
A party of goblins, granted magic by an ancient spirit, wanders the archipelago, fighting back the terrible Fog. Wield elemental power with wild repercussions in this open-world tactics RPG.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Get it while its on sale, 10h fun, final fight kinda cheap (you have to retry to get lucky spawns) / ♥♥♥♥ design, other then that nice lil mini tactic game. Gogo indi game - ton of potential wasted by not using the great physics/water system more.
Started a bit confusing and overwhelming, but as soon as I started to get a handle on it the enjoyment kept growing and growing. The class system is great, using the maps becomes really satisfying when you start to orient yourself, and they really nailed the atmosphere.
Really great game with in-depth systems and a fun aesthetic and style
Tenderfoot Tactics - Open-World taktisches RPG wurde für mich gemacht. Absolut keine Ahnung im Game zu haben ist für viele Frust & Hürde. Man kann ja nachgucken. :P
Combining Eidolon (a game about starving to death in the woods) and Viridi (a game about watching your houseplants die) has somehow yielded a game where you trudge around dreamy, impressionist landscapes picking flowers, and stumble into deterministic Final Fantasy Tactics battles played out in hazy vignettes. Like Eidolon, it's gorgeous and obscures mechanical rough edges with storybook presentation. Like Viridi, it will ring pointless to anyone who doesn't have a balcony full of over-watered succulents.
>load game >face first set of enemies. >theres 8 and you have 4. >there all higher level than you and heal for more than you damage >Lose 15 times while trying to get a single kill each time so that any XP can be generated. >lose 15 more times because having 1 person level 3 doesnt mean ♥♥♥♥ when the enemy has 8 dudes at level 4 >someone sets a bush on fire and youre entire party is wiped in one turn. i mean why the ♥♥♥♥ would you ever make a square based game instead of a hexadecimal game if the major tactic is look at the opponent or get completely ♥♥♥♥♥♥ for 200% damage. theres 9 dudes. you start first so youre always in a positional disadvantage as you can't attack t1 but moving your characters means the enemy can. its just ridiculous.
An extremely beautiful game rippling with colorful fantasy and poetry of a certain fanatic timbre. Worth the price of admission for the landscape alone.
This is my first open world game, and second grid-based/Turn-Based Tactics games after Jean of Arc for the PSP. The tutorial prepped me on the basics of combat, which was familiar enough. I was then let out into the world, and was quickly confused when the characters said to head west, as I lacked a compass. The map does not show where you are, there is no option for that, so I began to walk uphill to where I assumed west was. In my first encounter, I ended up retrying until I gained an enemy team composition and battlefield that was favorable, and narrowly winning. I soon learned that enemies are typically stronger than you, and that I should focus on scouting for items in the overworld that will give me XP faster than if I took on fights. I made my way by boat to a nearby area where several goblins discussed raids, got +400 XP for that, and saw that a crafting system existed but you had to be mindful of what you crafted. A class system soon became apparent, and that seems like the an area for creativity since you have 2 item slots per character, plus classes that can likely enable further skills, beyond than just the standard attack. I imagine this will be what allows you to get some serious depth in combat, using terrain to disrupt enemies. Overall the world seems interesting but a bit large, and constantly shifting graphically, that I was personally getting confused about direction often, which made traversal less appealing. While on land, encounters are everywhere but fighting is not ideal, nor the priority in this game. On a side note, the game ran smoothly and the bosses I fought had a cool design and interesting, albeit mysterious, dialogue. Fans of Twin Peaks may enjoy that. I recommend this to people who like turn-based fights, but I'm unsure if open world fans will love the traversal in the overworld.
I really like the game, but the endgame challenges are way, way too hard. (The challenges that are required to complete the game, not any extra stuff.) I brought down the difficulty all the way, and I still can't beat them, even though I checked a guide to optimise my build.
Oddly compelling. Who knew I wanted to think about positioning a bunch of gobbos in strange and shifting terrain, not to mention a fantastical archipelago in soft pinks?
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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