
A fantasy turn-based tactical RPG built on depth and mechanical complexity, featuring classless character building, strategic management, and small unit tactics on a world scale.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
Good premise to it, and the basic combat and the spell system is all a lot of fun once you learn it. However, after a certain amount into the campaign, the difficulty suddenly spikes and the moderately challenging combat turned into a host of nearly impossible missions. I don't know if there's some optimization I was missing or what, but lacking any sort of input or guidance, the bottom line is that it becomes an exercise in frustration.
Completion time: 33 hours I enjoyed this game a lot. The writing is good, the strategy is solid, the atmosphere works well, and the spell options have very deep customization. The rulership style system adds a lot to the proceedings. I will say, the level of micromanagement in terms of gear etc is unparalleled. I guess there are those who would consider that a good thing, but for me it went way beyond what I was up for. Still, that's not a dealbreaker. Give it a look. As an afterthought, I encountered no bugs at all. I'm not saying there are none, but in a full run I didn't see any.
The game is 80 percent there, but doesnt quite make it to the finish line. The combat system, magic system and strategic layer are top notch - probably some the best Ive seen in this genre. Where the game fails, though, is with the fight design - and it fails hard. It is so bad, in fact, that I am uninstalling the game after I write this review. The biggest issue is the opening turn. The enemies always seem to get to attack first - and you have no control (in any form) over where your party members spawn into the fight. That means, with just a little bad RNG (which happens a lot), it is possible to lose 1-3 members of your 4-5 person squad on turn one - before you even start. And, it doesn't really get better from there. Cover is also done very poorly, attack strength seems to vary from turn to turn for no logical reason, and enemy AI has them pathing illogically back and forth on the far side of the map while you slowly creep your way to their location (after chasing another group to the OTHER side of the map). Again, the pieces are there, and if the company were to build upon them with better encounter design, the game would be among the - if not the - best in the genre. Unfortunately, as it is, it just feels like lost potential - and I recommend avoiding it in lieu of better games that shouldnt be better - but because of the singular issue of HORRIBLE fight design in Forged of Blood - are a better place to sepnd your money.
I wanted to like this game. It has some great elements. But it puts it all together in the worst way. The most important player skill in the game is Luck. All pretense of strategy is negated by the fact that any enemy unit can, and will one-shot your units. Even if you do everything right, you will lose between one and all of your units per major battle. Add in the excessive reliance on timers to provide unnecessary pressure, and complex magic system with little to no documentation, then a game that started with a lot of potential, turns into a steaming mess.
To be honest, I am not sure where all the negative reviews are coming from. I am a turn-based strategy gamer, and I have had more fun playing this game than any other in the past year or two. I put it up there right after Divinity 2 and Xcom 2. There are minor improvements that could be made, but nothing that detracts from the overall experience. Characters develop nicely from the start of the game until the end. There is partial respecing available to fix any mistakes you may have made. Every weapon plays differently as does the magic. Magic is powerful in the late game if you want it to be. AI doesn't use it much which is my one real complaint. The campaign is interesting and time limited, but the global war is more flexible and you can take your time. I enjoyed both. Game is not expensive and worth the price.
I've been a big fan of turn-based tactical games since the first X-Com and Jagged Alliance games, so was excited to try this one. I found the combats entertaining and the difficulty seemed the right level of challenging once I realized that encounters were based on the highest level character in the party. The magic system was daunting at first with the numerous customization options, but I ventured in once I was more comfortable with the game and was soon designing a variety of spells that worked great. Some game concepts seemed arcane at first, but they did a great job with the Codex to explain almost everything. Overall, while some displays could use polishing like when tooltips that appear on hovering obscure what you're looking at, but that's pretty minor stuff and didn't affect my enjoyment of the game, a great effort from an indie.
I'm giving this game a thumbs up not because it's a great game in its current state, but because of the potential and the amount of detail that went into the game including character progression, spells, and itemization. There is a game here and a story arc to play through, but what if feels like it a really good CRPG game development toolset that could create a really excellent tactical, turn-based CRPG with the right attention to game flow and more interesting enemies, quests, and maps (many are reused over and over). The game also has lots of annoying bugs. Not game breaking bugs, but annoying bugs like crashing to the desktop, achievements that never register even though you've met the requirements multiple times through multiple play throughs. Even with all the negatives, there's so much potential there if the developer would add some polish, not repeat the content, and fix the annoying bugs. I love the combat, character system, spell, system, and itemization system in this game though and would love to see more games developed using this system. I bought the game on sale, and enjoyed it enough to give it a thumbs up, but this could be one of the better CPRG systems I've played that just needs more polish, better marketing, and less content reuse.
This game is annoying because some of its really good, but the fights are horrible. Story line and campaign map are really well put together, lots of interesting little quests and some interesting mechanics for squad buidling, with nice character building too in terms of stats and abilities, not much customisation. The problem lies int he combat. Its like it could be good but there are so many little things that screw it up. The percentage chance just doesn't seem to work, i have never had such bad luck with a game, when all shots are at 80% + to hit. Enemies will almost always survive with 1 health for some reason instead of dying, which gives them another turn to attack and is incredibly frustrating. Its also really really hard, like the third fight i got into i had 4 warriors against about 12, who seemed to be better equipped than mine. At least there is a retreat option. If you want to be very frustrated and waste hours fighting impossible battles hoping to luck out then go for it, it is a shame because if the combat were sorted this would be a gem. Id recommend Expeditions Vikings if your looking for something like this but better.
Its like a fantasy XCOM, and I like both fantasy, and XCOM. My only gripe with this game is that the magic system is not explained particularly well. Perhaps I accidentally skipped over some load-bearing tutorial text, but I didn't know that I could cast spells more than once so long as I alternate between the expel mode and drain mode of the equipped magurite. Also, the spell designer isn't as helpful as I'd like. In a modern game, I expect some helpful tooltips, at the least. For example, the "staggered" spell modifier: it is intended to convert a spell with duration to a spell that pulses (takes effect every X turns, or w/e). However, you see it used on spells without duration all the time, by default, which made me suspect that I had some fundamental misunderstanding of what pulsing meant in that context. Turns out, this effect can be used to increase power of spells without duration for relatively cheap -- increases your spell power by 0.75 per point of stagger, and because the spell doesn't have a duration, the other effect doesn't apply. Anyhow, I think this game is underrated, and I wouldn't mind seeing a sequel or expansion.
It's a lovely game riddled with bugs. If your combat mission bugs out... GG. redo the combat from scratch.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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