
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.
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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
chinese plz
I grew up loving Fire Emblem. I've played FE4, 6, 8, 9, Awakening, and Fates, and I consider the general Jugdral-Tellius period to be the golden age of Fire Emblem. I've long wanted a game that felt like those games - a turn-based, tactical game with RPG-type progression mechanics and well-realized characters. The imaginary "perfect" game to scratch this itch, for me, would have a constellation of various features and design elements from FE4-10, plus modified versions of a few innovations that came with Awakening and Fates. Gales of Nayeli is *startlingly* close to that imaginary game, with enough of its own priorities (especially in the characters and setting) to comfortably be its own thing. Is it perfect? No. The art and the writing are missing some polish, and I disagree with some of the mechanical decisions the dev made. But it's the first game released by its (I believe solo) developer, and that dev is still working on more games, even planning to return to the setting at some point. As far as I am concerned, this game is at least as much of a spiritual successor to those golden age Fire Emblem games as Tear Ring Saga. If you were a fan of those games and you can see the worth of a diamond in the rough, I think you'll have a good time here.
It's indie Fire Emblem It's good Just try the demo, you have nothing to lose
Definitively my favorite indie SRPG of recent years. The art's charming, the characters are all lovely, there's a likable cast that includes plenty of queer and racial diversity, and there's more tactical depth to it than some other indie SRPGs I could mention. There are some maps that feel like a bit of a slog, but the plot kept me engaged enough that they weren't a deterrent. Give this one a try if you're a fan of Fire Emblem!
Deep customization, endless possibilities for promotion paths and team building, a subversive story that incorporates wildly different settings in a way that makes sense, and characters that surprise you with just how complicated they can be make Gales of Nayeli a delightful package to play for any fan of Fire Emblem and the Turn Based Strategy RPG genre in general.
Overall I enjoyed the game. I played the game on veteran, though I felt it was a bit too easy for me. What I liked: + Characters were unique and builds were widely varied + Huge variety of meaningful items and skills + Large prevalence of grindstones encouraging you to use weapons you receive rather than horde due to weapon durability. I am personally not a fan of weapon durability, but this allowed me to expend resources to bypass it. + XP curve allowed you to rotate units early and mid game without being punished. In fact I would say it encouraged it because if you just keep the same party you'd be getting paltry XP gains until advancing to subsequent chapters. What could have been better: - Performance, particularly towards the end of the game got pretty bad. Whenever you are selecting units or targets the game could freeze for nearly a second. It made the game feel clunky. - Inventory management was pretty rudimentary. I found myself having to scroll a ton because I had long single lists, especially when trying to sell things. - Better controller support. I could not find a good set up for my 8bitdo controller and I spent an hour on it. Some other general thoughts: Some maps in the middle of the game are quite large and tend to be slog as your base movement is 4. Towards the end of the game you get a bunch skills, promotions, and items to mitigate the size of the maps, but it takes a while to get there. While I felt the story was a bit convoluted and wordy towards the end, it generally did enough to advance the game in my book. Supports were overall good and you even got some interesting items and skills from them. I personally don't like weapon proficiency through weapon use and the game gated me out of using a bunch of weapons because I didn't have my units only use singular weapons. The avatar character felt tacked on and didn't contribute to anything at all from a plot perspective. Game would been the same without him.
Tatic RPG como Fire Emblem. Historia simples e direta, bastante variedade.
This game is very poorly made, even as an indie project. The main thing that got my attention was the art style and gamplay from the trailer images. Yet when you get the game itself, it is poorly considered worthy. The UI is poorly adjustable to screens. The starting intro was not engaging even with the customable features. I usually support indie projects, but this not worth the price. The starting level has a vague intro but jumping straight into combat. The horrible art of the characters in small screen window was not pleasing to look at. Even the pixel animations were bad to watch. I barely saw any change of this being new player friendly. None of the items worked, and one of the characters wasn't able to do anything at all. Starting in an open world fight with no knowledge of how to play is not a great idea. Overall, I did not enjoy this game nor would I recommend it to anyone. I am waiting for my refund as we speak.
[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.
Great indie game, worth your time! Has tons of intriguing mechanics and build varieties! Also the story is quite nifty!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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