
Obtain the sword of victory together with Princess Kiera and the Wild Lynx Mercenaries! Mercenaries Rebirth is a tactical RPG set in a fantasy world.
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Sep 14 → 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

Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−50% | 87reviews | 77% | — | $39.2K |
| $19.99 | 66ratings | 91% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Mercenaries Rebirth: Call of the Wild Lynx developed by ESQUADRA,inc. and RideonJapan and published by Flyhigh Works is a methodical, old-school tactical RPG that leans into tradition rather than reinvention. From its opening battles, it becomes clear that the game is designed for players who appreciate the deliberate pacing and positional strategy of classic grid-based combat. It doesn’t attempt to modernize the formula in any significant way; instead, it refines a familiar structure, delivering a consistent experience that feels grounded in the genre’s roots. Combat is the heart of the game, unfolding across isometric battlefields where positioning, elevation, and timing dictate success. Units gain advantages from attacking enemies from behind or from higher ground, and the placement of each character can determine whether a strategy succeeds or collapses. This emphasis on spatial awareness gives each encounter a puzzle-like quality, encouraging players to think several turns ahead. Battles are not about quick reactions but about careful planning, with each move carrying weight. The pace can feel slow at times, but it reinforces the tactical depth that defines the experience. A notable addition to the formula is the Rebirth Exceed system, which introduces a special gauge that fills over time and allows characters to unleash powerful abilities. These moments provide bursts of impact within otherwise steady encounters, giving players opportunities to turn the tide when situations become difficult. While the system is relatively straightforward, it adds a layer of resource management that complements the core mechanics, encouraging players to think about when to conserve power and when to commit fully to an offensive or defensive push. Outside of combat, the game follows a linear, mission-based structure supported by a straightforward narrative. The story centers on a group of mercenaries caught in political conflict, with themes of loyalty, betrayal, and survival woven into a traditional fantasy framework. While the plot provides context for the battles, it remains relatively simple and does not explore its characters in great depth. Dialogue sequences are brief and functional, serving primarily to move the player from one encounter to the next rather than to build a richly layered narrative. Visually, the game blends pixel-art characters with 3D environments, creating a hybrid style that feels both nostalgic and slightly modernized. The ability to rotate the camera adds a practical dimension to gameplay, allowing players to better assess terrain and uncover hidden elements on the map. Character animations are smooth enough to keep combat readable, and while the presentation does not aim for high-end detail, it maintains a consistent and cohesive aesthetic throughout. Where Mercenaries Rebirth begins to show its limitations is in its overall lack of evolution. The core systems remain largely unchanged from beginning to end, and while new units and abilities are introduced, they do not fundamentally alter the gameplay loop. Battles, while engaging, can start to feel repetitive over time, especially during longer play sessions. The progression systems are relatively straightforward, offering limited customization compared to more complex entries in the genre, which may leave experienced players wanting more depth. Despite this, the game’s simplicity can also be seen as a strength. It provides a clear and accessible entry point for players who may be new to tactical RPGs, avoiding the overwhelming complexity that can sometimes define the genre. The rules are easy to understand, and the structure is predictable in a way that allows players to focus on strategy rather than learning intricate systems. This makes it a comfortable experience, even if it does not push boundaries. In the end, Mercenaries Rebirth: Call of the Wild Lynx is a steady and reliable tactical RPG that succeeds by staying true to its foundations. It offers engaging combat, a consistent progression system, and a nostalgic presentation that will resonate with fans of classic strategy games. While it lacks innovation and may feel repetitive over time, it delivers a solid experience for those who value thoughtful, turn-based gameplay over complexity or spectacle. Rating: 7/10
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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, Simplified Chinese, Japanese
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]进步了,但又似乎没进步[/h1] 《佣兵重生:回忆山猫》算是目前《佣兵传说》系列作的最后一部作品了,其延续了系列前作优秀的回合制战棋战斗系统,在画面上做出了更好的改进,让我们在如今依然能玩到经典的回合制战棋玩法。可惜的是游戏过于保守,进取不足啊,系列都六部了,进步实在小了点哇! 游戏的剧情也多少有了改变,我们不再是大陆动乱为王国服务的小雇佣兵团,我们的主人翁是赫赫有名的前山猫佣兵团团长,机缘巧合之下偶遇因王国家事内乱而出逃的公主,从此展开了一段爱恨情仇的俗套故事!是的,游戏剧情就是这么俗套,在各种日式RPG里属于看到开头就知道结尾的那种!不过游戏剧情和系列前作《佣兵烈焰:黎明双龙》有着不少交集,虽然不至于不玩前作就玩不下去,但是因为剧情实在不长,建议还是一起玩了吧!也好更加了解这之间的各种人物关系。另外游戏有多结局,而且多周目有继承的东西也比较多,难度加强之下进行多周目战斗也不算枯燥无味。 不得不提的是游戏的画面和立绘,比系列前作好出几个层次,画面色彩鲜明,立绘俊朗漂亮(除了公主)!玩起来都格外舒心。战斗系统上游戏没有多少改变,依然是经典的回合制战棋,不过UI比起之前更加简单明了,虽有改变,但是真的不多。另外装备系统相比前作丰富了不少,黑蓝红金彩的等级划分一目了然,需要注意的是蓝色虽有附加属性,有时候还不如黑装哦!其他的转职系统、仇恨系统和武器特性等等时至今日已经不算十分出彩了,因而还是那一句,进取不足导致游戏类似退步了哇! 游戏依然是好游戏,经典的剧情,经典的战斗模式,有趣的刷装,积累的多结局多周目,这些种种都造就了游戏的优秀!前提是,你是从本作或者《佣兵烈焰:黎明双龙》开始玩至本作,没从系列第一作玩至本作,那样在大同小异的变化之下是真会失望的! [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
36小时全成就,先说结论:依托答辩,和前作黎明双龙打折一起买的,我的建议是,这个系列最多买一部就好了,买你看着最顺眼的或者最新的就行,多玩一作都是浪费时间,内容、玩法和前作可以说是一模一样,甚至装备、职业、技能都懒得换,缺SRPG玩的话还不如去gba把火纹和FFTA这些玩一遍,这两部玩下来非要说个优点的话只有立绘还可以了,缺点一大堆,记都记不过来。既然买了那就把成就打完,下面说一下全成就达成方法: 一周目:简单难度,随意什么路线,彩色装备全卖了把转职书都买了就行,因为一周目就会把全人物的装备做好,彩色装备基本没啥用 达成99级成就:用塞拉斯的地震术刷FB06-FB08(500+魔攻可一发带走)-FB14(700+魔攻可一发带走)-FB16这个顺序,刷钱和99级的同时每打一次看一次商店是否出需要的词条 刷全员装备:刷力量+25、智慧+25、伤害+25、法伤+25、全属性耐性+15、物理耐性+25的词条素材装备各买20-35件,前作是有物理耐性+25词条的材料装备卖的,但是这作我钱刷了200W都没看到+25物理耐性词条的材料,只有+10,这样就买双倍70件就可以了,打两次+10可以升级到+25,每人+100物理耐性 +至少85全属性耐性 ,盾不用做,二周目刷EX4偷葵埃斯,其余物理+力量和伤害,法系+智慧和法伤就行,武器能单手剑就单手剑,剩余15全属性耐性用琦拉的队长技补,不补也行,85的全属性耐性基本也打不动了,算上二周目刷的葵埃斯再+10,95足够用了。 武器建议全圣属性,这作和前作一样,抗圣属性的不多,弱圣属性的一大堆,遇到抗圣属性的boss用塞拉斯消除掉武器属性就好。 二周目:困难难度,路线随意,2选1没有走过的,一路平推,终章前把EX关卡过了 EX4:这代葵埃斯偷到的机率大概只有25%,相比前代有增强,不再是重装盾,法系也可以装备,然后多了+10全属性耐性,火枪和弓箭手转什么都拿不了盾的,所以刷6个就行,因为boss会放各种恶心人的debuff还有给她自己加双反弹buff,所以一开始建议用琦拉放加护之歌,塞拉斯或者女仆驱散术消boss的双反弹buff就行,先把4只独角兽和2根柱子打掉,慢慢偷盾就行了,葵埃斯多了之后甚至不需要放加护之歌。 EX迷宫:内容除了没有前作的最终boss以外和前作一模一样...属实给哥们整笑了,全迷宫的谜语怪,用男主的队长技 属性弱点必中+安娜投掷各属性的魔弹确认属性弱点,慢慢过就行,魔弹是物理属性的,所以也吃buff(前作可以无脑扔魔弹速通,这作就把魔弹伤害砍了...) 三周目:极难难度,走最后一条路线速推就行,有了前面刷的装备基本上一路平A都行,前15章剧情全跳,最终boss二回合砍死全成就达成,赶紧关了这坨答辩卸载,这个系列不可能再买任何一作。
Yes, this is a distilled version of Tactical Ogre, simpler, shorter, but very well crafted. Highly recommended for those like me that really love Tactical Ogre and really dislike Final Fantasy Tactics.
皇家骑士团2024
游戏不是太难 弟4关 小怪一下打我100多.... 我打小怪刮痧... 忒累
Didnt know how I felt about this game at first, but I honestly have been having a blast with the series. With each new game they have been making improvements and I recommend this game to any other tactical rpg lovers out there
战棋类的经典系列,剧情稍微简单了垫,场景啥的也存在重复,但总的来讲不功不过,可玩性也还不错。 ——来自小黑盒用户SunflowerC的评价
经典换皮
小成本制作游戏,喜欢战旗的不要错过了
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Players by region
Where this game's players are, estimated from review languages.
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