
Fuga: Melodies of Steel is an RPG where you place children, each with their own unique characteristics and skills, at different gun turrets in a tank to fight against the enemy.
Modeled estimate, not a reported figure. How we estimate →
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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 40 reviews with recorded playtime.
Reviews
Themes across 40 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
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This might be my new favourite game series. I love the gameplay loop and have been very much hooked with the over arcing story at this point.
Fun game but unfortunately too easy at the end.
Очень приятная игра. Играется легко, иногда создает ощущения, что сложности не хватает. Тактическая составляющая присутствует. Понравилось: 1. Стиль. Стиль рисовки цепляет, приятно смотреть. Иллюстрации после глав - вообще огонь. Мягкая цветовая гамма расслабляет всю игру. 2. Сюжет. Огромнейшее уважение автору и сценаристу. История очень хорошо умеет давить на эмоции. С удовольствием прошел сюжет и НГ+. 3. Боевка. Некое смешение Child of Light и FTL, для тех кто играл. Шкала действий, которая зависит от скорости, уязвимости врагов, смешение навыков, пассивные синергии от комбинаций пар. Простор для тактического перфекционизма - огромный. 4. Экспедиции. Мини-головоломки по сбору особых ресурсов. Слегка разнообразят процесс игры. Не понравилось. 1. Сложность. Очень сложно с определение сложности. Я шел по принципу идти по самым сложным боям и не использовал "упрошенный режим" сложности игры. Вначале было очень тяжко, травмы, недостаток урона, хп, маны. Потом резко стало легко, но местами игра душила огромным количеством хп врагов. Дебаф на точность имба. С предвкушением ждал повышения сложности на НГ+ и не нашел его. В итоге второе прохождение просто закидал расходниками. 2. ОД в перерыв. Перерыв - особая механика, 3 раза за главу. Необходимо выполнять действия между детьми и улучшениями. Кончаются слишком быстро, постоянно не хватает, как будто нужно было самую чуточку больше или снизить цену определенных действия. 3. Дебафы и бафы. Несбалансированные. Некоторые неоправданно эффективны, другие абсолютно бесполезны. Обе категории читаются на лету. По итогу игру рекомендую всем, кто хочет поиграть в сюжетную тактическую игру.
it's aight
Please bring Solatorobo to Steam.
Great artstyle and music, interesting gameplay with a lot of character changing, debuffing and trying to win the fastest to get extra exp. Cool tanks and airships.
I recommend, but not in this price tag. Expounded review may be considered spoilers. Fuga: Melody of Steel’s concept of children in war, using a magical behemoth of a tank to save their families, accompanied by it’s warm and cute art-style, certainly intrigued me. The entire story could be finished in 25+ hours or so (I can’t tell accurately, since I left this game on while sleeping). The gameplay is interesting enough, though felt lacking in certain areas. I won’t be going too deep, just things I find interesting. The gameplay is familiar, as expected of an RPG game. Using turn-based combat with options such as skills, use items, defend, and attack, but no retreat. Meaning each combat segment is a live or die situation. Interestingly, the combat doesn’t restrict itself into rounds, but a “continuous flow”. In this “continuous flow” enemies and allies can get delayed, and an individual unit can perform multiple actions even before the opposing party can act. Alongside these mechanics, there are also switching combatants. Each combatant has it’s own weapon type, skills, and support effect, which can lead to interesting strategic pairings between characters. You can only have 3 active combatants, and 3 support combatants in the battle at a time (note that these are in pairs, so a unit’s support effects doesn’t affect all 3 active combatants), and you can switch these characters around every 3 ally turns. While there may be unit pairs that can destroy the entire game with ease (probably), I have found myself enjoying switching combatants and deploying the appropriate support effect for the encounter each wave (even multiple times in a single wave). Unfortunately, with a large cast of 12 characters, there will be times you won’t even get to use a single character, since the other characters have more useful skills or support effects (maybe I just don’t know how to use Ms. Leader). Other characters are almost similar, albeit stat differences. The weapons types have their common uses. [table] [tr] [th]Weapon[/th] [th]Uses[/th] [/tr] [tr] [td]Machine Gun[/td] [td]Armor Strip, Speed[/td] [/tr] [tr] [td]Grenade Launcher[/td] [td]Status Infliction, Control, Versatile[/td] [/tr] [tr] [td]Heavy Cannon[/td] [td]Nuke[/td] [/tr] [/table] Some have support skills that correlate to their character (why does Boron get Lullaby so late into the game). While some characters do diverge, it feels that some characters feel redundant in combat, and will usually be a support unit unless a certain niche encounter happens. The enemy variety is lacking, but certain enemy combinations can kick your ass if you’re not careful. In my first playthrough, I’ve always chosen the hardest encounters, and I do nearly die in a lot of them. Though, I would usually get greeted with a healing node right after. The more dangerous paths don’t feel like they amount much as you progress through the chapter, other than the better rewards you get. It would’ve been interesting to feel that attrition in some way, but the gameplay is what I wouldn't deny to be repetitive, and I would not like to go through a fight like that again. I would rather it be, I take the most difficult paths in this game and have an easier endgame, than going through it and getting my ass kicked at the end. (Like I wouldn’t play through Darkest Dungeon in my 100th save file after failing my deathless bloodmoon run, again) Story side, I felt wanting more. The dialogue between characters often feel short, and I couldn’t feel their character shine through it. Granted there are 12 characters, and having each of them have their spotlight in 25+ hours is going to be difficult. However, as a setting of children being sent into war under their circumstance, if we couldn’t get an individual character having their moment, I would’ve liked to see more of the war setting having an integral negative effect to the children’s psyche and them bonding over it as it went on. It just felt shallow in the main story, but, I understand if it’s not that type of story the writers wanted. The affinity system between characters is a nice addition to expand on each of their characteristics, and relationships with the other children. It also affects gameplay, so there is a bit of an external reward, other than the narrative gratification. It’s mostly light-hearted, which I do not mind, they are children after all, but it’s short. I want to know more, I want long scenes with multiple of the main children interacting with each other. Make me happy, so that I can be heartbroken once I need to use the soul cannon. In which case, the soul cannon didn’t feel needed in all of my encounters. Probably because I had an easier time with all the loot I got in difficult encounters. It felt too out of the narrative, other than the start and the end. Which is a major fault of the story being too linear just before the end. There was no point in the story in which there was a choice to use the soul cannon. It only ever felt needed in boss fights, and the Radio Lady would say to use it because we are losing huge amounts of health. Like, maybe there should’ve been a point in the story where there is an endless wave of enemies, and the Radio Lady would’ve kept saying to use the Soul Cannon to defeat them all. That would’ve been a stomach twister, because it would look like there was no choice. If hope was a supposed element of the story, it would’ve been right there. Nonetheless, the game has delivered it’s story, and even if I am a bit disappointed, I am happy with the resolution. Because my actions led me to not using the soul cannon. Would I recommend? Yes. Personally, the gameplay was interesting enough, and the story was nice and short and didn’t overstay to complicate things further. However, in this price tag, no. 1,850PHP is really expensive. It would be a shame if the game wasn’t to your liking. So, I would advice to just wait for a sale. Though, if you are adamant with your stance, buy it as you see fit.
esta muy bueno, me trae recuerdos de los juegazos que salían en la DS, y esta muy bien diseñado, literal arregla los típicos errores de diseño que los juegos RPG, ahorrar magia para los jefes finales, no usar objetos o tener un grupo de personajes como plantilla en los combates, si te ahorras magia, a mitad y final de le cada ruta lo vas a pasar mal, usar objetos pasa lo mismo como mucho intentar ahorrar para intercambiar uno mejor en le siguiente pueblo, y tienes que usar a todos de forma que las batallas no te salgan más caras de lo que deberían. se le nota carillo y mucho esfuerzo en la parte de diseño y claro el arte, la historia no están nada mal, vamos que son niños perro y gatos, manejando un tanque del tamaño de una casa de 4 pisos, mientras van ganando traumas en su viaje para salvar a su familia, la verdad si que lo estoy disfrutando, si tienes ganas de un RPG tranquilito, para mi este vale la pena.
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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
Languages: English, French*, Italian, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese*, German, Korean, Spanish - Latin America, Portuguese - Brazil, Russian*languages with full audio support
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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