
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 →
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): 0.14/day in the week to Jul 30 → 0/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 2,400 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

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.

Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fullscreen not working properly. Since I do not want to play while squinting, refunded until his is fixed. Too bad, seems promising.
[h1] This has good bones but needs some work to stand out. [/h1] The core is obviously [b] heavily [/b] inspired by Fire Emblem and I can see the direction they are/were going or striving for, The characters are [i] mostly [/i] memorable designs and the art is passable. Gameplay is okay for what it is, and replayability hinges heavily on the customizable main character and relationship growth. Would be nice if it was Fire Emblem: Awakening levels of depth, but it is probably too late to implement anything to that degree what with the next game on the horizon. That's okay though and is definitely not a deal-breaker. Where could they improve? Simple and definitely doable! Definitely don't need to make the Esc button run you straight to exiting the game, rather opening the menu. Unless I missed the memo and this is supposed to be a game with something to hide should someone walk in on you playing. The color palette needs to be fixed. It is far too dull and boring. Vibrancy needs to be implemented to the battle maps and colors need to pop. When you have a map like this, it needs to be pleasant to look at since 95% of your gameplay is on the battle map. You are far too zoomed out. The game would be better played with a closer camera and the physical need to pan across larger maps. It adds to the dull color palette of having to look at a bunch of assets that aren't particularly appealing. The custom character. The custom character looks terrible in most cases. Having a balaclava-wearing character with ill-suited sunglasses was a bad decision. It would be better to give us some element of a character under the mask. Eyes with a changeable eye color and skin color for the nose bridge and exposed skin, or have a few selections of character for talking scenes where the face covering would be lifted. Optional: I think having the ability to toggle weapon durability should exist. Sometimes that is a level of maintenance a certain playerbase would prefer not to have. You could fix this with a filthy rich mode. At the end of the day, I am not sure if the development has stopped on this game, but I genuinely think these changes would elevate it to another level. And it seems the level of artistic talent in the game is better than expressed on the cover art. It could stand for a facelift. I recommend it on sale as-is.
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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**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还没玩多少,画风挺吸引我的,这两天用AI做了个翻译,基本能看懂了 https://pan.quark.cn/s/c6e17a132a02 提取码:8PyM 下载json文件用mtool注入就汉化了 疯狂难度确实难啊,第三关就只能守在里面,根本不敢出去,最后外面一个宝箱一个房子根本拿不到 前期没有准备阶段商店,有点难熬,第六章才有。 法师人下人只能说,被动都不好,前七章的几个法师属性成长也很拉胯,手比弓手短,不仅脆皮而且功能性也很一般,大多少魔典还不能二打。菜刀拿起魔法武器就是法伤,奶妈拿起魔典也能兼职,可以说完全不需要法师。 目前第四章了。中期的法师也就宝藏图支线的狼女好用。后面亚希拉成长看起来可以,而且还是杖使,但是才五级,而且还是狂缺磨刀石资源的第三章,正常恢复的法杖资源都不太够,懒得练级了。艾琳好像不错,但是刚需一个英雄宝珠解锁追击和一个加射程的戒指。机器人的特性很不错,是飞行,拿到雷科技武器还能配合避雷针三打,就是成长率低
Quite fun srpg to play!
When I finished Gales of Nayeli the one word that kept coming to mind was this: ambition. Gales of Nayeli is a culmination of ideas that I think impress anyone familiar with game development and understands the constraints of a premade engine like the SRPG Engine can see how much effort and ideas was strung together to create this game. So much thought put into the world, its characters, the multitude of mechanic ideas and concepts that, while they don’t quite stick the landing, create a very satisfying and meaty experience. Fire Emblem fans should be interested in this title, but I think newcomers to the genre would enjoy this game if they allow for the jank and hitching that the SRPG Engine can employ. Especially since the game lets you save each turn, it’s great! If you are unfamiliar, SRPG Engine is a toolset that lets you make games vaguely similar to the Fire Emblem titles on the SNES. It has been used by the former series lead, Shouzou Kaga, in a FE-like title he made in his free time. But, what sets Gales apart from the rest of its specific subgenre of tactical RPGs is the emotional and creative core. Gales draws on the aforementioned Nintendo series to be sure, but they had a vision that to me feels closer to a fantasy webcomic or novel series. Tonally, the character writing is surprisingly in-depth, grounded, there are jokes and goof characters but for so much of the game’s own runtime it’s a very solemn and ponderous experience. There are genuine attempts to make the character’s struggle feel harrowing, ongoing. The fact that romances are not just an ending goal like in FE, but a lengthy string of romantic interactions, reassurances, pledges, and even sidequests or character skills, or items. It helps that each character is generally unique within your team, they all have weird gimmicks, traits, quirks, and specialties that is a total blast to mess around with. Even the most inconsequential characters have dialogues, and cool things about them, including branching class trees! Every mechanical flourish was made as someone who is a fan of the genre. They asked, “what if my super cool game did all this weird stuff, let you make an avatar, lets you do environmental attacks, gives you cool weapon skills” like in Awakening, Echoes, etc etc etc. It keeps together surprisingly well. It’s easy to get overwhelmed with the strangeness of each character that you quickly lose the simplicity the subgenre is known for, and toward the end of the game you are juggling a lot of mechanics at once! Thankfully the map design is pretty fun although at the start there is a certain slog feeling to them since your movement is so low but you learn how to use the environments and movement skills to force your movement that much more forward. That’s what made the game fun for me. Weird gimmicks: character and map wise. Enthralling story. I also really enjoyed the game’s style and variety of designs. Character types of all kinds, I love that the main character and her people resemble American indigenous people, or that so many of the cast are elves, demons, monstergirls (specifically girls, so it goes), fairies, and of course, pirates. All of this feeds back into each other. It just never felt all that FE to me, it felt like GoN. But, of course, with wild ambition and a hodgepodge goal of design, there were a lot of goofs and gaffs. There’s still one or two typos in the script, for example. I saw one at the end of the game where the character gives a big speech regarding the game’s main villain. There’s bugs, not once, not twice, but three times did a save get corrupted and was unable to be loaded. Some skills are not as spelled out as you would like, a lot of buffs/debuffs in the game are mostly just an icon without much of a reference on what the icon means. There are places where there’s a definition but having to look for a specific character to know what Fear does is a bit off. I generally don’t know if certain skills or things were working as intended, and I flew by the skin of my pants, just sort of assuming certain interactions with elements and items were doing what I wanted it to. There’s so many items. It’s great, fantastic, it also means everyone has a full inventory which wouldn’t be that big of a problem except for one thing I’ll mention at the end. The game has a second half that also does get very dour tonally which was good for drama but also it felt like a lot of character things you saw in the first half don’t happen as often. So many chapters up until then involved meeting and interacting with a silly new cast of characters. But the new characters that show up in the second half are more taciturn, and you mainly deal with what I would say is one of the big central characters. But it’s still really satisfying seeing it all end. Seeing the romances blossom, seeing all the endings with characters that got a lot more development and time than typical. But there was just one thing that I couldn’t stand and everyone already talked about it so I’ll just leave a line here: Man do I not like the Avatar. Mechanically, cool, I loved having a Rogue that could move and act twice, had a built in debuff, and controlled the convoy. But, they lacked the game’s emotional core. They have no personality, none. No dialogue, even. Their style is bad, with distracting and ugly sunglasses and a fully covered face. And while I loved that I could choose not to use them in later parts of the game, it’s not a great deal because the convoy is so important but if you have the Avatar along you are also missing out on all the connections real characters can have with others. Sidequests, mechanics, etc, gone for the dumb Anon Imageboard face. I think unlocking a support menu when completing the game would be great. Let me see what I missed, darn it. While I think the Avatar is an eyesore I personally thought the rest of the game looked fantastic. Some battle animations had wonky scaling, some head sizes are completely different and some of the map sprites can be hard to parse since they’re so detailed, but I really enjoyed the game’s look. The music I admit to not being a huge fan of. I think it was a great production for a small team but the tunes may have been too short or there was just a lack of variety, something about it wasn’t reaching me. I want the genres to go a bit weirder. I didn’t talk about all the other things crammed in. There’s a lot of secrets I never found. I am currently at the Post-Game which I am unsure of playing if only because I was so attached to the narrative that fighting when everyone is level-crapped felt a bit…. constraining. Plus it was retooled from earlier maps so I didn’t feel the need to play it. Still, overall, there’s a lot to this game that I encourage other people to discover these things to find themselves. I’m so happy that I put in 40 hours (and 60 hours idling/reloading saves) for the whole main game. If you’re looking for a game that’s both simple and complicated and filled with ambition, I suggest Gales of Nayeli.
This game has lots of tactical depth and each character is actually useful/has a niche they fill. Tons of different archetypes and characters and lots of fun. I initially dismissed this game because of the SRPG studio look of it - don't! If you're a fan of Fire Emblem and are looking for good tactical gameplay, this is it!
Review en français plus bas. --------- Gales of Nayeli is more than just a Fire Emblem-like, it’s a game with its own story, mechanics, and above all, its own charm. The story is fairly classic, but it has some surprises up its sleeve. With a large number of chapters, some optional side chapters, its playtime is much longer than most indie titles of the genre. Some of the side chapters need to be discovered, and they’ll reward you with new companions and very interesting items. Speaking of companions, every unit is unique. Each has their own class and promotions, their own skills, and their own backstory. And there’s something for everyone. That said, this might be one of the game’s weak points: there are more companions than you can actually bring into missions. On the other hand, it makes the game highly replayable—you can change up your team in different playthroughs and choose which support conversations you want to develop. I encountered very few bugs or issues while playing, not to mention that the developer is very responsive to feedback. That’s what led to the recent big patch. Well done, Coco! For anyone who loves Fire Emblem, don’t hesitate—this game is a gem. For those who enjoy games with an engaging story, go for it! Even if you’re not used to SRPGs :) And for everyone else, give it a chance—it’s rare to see an indie of this kind so well-crafted! --- Gales of Nayeli est plus qu'un Fire Emblem like, c'est un jeu avec son histoire, ses mécaniques, et surtout son charme. L'histoire est classique, mais avec des surprises dans son sac. Malgré le fait que le jeu soit uniquement en anglais, la compréhension est simple :) Un grand nombre de chapitres, quelques chapitres secondaires, la durée de vie est bien plus grande que les indés du genre. Les chapitres secondaires seront, pour certains, à trouver. Ils offriront de nouveaux compagnons et objets fort intéressant. En parlant de compagnons, les unités sont toutes uniques, chaque compagnon à sa classe et ses promotions, ses compétences, et son histoire. Et il y en a pour tout les gouts. C'est d'ailleurs peut-être l'un des mauvais points du jeu, trop de compagnons par rapport au nombre qu'on peut emmener en mission. Par contre, ça offre des possibilités de rejouabilités plus grande, pour varier l'équipe sur différentes parties, ainsi que les support que l'on souhaite développer. Peu de bugs ou de soucis rencontrés pendant le jeu, sans parler du fait que le developeur est réactif par rapport aux retours que l'on peut lui faire. Ce qui a donné le gros patch récent. Bravo Coco ! Pour tous ceux qui sont friant des Fire Emblem, foncer, ce jeu est une pépite. Pour ceux qui aiment les jeux avec une histoire prenante, profitez en! Même si vous n'êtes pas pas un habitué des SRPG :) Pour les autres, donnez lui une chance, c'est rare d'avoir un indé du genre aussi bien ficelé !!
The combat reminds me a little of a combination of fe8 difficultly with fe Thracia 776 qol features. Really enjoyable so far!
Might look a little rough art wise but it's really excellent. Lots of build depth through equipment and a ton of missions. More than I expected.
Easily the best out of all the SRPG Studio games I've played.
Players by region
Where this game's players are, estimated from review languages.
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