axe, I want to feel like I cut them with an axe. I want to hear a cry of pain, see blood, see them kneel over and think about their life choices before challenging me. Instead, I get 2 frames and an "oof". Even final fantasy tactics did better in that regard and for a $30 game, I expect more. I think this aspect is what you guys need to focus on the most. The cry you get in Final Fantasy Tactics PS1 when you kill someone, I want you to surpass that. There was nothing better than hearing that sound to me as a kid. If you guys improve that, you got yourselves a best seller. Not the combat, not the graphics, not the balance. Just the feeling you get when you slice, kill, and blow up your enemies. That's all I think this game needs. That's the sauce this game was missing for me. To see an enemy just fade away when they die is very disappointing. The music is a solid 10/10 though. Don't change that, it's perfect. I want the option to speed up animations as well. I'd like the character change screen to be faster. I'd like more voice overs and just overall more polish. The graphics itself is great though and I'm not asking you to remake the whole thing. That would mean making a second game and I promise you this: I'll buy it. Make that ♥♥♥♥ 3D if you do. Just look at how well Risk of Rain did when they sprinkled some 3D on that game. Now you may be curious is this game grindy? Yes, it can be. Is this game extemely strategic? Oh yes, it can be. I'm a veteran on these kind of games and I can already tell I can play this like a Spartan system. Spartans used to stay close, move in slowly, and keep all their flanks covered at all times. Even at the very beginning I caught myself making mistakes in this regard and taking unnecessary injuries in characters I don't want injured. Ask yourself who do you want to have injuries and the game becomes totally different. This game is beautiful, simplistic, and utterly relaxing. I smoke some legal weed, I spend some time playing it. If you are new to these kind of games, play it on easy and breeze through it. I know it's going to be fun for you and enjoyable. Once I beat some other games like Wasteland 3, Boulders gate 3, and Divinity 2. I'm probably going to come to this game and beat it too. If you beat Final Fantasy Tactics or just loved the game, buy this game full priced. I beat almost all the tactics games except for the GBA game. I got like halfway through it. If I had to rate this game just for it's Tactics system appeal type of games, this game is literally the best hands down. I'd say this is probably the most balanced kind of strategy game you'll find and I did spend a good hour researching it. Buy it, play it, or don't. But if you actually read my review, it means you want this ♥♥♥♥.
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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
NAH YEAH!!!
This is not so much a game as it is a brain rot simulator. For those who are just starting out and don't want a dead run, go follow a guide. Oh sorry, I mean THE ONLY GUIDE. There is only one way to play this game for it to not be a pain in the ass even on the easiest settings. As soon as you reach the 3rd story fight of the game, they make it abundantly clear that this game is not for your enjoyment, it is for the developer's enjoyment, you must follow in their every footstep. The enemies will always have more units than you, have more advanced skills than you, have more advanced passives than you, have better terrain at the start of the fight than you, have better AoE than you, have better heal AoE than you... Unless you follow the steps below. Buy 10 units at the start, cycle level them to level 4 and then reset their level and do it all over again for 20 hours until you've unlocked the best classes and learned their busted skills and passives, and then reset one more time and pick one main class to stick with for your character levels as your stat gains are based on only your main class.
This is impressively polished for an indie studio. A fun SRPG (if you don't know what SRPG is, think Final Fantasy Tactics or Fire Emblem). This game has a marvelous soundtrack. The final boss music really has a "yes, this is where everything comes to an end, for better or worse" vibe. The combat is hard. Sometimes even frustrating. The enemies adjust to the player's level. The build mechanics are quite enjoyable, offering a satisfying depth; though some combinations are a touch overpowered (I'm looking at you, Dual Wielding). It's delightful in experimenting with different variants and mix-and-matching abilities. At least in the early-to-mid game, before certain powerful combinations inevitably come to dominate. The story is also interesting, with quite a bit of twists and turns. And weight. The first quarter of the story is pretty standard RPG plot. Of course, the FBI of this fantasy world has issues. And to be honest I gave up the game at first after around two hours of fumbling. But the story picks up the pace at around a quarter mark. The tension is especially palpable in the 3rd act after returning to the starting city. You know the world is to be saved. This is an RPG after all. But the story is constantly reminding me the cost and what comes after; that ... maybe it would be a bit more complicated than a happily-ever-after? Sure, only the core group get character building, and some plot twists are almost blatantly obvious. Yet, given the length of the game, I still think the story is foreshadowed and paced well enough. And there is something I thought was an Easter egg and a bit of meta narrative joke, which later turned out to be very plot relevant. Surprising!
Blandest story Ive seen in a hot while
I hesitated to leave a negative on this game, because at first I thought my aversion was too subjective or personal. But then I realized, so is everything else. I simply HATE the style and visual design of this game. So much so that it actually pushed me away. Maybe if you're a Tactics fan it's up your alley, but man I hated looking at it.
On the surface, Fell Seal looks a lot like Final Fantasy Tactics. Unfortunately it lacks an enormous amount of strategic depth and complexity that made FFT so good. There are loads of little issues that drag down the experience. With that said, Fell Seal isn't a bad game, it just couldn't meet my sky-high expectations. I am disappointed, but I recognize my disappointment comes from expecting too much - therefore I don't have the heart to leave a bad review. I enjoyed it enough to get all the achievements. The art and music are strong points, as is the class system. The story and characters are good enough but nothing special. Figuring out a good build for my team was most enjoyable to me. Heals and ranged attacks are too abundant - nearly every class has a heal, a ranged attack, or both. Far too many attacks deal percent damage based on current or max HP. Infuriatingly, there are some hidden mechanics altering the numbers in the enemy's favor. I was doing a random patrol battle for EXP when I noticed the enemy was taking a lot less damage than they should. With near-identical stats, my unit takes more damage than an enemy. Compare this: Difficulty settings all set to "Default" My attacker: LVL 38, 315 mind, Thunderbolt spell My other unit: LVL 38, 229 resist, 0 lightning resist, takes 97 damage from the front (less damage from frontal attacks) Enemy unit: LVL 33, 236 resist, -50 lightning resist, takes 70 damage from the back (should do bonus damage from the back AND for the lightning vulnerability!!!) Surely 7 points of resist stat can't account for this difference. Dice rolls are lopsided in the enemy's favor. One battle had me facing 100% identical duplicates of my characters. They had 10 for 10 successful Blind/Sleep powder attacks, but I only had 2 of 10 successful.
I like it, but only because I haven't really seen another studio earnestly try and succeed to make a good Final Fantasy Tactics predecessor. They definitely tried. I would say they succeeded, but didn't really innovate on any mechanics to truly make it stand on its own.
Não vou me alongar, esse jogo é um final fantasy tactics, com uma arte, trilha sonora e cenários deslumbrante, bem como uma porrada de classes e maestria que combinada quebram o jogo, e o melhor legendado em PT/BR, ou seja, para os fãs de tactics é perfeito, pode ir sem medo.
The gameplay is good, there's a pretty scant number of games in this genre, so I do suggest playing it for the mechanics, but the story is....bad. It builds on some things from the original tactics, as well as games like Tactics Ogre, with a hearty roster of classes and ability mixing to choose from. Spoilies next. At best, it's thoughtless writing, at worst, an endorsement of the police state. Stuff happens, for sure, but characters don't learn or grow. That's not a great choice when the framing is "noble police versus objectively wrong rebels". These people live in a dystopia run by immortals - rule legitimized by half-true history - who choose successors via violent hunger games style pilgrimages which sends at least six people (against their will, often) to almost certain death. Corruption is seen as an aberration in this system, rather than the default. The main character only ever follows the law to the letter, which conveniently has any loophole that would let her do exactly what she wants to do anyway, which creates strange messaging such as: "police are allowed to hunt and kill in self defense" "threat of execution and press-ganging are okay and cool" "rebels are just misguided" and "law enforcement is supposed to interpret the law and mete out justice as they see fit." All of these ideas could work well in a game with this setup, but since the protagonists are perfectly good and noble paragons of virtue, their actions are communicated as perfectly good and noble. Now of course not every game needs to have some kind of anti establishment message, but the implications of this world are grim. I would recommend playing it for the game play, but by the end I was really just hoping to get through the slog of a story which did bring down the overall experience.
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.
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The games this title's players most often review too — audience affinity.
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