
Gales of Nayeli is a Grid-Based Strategy RPG featuring 40+ playable characters. Follow Nayeli as she travels across Iuven on her way to face the tyrant, Bloodlust. Along the way, she will meet victims of Bloodlust’s reign lead the last charge against a darkness that echoes across time and space.
Modeled estimate, not a reported figure. How we estimate →
Media

About

Gales of Nayeli is a grid-based Strategy RPG coming to PC in 2025. In this enthralling SRPG adventure, you will meet and customize your party from a cast of over 35 varied and unique characters.
Inspired by classic SRPGs and JRPGs, Gales of Nayeli features an interactive campaign where your choices have lasting consequences throughout the entire game.


A wave of darkness looms over Iuven. Otherwise friendly woodland spirits and critters are going berserk. Pirates and brigands are threatening Solance. A dark omen looms over the sands of Nareh, following the eradication of the Naga.
Something must be done.
Nayeli, chieftain-to-be of the Gaowaga, departs on her journey, uniting unlikely allies in hopes of bringing order back to the land of Iuven.
Will it be enough to stop the imminent threat looming over Iuven?


Throughout the game, every character’s abilities in battle will increase in diverse ways. These increases aren’t simply reflected in their statistics. Entirely new abilities and movement options can be learned through experience.
You will also have a meaningful role to play in every character’s growth. The actions you take throughout the story will grant new skills to characters, both through story choices you make and through the use of skill scrolls, which can teach a skill to any character of your choice.

Genres
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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Would refund it if I could, but I'm a kickstarter backer. Wouldn't recommend this game unless it's on sale for five bucks or something. The game gets glazed for being indie and a passion project, but it's kinda just eh to me even by those standards. Small teams get a lot of leeway and I'm sure a lot of work went into it, and I won't pretend they had the time, budget, or assets to do much. It's okay for what it is, I just personally think It's worth a 5 dollar price tag. $25 is hefty for something this mid. - If there's ever a second one, or if they make another game, I hope they consider a better artist too. The mid to low quality art brought the game down further for me. - The player character doesn't need to exist and is especially ugly. Such an eyesore design. - The story structure is absolutely unbearable to slog through though and it's by far the worst part of it all though. You go through the game with little explanation and minimal backstory about the world and its inhabitants for FAR too long. I simply couldn't get into this world. Nothing is exposited to the player effectively or naturally. - For some reason I can't let the game be full screen. Idk why people care about the pronouns thing though? It's like one question lol just pick the one you prefer and go from there. who caaaares it isn't that serious. Gameplay was fine though. Just a twist on FE. The unique classes are fun in concept, but since I hated the writing and didn't like the cast as a result, I'm not at all even remotely interested in exploring the system. That'd mean I'd have to slog through another playthrough. Probably could've just used more spreadable classes if it meant polishing up the rest of the entire game. Sorry, everything it offers is just really mid at best to me. Was really disappointed.
I really want to play and enjoy Gales of Nayeli, but the performance issues take far too much away for it to be a worthwhile experience for me. I didn't make it very far - only about Chapter 6 but as maps grow and have more enemies I only foresee the issue getting progressively worse. I have this game downloaded on my SSD, but hovering over an enemy to attack causes my game to lag a full 2-ish seconds before giving me a combat forecast which is unfortunately very hard to sit through. It makes the already long maps feel slower. There are even more delays between phases, the actual start of combat, and many other menus. It's a shame, because I see a lot of potential in the game. Characters can learn skills from scrolls and events throughout the game which has so much potential depth as the game progresses. The first free time section of the game, the character avatar can learn skills from other allies - for an Adventurer class they can learn to use Greatswords which reduces speed but have significantly higher might, another option is the ability to use a combat skill that scales off of the avatar's magic stat instead of strength. I like these options and they most certainly offer an air of replayability. I really enjoy most of the sprites, and several of the combat animations - it feels like I'm playing a GBA Fire Emblem, and that's a great thing. Some of them can be a bit overexaggerated to the point of being a bit of an eyesore, Flynn's combat sprite looks far too swole and seems very disconnected from his art. I don't want the devs to be discouraged, the game is good and it has promise, but the performance issues make it too tough for me to sit through and continue playing. I'm certainly looking forward to any future projects they have, and I'll most definitely give it another try.
TLDR: If you're very familiar with Fire Emblem and looking for something with a unique spin on the formula, Gales of Nayeli is worth the money. If you want a super polished experience without any rough edges, look elsewhere. [h3] A Point of Reference[/h3] I have completed 22/29 chapters and am at the point where I feel done with it and am putting it down before the endgame slog sours me on the game. Ok, this game sits in that realm of 6/10 or 7/10 where there are enough problems that I could fill a small book with my complaints, but its good enough that I willing to write them out in hopes that I get a sequel that fixes them. I can see the 9/10 game in there and I want to at least do my part to will it into existence. [h3]Addressing The Emblem in the Room[/h3] The best place that I can think to start is to compare some of the changes made to its obvious inspiration, Fire Emblem. - Grievous Wounds: A 100% positive change that I absolutely adore, instead of dying upon defeat, characters receive a grievous wound which imposes a nasty semi-permanent debuff. This can be cured with bandages, which are relatively rare and expensive. It bridges the gap between the desire to reset when a character dies in standard mode and the abject lack of consequence in casual mode. - Grindstones: I'd consider this change to mostly be a positive. Grindstones completely repair a weapon (even a broken one), cost about as much as a low to mid tier weapon, and are handed out at a rate of about one a chapter outside of shops. It does a great job of getting me to use the limited use, fun weapons since I can be confident that they won't be lost for good if I lean on them for more than a chapter or two. It only took 7 or so chapters to break me out of my "iron swords to endgame" mindset. My big gripe is the pile of broken junk that completely chokes the convoy by midgame. Broken weapons have no value for selling, and since they might need to be repaired later, there is zero incentive to clean out the junk. Some way of converting broken gear into something of value like grindstones or gold or forge tokens would go a long way to easing the storage bloat. -Elemental Damage: This one needed a few more passes. The system works well for the spell tomes where each element has a massive effect on how the tome works and improves on the classic anima tomes. There are however two big issues: 1. The elements are not well integrated into non-magical gameplay. The stone tome does physical damage and increases defence, which has a huge effect on how a mage functions. The stone gloves give some defense, I think? Fire and wind are the only elements that do effective damage to unit types, so everything else is just a normal weapon that might interface with a skill. 2. Its really hard to tell when a weapon is doing elemental damage at a glance. Elemental damage interfaces with multiple skills. The problem is that combat arts and items can add elemental effects. I cannot at a glance tell what is adding effects to my weapons. I can find the information if I dig in info boxes and menus, but a little icon next to a weapon to show if it is doing a specific element in damage would be greatly appreciated to help make decisions at a glance. -Supports!: Another out and out success. There is no cap on support partners, and the support conversations are one of the strengths of the game. They also provide skills, items, bonus maps, and even additional promotion options. The option to choose a platonic or romantic support is also greatly appreciated. My only gripe is that I have no idea how support unlocks work. I know they are story progress sensitive for unlocks, but don't know if its deployed on the same map or fight next to each other. I also don't know if they have brackets for when they can unlock, because I had some benchwarmers who got pulled in to some side quests in the mid-game and I could not get their C support to fire. [h3]A Story With A Bit To Much Ambition[/h3] I enjoy the writing for this game, and it succeeds with flying colors in the character department. That being said, this game struggles with the main story side. -Main Story: If I were to describe my issues with the main story, it would be that its both to slow and to fast. A ton of time and energy is given to Keri's story, to the point where she is effectively the second main character. Shaving off a few maps from the second half of the game and using them to flesh out Flyyn's, Leiyla's, and Quindal's story's would help balance out the big interlude 2 decision. This leads into my second big issue, Act 2 of this game drags. I'll try to avoid spoilers, but this game's strengths are it's characters, and the second half is so focused on walking to the main villain and showing changes in the world, that it neglects to pull in your characters. In short, more chapter 22, less chapter 20. The circular nature of the tale and the big mid-game surprise were cool ideas, but didn't end up playing to the game's strengths. -The Characters: I harped on a lot about the characters when discussing the main story and that's because they are the best part of the writing. The game is good about taking troupes and rapidly getting them to a place where they feel like fleshed out characters. The fact that I didn't hate the flirtatious mercenary and overly hostile assassin, and by the midgame enjoyed their characters, really speaks to how well written they are. This is strengthened by support conversations often having 4-5 ranks, many past the platonic/romantic split which help flesh out the team. I just wish I got to see more of them and how they interface with the capital P plot rather than being stuck in supports. This praise also only really extends to the early cast. The back half of the game continues to throw units at you, but the short remaining time for the game means they get fewer supports, and thus are less interesting. Summing up the above, I really feel like the story didn't play to its strengths, which are the characters. The Grievous wound system means you can be fairly sure that a player is going to have everyone, and having a curtailed cast that is always deployed and gets to partake in the plot for more than their introductory chapter would have help the game a lot. The custom character is also barely relevant to the plot. [h3]Some Random Closing Thoughts[/h3] - 4 base move for everyone and large maps are a match made in hell for the pace of the game for any map that isn't a defense one. - The battle animation quality varies widely. The mercenary in particular has big GBA fighter energy and not in a good way. - Love that every promotion gets a custom updated character portraits. - Enemy level scaling feels a bit borked. They plateau for long stretches then suddenly spike, making the experience curve really wonky. - The undying mutant in chapter 18 was a unique anti-turtle method that I hadn't seen before and enjoyed.
Liked: - Playable units are diverse in mechanics and design - Lots of units, weapons, and abilities for build customization - Game provides lots of difficulty and customization options - Each map provides a unique and interesting gameplay challenge Disliked: - Occasional UI issues (especially with incorrect enemy ranges) - Slow pacing - the late game and some individual maps begin to drag - Clunky inventory management with lack of sort options - Limited visuals mean that story is lots of descriptions
日本語化Toolを作成しました。 ↓↓ https://steamcommunity.com/app/1878490/discussions/0/758430891964891503/ プレイレビューではなくて、スミマセン。。。 その他ゲームの日本語化情報 https://steamcommunity.com/groups/japanesemod/curation キュレーターをフォローしていただくと、 ストアページから簡単に日本語化Mod/Tool入手先を表示できます。 また、当キュレーターにて日本語化した他の多数のゲームも、 同様にストアページから入手先を開けるようになります。
I am quite fond of Remington
Very good game. Ive just finished my first run with ~50 in game hours (excludes reloads) and am excited to play another run to see more units, and there is still a postgame. There is alot to do. The unit feel is flawless. Characters feel highly distinct; like there's something they can do no one else can, which plays nicely with trying to assess who makes the best use of ability scrolls and accessories, improving build diversity even further. And I enjoy the characters conversations with each other greatly. The combat design was good. units having lots of repositioning skills adds strategic options each turn, and are common enough that units without access to them feel like its a genuine cost in their power budget. Weapons and staffs being repairable feels great. it helps remove the hoarders urge to never use strong weapons but giving them lower durability allows them to maintain a meaningful monetary cost. The level design was a little hit and miss. The games defend maps are incredible. They do a great job of adding multiple phases to the maps without feeling too abrupt or unfair. And the strict turn timers make getting the kill boss side objectives very engaging. However there is also alot of filler maps where you're slogging through stationary enemies without much going on besides a shop or some chests. The game probably couldve been 2-4 maps shorter and it would drastically improve replayability and support conversation pacing. The story wasnt great, and i think its mostly down to poor presentation. Simplistically the story is walking to an enemy stronghold, twist happens and you walk to another enemy stronghold. But the lack of map or way to portray progress results in the story feeling simultaneously monotonous and aimless. "we must reach the bad guy quickly", "but we must traverse X", "hold it! you wont get past us", "we've been delayed, but we must reach bad guy quickly or itll be too late" is the formula with no end in sight which makes the main cast feel dull. Also the inciting incident being "prophecy told me to do it before the story started" didn't portray the world ending importance of the quest very well.
Game has no sound effects, and it makes you choose a pronoun after choosing your sex. In a strategy rpg, that has no effect in the game. If you want to make some kind of social point then so will I. I'm not even anti woke, but dont shove this in my face for no reason.
It feels like a mix between Fire Emblem and Dark Deity, but they mostly borrowed the bad aspects of each game. Imagine the tedious management (including weapon durability) and the awful menu design of early Fire Emblem games mixed with the corny unskippable dialogue of Dark Deity, which feels like it was written for a target audience of age 10 and lower. On top of all that, these design choices were implemented.. poorly. I'm not going to talk about the art, which is liked/disliked based on personal preference. But navigating the menu has been painful. How do you even open the menu during a battle? Well, mostly by accident - it appears you have to left-click on the map while not having a unit selected. Basically, it handles like a lazy PC port of a 20-year-old console game.. and parts of it were made by interns. Unpaid interns. Charging 25 euro for such a low-budget product is a bold strategy.
The gameplay is awesome, there is a wide variety of characters with different abilities and skills that makes each of them feel unique, and the game doesn't shy away from having options that are usually not seen in this kind of game (a chicken! a naga! harpies!). While I'm only about a third through the main campaign, I can't wait to see what the class promotions of the units I've settled on as my "main" team will be like. As of now, the story feels a little flat, but I'm not too fussed about it, as the focus for me is in the gameplay. Sure, I would have liked a little more exposition and worldbuilding outside of character-to-character conversations, but the storytelling works well enough for what it is. I may be impressed later by what direction the story takes. I think adding a world map with a bit of narration as cutscenes would have done a lot of good in that aspect, as it would help the player understand where they are and where they're going, and feeling more present in that world. I will say the game lacks a little polish, and I believe part of it comes from the engine the game uses and its limitations. For example, controller support is a bit middling, and it doesn't support higher resolutions too well. Despite this, I think it's a worthwhile tradeoff so the game could see the light of day, and I would encourage you to check it out if you like fire-emblem-like strategy RPGs.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Riviera: The Promised Land | $85.7K | 97 | 91% | $34.99 |
| Clonizer | $85.7K | 144 | 84% | $14.99 |
| I'm on Observation Duty 7 | $85.7K | 441 | 94% | $11.99 |
| Welcome Back, Commander | $85.7K | 241 | 82% | $9.99 |
| Chasing Light | $85.8K | 271 | 86% | $11.99 |
| Rise Eterna | $85.8K | 209 | 42% | $19.99 |