
On the eve of history's greatest war, eight unlikely heroes rise to challenge an empire and change the fate of a continent. Rise of the Third Power is a story-driven RPG of political intrigue, sacrifice, and revolution.
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 Sep 14 → 0.5/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
Rise of the Third Power is a love letter to the golden age of console RPGs, blending nostalgic pixel art and classic turn-based gameplay with modern conveniences like auto-save, streamlined progression, and refined game design. Combining the best of Japanese and Western RPG traditions, it delivers a sweeping adventure of war, politics, and unforgettable heroes.

STORY DRIVEN - Join a party of eight, each with their own unique ambitions, perspectives and personalities as they embark upon a suicide mission to topple the Arkadyan emperor, Dimitri Noraskov. A blend of humor, drama and tragedy await players as they navigate the treacherous world of Rin.
POLITICAL INTRIGUE - As the world of Rin recovers from the Great War, the balance of power remains badly skewed, with vacuums of power still waiting to be filled. The player's party will be both beset and aided by schemers, liars and betrayers, all while the clock ticks down to a reprise of the greatest war in human history.
CUSTOM BATTLE SYSTEM - Rise of the Third Power offers eight playable characters in a battle system built from scratch, each with their own strengths and weaknesses, all of whom are meant to participate in battle simultaneously without the need for tedious party management. Combine each character's unique powers and disadvantages, analyze the abilities of your foes, set your formation and charge into battle.
PERSISTENT EQUIPMENT - Each piece of equipment found, purchased or stolen is a permanent, unique upgrade for each character. Instead of purchasing replacements, the player purchases upgrades. No more buying that awesome helmet back in town only to stumble over a better one as treasure in a dungeon. Each character has 2 weapons, an accessory, and 10 equipment slots to craft upgrades for, with 80 craftables in total. This system avoids the tedium of inventory management, while also giving the completionist something useful to hunt for.

Fifteen years after the Great War, the world stands on the brink of another catastrophe. The Arkadyan Empire has risen from the ashes under the charismatic and ruthless Dimitri Noraskov, whose relentless expansion threatens to plunge the continent into a new era of bloodshed.
Determined to stop history from repeating itself, the young prince Rowan joins forces with the brilliant spy Corrina and the mysterious princess Arielle. Together, the three embark on a dangerous journey across a politically fractured world, forging unlikely alliances, confronting powerful enemies, and uncovering conspiracies that could decide the fate of nations.
As war draws ever closer, their choices will shape the future of the continent—and determine whether peace still has a chance to survive.

Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish 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% | 490reviews | 89% | — | $95.4K |
| $19.99 | 330ratings | 91% | — | not modelled | |
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Cool story, amazing visuals during battles for where it was made in, very much likeble crew of playable characters. Shame that the sequel may never come due to circusmtances, but it was a worth journey :) 10/10 for me, liked every aspect of it.
So far, so good. Decent story and combat. I really dig the soundtrack. This game comes pretty close to scratching that Chained Echoes itch.
Great SNES style RPG. Experience is team based so you don't have to level grind the new team members. Speaking of level grinding, I'm playing normal difficulty and haven't felt the need to level grind at all yet. (Act 2, about 20 hours in)
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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, Japanese
| $19.99 |
| 133ratings |
| 90% |
| — |
| not modelled |
| $19.99 | 57ratings | 82% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 76%* | — | 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.
Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Magnifico jrpg. Para mi esta a la altura de FF6 , Chrono Trigger o Chained echoes.
Brilliant story. Grounded and mature. One of the best endings in history of the genre. Incredibly well written characters. Flowed, relatable, complex. Most of them change and evolve throughout the story. Truly a tremendous achivement.
Rise of the Third Power, developed by Stegosoft Games and published by DANGEN Entertainment, is a deliberate throwback to the golden era of 16-bit role-playing games, but one that tries to do more than simply replicate nostalgia. It takes familiar structural elements—turn-based combat, a party-driven journey, a world in turmoil—and frames them within a story that leans more heavily into political tension and personal stakes than many of its inspirations. The result is a game that feels rooted in tradition while still attempting to carve out its own identity. The narrative is the strongest and most distinctive aspect of the experience. Rather than focusing on a singular hero’s destiny, it builds its story around a group of characters caught in the middle of a fragile geopolitical situation. What begins as a relatively contained mission gradually expands into a broader conflict involving nations, ideologies, and the consequences of past wars. The writing places significant emphasis on dialogue, allowing characters to express their personalities, disagreements, and evolving relationships over time. There is a noticeable effort to balance humor with more serious themes, creating a tone that shifts naturally between lighthearted exchanges and weightier moments. This approach helps make the cast feel grounded, even when the overarching plot follows familiar genre beats. Combat follows a traditional turn-based system but incorporates enough nuance to remain engaging. Each character has a defined role within the party, and success depends on understanding how these roles interact. Buffs, debuffs, and status effects play a central role, often determining the outcome of encounters more than raw damage output. The ability to swap party members during battle adds flexibility, encouraging players to adapt their strategy based on the situation. While the system is not overly complex, it rewards thoughtful play and makes each encounter feel purposeful rather than routine. That said, the pacing of combat can become an issue over time. Battles tend to last longer than expected, particularly as enemy durability increases in later sections of the game. This can slow the overall rhythm, especially during extended dungeon sequences where multiple encounters occur in succession. While some players may appreciate the added challenge and strategic depth, others may find that it disrupts the flow of exploration and narrative progression. Exploration is structured in a largely linear fashion, but the game includes enough optional content and branching paths to create a sense of discovery. Towns and dungeons are designed with a clear sense of scale, offering enough detail to feel lived-in without becoming overly complex. Progression is tied closely to crafting and upgrading equipment rather than simply purchasing new gear, which adds a layer of resource management to the experience. This system integrates well with exploration, as materials gathered from enemies and environments directly contribute to character growth, though it can occasionally lead to minor grinding when specific resources are needed. Visually, the game embraces a pixel-art style that pays homage to classic RPGs while incorporating modern touches. Character portraits add personality to dialogue sequences, and environments are varied enough to keep the world visually engaging. The presentation is polished and cohesive, even if it doesn’t push technical boundaries. The soundtrack complements the experience effectively, providing a mix of energetic and atmospheric tracks that enhance both combat and storytelling moments. One of the game’s defining strengths is how its various elements come together to form a cohesive whole. The story, characters, and gameplay systems are closely linked, each reinforcing the others. Even when the narrative follows familiar patterns, the strength of the character interactions and the consistency of the design help maintain engagement. The game doesn’t attempt to reinvent the genre, but it demonstrates a clear understanding of what makes it appealing and builds on those foundations with care. However, it is not without its shortcomings. Certain aspects of the design, such as occasional backtracking or repetitive dungeon layouts, can feel more dated than nostalgic. Additionally, while the story is engaging, it doesn’t completely avoid predictability, particularly for players who are well-versed in RPG conventions. These issues don’t undermine the overall experience, but they do highlight the balance the game tries to strike between honoring tradition and moving beyond it. In the end, Rise of the Third Power is a well-crafted and character-driven RPG that succeeds in delivering a compelling journey built on familiar foundations. It offers a satisfying blend of strategic combat, thoughtful storytelling, and classic design sensibilities, making it a strong entry in the modern retro RPG space. While its pacing and reliance on genre conventions may limit its appeal for some, it stands as a solid and engaging experience for players who appreciate the style and structure of classic role-playing games. Rating: 8/10
オススメ出来る出来ないの微妙なラインのゲームだけれど、若干オススメ出来ない寄り。 ゲーム自体のコンセプトは良いのだけれど、それを台無しにしている要素がチラホラ。 良い所は…… ドット絵の描写が細かい(と言っても一部はRPGツクール向けフリー素材だけれど) バトルもロールがはっきりしており、誰をどう使うかがわかりやすい。 (ちなみにバトルは「オクトパストラベラー」に近いが、あそこまで戦術幅はない) 装備品が「ほとんど進めるだけで強化出来る」ので、あまり気にしなくて良い。 日本語は一部おかしい(人間の喋る言葉ではなく文章になっている)けれど、まあ概ね日本語らしい表現にはなっているし、翻訳漏れはほとんどないので、ほぼほぼ普通に理解可能。 ※殿下を閣下と呼ぶ辺りは「全部殿下に脳内変換すれば」解決する。 マップの探索要素やクエストもそれなりに豊富 問題点は…… やたらと入り組んでいて長い上に[b]「毎回鍵探しを基本的に3回要求される(一部はそれより少ない)」[/b]ダンジョン。 特にこれが一番厄介で、[b][u]ほぼ全てのダンジョン[/u]で「銅のカギ、銀のカギ、金のカギ」の3つを探す事になる。[/b] 宝箱に入っていたり、中ボスが御大層に抱えていたり、厄介なギミックの先にあったり……と、なんで「ただの扉のカギ」がそこまで重要視されているのかとツッコミたくなる。 敵が無駄に固いが行動はワンパターンで、結果的に[b]「同じ行動を延々と繰り返す作業と化す」[/b] 次にこれが問題で、ある程度戦術が固まると、とにかく「敵も味方もほぼ同じパターンで同じ行動を繰り返し続けるだけ」になる。なにしろ「スキルの数が少なく、取れる行動も少ない」ので、全てのバトルで同じ事をやり続けるだけになり、そしてそれで勝ててしまう。 正直、こうなるとバトルは単にダルいだけのものになってしまう。特にラストは本当にダルいだけ…… CTBに見えて「素早さによるターン内の行動順」を可視化しているだけのターン制バトルでしかないので、行動順をどうこうするような思考も不要…… キャラの特徴がそれぞれあるものの、結局特定のキャラしか使わなくなる(というより必須に近いキャラがいる) というのも、[b]レベルが40までしかないので「全員共通のポイントで成長させる都合上、全員を成長させきるのは不可能」[/b]で、成長させる対象の取捨選択が必要になるから。 そして主人公だが、タンクタイプだからというのもあるのだが、出番が正直ボス戦くらいしかない。 雑魚はタンク不要。そして終盤はボス戦も最後に加わる仲間で十分だったりする…… 詠唱を中断させられる、自己回復があるという利点はあるものの、いかんせんタンクゆえに火力がない。 雑魚もボスも前述通りただただHPが多くて鬱陶しいので、火力で蹴散らさないと時間を食うだけになる。 [u]戦闘中は3回しかキャラチェンジが出来ない[/u]ので「結局3人固定で成長させて戦闘した方が楽」というオチ。 その他にも…… 成長があまりない(レベルを上げても装備を強化してもスキルを覚えても、どれも大して変わらない) フィールドが無駄(そもそも素通り出来ない場所が多すぎて、何の為にあるのか良くわからない) ストーリーから、ライターの思想と嗜好の偏りの強さを感じてしまう部分がチラホラ。 装備品の存在価値があまりにもない(ただ強化するだけで「育成要素」程度でしかない) アクセサリーは付け替えという要素があるが……正直、そんなに使い分ける必要性のない微妙な性能の物が多い。全員素早さ上げて常に先手を取れるようにしておいた方が楽だし…… 複数のショップの存在意義がない(武器屋だろうが雑貨屋だろうが売り物は同じ) 宝箱の存在意義がほとんどない(9割方安い換金アイテムしか入っていない) などがある。 あとまあ、これは人によるけれど、ストーリー面に…… [b]「男と男……というか、[u]オッサン同士のカップル(ラブ)の話(シーン)[/u]」が、「メインキャラも含めて複数回存在する」ので、「その手のものが苦手な人には少々厳しい」[/b] そして、[b]「終盤から急に人死にが加速して駆け足になり、根幹が全く解決していない結末」を迎えるので、何もすっきりしない。[/b] なお、マルチエンドなどではなく、エンディングは1つ(エンディングは考察の余地がある……ではなく、正直言って丸投げレベル。続きを書くのが面倒になって放棄した感じしかしない) という部分がある。 纏めると、[h2]「普通に作れば良作になれたのに、色々自分からぶっ壊して残念な仕上がりになったゲーム」[/h2]といった感じ。
Lo recomendaría solo a la gente que realmente le guste el genero, el juego no es particularmente pesado, pero realmente su problema es el balanceo y las clases de la mayoría de los personajes hombres, tres tanques y solo uno realmente es útil en la mayor parte del tiempo, el que te dan casi para el final es muy circunstancial, y luego tienes el último es malo, apenas y tienes ataques xddddd El sistema es muy simplificado, incluso las armas son algo que se mejoran crafteando, la idea en si no es mala, pero luego que llegas al nivel final, se siente muy inutiles los items pues realmente no tienen utilidad fuera de los tiers de las armas, el juego te avienta mucho dinero al punto de que jamas escaseas con este, preguntandote al final porque existe esta mecanica si de todas maneras puedes cargar con una cantidad de items para recuperarte en las batallas, los beneficios de dormir, son muy buenos e interesantes, pero de nuevo, el juego te avienta MUCHO dinero, por lo que casi todas las cosas que tienen que ver con la economía del juego esta rota
Great game. Excellent story and characters. Gameplay is good, but too easy. Even on the highest difficulty. One thing I did not like was spending a lot of time in caves/ sewers with the exact same tile set. Made some of the dungeons feel samey. The other thing I didn't like was [spoiler] the forced split of the party at the end of the game. And the fact that the final boss was still using the same abilities as in the previous couple of battles we fought. [/spoiler] I am exited to play any future games this dev comes up with.
https://youtu.be/ckyvv3T-pOo Delivering on some interesting combat mechanics that builds synergies and unique feeling characters go a long way for a pixel art RPG.
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