
"The Forgotten Land" is a turn-based "Combat & Puzzle Match 3" with streamlined RPG and Management elements in a Dark Fantasy setting.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 102reviews | 73% | — | $19K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
短い時間で楽しめる数種類のパズルゲーム。最も簡単にすると評価の手数が無くせるので遊びやすくなります。音楽は無く、カエルの鳴き声と過ごす事になります。(設定で消せます) 最も簡単で全面クリアまで10時間の量、セールの時におすすめ。
Een gevarieerd spel met memory, mahjong en uiteraard 3 op een rij. Je kan punten verzamelen en daarmee spullen kopen voor een kamp. Het is mij nog onbekend hoeveel levels het spel heeft, ik zit inmiddels ergens op level 94 en ik vermoed dat het tot level 100 gaat of verder. Ik vind het een leuk spel met vele puzzels er in verwerkt en dus zeer gevarieerd.
很解压很好玩,跟消消乐差不多,不过有很多种类型的关卡,都很休闲。上班摸鱼必备啊
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Simplified Chinese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ただのマッチ3ではなく戦闘要素やスキル振り要素があって楽しかった。実績埋めプレイをすると一部システムの難易度がやけに高かったり初めからやり直さないと取れないものがあったりという不便もあるが、難易度が選べるのでサクサク進められた(前述の難しいステージだけ難易度が変わらないのでスキルの振り方次第では普通に苦戦することに注意、振り直しはいくらでもできるのが救い)。
Well, it's M3 and is playable. The good stops at that. The battle system sucks, there's very little strategy value in the abilities, you can't even reorder troops or aim. The non-battle levels have few types. 100 levels, but mostly repetition and boredom. I got it for $1, the fun value is hardly there even at that. Get some other M3 game with actual design.
The Forgotten Land, developed and published by rokaplay, is a dark fantasy puzzle-RPG hybrid that merges match-three mechanics with turn-based combat and light strategic progression systems. Rather than presenting itself as a pure puzzle game, it integrates RPG elements directly into its core design, creating an experience where every gem match contributes to battle outcomes, character development, and long-term advancement. The result is a layered gameplay structure that attempts to elevate familiar match-three foundations into something more tactical and progression-driven. Combat forms the heart of the experience. Each encounter unfolds on a match-three grid where colored tiles correspond to different combat actions. Matching attack tiles triggers physical strikes, defensive tiles generate protection, and special tiles activate unique character abilities. Because these actions are directly tied to board manipulation, every move requires strategic consideration. Players must weigh short-term damage output against defensive positioning or ability charging. Unlike purely casual match-three titles, random matching without foresight often leads to defeat, particularly in more difficult battles. This structure creates a satisfying rhythm where puzzle-solving becomes inseparable from tactical combat. Team composition further deepens the system. Players assemble a group of heroes, each with individual statistics, abilities, and roles. Some characters may excel in offense, while others provide defensive buffs or support skills. As the game progresses, upgrading characters enhances their effectiveness, encouraging players to experiment with combinations that suit their playstyle. However, the upgrade paths can occasionally feel opaque, with certain improvements not immediately impactful until later stages of the campaign. This can make early investment decisions feel uncertain, though it also rewards players who commit to long-term strategic planning. Outside of direct combat, The Forgotten Land introduces a camp-building mechanic that functions as its meta-progression layer. Resources earned from completing levels are used to improve structures that grant passive bonuses, additional moves, or stat enhancements. These upgrades influence future battles, adding a sense of continuity between levels. While not as complex as full-scale base management systems, the camp serves as a strategic hub that reinforces the RPG identity of the game rather than limiting it to standalone puzzle stages. The game also incorporates mini-games and variant puzzle types to diversify the core loop. Memory challenges and tile-clearing objectives appear intermittently, offering brief changes in pacing. While these additions prevent monotony, they sometimes feel secondary compared to the primary combat-driven match-three gameplay. Their inclusion demonstrates an effort to provide variety, though the overall experience remains firmly centered on tactical gem-matching battles. Narratively, The Forgotten Land adopts a restrained approach. The dark fantasy setting is conveyed through sporadic dialogue and environmental tone rather than an expansive or heavily scripted storyline. The world hints at conflict and mystery, but story progression unfolds gradually and infrequently between levels. For players seeking deep narrative immersion, the minimal storytelling may feel underdeveloped. However, the subdued narrative emphasis allows gameplay mechanics to remain the central focus. Visually, the game presents a moody fantasy aesthetic with clean, readable puzzle boards and character designs that fit the somber theme. The interface is functional, ensuring clarity during combat, which is critical given the strategic weight of each move. Audio design is understated, supporting the atmosphere without dominating attention. While presentation does not push technical boundaries, it effectively complements the game’s mechanics and tone. The Forgotten Land’s reception reflects its hybrid identity. Players who enjoy puzzle-RPG combinations often appreciate its strategic depth and the way it transforms match-three mechanics into meaningful combat decisions. The progression systems and character customization offer incentives to continue advancing through increasingly challenging stages. At the same time, some players note occasional difficulty spikes, limited narrative engagement, and moments where mechanics could benefit from clearer explanation or refinement. Ultimately, The Forgotten Land stands as a thoughtful fusion of puzzle gameplay and RPG structure. It does not radically reinvent the match-three formula, but it meaningfully expands upon it by integrating combat strategy and persistent progression. For players who enjoy tactical thinking layered atop familiar puzzle mechanics, it offers a satisfying and methodical experience. While not without imperfections, its blend of combat-driven gem matching and incremental camp development creates a distinctive and engaging puzzle adventure within the indie landscape. Rating: 6/10
很好玩的三消游戏,值得一试,但是宝石升级不能重置,所以升级六次宝石的成就需要一开始就只升级一种,否则只能开新档了。开发者成就是在创建新存档时输入:rokaplay
外面鼠标正常速度,进了游戏鼠标就慢的一批,一卡一卡的,换了低配的电脑就可以,只能说适配差了些,太影响游戏体验了,没有中评,还好就几十关,不需要云存档,适当玩玩两天就过关了
ブラウザゲームでよくある3つ合わせて消していくパズルゲームです。 Steamでは女の子と組み合わせられる類のものなので、硬派で面白いものは貴重でした。 私はこの種のゲームをよくプレイしてましたので、非常に楽しかったです。 一応すべてのルーンを集めました。 戦闘も緊張感があり、3マッチのパズルも適度に頭を使い連鎖も気持ちよく、面白いと思いました。 ただ、難点がいくつかあり、 ・3マッチ以外に簡単な上海っぽいゲームと面倒な神経衰弱のゲームが混ざる ・BGMがなく、ずっと蛙の鳴き声が響き渡る(私はバグだと思っています) ちなみに戦闘は盲目のスキルが強かったです
The game (per se) is actually kind of fun. There is just two problems: one is the inconsistency in the "Extra Turns": Getting four or more with your direct move always works, but when you move something that makes them fall into a 4 or 5 of a kind it randomly triggers. Second problem is the difficulty. You choose a difficulty in the beginning. For me it was "Casual". Well.. I am playing on casual and I restarted the current level for 60th time right now. It's that hard and that much luck based. It comes down the type of gamer you are. If you are looking for a luck involved challenge this game might be for you. For me it's not. Wouldn't recommend.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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