
Shieldwall Chronicles: Swords of the North is a gripping, tactical RPG that lets you build a powerful band of adventurers and partake in a grand adventure.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
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
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 183reviews | 75% | — | $67.6K |
| $7.99 | — | — | — | 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 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Shieldwall Chronicles: Swords of the North is a tactical role-playing game that draws heavily from classic grid-based strategy traditions while carving out its own identity through flexible combat systems and a focus on party-driven decision making. Developed and published by Wave Light Games Inc., the game places players in command of a mercenary company venturing into the harsh northern lands of a grim fantasy world. From the outset, it establishes an atmosphere of danger and uncertainty, where survival depends not on individual heroics but on coordination, positioning, and long-term planning. The core of the experience lies in its turn-based tactical combat, which rewards thoughtful play and punishes careless decisions. Battles unfold on grid-based maps where terrain, line of sight, weapon range, and enemy behavior all matter. Charging forward recklessly can expose vulnerable units, while overly defensive tactics may allow enemies to surround or overwhelm the party. Each encounter feels like a small tactical puzzle, asking players to assess threats, manage spacing, and decide when to commit to offense or retreat. The pacing of combat encourages patience, making victories feel earned rather than automatic. Party composition and character progression play a major role in shaping how battles unfold. The game offers a wide selection of distinct classes, each filling a clear tactical role. Frontline fighters excel at absorbing damage and controlling enemy movement, while ranged units and spellcasters provide offensive pressure at the cost of survivability. Support-oriented characters add another layer of strategy by enhancing allies or weakening enemies. Building an effective party requires understanding how these roles interact, and success often depends on exploiting synergies rather than relying on raw strength alone. One of the game’s more notable design choices is its flexible action system. Players can choose between simplified and more complex action point mechanics, allowing them to tailor the experience to their preferred level of depth. The simpler mode streamlines turns and lowers the barrier to entry, making the game more accessible to newcomers. The more advanced mode, on the other hand, tightly integrates movement and abilities into a shared action economy, offering greater control and tactical nuance for players who enjoy micromanagement and careful optimization. The campaign is structured around a traditional high-fantasy conflict set in the northern realms, where undead, monstrous creatures, and rival factions threaten stability. While the narrative does not aim for deep moral complexity, it provides enough context to give meaning to the battles and progression. Story events and branching decisions occasionally shape how the campaign unfolds, adding replay value and reinforcing the sense that the player’s choices matter, even if the storytelling remains straightforward and functional rather than emotionally driven. Visually, Shieldwall Chronicles favors clarity and atmosphere over spectacle. The art style emphasizes readability in combat, ensuring that unit positions, attack ranges, and environmental features are easy to interpret at a glance. Character models and environments convey a rugged, cold-world aesthetic that fits the northern setting, even if they lack the polish of larger-budget titles. The user interface is clean and informative, providing essential tactical information without cluttering the screen, which is crucial in a game where informed decisions determine success. Difficulty options and adjustable systems make the game approachable across a wide range of skill levels. New players can ease into the mechanics without being overwhelmed, while experienced strategy fans can push themselves with tougher settings that demand near-perfect execution. This scalability helps the game appeal to a broader audience, allowing players to engage with the tactical depth at their own pace rather than being forced into a single difficulty curve. That said, the game is not without its limitations. The narrative and character interactions, while serviceable, lack the depth and emotional weight found in some genre standouts. Some encounters can feel familiar over time, and balance quirks occasionally emerge, particularly as party compositions become more specialized. These issues rarely undermine the core experience, but they do remind players that the game’s strength lies more in mechanics than storytelling. Overall, Shieldwall Chronicles: Swords of the North is a solid and rewarding tactical RPG that emphasizes strategy, party management, and deliberate combat over flash or narrative ambition. It does not seek to reinvent the genre, but instead refines familiar systems into a cohesive and satisfying experience. For players who enjoy turn-based tactics, careful positioning, and the challenge of guiding a small group through a hostile world, it offers a compelling journey that rewards planning, experimentation, and mastery. Rating: 7/10
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love this game and the play style. I would have liked to see more campaigns added.
very fun
Los gráficos son buenos, pero estaría bien poder disponer de las unidades de los juegos de "Demons rise", que tenia personajes mas chulos, vistosos y más sexy. Por lo demás el juego es entretenido. Podría ser interesante que se pudiera jugar en mapas aleatorios con personajes y enemigos escogidos.
Good game. Played a little in normal then pretty much all in extreme. Fun to pass the time Finished the run today and it was ok.
its a solid RPG turn based game, simple and fun to play. I wish there was a little more to it. But for what it is. Its really not bad. So i am happy i purchased it.
I much prefered Demon's Rise - War for the Deep, one of the previous games of the developer. That one had literally twice as many classes (no, making a male and female declination with minor stats differences for each of the 15 classes does not count as making 30 classes total) and it let you go ham with your characters, with every single stat able to be increased through equipment. Shieldwall, probably in an balancing attempt, removed the ability to increase your number of attacks, your ability points and AP regen, and your movement range with equipment. I can understand the logic, but the end result is a really constrained-feeling character management where all I can do is make minor incremental upgrades to my stats to make my mediocre characters slightly less mediocre. The early game is incredibly tedious, because your characters' accuracy range from mediocre to pathetic, so you are constantly missing again and again. Also, hit chance cap at 95%, so even if you stack up accuracy increasing equipement, you can never guarantee a hit (it can also never go lower than 5%, so even speccing in defense doesn't mean you're safe from all harm). Really, it's just a slog. And once you get through that and finally manage to get your team to a somewhat-competent level... Well, you're left with a mediocre story and repetitive battles. No thank you.
It's a decent game but basic things were left out like being able to inventory with characters outside of the shop, not being able to train with different weapons, getting xp seems wierd as I can play a mission in extreme difficulty and kill three waves of monsters that take 2 hours or more to complete, then one that takes twenty minutes and you get nearly the same xp. No xp when you kill a mob only after end of mission. magic users seem very weak, and mobs keep items on battle field hidden to much, especially in bottleneck areas. Would be nice to see graphics of characters change when they get new gear/weapons. On the positive side,, The graphics are not cartoony, Game is fun, replayability.
You like turn based combat? You like a decent narrative? You like building a group and being able to change out members without losing gear/exp? You like to see your slain enemies bleeding out on the ground? You like to shop for the right combo of gear for max stats? Then look no further that SC: SotN!! Go 9 hours in thus far and I am enjoying the game very much. The graphics, the simple yet "can make you lose if not thought out correctly" strategy, the RPG aspects, and different group combinations are all addictive and fun to play! My 9 hours of play has been fun and enjoyable. Have I died? Yes! Total group wipes because I did some thing dumb like splitting up my group or some idiotic thing like that. But, it has been a blast so far. The one con I would say right now for me is that the NPC that is following me doesn't seem to level up or gain any gear that helps keep him alive past the first round! He charges in and gets one or two shot and he is toast! Moron! :) I would love to see him keep at least a similar pace of gear/level with my group so he doesn't end up being cannon fodder. Other than that, I cannot say I have found any other cons other than those stated in other reviews like spelling mistakes or the inability to read some of the popup tips when hovering over something. Would I recommend? YES! Yes, I would!
How not to make a good first impression: "ambiant" (ambient), "at any times" (time), "remainging" (remaining), "quiting" (quitting), "grants" (grant). That's from the options screen and the initial tutorial text. How not to make a good second impression: have a tutorial that explains what's on the screen, pointing occasionally to blank space instead of a UI element, but doesn't actually tell you how to move units or attack. This would be less of an issue if the mouse cursor changed to reflect which action would be performed when you click, e.g. most games change the cursor to a sword or an arrow when clicking results in a melee or ranged attack. I've played enough games like this to be able to guess what to do, but the tutorial told me about a bunch of things that aren't yet relevant (command points, complex game mode) instead of telling me how to play. (If somebody asks to do the tutorial, assume they need it.) Rounding third: when the tutorial tells you that there's a "quit" button in the pause menu, but it's not actually there during the tutorial. (That one's actually just sort of funny.) Bringing it on home: right-click to bring up info on a unit and get a poorly-formatted info dump that feels like debugger output. The only way I found to determine the range of the basic attack of my units is to pop that open and scan down the unevenly-spaced lines to find the number. Then I get to count hexes. Again, changing the mouse cursor could help with some of that. (I'm guessing this was a straight port from a mobile platform.) There are other weird things. I was mouse-hovering over the skill buttons to see what they did, and moved the camera position (WASD). The mouse cursor vanished and then reappeared in the middle of the screen. Every time I shift the camera I have to find the mouse again afterward. Sometimes when I click on one of my units it doesn't change focus. The game selection screen presents a collection of 24 buttons that say "in use" or "empty" with no other information (and they're all the same color, so in-use and empty sort of blend together visually); you have to click on them to get more information. Throughout the UI, the color and framing for buttons and panel headers is nearly identical, so I found myself trying to click on things that weren't actually buttons. Part of my problem here may be that I just finished playing King Arthur: Knight's Tale. It's not a AAA game or a contender for GotY, but the controls and UI presentation are so much cleaner than this. I played through the tutorial and tried the first couple of missions. The UI issues annoyed me enough that I gave up on it. I may come back to it someday, but I would recommend against it unless you have a high tolerance for poorly-executed UI.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.9K | 156 | 83% | $6.99 | |
| $18.8K | 109 | 81% | $6.99 | |
| $8.1K | 44 | 64% | $6.99 | |
| $0 | 23 | 87% | Free | |
| — | 0 | — | — | |
| $1.2M | 3.3K | 89% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $67.6K | 224 | 91% | $7.99 | |
| $67.6K | 537 | 61% | $6.99 | |
| $67.6K | 103 | 95% | $24.99 | |
| $67.6K | 211 | 93% | $8.99 | |
| $67.5K | 433 | 93% | $9.99 | |
| $67.5K | 193 | 65% | $9.99 |