
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 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
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
Some shockingly bad decisions in the UI and gameplay. Pressing ENTER doesn't advance the dialogue... it SKIPS THE SCENE. Huh??? Was this made by aliens who have never played a game before, and only had it described to them? This should be common sense, but to skip a scene, the player should have to do something special, something that can't be done on accident. Like you hold down a non-standard button, then you get a prompt asking for confirmation, something like that. But ENTER? The button traditionally meant to advance dialogue? Seriously? Also, I couldn't take the combat serious as soon as I found out that standing in a bush adds to your evasion. Really? Again, I have to think it was aliens that programmed this game. I don't know if you guys have ever been around a bush before, but it does not increase your evasion in a fight. If you get inside a bush, you get tangled up in it. If anything, shoving your opponents into a bush should give you an advantage - getting inside a bush yourself should be the last thing you'd ever want to do. I'm hearing lots of rave reviews about the story, but I can't trust that that would be the case, as the characters seem bland and the dialogue is just flat. Everyone seems to be a soulless NPC with zero personality. Plus one of the female characters has a side-cut hairdo which anyone outside of the alphabet crowd has been making fun of for maybe a decade now. Absolutely bizarre fashion choice, it would be like putting in a random character wearing bellbottom pants. Refunding immediately.
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
Fantastic game, BUT the ending will make you feel like SH*T. Conclusion : do NOT PLAY this game. More details: I loved FFT / Fire Emblem, and the mechanics of this game are enjoyable - but I would NOT play this game again if I knew what was coming. Also : I understand it's a deliberate choice from the creator of the game. And I entirely disagree with this ending choice. Thus I can't trust the creator of the game, and will not play further game from him. And I recommend you don't neither. Don't waste 30 hours of your life.
It's not a _bad_ game I suppose...it's just too hard core for me. No grinding other than an exploit makes it unenjoyable. Play the levels as they are, and if you've made one mistake in terms of equipping or choosing your team or path, you start over. Also, the UI really sucks if you're using a controller. Not for me.
Es un buen juego estilo Fire Emblem, estuve apunto de no comprarlo por que estaba en ingles, pero en el foro el creador del juego nos comento primero que este no podía por temas de presupuesto ser traducido y después nos dijo que la 2ª parte si estaría en español. Así que me he animado a traducirlo. Y aunque casi estoy echando las mismas horas al código que al juego. La historia y las batallas son bastante buenas y la traducción creo que me esta quedando bastante aceptable. Y el juego engancha bastante. Si quereis la traducción al español la he dejado por el foro.
This game marketed itself as a spiritual successor to Fire Emblem and honestly it nailed it. As a long time fan of the fire emblem series I felt the exact same way approaching chapters in this game as I felt playing Awakening or any of my favourite fire emblem games, more so than any other tactical RPG I've played recently. Definitely recommend to any fans of FE or tactical RPGs in general.
An unexpected gem from an indie developer that should have far more hype. The mechanics of the game are simple to pick up but character customisation and a plethora of enemy units (or enemy buffs) allows for in depth strategy throughout the game. A game that was clearly made with love and dedication. Very recommended
Ok, as a long fan of Fire Emblem (from the GBA era, being the last 3H becuse I reject Engage with all my soul) someone recommended me this game and I tried it. For those wondering this is a gem to me, I will put below pros and cons but it is a 9/10 because the limited budget and dev team size didn't let it become an 11/10 Here are the "*PROS*" to me on this game 1 - First of all, the art of the game appealed to me, no hyper-realistic bs, good art direction, small size and amazing pricing while working well on Linux (surely on Steam Deck but I mean on Linux, tried it on Mint, Manjaro, OpenSue, all fine). 2 - Second and here is where I started to fall in love with the game, upon starting you are asked not only difficulty but "Perma Death or not? Random Growth Rates on characters or fixed ones?" That made me realize this was a game made with passion for all the gamers who love the genre. 3 - Third... the voice relating... it is really well done, props to the guy, the characters themselve have no voice acting but their drawing fit all the circumstances, and yet those little moments between chapters where the story is told by the narrator give it not only a nice touch but a touching sensation plus the subtitles for people like me which is not native English speaker. Sadly the game is not on other languages but Those Who Rule 2 will be as I understand and I will pull at least 2 friends to play it easily. On the music and soundtrack, it was ok at first but each time I played a mission it would stuck more and more, really nice. 4 - The story, it felt interesting, the ambient and plot from the start, the characters personality, the change on the face when some scenes required it, (I can't stress enough how fast I dropped even RPGs with sprites when they were using the same smiley face over the whole game even when people just died and they were supposed to be angry or sad.) 5 - The Board!! Hexagonal? Getting only bonus damage by the back laterals instead front sides? The "taunt" system with the skill and the "punch" action? I can't remember if I played only one hexagonal cell board in the past and it wasn't half as good as this one, I just felt in love with it. 6 - The weapons system and skills, at the beginning it felt kind of simple but each chapter added more variation and expanded upon a good basic set of options. The crafting and upgrading is good as well! 7 - The Class Promotions! The option between many of them with also their new skills made it so damn cool... nothing really broken that made you think "Oh this is the best class", all of them have their uses and synergies, amazing! 8 - The option to save mid chapter, since I was going with perma death it took me not only many restarts on some chapters but a lot of time overall to finish each mission cautiously, so it was nice to have the possibility to save and quite, to continue later. 9 - The Support Conversations! Most of them were really interesting and well done, explaining many character's personality and goals, relationships between them and such. That made me feel even more immerse on the game and try to keep all of them alive or not use them at all. Also incredibly amazing to be able to decide on some characters if they die, join the party or have other fate by our hands, even for chapter 20 but that moment break my heart. 10 - The dev's support on these forums and other places, which I also realized when finishing the game and reading the "credits", this is not a game to make some bucks, it is a passion project, a game crafted with love to us gamers. Now the "CONS" or stuff that needs to be improved in the next game, and as far as I read on the forums it is being taken in mind with all the feedback. 1 - The Board limits for enemy ranges and such can't be set kept toggle on when you then select your units, not a dealbreaker but something to improve, you can anyway see it before moving your character, it is hard to explain but some people could see it as a problem, for many it won't even matter since you can manage it. 2 - The forge system is super interesting but you will most of the time lack gold to use it if you buy new gear for many characters, and end up just using better weapons dropped or the default ones instead of upgrading others if lacking money. I tend to play with at least 2 full teams from the roster without sharing weapons so I used it a little only, but it is absolutely optional, which is good. The Weapons Mastery on each character only gives them access to certain weapons, but not bonuses on hit or atk, which is not bad but don't rush to level them if you don't need it, so again you can improve with the forge system the accuracy of forged weapons and their atk. 3 - The Class Promotions... graphically they were rough lol, pretty rough hahaha, but since it was just a moment I didn't care enough, however it was hard to show to my friend "Look how cool this class promotion is!" on that screen with those sprites. Understandable tho but I hope it could be improved a little, don't get discourage by it please! 4 - The Support Conversations... and Characters... the good part was really good but then there were some characters showing up out of nowhere in few chapters (not many the)... without proper dialogue. Also some characters that were incredibly important at first kind of disappear from all conversations when they should really be involved near the end. I understand the lack of more Support Conversations being a solo dev with help but there was missing a ton of presence from key characters during the main plot past half game IMHO. And those are the cons to me! Imagine how good it is I was going to buy a Switch 2 for the new Fire Emblem and I just didn't, moved into playing other games and I am just waiting for Those Who Rule 2.
Not a bad game for turn-by-turn, managing squad game, but enough flaws that I can't really recommend it. -Permadeath is the default mode, with no save possible in battle (with battles frequently being more than 1h-1h30), so a bit frustrating -Bugs, when reloading a chapter/battle, characters lose equipment. Not only are they much weaker, but with money management you don't really have enough to buy it back at the end of the battle. -Squad is rather big, 13 people, so it gets jammy (few range options), with your characters having all the same move range Still some good points : possibility to fast advance dialogues (meh story & dialogues but it's not the main point of the game), diversity of classes
最后两章的故事行程有点让我后悔我打完了这个游戏以及读完了所有的文本,甚至有点想打差评,但终究还是忍住了。 好评的理由显而易见,这是市面上少有的,不管是系统、数值还是战斗规则的设计都十分精致的类火纹游戏,多样化的数值驱动保证了玩家不会因为升级的时候过于脸黑而导致直接废号(事实上游戏在升级的时候显然做了伪随机,保证你获得的力量值肯定是够用的,仅就这一点就比老火纹要高出不少)引入六角制战棋模式更是补全了火纹这么多年来的一大短板:说实话在技术全面进步兵棋早已3D化的今天,火纹还是四角战斗这个事儿本身已经让人觉得有点跟不上时代了,而这个游戏刚好补上了这个短板。它到底有多类火纹呢,它甚至连角色设计都是按照烈火之剑的配置来的。相信像我一样的火纹老玩家一定会在这个游戏的战斗体验上找到不少乐趣。 但是在战斗体验之外,这游戏的剧本、羁绊对话可以说几乎是写得一塌糊涂,加上游戏流程本身偏短,到了最后两章剧情急转直下,也没有所谓好结局,剧情上的体验可以说是相当糟糕。你可以说这个故事的立意相较于老火纹那种王道征途更加成人化,但也就仅限于主题,具体实现上和老火纹比也就是个半斤八两,甚至到了结尾还有喜闻乐见的吃苍蝇桥段,多少拉低了我对于这个游戏的印象。 总之推荐给喜欢火纹战斗体验的玩家,但是不推荐给喜欢火纹故事体验的玩家。
Awesome squad-focused hex-based tactical game. There some random element that can be a bit frustrating, but it looks very well balanced. Team management section has a poorly projected interface, graphic is overall ok or a little under par, but the actual game is pretty solid and fun to play, the UI during combat is clear and allows you to understand easily what a move could cause. The game is focused on tactics and it miss any strategy, by design, even if your team has perma-death and follows you through the storyline. This means that if a character dies during a battle it will no longer be available during all gameplay. You gain some new characters along the road but you can not actively hire new ones. This doesn't really add on strategy, though, but adds some unsaid objective to your tactical gameplay, because a pyrrhic victory could prevent the playability of subsequent chapters. You are not allowed to reload a battle if somethings goes wrong, but you have to restart it from the beginning. You have more than a saving slot for the campaign, that you are probably meant to use to avoid getting stuck do to previous errors. This looks to me like a good strategy to avoid the "save and reload" mechanics that would make the game too easy to play, but at the same time it avoids frustrating situations.
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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