
Join three fresh recruits caught in a web of betrayal as war looms over the land. Lead your band of heroes through tactical turn-based battles, master unique abilities, and forge powerful gear to turn the tide of battle. Will you unravel the conspiracy driving the conflict—or be consumed by it?
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Jul 24 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Those Who Rule is a tactical turn-based RPG that puts you in command of new recruits in a low-fantasy, morally ambiguous world. Assemble and train your party, customize your equipment, and out-think your enemies as you unravel the secrets behind a conflict that threatens to tear the land apart. Will your leadership turn the tide of war—or will you be crushed beneath it?
Master a team-based turn system where every move counts. Position your units to reduce the impact of RNG, and maximize your strategic advantage.
Find allies across your journey, each with unique skills and backgrounds. Level them up to face increasingly difficult enemies and shape your team to suit your playstyle.
Navigate a web of shifting loyalties in a morally complex world. Choose carefully—each decision can sway the fate of friend and foe alike.
Tactical turn-based combat: Rewarding careful planning and positioning over blind luck.
Dynamic character growth: Level up, change classes, equip custom gear, and hone your recruits into elite warriors.
Gripping story: Explore a world caught in endless conflict and uncover the truth behind it.
Meaningful choices: Your decisions shape the world around you, altering gameplay and outcomes.
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−50% | 1.1Kreviews | 90% | — | $609.7K |
| $8.99−50% | 18ratings | 88% | — | 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 105 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The games writing is childish and the characters are flat. I suffered through about half of it to see what their 'serious' choice was and it was between a poorly disguised communist, and a poorly disguised modern western liberal. The entire theme boils down to, 'medieval values bad, if I was a noble back then I'd be a 90s style liberal in a fancy cloak' I ended the game wishing I could kill both of them and side with the villain so I did, by uninstalling the game. Gameplay wise it's just fire emblem on a hex grid with worse creativity and AI generated art. Tons of time wasting and poor interface. If I had to give this a number rating it'd sit somewhere around 2.5/10. The first part of the game is serviceable at least in that it provides you with the anticipation of a meaningful choice but it certainly doesn't deliver.
제가 새로 한글 패치를 만들었습니다. https://sonagi-psy.tistory.com/38
Media

Related
Related
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**languages with full audio support
Hours played at review time, across 106 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I just finished this epic turn-based strategic combat game last night and I just wanted to share some of my thoughts on it while my memory is still fresh. I love games of this genre, and my favourites include XCom2, Jagged Alliance 3, Wartales, Divinity: Original Sin 2, Battle Brothers, etc. Likes: - The storytelling was epic. Totally engaging, with twists and turns and some tough decision making. - The combat system was well thought out, feels polished and I experienced no bugs during my entire run. - The classes are varied, and the 2 tier promotion gives room to more strategic possibilities. - The flow from one battle scene to another feels engaging and natural. - The battle chests and enemy units to drop loot is always good to have. - Needing to fulfill certain requirements to hire special units is definitely fun. I'll need to redo Noah's ;) Suggestions: - No saving options during the battle, when there are large number of units involved, can mean redoing the entire battle when you make even the tiniest mistake. My suggestion, make this an option for like Ironman mode or something where death is permanent and there are no save options during battle. But allow for more casual players to have an alternative game option where they can choose otherwise. - Cut scenes (unlike the dialogue scenes) normally feature just a map with a voice narration. I was hoping to see something different here, maybe some short animated scenes rather than mostly static ones, with the option to replay these cut scenes elsewhere subsequently. - Units not used in the roster normally get left behind after collecting dust since their experience level is way below the mission par, which is a waste. Maybe give a reasonable token experience to all units in the roster that didn't participate in the latest battle every mission, mayne 3/4 of what the participating units get. This will help ensure that unused or less popular units doesn't just become just obsolete. - Units are allowed to reposition after their turn ends. Some directions are not possible if there is no empty space in that direction, due to barriers, etc. I think units should be allowed all directions regardless. An example is an unit on the left facing 2 units on the right, except that this unit on the left cannot face right due to an obstacle there. This means choosing a different facing which allows the right units to have a better chance to backstab that unit on the left, which feels wrong somehow. - Have the market refresh itself with new weapons periodically other than staple ones? This will keep the market useful long after the units attain the uber version of their staple arms and armor. - Having voice actors for the existing dialogues? Regardless of my suggestions, this was an epic game and I have fond memories of the countless battles with my ragtag team of Rangers and I'm definitely looking forward to its sequel. "Rangers Lead the Way!" :)
Id give it a 70% rating. Story: Its a well written story with not much choices you can do. Gameplay: Interesting at first but due to the lack classes and magic, its basically just melee vs tank vs archer. Missions: Creative at first but then no more side missions and only "kill every enemy". The game runs out of steam at the end so to say - but a nice Fire Emblem like. If the dev would make a 2nd game, id imagine that he would learn a lot and make even better games. :)
A challenging and compeling turn based tactics game. The story is interesting almost from the first moment, but even when you are just following the characters, the dialogue is funny. At first the battles seem a bit basic, with each character having only 2 abilities (active or passive). However soon enough you'll acquire unique items that give more skills, and at level 10 you can choose a class upgrade which gives more skills and opens playstyles and synergies. Very recommended to anyone that likes turn based tactics games with a grid.
Good game but they should really consider a save option in battle. The fights are incredibly long and if you lose a story character towards the end of the battle then you have to start over. That can be a lot of wasted time. Time I don't have. Edit: I just dropped difficulty and sped up combat time. Problem solved.
这游戏看起来评价都不错,就是没中文,但我又想玩。 于是,我利用AI搓了一个屏幕识别翻译器,前2小时的游玩时间是在不断测试和优化,现在总算能玩下去了! 游戏好不好玩还不知道,但我手搓的程序+1了,感谢Those Who Rule给了我动力!
Bought this at a very discounted price and am quite happy with this purchase. Made it to chapter 17 and had enough though. Like every turn based tactics game in existence the RNG can be frankly baffling and asinine, seeming to get worse as I progressed into the story. But that could be a perception problem on my part. Will definitely be getting the next installment, knowing full well what I am getting into.
I really wanted to like this game, I really did. Fire emblem is my favorite SRPG and I had high hopes for this one, as it clearly is inspired by Fire Emblem. But sadly I can't recommend it. If there was a middle option I would go for it, but it has too many flaws. Story and characters are not at all compelling. Which is fair, god knows Fire Emblem Engage isn't played for the story or characters. Although, as outlandish and hideous as many of the Engage character designs were, they had their charm or were at least memorable for how horrendous they were. Those Who Rule has character designs that are so bland that one year later I don't remember them at all. So story and characters are weak, but how is the gameplay? The gameplay unfortunately tries to add too much and as a consequence is not tight enough. I should caveat this, I played this game on the hardest difficulty only. This game tries to implement standard SRPG elements like backstabs (attacking characters from behind) and flanks along with weapons that can strike through multiple characters and hexagonal movement which changes gameplay approach considerably from something like Fire emblem. I liked the idea of these concepts at first (like shields recharging health and spear/sword and axe being so different from one another) but as the game went on these mechanics just bogged down the flow of the game. The range of movement + the hexagonal movement + the extra reach from spear and swords + abilities + flanks + backstab.... AI can just one shot a target with ease at great distance, so you need to slowly pull enemies with dedicated enemy phase characters... which there are not that many. It turned into a huge slog later in the game. This is the opposite of fire emblem on maddening mode where the early game is brutal but the late game is a breeze, which feels good because as you power up the expanded options you have to tackle combat should make things flow quicker. Lastly some classes are utter trash and some are completely insane, the balancing is kind wild in this game. It's a good effort and i think some people will like it, but ultimately it fell short. It needed more time, more refinement, and perhaps more testing.
It starts decent and becomes complete ♥♥♥♥♥♥♥ around chpter 8. Abmysal map design, idiotic save system and unballanced fights where enemies are always 2-3 levels higher, being reinforced and have high avoidance, which causes tons of misses. Trying to complete timed events forces you to replay chapters over and over until you get lucky with rolls. Total waste of money and time. Avoid at all cost!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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