
The story starts when two countries on one continent collide. Two charactors are on their journey to save all beings, and the adventure unfolds.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 25 → 0.14/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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bug很多,直接影响游戏体验
垃圾游戏有BUG,直接卡在多姆之塔,3个房间只分配了2个房间有人,还有个房间没人导致游戏直接进行不下去
基础武器不能卸下 占格子 还崩溃闪退
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: Simplified Chinese*, English**languages with full audio support
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wow. This game was a real experience. I played it only on "normal" difficulty, and that was already among the hardest SRPGs I've played (as well as one of the longest)... I can only imagine how much nuttier "hard" difficulty could be. For those who don't know: this is a fanmade remake of Fire Emblem Gaiden (FE2), created in SRPG Studio. In a nutshell: this game is everything FE15 (Shadows of Valentia) should've been. Whereas FE15 did nothing to improve the soporific gameplay of its source material, Valencia Saga added in tons of well-crafted battles, items galore, and fairly unique units to play around with. You will definitely need to approach every battle with lots of thought and finesse if you want to survive! Certain battles took me over 50 in-game turns, and the final battle took me 4 hours of real-time, spread across 80 in-game turns. Valencia Saga contains 64 main chapters + dozens of optional side missions; to say that it's long is an understatement. My playthrough lasted 45 hours, which is longer than even Utawarerumono: Mask of Truth! Valencia Saga boasts more content than most AAA SRPGs, and the depth of strategy is superior to anything on the market, to boot. The only problem? It's an obscure 1-man project with a lackluster translation. As such, it's never going to hit the mainstream -- even among Fire Emblem fans, many of whom will outright dismiss it as a "fake copy of Gaiden," unfairly ignoring the reality that Valencia Saga transcends both its source material AND Nintendo's official remake thereof. To be fair, I don't hate FE15. It was disappointing, but ultimately harmless; the gameplay isn't BAD, even if it certainly could've been a lot better. That being said, Valencia Saga is definitely the type of game I'd much rather play. FE15 was aimed squarely at casual players, while Valencia Saga is targeted at pure SRPG enthusiasts. It pulls no punches, and is unapologetically challenging. This is precisely the sort of SRPG that we need more of. Too many SRPGs worry about pandering to casual players and the mainstream. In doing so, they tragically lose sight of what makes the genre so rich and engaging. TL;DR: Valencia Saga is a fanmade remake of FE2. It's a quintessential SRPG made for SRPG fans, and isn't particularly interested in appealing to anyone else.
索菲亚复苏PC版重置,有原汁原味的感觉!
关卡设计不合理
类火焰纹章的复古像素风战棋类游戏,男女主角双线程,剧情虽传统但还是很不错的,流程出乎意料的长,体量绝对足够,如果要凹点和隐藏要素的话(人物和道具),至少要百个小时以上。 难度偏大,哪怕是简单难度不注意隐藏要素可能都通不了关。不过战棋嘛,回合开始时都可以存档的,没难度反而没意思。 整个系统,角色,装备等都非常简单,只说一个,主力输出转职后都有特定的技能需要某个属性足够高,那么所有装备就堆那个属性就好,就是要堆到极限,另外也可以根据道具需要的属性来堆,这样攻击或再动效果概率就会非常大。(男女双线,最好各自队伍至少三个主力角色要凹点,否则极有可能卡关)。女主线有狂战士留个主力位置给他,暴击很暴力! 关卡设计很有想法,细节上非常有功力,如此简陋的系统和画面却体现出战棋游戏的真正魅力所在。 另外需要注意,如果想完美通关,最好找一份详细的攻略,因为隐藏要素太多了,很难靠自己探索完。(感谢百度贴吧/圣火徽章外传吧/红眼蓝鲨楼主的全流程攻略,终于补全了全部隐藏要素,感谢!)。 最后,steamdeck直接可玩,手柄也完全适配,战棋类玩家收藏可入。
Valencia Saga: Sophia's Rebirth is an old-school strategy RPG built around demanding turn-based battles, careful unit positioning, and the satisfaction of overcoming encounters through planning rather than reflexes. Developed and published by 清之鸣, it is a largely solo-created project that spent several years in development. Its independent origins are apparent throughout the experience, both in its modest presentation and in the highly personal approach it takes toward classic tactical RPG design. Rather than attempting to modernize every convention of the genre, it embraces many of the mechanics and ideas that made traditional grid-based strategy games appealing in the first place. The story takes place on a continent divided by conflict between two nations. Against this backdrop, two central characters become involved in a journey that expands beyond their immediate circumstances and develops into a struggle concerning the fate of the people around them. The premise relies on familiar fantasy RPG themes involving warfare, responsibility, companionship, and heroic intervention. It is not necessarily the most innovative narrative framework, but it serves its purpose by establishing reasons for the party to travel from one confrontation to another while giving the tactical campaign a larger sense of progression. Turn-based combat is where the game places most of its attention. Characters move across battlefield maps, engage enemies, support allies, and attempt to gain positional advantages while avoiding unnecessary exposure. Movement is therefore more than a method of reaching the next target. Where a character finishes a turn can determine whether that unit remains safe, creates an opening for another party member, or becomes vulnerable to several enemies at once. This makes battlefield awareness particularly important and gives the encounters a puzzle-like quality. The difficulty reinforces this emphasis on thoughtful play. Even lower difficulty settings are intended to provide meaningful resistance, so players should not assume that choosing an easier mode eliminates the need for strategy. Reckless advances can quickly produce unfavorable situations, and a seemingly minor mistake may become considerably more damaging several turns later. Learning enemy behavior, recognizing dangerous positions, protecting vulnerable characters, and considering future turns are essential habits. Players who enjoy learning from failed attempts may find this rewarding, while those who dislike repeating difficult tactical encounters could find the campaign comparatively unforgiving. Character deployment adds another layer to the strategy. Individual units become pieces of a larger tactical formation rather than isolated fighters, and their usefulness depends greatly on how effectively the player coordinates them. Strong offensive characters still require protection and intelligent placement, while less immediately powerful units can become valuable when used in the correct situation. The most enjoyable moments often occur when several carefully planned actions work together, allowing the party to control an encounter that initially appeared overwhelming. Its presentation deliberately evokes an earlier generation of strategy RPGs. Pixel-based visuals, straightforward interfaces, and functional battlefield environments emphasize clarity and nostalgia rather than spectacle. This aesthetic suits the traditional mechanics, although players expecting elaborate animation or contemporary production values may consider it dated. The project's small-scale development is also reflected in occasional technical roughness. Potential graphical or fullscreen problems have been acknowledged, and windowed operation may provide a more reliable alternative when display issues appear. The technical limitations are worth considering because this is clearly not a production backed by the testing resources of a major studio. Bugs and compatibility quirks may occasionally appear, and certain hardware or audio configurations can potentially cause problems. These shortcomings do not erase the underlying tactical strengths, but they mean that players should approach the game with reasonable expectations regarding polish. Its appeal comes primarily from the design of its strategic battles rather than technical sophistication. English and Simplified Chinese support make the experience accessible to a wider audience, with interface, subtitle, and audio support available for both. This is especially useful for a relatively niche independent strategy RPG because understanding combat information and story context is essential. The localization allows English-speaking players to engage with the campaign without having to navigate untranslated menus or important tactical information. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Ultimately, this is a game aimed most directly at players who appreciate traditional tactical RPG design and are willing to tolerate independent-production roughness in exchange for challenging battles. Its strongest quality is its commitment to strategic decision-making. Positioning matters, mistakes carry consequences, and successful encounters can provide a genuine feeling of accomplishment. Conversely, the modest visuals, familiar narrative framework, technical imperfections, and demanding difficulty make it less suitable for anyone primarily seeking a polished or highly accessible modern RPG. As a passion project, it succeeds more through dedication to its chosen genre than through technical ambition. There is an unmistakable appreciation for classic strategy RPG principles behind the combat system, and that commitment gives the experience its identity. It may lack the refinement and spectacle of larger releases, but players who value deliberate grid-based battles, challenging scenarios, and traditional progression can find a surprisingly engaging tactical adventure beneath its rough exterior. Rating: 7/10
必须好评,男女主加一起快有80关了,内容实在是太足了,困难难度很有挑战玩的很开心,期待下一个作品。
玩到男主第十六關會報錯 玩不到
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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