
Reverie Knights Tactics is a turn-based tactical RPG with strategic battles in isometric grids where every decision can alter the story. Travel through a hand-drawn fantasy world and lead your heroes in a story-rich adventure, visual novel style!
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About
Reverie Knights Tactics is a turn-based tactical RPG with strategic battles in isometric grids where every decision you make can alter the story and the way you configure the characters.
Lead your party of heroes, each one with distinct, special abilities and skills, allowing you to use multiple battle strategies to defeat your enemies. Craft new items and accessories from the treasures you collect and use them to further customize your characters and gain a tactical advantage!
Discover the Tormenta RPG setting
Delve into a unique fantasy world featuring deep map and scenario exploration in an epic adventure, stylized as a visual novel and set in the Tormenta RPG setting, drawing inspiration from more than 20 years’ worth of tabletop RPGs, comic books, novels and audiobooks. Embark on an expedition to find Lennórien, the long-lost elven city, to save your loved ones, while fighting the goblin menace that spreads terror across the continent!
Beautiful Hand Drawn Art: Meticulous multilayer artwork from pencil sketch to full detail color.
Decision-driven Storyline: Make several decisions through your quests, affecting the story and other characters` reactions.
Character Customization: Customize character`s performance attributes, skills, and accessories for heightened abilities!
Item Crafting: Collect powerful items as you explore the world and discover combinations to create new items.
Exploration: Travel your way through an expansive map, unlocking secret quests, solving puzzles, and exploring scenarios and evil dungeons!
Up to Four Hero Characters: Control 4 different heroes, each one with distinct, special abilities and skills, allowing multiple battle strategies.
Battle Phases: React to your opponent's strategy and come up with the perfect tactic every turn, challenging you to think ahead.
Interactive Battle Scenarios: Manipulate parts of the battle environments, and use scenario effects to your advantage!
Multiple Battle Grids: Each battle contains a different isometric grid, making every battle an unique experience.
Genres
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
Just nothing about this game makes me want to play it. I love SRPGs any can usually overlook things like bad story or difficulty spikes if something else keeps me engaged but there's nothing "good" about the game. It's not all bad, it's just a mix of "average" and "bad". Strategy is supposed to be about the choices you make but this game ruins that. Some enemies have an alert range and will become aware of you only if you enter their range. That's fine but even if you walk through it, you will alert them and you don't get to pick the path you take. So if an enemy's alert range is 3 tiles north of you and you want to end up 3 tiles north, one tile east (a tile that isn't in the alert range), your character will walk 3 tiles north, alert the enemy, then one tile east. If you were able to move 1 tile east then 3 tiles north you wouldn't alert the enemy and you'd end up in the same spot but the game won't let you. It picks which direction you'll walk first to get to your end tile which is such a bad choice when even crossing certain tiles matter. When you level up you pick a point in either defense, finesse, or might. The game says some skills use finesse for damage and some skills use might for damage but it doesn't say which skills use which so I'm being forced to make level up decisions for my character with no clear explanation on the impact. Since you can't respec skill points you can end up wasting them. With such a limited character roster, the fights all feel the same. There seem to be about 10 or so normal maps and then a difficult encounter (so far). The normal fights are just throw away fights. Each fight has bonus objectives that seem to be based around wasting time. Like "destroy 3 objects", "push an enemy into an object". It doesn't make the fights any easier/harder, it just makes them longer as you have to sometimes ditch the most effective strategy in order to waste time setting up hitting enemies into a tree. The boss battles seem to be difficulty spikes. It's not that they're too hard, it's that the game doesn't really force you to consider any kind of tactics normally so you tend to go back and forth between brain-dead kill all you see to then entering a boss battle and not having experience using your characters, their skills (and load outs), and the terrain effectively. I almost hate to bring up the story because I tend to not care so much about SRPGs for their story, but it's been pretty forgettable. I usually find there are 3 reasons to have dialog, to develop the plot, to develop a character, to entertain the viewer. This game was just looking to fill space, most of what's said in game could be removed and no one would know the difference. I won't say the game is horrible or unplayable, I simply don't recommend it. There are much better SRPGs worth the time.
I don't know what the other reviewers are whining about, this game is not difficult at all. In fact, compared to other tactical games such as Advance Wars, Fire Emblem and Final Fantasy Tactics, this game is very simple while offering a decent challenge. There are no time limits, no permadeaths, no min-maxing, no "statistics", just an overall pleasant and stress-free ride. If you're someone used to tactical RPGs you'll likely breeze through the game even on hard. For those not used to the genre, the developers added a new difficulty level in response to player criticism, so the game can be even easier for those who prefer it. Sadly, the game does lack many quality of life options, some of which have already been mentioned in other reviews. The worst thing for me was the lack of information, there are many interactions between skills and enemies and obstacles that are not immediately clear until you try them out, and since there is no undo option you might have to restart a whole fight, which can get old quickly. Also there's barely any room for customization, the stat distribution is as simplistic as possible (basically put all your points into increasing damage) and there's little skill variation, some of the starter skills can be useful from start to finish for lack of something better. The plot is decent enough, but instead of a complete story the game presents more of a "chapter", and the ending leaves a lot of room for a sequel that may never come. For these reasons I wouldn't recommend this game at full price. All in all, a tremendous effort by a small indie studio with lots of room for improvement, but that in no way deserves such harsh reviews.
This plays more like a puzzle game than a strategy game.
Overall Reverie Knights is a fun, short game with flaws. The good: Combat is well done and enjoyable. Soundtrack is lovely. Art is beautiful. The characters are distinct and their personalities pop. The order/chaos system of decisions is neat. It's not as fully developed as Dragon Age for example but for how short the game is it's a cool feature. The bad: The game is really, really short. I beat it in 12 hours on normal difficulty. The game tries to get you to utilize the terrain in combat without providing much reward for doing so. The damage/effects they cause are often minimal. The story line is one dimensional. Goblins bad. It doesn't bother me but it also adds very little. The meh: No real stat customization for the characters. The crystals in combat are fairly useless unless you're playing on hard difficulty where they might make more of a difference. The difficulty between Normal and Hard mode is insane. Normal is very easy while Hard is VERY hard. Overall: It's a fine game. It's nothing amazing but it's definitely worth playing if you love tactics RPGs and get it on sale. Keep in mind it's VERY short with no replay-ability but it is worth playing in my opinion.
В самом начале игра понравилась. Кравочная. Мультяшная. С "повесточкой" конечно же, но не критично. Пошаговая система весьма забавна. Каждый персонаж уникален. Но по мере прохождения стало надоедать играть в сие творение. Абсолютно нет никакой свободы действий. Тут ни тактики, ни стратегии. Тебе на бой нарезают несколько условий и чтобы их соблюсти ты ОБЯЗАН действовать точно по определенному запланированному игрой алгоритму. Тут даже врагов и врагов и героев расставляют так, учитывая дальность хода каждого и дальность скилов, чтобы создать проблему или помочь. И вся игра превращается в поиск нужного решения (какой герой и куда ходит, а также какой скил применяет в определенный момент времени). Можно конечно плюнуть на дополнительные условия, но тогда не получишь львиную часть награды (опыт и валюта для приобретения артефактов) и с каждым шагом к финалу будешь слабее и слабее. В итоге когда приходишь к финалу, уже глаз дергается от этого постоянного поиска НУЖНОГО и зачастую единственно правильного решения, хоть игра дает и много вариантов действий. Начинает раздражать. Это не так уж и сложно, но просто занудно. А так в целом игра нормальная. Добавлили бы вот еще еще героев, а то четверка героев на всю игру - маловато. Игра - середина-на-половину.
ok, first up don't look at that hour count. There was a discrepancy from Steam Deck and the PC (I played it all on Steam Deck) and it cut the hour count to match the PC. I finished the game around 7-8 hours. Reverie Knights Tactics is a strategy RPG from 40 Giants Entertainment, from what I can tell this is their first outing. This game is fairly short by srpg standards, but I actually think that helps them in this case. But I’ll get to that. Technically, it runs perfectly fine. No problems whatsoever. I ran the game completely on steam deck and no issues, except for Steam Deck not accurately showing my hours played. I don’t know what that crap is, but it’s annoying. Otherwise, this game isn’t super demanding and it shows in the technical performance. The visuals are a highlight of the game I think, the colors are incredibly vibrant, the backdrop cities or forests are gorgeous. The characters are definitely not my favorite style, but they’re still well done. The animations are a little unique and different, some of them are really cool and others are kind of awkward, but overall I thought the visuals were outstanding. Story wise, it was interesting. Basic idea is that you are from a magic academy that both studies magic and works to keep people safe from the dangerous side of that magic. Your father took a team and went on an expedition and hasn’t come back so you are taking a team to try and save them. Along the way you learn of a deeper issue and a more sinister plot. The story doesn’t pull punches, and has some darker moments. But partly because of the visuals it never felt that dark or serious, even though the plot points kind of were. Gameplay is, as per the usual, the focus of this srpg. Ok, so this game is broken into two parts. Camp, and battle. Camp is where you talk to your companions, and craft bombs, potions, or other items. This part was rough to me. The writing is mediocre at best, and the crafting is serviceable but not exciting. I do appreciate that they tried to build something to do outside of the battles, but there is basically no building the characters, so this camp stuff did nothing for me. Speaking of building your characters, essentially the way this works is every level your characters get one point to put in to either physical attack, magic efficiency, or defense, and every so often you get a new special move. But you can only equip 3 moves, so most of what you learn is left on the cutting floor and the points put into the 3 stats if you will, feels pretty pointless. You can buy or find equipment of which each character can equip 3, but again, outside of the late game ones I found that grant immunity to certain status’ they really didn’t do much. Ok, battles themselves were pretty fun. You have your standard strategy rpg fair, moving on a tile based level, utilizing attacks, buffs, debuffs, and such. You can use team attacks if you have more than one character next to an enemy, if you have 3 or more, this is very useful. But it uses up actions from everyone, so it’s not always the best move. Reverie uses obstacles in each level that can cause damage or just give items. Using these to your advantage is always smart as they can do damage, cause status effects, or even outright destroy whoever gets pushed into them. Using moves to push or pull enemies is vital to using these strategies, and are usually important for challenges that each level has. Those challenges are in every level, typically 2-3 challenges per level, and tend to be things like pushing enemies into traps or defeating enemies with team attacks, etc. at first I was obsessing over these, and there is an achievement for doing so, but eventually it got too frustrating so I just did what I could without sacrificing too much. Completing these challenges gives you extra experience and currency that you use to buy that equipment I talked about earlier. They’re fine, but it gets old pretty quick. So here’s the thing, I enjoyed the combat, but it got stale. I really wish there were more characters, or classes or something you could try to build. A few more enemy types would have been nice as well. All that said, in total, and I did every battle just not every challenge, and I beat the game in about 10 hours. So right when I was lamenting the enemy types, it pretty much finished. I still think other characters or classes would have been beneficial, but that might have been too much for the small team. Reading earlier reviews it seems that the characters didn’t heal in between battles, but that seems to have been updated because that wasn’t an issue for me. It was a nice, punchy experience that didn’t hang around too long. As so many srpg games are super long, this was kind of refreshing and unique. I really love the depth of those longer games, but this was a cool experience. The king and short of it is this, it’s a fun game and worth the experience if you can get it on sale. I think the $20 asking price is a bit too much for me personally, but I got it on summer sale for a few bucks and it was definitely worth that. It wasn’t too difficult, so not bad if you are just starting out on strategy rpgs, plus it has an easy mode. It’s a nice, punchy strategy rpg experience, thats well worth a romp at a discounted price. That’s it for me, let me know what you thought in comments below!
Woke Nonsense
Recomendo: Sim Nota: 7/10 História: 6/10 Zerou: Sim. Dificuldade: Difícil Jogaria de novo: Não. Feedback: Positivo: É um jogo difícil para quem não tem o costume em jogos táticos, ou seja, depois de entender a dinâmica das batalhas é bem fácil a progressão, classifico isso como positivo, pois até entender como funciona as batalhas podem se tornar bastante complicadas. Muito legal o glossário que fica sempre atualizando a progressão e dando informações aos locais, os inimigos e principalmente as personagens. A história é legalzinha... não tem enrolação e não é chata, uma coisa bem legal da história é que se você focar mais nas escolhas do Caos ou da Ordem suas ações são automáticas, você perde o controle de escolha para algumas coisas, assim como muda as opções de habilidades quando se ganha level. Negativo: Os sistema de pontos de ação no combate, você não tem a opção de escolher usar apenas um ponto de ação para um ataque/magia e depois se mover, para um jogo tático você tem que ter todas as opções de como usar seus pontos de ação. Se um personagem morre durante a batalha nada muda até a mesmo a principal, você pode continuar e vencer a batalha que o personagem volta e recebe toda a experiência para subir nível, não faz sentido nenhum tentar proteger seus personagens.
O jogo é legal, tem uma boa historia, O principais pontos negativos do jogo . 1° O jogo é muito curto. 2° O jogo é muito linear, deveria ter mais variedades de inimigos, fases e missões secundarias. O mais legal do jogo: A gestão de recursos.(apesar de limitada). O enredo e as mudanças nos diálogos conforme você faz as escolhas no jogo
Jogo muito bom, história também. As mecânicas e missões são bem balanceadas.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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*, German, Japanese, Portuguese - Brazil, Russian, Simplified Chinese*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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