
Tactics Ogre, crown jewel of the tactical role-playing genre, is reborn! Based on the 2010 release, the game features improved graphics and sound, as well as updated game design, bringing to life a new Tactics Ogre that remains true to its roots.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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.
About

Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99−70% | 4.6Kreviews | 73% | — | $1.9M |
| $59.99 | 2.3Kratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Minhas únicas duas críticas a essa nova versão é o sistema de cartas que te dão buff/nerf e o cap de level (o que pode ser algo subjetivo variando de pessoa para pessoa), que são exclusivos do Reborn. Com exceção disso, é um dos melhores SRPGs já feitos, é difícil encontrar um jogo que consegue acertar tão bem na escrita, personagens, trilha sonora, direção de arte, gameplay, flexibilidade de builds e escolhas que influenciam o rumo da história te dando rotas completamente diferentes, mas bem, o Tactics Ogre conseguiu isso perfeitamente, e tudo isso em 1995.
Parry, block, miss, block, block, parry, counter, crit, block, counter, crit, miss, block, block, block, miss, counter, block, crit, block, parry, block, miss, block, block, parry, counter, crit, block, counter, crit, miss, block, block, miss, block, miss, counter, block, crit, block, parry.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1.22/day in the week to Aug 4 → 2.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
| $14.99−70% |
| — |
| — |
| — |
| 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 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
After my 5th consecutive reload due to Guest party members having Hegseth-level tactical intelligence, I think I'm done with this crap. I'm in Chapter 2, and I'm so over every part of this game. As a fan of Final Fantasy Tactics, I remember hearing about how Tactics Ogre was the superior game. That was apparently hardcore cope. FFT understood gameplay, design, everything, on such a vastly different level than Tactics Ogre demonstrates that it's almost unfair that these games now share a publisher. If like me, you've never played Tactics Ogre before trying this version, let me tell you something right up front that is the biggest hurdle you're going to have to overcome if you have a chance of liking this game. As a tactical-RPG/strat-RPG fan, do you enjoy escort missions where the NPCs are dumb as hell, rush forward the moment there's a gap in the enemy lines, and whose death is instantaneous and permanent, unlike any of the other members in your party? Good, because you will have dumb guest NPCs in literally EVERY story mission. The internet tell you to mitigate this by stripping weapons and offensive abilities off the guest characters, but you can't just skip their turns and have them sit in the corner. WHY IS THIS A THING IN A TACTICAL RPG!? Everything else has a similarly glaring flaw. The UI is crap. You click the move icon. What action do you intuitively expect to be under your mouse cursor when the unit finishes moving? Is it "cancel move"? If yes, maybe you'd like this game. You can't rotate the map, you can only put it into top down or isometric modes, which isn't great. Things that shouldn't be clickable are for some reason, like the arrow above the selected unit's head. So what has happened to me on more than one occasion is that I try to click a unit, and because my aim wasn't pixel-perfect, it selects the unit in front of the one I want. I try to click slightly above them, and it detects my click on the arrow as confirmation of the action, which leads to me casting a single target spell on my own unit. Localization is questionable. The game's in all caps, which is just amazing for readability. There are conversations that just don't flow, and it seems like the person's responding to a different line of dialogue. And then there's the fact that the story doesn't vibe with me. Vyse is insufferable, and his attitude goes from 0 to over 9000 at warp speed. When the inevitable happens, it's not like there's any surprise, other than, "this guy was supposed to be a childhood friend?" The game's XP system is not my jam, either. The entire party shares XP, so everyone levels equally. Not my cup of tea, but that in and of itself isn't that big of a deal. However, you have an overarching level cap, so you don't get your characters too OP. Ok, also not my cup of tea, but I can live with it. Then, you have the omnipresent Guest characters. You can train your entire roster...but they're too lazy to fight. So, you'll typically be 2-3 levels higher than your guests at certain points, just cuz. But, then you also have job/weapon skills and those are based on using the weapons. Switching classes doesn't seem to actually carry over any of the perks or skills from the class you switched from, so it just feels like a pointless thing. It kind of seems like the game wants you to just recruit a bunch of extra dudes, and have them single class. So, combat is frustrating, the system isn't great, the UI is bad, the localization isn't great, the story's not great, the visuals are janky...voice acting and music are pretty good. And yet, the game was still kind of scratching that tactical itch, until the the dumb escort AI just sucked the fun dry. I can only replay 20 minutes worth of a mission so many times before I'm out. Life's too short to play garbage games.
This is a great tactics game, and the high point of the Ogre Battle series (even if I grew up with the original Ogre Battle: March of the Black Queen on SNES). There's considerable debate whether [url=https://store.steampowered.com/app/1004640/FINAL_FANTASY_TACTICS__The_Ivalice_Chronicles/] Final Fantasy Tactics [/url] is better, and I prefer Final Fantasy Tactics which has a more polished story, better character development and more refined combat, but this one has a lot going for it too: more characters in battles, a branching storyline, and quite the story about a bloody and rapidly-evolving [strike]race[/strike]clan war. This is an excellent remaster, with cleaned up gameplay, orchestrated music (that is easily the highlight for me) and a somewhat maligned "union level" level cap based on the story; I actually don't mind the level cap and find it much better than the levelling in the PSP version, but to each their own. So if you're a big fan of Final Fantasy Tactics or Fire Emblem games, definitely considering this a go. It took me a few hours to get into it, but then I got [b]far[/b] too into it. Although in the end, the optional endgame content did seem repetitive and a bit excessive, but it is optional.
Unfortunately, I have to agree with all of the negative reviews saying the level cap ruins the game because it does. At first I thought it was a cool idea to keep the game challenging, so that you couldn't simply out-grind story missions. However, not only is it limiting to the point it makes some story battles extremely difficult if you are not properly kitted or prepared (discouraging experimenting with builds/characters) but it also makes the game take 2-3x longer than it needs to be. Damage values are typically low (with the exception of some ability synergies) and enemy HP is very high, turning what should be a straight forward TRPG into an almost MMO like grind between healing and slowly whittling away at enemy HP bars. If you were allowed to level up classes, characters, and skills outside of the level cap, you could potentially reduce the length of battles through power scaling. In a way, this would trade overly long story battles for a 'grind at your own pace' system that encouraged experimentation and more satisfying game play. Unfortunately, the level cap forces you into a linear system of play that, IMO, ruins what makes the game interesting in favor of what makes the game boring and unfun.
MOD導入で不満点が解消できるので最初から入れてプレイしたら良いと思います。
未だかつてないレベルでドはまりしてます。めちゃくちゃ楽しい。3ルート目の4章を進めてるところですが、いくら自分がじっくりやるタイプと言っても、現時点で320時間とちょっとやり過ぎであることは否めない。でも全く飽きません。総合すると、ストーリー◎、キャラ◎、バトルシステムは評価が難しく、個人的には◎ですが、問題と感じる点もたくさんあります。性能バランス〇、やりこみ要素◎です。 オウガシリーズは初プレイでしたが、まずストーリーの重厚さにハマりました。選択肢によって大きく3ルートに分岐しますが、どこを辿っても最終的に全て4章で同じルートに集約されるものの、そこまでに至る経緯が全く違う展開で彩られていて、現実世界でも「あの時こっちを選んでいたら」と振り返った先のパターンをまざまざと見せられます。また、展開次第で死んでしまうキャラもあって、選択の重さを考えさせられます。ストーリー自体は本作だけで一応は完結していますが、前作や次回作へつながるであろう伏線もあって、前後の物語も非常に気になります。続編出す気がないなら、せめて小説で完結してもらえないかなぁというレベルでストーリーが気に入りました。 キャラはストーリーに付随する形で、同じキャラでも、ルートによって立場が違ったり、死んでしまったり、仲間になったりして毎回面白いです。一番びっくりしたのはヴァイスで、私はL→C→Nとやってるので、Cルートの分岐では「おまえがそっちか!」と声が出ました。どのルートも一貫してうっとおしいのはカチュアですね。いつか死んでもらおうと思ってます笑。 バトルについては、私は初ストラテジーだったのですが、イメージしていたのと違う点がいくつかあります。 まず、ストラテジーって、有利な地形を先に取って地の利も生かして戦っていくものだと思っていたのですが、本作では大半で不利な地形からのスタートを強制されるので、そういう楽しさがありません。攻城戦で不利な地形になるのは仕方ないとして、不利な地形にそのまま挑まないだろうと思ったりするので、この時点でストラテジーゲームがよく分からなくなりました。 また、あちこちで言われていますが、レベルキャップは私も気になります。ゲームのレベル上げって、どうしても勝てない人でも時間をかけてレベルを上げさえすれば勝てるようになるという救済措置のようなものだと思うのですが、それを封じてしまうのは、そこで大半のゲームファンを振り落としているのと同じかと思います。 本作では恐らくそれを救済する措置としてCHARIOTを用意したのだと思うのですが、確かにCHARIOTを駆使するともうダメだと思ったバトルでもひっくり返せたりするのですが、当たりが出るまでリセマラさせられている感があり、「ストラテジーとは?」という感覚に陥ったのも事実でした。 バフカードは運要素は強いものの、これはこれで楽しく、敵キャラに取らせないための立ち回りが出来たりするのは面白かったです。序盤はバランス崩壊レベルで強化されるのでなかなか怖かったですが。 総合的にはめちゃくちゃ緊張感を持って、めちゃくちゃ頭使う難しいゲームなのですが、結構運にも左右され、でも、CHARIOTを駆使すればなんとか勝てるのは勝てます、という感じです。戦闘一回にかかる時間が長いのもあり、私ならゲーム初心者やライトユーザには勧めません。じっくり考えてやるのが好きなマニアだけですね、私が勧めるとしたら。 性能バランスは、これは狙ってやっているものと思いますが、かなりばらつきがあります。まず、火力を出すには近接ユニットが必須で、いないと敵が倒れません。弓は旧版に比べてだいぶ弱体化されたようですが、魔法系ユニットを沈黙させるために必ず一人か二人は入れてました。魔法系ユニットは使うのに準備がいるし、火力も中途半端だし、打たれ弱いしであまり使っていません。死者の宮殿で壁を貫通して攻撃できるのだけは便利でしたが、連発すると忠誠度も下がりまくるし、なんだかなという感じです。クレリックはアンデッド除霊用には必須ですが、ヒーラーとしては回復量が足りな過ぎて使えません。 というわけで、私の編成は近接系と弓兵にキュアエキス持たせて特攻させまくる脳筋パーティでした。コカトリスとグリフォンも愛用。チャームで強化する前なら、固有キャラではオズマが一番強いんじゃないかな。あと、どういう育て方したのかやたら高火力の汎用忍者がいて、ダブルアタックでお世話になりました。 やりこみ要素は、そもそもルートが3つあり、特殊条件でエンディングも複数あるので、全部見ようとするとすごいことになります。他にも、やらなくても本編クリアできるけど、やると固有キャラが仲間になったり、強力な武器が手に入る寄り道が複数用意されています。メイン3ルートは話が全然違ってて面白過ぎて、結局全ルートやってしまったし、寄り道も話が面白くて全部やってしまいました。 私はこのゲーム、非常に気に入ってハマりまくってますが、総合的には前述の通り、一部のマニアにしか勧めません。ただ、ストーリーがすばらしいし、ルートによって違う展開が味わえるのもゲームならではなので、せめてレベルキャップを外すなどの救済措置があれば、もう少しライトユーザにも勧めやすくなるのにもったいないなと思っています。
実績コンプするまでやり込んだしオススメしとく。合成で装備を強くして的確にアイテムを使えば言われてるほど難しくない。Steamにはもっと難しいゲーム山程あるし。負傷者ゼロを狙うのは難しそう。あとFFT予約した。
I have INCREDIBLY complicated feelings about this game. I think saying "Not Recommended" is a little too harsh, cause there are plenty of fun moments and there were times where I felt rewarded for using my brain. But at the same time, I felt a lot of frustration with the game. I'm leaning towards giving this game a 6/10 I think the biggest flaw in the game is the level cap and how it handles it. To make sure the player never reaches a point of being too OP, the game caps you at a certain level. Which may have been alright if it wasn't for the fact that you run into so many moments where you'll go "cool, my cap went up from lvl 28 to lvl 32! Let me progress with the main story quests--why are the enemies suddenly level 34." So you're forced to grind a LOT, and the grind is pretty damn bad. Somewhere in chapter 2 or chapter 3, you unlock crafting and a forest area meant for farming materials. Training on the overworld map or in the forest does not give a ton of EXP. Crafting better weapons does help, but the game makes it clear: its not about raising your stats or level, its about being strategic with your units, the kind of units you're bringing in, and what skills you're equipping on them The story is good, I wouldn't call it GREAT. A ton of the lore and backstory are in the Warren Report, which is a journal that updates as you progress through the game. Not really sure how to feel about that, but it is critical to read to understand why these folks are going to war. A couple of storypoints stood out to me as very strange and "why would that character do that?" I've been told its because that moment makes more sense on another route, but its scripted in all the routes, so its weird in others. Yes, this game has different routes and endings depending on the choices you make. Which is cool but also....this is such a LONG game. My run consisted of doing the story and grinding in the forest to raise levels + farm materials. And yet I clocked in at 85.5 hours. I ain't replaying the game to check out other routes, even with New Game+. The art is so pretty, I REALLY liked the voice acting, and I did like the overall gameplay a whole ton. When I finally beat a difficult stage, I would feel so powerful. But the game does not reward you for being successful--instead, it makes things more punishing and forces you to grind for the next battle. I wish I had the feeling of "yes the game is throwing more difficult battles at me, but I feel like I've hit my stride and I am confident in future battles". But no, it almost felt like it would punish me for winning even a particularly difficult battle. I would only recommend this game if its on sale, you are a hardcore TRPG fanatic, and you don't mind putting over 80 hours into a game. It's a shame because I LOVE Final Fantasy Tactics and I heard a lot about this game. I did keep comparing it to FFT (they both share a lot of DNA and history), and felt a little let down. I know I've complain a lot here about it, but I am glad I checked out this game though, as a TRPG lover
Nルートでクリア。不評のバフカードですが、私は好感を持ちました。 バフカードを取ることでかなり有利になるので、動きが生じます。 所謂、引き待ちで撃破する亀の様な戦術が取りにくいのが良いと感じました。 レベルキャップがあるのも、バフカードを先取すること前提でしょう。 個人的はオプションでバフカードとレベルキャップはON/OFFできる方が良いとは思います。 ただ今の仕様でも十分楽しめると思いますし、個人的にはオススメです。
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
The games this title's players most often review too — audience affinity.
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