
A turn-based JRPG. The fate of all civilization rests in the hands of four teenagers trying to stop their former leader from eradicating all life in the universe after he is driven insane as a consequence of infection by his own creation.
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About
In the distant future presented by Ternion, you take control of four members of the titular team of mercenaries working for the galactic organization known as the Defence and Tutelage of Abiogenesis, more commonly referred to as the DTA. Based on your decisions and relationships, the game has multiple endings.
Desert, the captain of Ternion and leader of the DTA, has been accidentally infected by a prototype symbiont designed to provide better performance in battle. The DTA discovered that the prototype's unstable nature results in the destruction and overwriting of brain cells, ultimately driving to madness those who come in direct contact with it.
Desert's state of mad delirium eventually drives him to seek the destruction of every inhabited planet in the existence. Upon discovering this plot, you, Fushiko, and Yuki, rebel against former leader, going to any and every length necessary to stop him and spare all civilizations of the Milky Way a terrible fate.
Fight your enemies with a frenetic RPG combat system that combines the bustle of modern JRPGs with the tactical aspect of classic ones. You'll have all the time you need to carefully plan and execute your attacks with the turn-based combat system when not wandering the worlds. All the time, that is, if your enemy doesn't intervene in their own imminent demise.
Get immersed in the course of events and explore relationships with your various teammates while keeping yourself focused on your true mission: saving the life in the universe.
In Ternion, you will:
Fly a spaceship through the Milky Way.
Solve logic puzzles & mini-games.
Plan an attack on the Ternion spaceship.
Dynamically alter the story flow through character relationships.
Learn about the civilizations you visit.
Have the possibility of unlocking an "open map" experience before the game's end.
Unfortunately, Ternion is a zero-budget passion project created by a single developer; if circumstances allow for it, the project will expand by gaining additional features and side missions, but right now that comes secondarily to the game's overall completion.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian*languages with full audio support
Reviews
Bel potenziale Un Rpg a turni ben bilanciato con una storia per niente banale. Si nota la passione e l’impegno dello sviluppatore, complimenti! Attendo la seconda parte 😉
JRPGs were bread and butter for me growing up. I love 'em to bits. I came across this through Steam recommendations and it seemed to tick a lot of boxes. This particular game seems to be a passion project for a small indie (1 or 2 person project), so I figured I'd stick around well past the refund point. It's also in early access too. My short time with this game was mostly misery, some confusion, and a little bit of laughing at the game. The first and most prevalent problem in this game is that it has no sense of a reasonable scale. The beginning galactic ship is incredibly large. You spend time running through door after door after door, many which do not open. The first planet you land on suffers from this problem as well. Vast, large, and open stretches of land with absolutely nothing in between them. No bushes, no trees, no interesting trinkets to find. You *will* spend minutes simply holding shift and W, simply staring at the screen. Spaceship travel, which comes later, is worse. You hit shift to go faster, ctrl to brake. The game does not, by the way, introduce you to the controls. You are simply left to discover them. There are no planets to explore. All you get is a black screen with little dots for stars. You hold shift and W. Your cruiser gradually speeds up. Eventually you hit 20 units a second. Your target is 4000 units away. A little math: You'll spend almost three minutes holding shift + W. There are no waypoints in between, no conversation. The in-game dialogue has no voice. That was a bummer but, you know, indie project. I get it. The combat is similar to Yakuza: Like a Dragon. When your turn comes up, you can move and, if you're in range, take a sword swing or use a pistol. The concept of the combat isn't itself bad. Rather, the implementation is. You either sword strike or use magic. Sure, that's reasonable. What's not reasonable is how the game's exp and magic systems operate. To improve a character, you must go into the menu (this pauses the game), select a character, then open their H-DEV menu. This menu is rendered in-game. The menu moves back and forth as the characters move. That's not the worst part. Your characters don't level up automatically, oh no no no. You have to take the points that are evenly distributed to each character and **manually** push a button to have them count. THEN you get to level. If you have a B vitamin or some creatine pill you can use it during a level. It is never explained what those do. Having to manually level this way is, to me, absurd. Your characters do not obtain spells automatically. Instead, you must purchase a license for them. Yes, you have **one** pool of money, and you pay out of it for spells AND for weapons. Have I mentioned that monsters tend to give you small amounts of money? Your first bit of change is going to be spent getting the heal spell for everyone. You're gonna need it. This game suffers from a scale issue with enemy health the same way it suffers from map size scale. Which is to say, unless you grind, you're going to spend a lot of time knocking enemies over and over again. If you want good spells, well, they're all expensive. Go grind. You can, at least, manually give powers to three of your four people. The fourth person in my crew, for the entire time I played, was unable to gain magic OR experience levels. I think the game has her set to track the average of hero levels? Again, the mechanics of that were never explained. The result, however, is that a quarter of your team can't cast any spells, and can't use ranged weapons. Not useless, but rather frustrating to deal with. On one of the planets, you are to traverse a cave. This cave is an absolutely miserable experience. The cave's theme is that at various points, the path will fork. Then the fork forks. You get a couple directions for free up front, and then for the rest you're left to guess. Whoops spent a couple minutes going down a dead end. Might as well go back and, oop, the monsters are back again. I think I spent, unironically, most of my playtime in the cave. It feels too samey. Like so much of the rest of the game, it meanders on and on, WELL past the welcome. There are TWO different kinds of enemies in the cave. Another papercut comes in the form of the save menu. I like to save my games in different slots. I've been burned badly in the past saving in one spot. The newest game saves are at the bottom, not the top of the list. So every time I have to scroll further and further down. I can't recall a game where I've ever had this problem before. The story was uninteresting. This Sephiroth-if-you-squint looking dude just punches you the first time you fight him. Like, come on man. IMO all these problems center around scale. If the maps were a quarter the size they are, that would be a GREAT start. See what other games do for shop prices. If I get $20 a battle and my money is buying spells AND curatives AND equipment, having a revive cost $200 is absurd.
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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.
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