
Fantasy Tactical RPG revitalizing the beloved Japanese turn-based & pixel art genre. Collect & train a roster of mercenaries, customize your squad, and use your own strategy to save the nation of Iria. Journey through a world of plot twists where every choice you make will reshape your destiny.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Genres
Stats
Languages: English, Japanese*, Korean*, Simplified Chinese*, Traditional Chinese*languages with full audio support
Engagement
Reviews
Themes across 190 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
OG Spire of Destinies and Night Crimson were great. The gacha removed all the fun i had. Hard pitting 6 times and losing 2 months of gems everytime i wanted a char was miserable. All the 50/50 i lost was with a max dupe char, so i didnt even get to lvl up star levels. I spent too much money trying to help the game, but this probably made my pull rate worst (2,10% with ~2100 pulls). I did what i could to help the game. I spent time answering forms, but i never felt listened. SoC have the best Tactical RPG experience i played in SoD and NC, but to improve the fun, you have to play the gacha to get better chars. If the developers release a single player mode version of the game, i will happily buy it, until them, i gave up on the game.
There's two game modes: Fool's Journey and Spiral of Destiny. You can play Spiral without engaging with the gacha at all, and the gameplay is really enjoyable. Reminds me a lot of the old tactics games.
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Hours played at review time, across 190 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mobile game, and systems are confusing. Limit on how much you can play because of an energy system. What were these guys thinking?
After 500+ hours, I can confidently say this is one of the best tactical RPGs I've played on Steam. If you're a fan of games like **Triangle Strategy**, you'll probably feel right at home. The pixel art is gorgeous, the soundtrack is memorable, and the tactical combat has enough depth to keep every battle engaging. I spent countless hours experimenting with different team compositions, building characters, and figuring out new strategies instead of relying on the same approach every time. What really kept me invested, though, was the cast. The characters are genuinely likable, and the story had enough twists and meaningful choices to make me want to see what happened next. It never felt like I was just grinding—I was always looking forward to unlocking new characters or progressing the story. I eventually stopped playing, but it wasn't because I got bored. Life simply got busy. The last time I logged in was during the Witcher collaboration event, and even then it reminded me why I had invested so much time into the game. Even now, I'd absolutely come back if I had the time. Sword of Convallaria is one of those games that's easy to recommend to anyone who enjoys tactical RPGs. It gave me hundreds of hours of entertainment, and I still have a lot of appreciation for what the developers created.
For any fan of FF tactics this is a must in my opinion. This is pretty much the game we've been waiting for. It's divided into two parts i'd say, one being the mobile game aspect, the other being the story. I'll explain them briefly because I think it's good to understand what goes on roughly. I'll also make a note about the gacha near the end. "Story mode" (trying to keep it spoiler free): Here we have the stories, the first one seems to end up in a mercenary gang and you protect a city, you improve the city in some ways and unlock a forge, church and so on. You play week by week and each week you get to use your crew for certain tasks, everyone has a stamina % and going on a certain mission might take 10% or 20% so you need to manage this. You can do one battle (excluding certain story battles) a week + you can send out dispatches on mini missions like guarding a caravan, these you don't play but they tick on by themselves for two weeks, then you get paid. You can recruit new people in the tavern, they seem to be randomly picked options and change after a few weeks making you look out for certain characters you want to fill your rooster. You can start smithing stuff in the forge, you can rest up, train xp or skills or get a blessing and so on, lots of small stuff to do weekly to setup the town and your mercenary group. You get to upgrade your mercenary "level" from ... i think iron to bronze to silver and so on (i presume, am at silver when writing) and each time you get the option to make the game harder by spreading the word. In addition to this there's story choices you make that are important like you need to keep order in the city for a while when the wartorn lands surrounding you is causing a flood of refugees and bandits and so on, there's choices of allying with different factions which i presume will change the story quite a lot. There's quests that if left unfinished will change things negatively for the city and others if you do them give a boost to your whole company. Basically there's a lot to do and it all feels like a great way to implement the mercenary and reputation of it into the world. Mobile game (brief explanation at first, then the important stuff): Has classic mobile things like dailies, stamina you use to do these dailies and other things. There's some pvp you can do, there's a tower that gets harder and harder, there's gear and xp daily battles you can do too. So pretty standard mobile game stuff. Besides that there's story here too and it can give you an insight into the "story mode" story. Like you get to see the story of how the leader of your mercenary crew ended up starting a mercenary crew, you get to see how her most trusted allies ended up being in there too, things like this. You also unlock certain anchor points for the story mode which lets you replay it from certain points and influence the story differently, so like i mentioned before theres a few factions you can ally with. Ally with 1, play through story, then choose anchor point A to have an easier time to ally with the second faction or anchor point B to ally easier with the third faction. So it's just an easier way to replay the game and get new and different endings and so on. Gacha: There's of course a gacha thing here. It's mostly used to influence the mobile part of the game, making it easier to beat the daily content. I did however get access to at least two characters from my mobile gacha part of the game into the story mode, so it seems you can get a little boost this way but they are still separated when you play, so let's say you're lvl 50 super-rare-gachalordhero, when you start the story mode this character will still be lvl 1 like the rest and won't have all the super skills unlocked, just their base skills (which by themselves might be really good of course). The rest you need to unlock in storymode by training or leveling as normal. All in all, if you enjoy mobile games and ff tactics it seems to be pretty good as a gacha/mobile game but if you don't enjoy the mobile games it seems like you can just more or less skip that and focus on the story mode (spiral of destiny or something like that)
Eeeeh.... this is a fine gatcha... but after playing it for this little they still treat me like a idiot and throw stuff up in my face and give me to strong units to the point where the story feels empty as they go " oh no we can't beat him run" my unit who got the legendary weapon gifted and op heroes just one shot it. I get it they want people to stay and enjoy the game but it is hard when you one shot everything. I did one event thing and it shot me from lvl 9 to 21. uh yeah...
Wanted to like this game but horribly optimized on steam. Constantly stutters. Left analog stick constantly just shoots off map making it hard to even move character.
really bad summon rate 250+ summon only 2 leg
While of course there's pay to play elements. The bulk of the game allows players to enjoy and play events without being forced to pay for each event.
Nice
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $86.7K | 208 | 94% | $19.99 | |
| $41.3K | 236 | 69% | $7.99 | |
| $27.6K | 77 | 92% | $12.99 | |
| $11.5K | 80 | 75% | $5.99 | |
| $1.6K | 8 | 88% | $7.49 | |
| $1.5K | 7 | 71% | $7.49 |