
Manage a team of fantasy gladiators in this Fire Emblem-style strategy RPG with vibrant characters, funny random events, and emergent relationship-building. Uncover a sinister conspiracy; fight deep turn-based tactical battles; watch your characters grow together!
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About
Dark clouds gather over the island nation of Dese; vile conspirators lurk in the shadows. You must recruit allies and train in the gladiatorial games even as an imperial praetor hunts you down--but soon, even that will not be enough...

You’ve arrived in the island kingdom of Dese with a secret mission to find and train loyal fighters. Hunted by an imperial praetor, you must maintain a low profile even as you are drawn into dark intrigues that will decide the fate of Dese itself.
Recruit and manage a team of fighters. Stay stocked on food, make payroll, and investigate a royal conspiracy. Time is not on your side--and the clock is ticking...

Each day, you'll have 2 Time Points to spend: you can fight in the arena, send characters away on quests, shop, train, recruit new allies, or investigate a dark conspiracy.
At night, you'll return to camp and watch your character's personalities come alive as they talk, pursue their interests, and build relationships with one another! You're the boss--you get to decide how each day is spent. But your choices matter. To succeed, you'll want to make every day count.

Every character you recruit has distinct traits, personal histories, beliefs, hobbies, and secrets. These differences matter: a jokester may do funny impressions to boost morale; a hunter may boost your stocks with wild game; a baker may use food to produce cookies and cakes you can eat or sell; a gambler may visit bars around town and win money for you. Dancers are nimble; sailors are good swimmers.
Some characters are prone to depression; some, to self-doubt. Some self-soothe with long walks or prayer; others undertake long-term projects like growing vegetables, forging weapons, or writing novels. Learn what makes each character tick as they grow and form powerful bonds of friendship!
But beware: your characters aren't just unique, they're dynamic. Let their friends fall in battle, and they may become depressed. Let morale fall too low, and you’ll risk resentment and desertion. Keep them happy, however, and they will grow close to one another, form fond memories, give nicknames–even share their combat skills! With skill and patience, you will emerge victorious…together in battle.

Fight battles that reward creativity and good positioning, not just lucky die rolls. With a deterministic core that never wastes your time, Together in Battle's turn-based tactical combat nonetheless features unusual depth. Combat mechanics include:
Elevation: claim the high ground to boost your effectiveness and hinder the enemy's!
Knockbacks galore: shove, pull, and throw enemies into water, lava, and chasms; into traps; off of cliffs; or into each other!
Backstabbing: strike from behind to avoid counterattacks and score a huge damage bonus!
Destructible environments: bust down doors, blow up walls, hack through bushes, chop through barricades! If you can see it, you can smash it.
Defensive terrain: take up position in tall grass to gain a defense boost--or hack it down to deny that same advantage to the enemy.
Weather: fight on battlefields that change dynamically with the weather, populating it with rain puddles, ice slicks, or even raging fires.
Create new structures on the battlefield: build your own bridges and barricades; freeze water to form ice bridges; place explosives to detonate at an opportune moment; produce roaring infernos and jagged ice barriers; set traps; and more!
Extreme turn flexibility: move a character, move a second character, then return to finish the first character's turn. An unlimited undo stack lets you redo it all if you don't like where everyone ended up!
Clever AI: face enemies that use the terrain to their advantage, take advantage of weak positioning, cut through barriers, and compete with you for item pickups.

You won't see everything Together in Battle has to offer in a single playthrough--or two. Every game offers a new experience. TiB includes:
24 base classes with branching promotions for a total of 75 distinct character classes;
More than 175 skills;
6 playable species;
Dozens and dozens of random events and side quests that can play out in multiple different ways;
Multiple endings, for good and for ill;
A near-limitless variety of unique, procedurally generated characters;
A custom character maker to create your own characters with your choice of traits, portraits, personalities, growths, and even custom dialogue. The game will pull them into the world to fight, level up, and develop relationships with your other characters;
Hundreds of thousands of possible procedurally generated weapons and pieces of armor, (including unique and personal weapons);
A trainer you can use to shore up your characters' stats or even multi-class them;
A jobs board with various randomized jobs you can send characters away on to earn extra money;
A brilliant blend of both procedurally generated arena fights and dozens of carefully hand-designed battles!

Together in Battle also comes with a campaign creation suite to let you build your own full-fledged SRPG campaigns!
Build characters in the character creator!
Sculpt battlefields and place armies in the map editor!
Compose cut scenes in the cut scene editor!
Write branching dialogue trees for both battles and cut scenes using the dialogue editor!
Create new skills for your characters to use in the skill editor!
Craft new items and equipment for players to use in the item editor!
Need ideas? Let the game roll up full-fledged characters and battles for you to edit (or simply use them as-is)!
Construct your own scripts, then assign them to items and skills for whatever custom effects you can dream up!
Mod support for custom music, sound effects, character classes, AI profiles, and more!
Then, when you're ready, share your masterwork with the world! With the click of a button, you can let every other player who owns Together in Battle see, download, and experience your campaign for themselves.
Genres
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
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
I'm a huge fan of Telepath Tactics and how it made such good tactical options relating to using and changing the environment. Together in Battle is much along the same lines with a more interesting story and overall feel. As such it has plenty of potential to far surpass its older brother. It's been a hard decision to post a negative on this but, at the current time, I cant recommend a purchase due to having encountered several bugs and crashes that need to be ironed out. On the other hand, I'm certain these problems will be dealt with in time and TIB remains enjoyable aside from these annoyances that can result in you having wasted a heck of a lot of time replaying fights borked by anomalies. So I would have preferred to have been able to make a neutral review, am erring on the side of NOT YET, with the aside that it will be worth plenty more than its cost after some corrections. Obviously with progress on this front I will reverse the down-vote.
i wanted to like this game because the actual battles are pretty fun and great strategy gameplay, but man....the UI is a terror. Comparing equipment, knowing weapon durability, equipping units, comparing units is not always easy to figure out and makes the whole management part of the game feel annoying at times. In addition to that, for some reason i ran into a billion bugs when using a controller/steam deck where couldn't select things, couldn't go back on selections, etc. But never had issues when using KB/M on actual PC. Not sure why that was the case, but I really wanted to have this game when traveling but couldn't do it. Real shame because I really enjoyed the combat when the game was working.
It's a good game, but it really should have the difficult tag as far as TRPGs go. Don't go in expecting a cozy romp. It's a victim of being overtuned and overly punishing if you ever deviate from a single strategy. Every fight essentially boils down to hiding in a corner, and passing turn until everything comes to you. If you dare to ever move out of that position, you will wind up with units being 1-shot or tossed into a pit for instant death, and that's in a game tuned around a chance of perma death or losing valuable time on the default difficulty. The default difficulty will kick you in the balls over and over, and if you like that in your TRPG, this will fulfill that need.
Okay first the few things that annoy me. Shove -- I hate this mechanic. I hated it in FFT and I hate it here. Its annoying. How does some lightly armored swordsman shove my fully armoured spear man anywhere. You characters all seem to lack Mass except when they are crashing in to each other. How do they even get close enough to body check my spear man, when they charge in and don't use their sword, but get even closer to push the character. Sorry but the their should be a counter shove or something. When its not your turn and your click to hopefully speed things up you get this "Buzz" it gets annoying... really really really really annoying. I don't need a buzz to tell me my clicking is not doing anything, cause THAT IS WHY I"M CLICKING!!!!. If I wear out my mouse with useless clicking that should be entirely up to me. Now with those two gripes out the way. I was really looking and waiting for another tactical battle and this is definitely starting to scratch the it. It SO far seems balanced. By balanced I mean... Your swordsman and the enemy swordsman at the same level, his about the same level of damage. So when forced are equal, if you don't want to run into attrition and loose half your army every battle, you got to think, and plan, pull the enemy formation apart, etc. And you going to get hurt if you screw up. Perhaps their will be more "Elites" thrown in later, with more characters than can 1 hit your weak characters and will force me to endlessly restart battles, but well enjoying the balance for now. I would really like more control over my recruits. Yeah, keep their personality randomized. So their is acutally interesting to see the character dialogue between them. I do like the personalities, and I have enjoyed a bit of the banter. I really do dislike having the Commander this nameless, faceless, dismbodied persona. That reppresents you, but at the same time her is already a character that you have no control over. For someone who is ordering people to kill and possible go to their deaths, he should be able to pick up his own bloody sword. (Or her sword) If he dies, yeah it should be game over. But that is part of a strategy game. It would be real nice to create charactrers (which I do enjoy the character creator) and simply be able to randomize the personalities.
Great tactical combat and resource management game. Pretty good balance among classes and skills. Can be played with autosave(roguelike) or manual saves. Enough variety in classes, events, and endings to allow for multiple base game playthroughs, not to mention workshop support and custom characters/difficulties. Active dev who is still improving the game after release.
Very fun TRPG with interesting class builds with fun multiclass functionality, challenging battles and replayability. Clearly the devs are passionate about their work and the quality and thought behind the game shows. The devs have also been open enough to release their campaign maker along with the game (and a modable version of the main game!), so more content will hopefully be on the horizon. A thumbs up from me, but I do echo some of the less positive feedback about design choices. Namely, the limit to actions per day makes you choose what you want to do carefully, e.g. Arena vs shopping + training. While I understand the devs wanting to add risk vs reward to party management, a lot of the more interesting aspects of the game e.g. your unit/multiclass build, equipment set-up etc cost you time to set up at the expense of adventuring/battling, so you end up having to sacrifice some fun content for the sake of challenge. While the overall party mgmt difficulty can be tweaked downward, this doesn't affect your "timeslots" per day so you still have to make sacrifices here. Some tweaks I'd recommend would be for e.g. to make you choose between the shop, recruiter, or trainer per day and still allow you to go to the arena or investigate later on. This keeps the sacrificial element while still allowing you to do fun content. Or alternatively if the engine allows, have a third timeslot be toggleable in the difficulty settings. These are just mild annoyances however, and to me the game is still an overall excellent strategic TRPG. I'll be keeping a close eye on the dev team for updates here as well as to other games they make in the future.
I cannot recommend this game at this time due to the awkward interface, balance issues, and frequent crashes. It is rare that I can get through a single battle without having menu issues or the game becoming unresponsive and requiring a restart. I am optimistic that these issues will be overcome and will revise this review when they are. For now, it will be put aside.
A fantastic concept for arena management with rewarding combat. It's presentation has indie charm, and it's mechanics are ambitious. The game is severely lacking in UI design and polish, even for a small indie game. It's graphical assets are an uneven mishmash that makes the game look cheap and unfinished. Try the demo first, and see for yourself.
Great colloseum strategy game! Tactics are thankfully more complex than just placement and damage; there is buffs/debuffs, control, several classes with different upgrades, and more. Storyline is light and not too difficult, but good enough to enjoy. Random events make each playthrough different. Your fighters interact with each other and develop relationships. Best of all; the game had a passionate developer! There are some bugs in the game, but if you post about them the developer contacts you and takes it serious. I love seeing people enjoy their own work :)
面白いです。 SRPGが好きな人にはおすすめ。 ただ戦闘テンポはちょっと遅めで1日の食料とかキャラの体調と給料、士気ゲージに気を配らなきゃならないので結構大変。 現在日本語非対応ですがUnity製のゲームなのでXUnity Auto Translatorでリアルタイムの翻訳可能です(詳しくは検索で) タイトル画面でカスタムキャラクターでキャラ作成も可能。 個人的にちょっと思ったのは、カスタムキャラクターでカスタムポートレートも使用可能だったらいいのになー…と思います。
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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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