
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
锐评SE策略类:一坨坨包装在所谓优秀音乐美术下的缺乏基本游戏性的大的 为什么要直接上升到SE呢,因为游玩皇骑重生的糟糕经历让我回忆起了八方12的折磨体验,以及仔细一想完全没有任何记忆点的三角战略流程。 我又愤怒又无力。愤怒游戏体验真的糟糕而且我还在打折时候一起买了FFT,哦,朋友!快跑,这甚至是连官方汉化都没有的皇骑类似物。无力我玩完了发现通关无倒地根本不会解锁成就只会在这款单机游戏里给我解锁一个称号,我要给谁看呢我请问了。 因为愤怒又无力,所以懒得重新喷一遍八方和三角了,八方真的烂的没的说,美术说难听了是在把偷懒包装成设计风格,游戏整体去掉音乐这块遮羞布能不能被称为及格rpg都难说。三角姑且是个合格的战棋,只是确实没有留下记忆点。 --- 皇骑重生! 想要玩一款没有难度选择但只要打开auto加微量回溯修正就可以做到无倒地通关的战棋? 想要玩一款有永久死亡机制的同时具备触发概率不够明确的推击,地图上又满是摔下去角色就会死亡的战棋? 想要玩一款作为重置却完全不需要玩物理远程职业因为弱爆的战棋? 想要玩一款地图设计只是把random rougelike战棋的地图扣了几个洞就端出来的战棋? 想要玩一款战斗动画不能跳过,内置倍速形同虚设以至于要开CE调4倍速游玩的战棋? 想要玩一款转职系统只有两阶可以无限制转职,但二阶职业几乎全是绑定角色的专属职业以至于根本没得可选的战棋? 想要玩一款默认斜45度视角没有遮挡虚化以至于角色会在厚重高墙后面被悄悄干碎的战棋? 想要玩一款垂直俯视角兵牌体积依旧大于格子,以至于依旧难以精确选中上方目标,点歪了就得急头白脸回溯的战棋? [spoiler]想要玩一款最终boss战一阶段要打自己复制人所以越抬练度越不能爽的战棋? 想要玩一款全流程几乎无高强度上debuff的敌人,但boss战二阶段又唐突塞满高覆盖aoe debuff以至于终局成为最糟糕游戏体验的战棋? [/spoiler] 我求你了来玩皇骑重生吧。 当然,不要以为伟大的皇骑重生就没有日厂游戏的那堆传统毛病了,低性价比,拉胯移植,qol地狱,泛滥无意义设计,莫名其妙的手游级开刷。是的这些都有货真价实实实在在的存在。 --- 结束了?不!还有剧情!我们日厂最喜欢的!政治戏!哇! [spoiler]什么叫为了所谓团结民族搞大屠杀,杀的还是自己人进的那条线叫秩序线?😲😲😲 你说我不想干这脏活就被扔进混沌线了而且还要被栽赃?😧😧😧 哦我的老天啊!这是有道德审美的!你说steam成就里进混沌线的是秩序线的两倍?那没事了,那这世界可太混沌了,一定不是写剧情的人的问题。你说对吧。😁😁😁 啊,我的姐姐,你好正常,全是神人的剧情里怎么有你这么正常的角色。😍😍😍 什么叫我好不容易把自己洗白了,师出有名征战四方,你跟着仇人跑了?什么叫你口口声声说你不想要战争,想要一起离开这个鬼地方,结果趁我不在跟着敌人跑了?什么叫人家过来跟你说了句你是皇女就给你拐跑了?我去有牛!口区口区口区!🤮🤮🤮 什么叫打了一架你告诉我你是因为觉得我不够重视你才投敌的?哦,对不起忘了这里是日式西幻。那么我的姐姐果然不是我的姐姐!👍🏻👍🏻👍🏻 哇,真棒一个NPC只有入队了,没入队,死了三种状态的游戏还给送一后日谈呢。🥹🥹🥹 什么!你说卖点是政治!是我们日本三万流脚本最喜欢写的又潮又鉴的政治!😲😲😲 啊啊啊!必要的牺牲!😭😭😭 啊啊啊!手刃仇敌!等下没有完全办到这事…😅😅😅 啊啊啊!啊不出来了,品鉴够弱智政治戏了。不会写可以不写,要写也麻烦不要天天混进些腌入味了的神经病思维。写写日常差不多的了。😊😊😊 [/spoiler] --- 总之,剧情算是连带着喷的,毕竟弱智剧情看习惯了,这游戏原罪说到底还是游戏性稀碎,作为一款策略类游戏策略不重要,战棋游戏战棋部分可以auto过,这就很逆天。虽然但是,不得不说,面对火纹常有的神人剧情也就只是看笑了的我,真被皇骑这脑瘫剧情整红温了。太宏大了皇骑。 最终叠甲:仅针对我玩过的这几部SE策略类。而且我也还挺喜欢2D FF的。
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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
El juego me estaba gustando mucho pero ha llegado un punto en que las cartas que han añadido en esta versión rompen demasiado el juego. Te encuentras jefes que nada mas iniciar el combate aparecen construidos con cartas perfectas y te lanzan habilidades de remate prácticamente cada turno matando o dejando al borde de la muerte a una unidad. Siento que el sistema de cartas tiene demasiado impacto y eso hace que un juego que sin ellas para mi sería redondo se vea ensuciado por ellas ya que tienes que priorizar ir a por ellas o te quedas atrás contra enemigos que ya las tienen. Si alguien esta leyendo esta review y no le importa que las cartas anulen parte de la estrategia de los combates le recomendaría que lo comprase en alguna oferta, el resto del juego a mi me gusto mucho pero he llegado a un punto en que las cartas afectan demasiado.
If you're an SRPG fan, this is pantheon-level must-play game. The plot is almost shockingly dark and mature (especially for its time), and contains memorable characters, twists, and a kind of uncompromisingly bleak vision of war that the best in the genre share. Some aspects of the gameplay will feel a little dated to younger gamers, and there isn't quite as much room for customization as you might expect, but don't let that put you off- part of the fun of the game is figuring out how to win despite limitations. The remaster "branching" that lets you explore all the different choices in the game without restarting the game is very welcome, and lets you explore all the what-ifs in a single playthrough. Because there are no difficulty settings and the game has a level cap which gradually inches up with your progress, beginners might bump up against some of the more difficult portions of the game- the postgame content is known for having a steeper difficulty curve, though veterans of the genre can probably get through it without dedicating time to grinding for items and power-ups.
头一次见卡等级的游戏设置,想要不死队友必须得在策略上想办法,但游戏引导和说明几乎没有,我只能以火焰纹章+英雄无敌的玩法来排兵布阵,可惜并不好使。释放技能不能移动上帝视角,没有敌我正营区分的标记,玩的玩的就分不清敌我。敌人打我刀刀烈火,我打敌人蹭蹭刮痧,难度拉满,都说是神作,我没玩过,20多年后拾起来玩很受苦。必须给个好评,让更多的人来吃吃苦。剧情很不错,史诗感很强,有深度,很容易引发世界观和价值观的思考,不是小学生作文级别的国产游戏剧情和对白能比的。美术和UI设计都是超一流,总体的质感似曾相识,让人想起当年的索尼磁带超薄随身听的那种精致。
While this game was overwhelming at first, it became one of the most satisfying games I've played the more time I spent with it. The story is about warfare and how morally gray it it can be and the dialogue choices actually matter, which is different from other JRPGs I've played. Overall, very happy with this game.
原作はレベルを上げて弓で攻撃すれば簡単にクリアできるゲームだったので 伝説のオウガバトルと比べると過大評価されているゲームだと思っていました。 リメイク版はそこら辺をしっかり修正してゲームの雰囲気やシナリオにあった 難易度にしてほしいと思っていたので、いろいろ言われてますが私としては 納得できる難易度設定でした。 20年ぶりぐらいにプレイしましたがシナリオのすばらしさは色あせておらず しっかり感動できました。 素晴らしいシナリオをじっくりと緊張感をもって楽しみたい人におすすめです。
一款已经过时的“经典” 十年前PSP上玩过,但是当时没通关,趁着打折入手一波 整体体验相当一般,甚至部分关卡可以用糟糕体验来形容,新加入的卡牌系统彻底削弱了战棋游戏的策略性,游戏变成了抢卡牌游戏,拿着暴击+攻击卡牌的角色(无论敌我),秒人轻轻松松; 缺乏深度的角色养成,越往后越无聊,单一的玩法,糟糕的平衡设计,明显感觉制作组不知道如何平衡越往后战力越膨胀的主角团队,于是各种全体debuff,或者关卡BOSS上来就是全buff等恶心人的设计,想办法增加难度,却不考虑玩家的游戏体验; 或许当初这是一款划时代的作品,但是在新时代下,SE明显没想在这款经典作品上花心思来适应现在的玩家,只是粗暴的高清化就搬出来,有一点是一点,能圈点米就圈一点,相较于隔壁卡普空的重置,SE也难怪你财报难看; 一周目通关,可以理解为什么这款游戏在当年可以被称为神作,可惜,已经不适应现在,更不要说糟糕的卡牌系统,本质是个刷子游戏,不少人的乐趣其实还是在于刷迷宫,刷顶级装备,凹属性,实在不是能让我提起兴趣的玩法; 剧情上,大框架很恢弘,可惜绝大多数人都没有太多的人物描写,倒是很符合历史的洪流中,每个人都只是一粒尘埃,不过这也确实让很难有代入感,通关后后日谈本该是最让人动容的部分,可惜我连人物名字都没记全,毫无感觉....
This game is a chore to play. There are too many utils to manage so fights take forever to finish. I feel that they too the most annoying parts of Final Fantasy Tactics and doubled down on them instead of focusing on the fun parts of FF Tactics.
刚上手的30-40个小时还是有趣的,但是在这之后的同质化内容过多,而且没感觉各个兵种差异有多大。最后可能是年纪大了,不喜欢刷刷了,感觉后期在玩手游
LEVEL CAP RUINS THE PACING AND SENSE OF PROGRESSION. Also, being able to instantly reverse battle decision making on every turn ruins the fun for me. Final boss battle is all luck and no strategy, not fun at all.
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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