
Walk with the Living is a queer strategy melodrama focused on character-driven storytelling and player choice.
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Media

About
Grief leads a swordswoman and a necromancer to raise an infamous knight from his grave. Follow the trio's intimate quest for vengeance and make choices that impact their relationships with one another and those they meet.

-Enjoy beautiful sprite art and character illustrations.
-Consider space and terrain in creative ways to survive fast-paced, player-phase-focused tactical battles.
-Meet complex characters and form relationships, both platonic and romantic, between them to gain in-battle benefits.
-Make choices that impact the narrative and the relationships between various characters. All choices have consequences, both positive and negative.
-Replay and make different choices to discover dozens of secret endings and character epilogues. Weapons, items, and gold carry over with new game plus.
-Characters die permanently, but there are always more stories to be told; when a character dies, new narrative branches, relationships, and recruitments become available.
-Focus on narrative without worrying about battlefield character deaths in Story mode.
-There's a cat!



Rowan
Raised from the dead against his will to bring vengeance against his former employer, he struggles to cope with existing among the living in a body that feels dead.

Aoife
An unwilling leader of a growing movement to exact justice on the mercenary company raiding villages of the countryside, she harbors doubts about whether her mission to avenge her sister has meaning in the wake of her sister’s death.
Keir
After achieving what seemed impossible by raising Rowan from the dead, he accompanies Aoife on her quest of vengeance while holding onto regrets about his late lover, Niall.
Stats
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Neat concept, with okay gameplay. Though the game is really pushing it with lack of the male character designs. They all look gay, and I mean that literally.
[u][b]Walk with the Living[/b][/u] is a horrendous tactical RPG that is a severely gutted and vastly inferior clone of the 16-bit [i]Fire Emblem[/i] games (henceforth referred to as "FE") which focuses heavily on the character relationships to the detriment of the plot and world-building. Overall, I don't recommend it because it strips the FE formula of many of its key features which results in dull and soulless gameplay, the story is rudimentary and uninspired, the characters lack depth and nuance because they all have the same self-pitying personality which makes the dialogue one-dimensional, and the game very unpolished. Note: this review is current as of the update released on 24 November 2024 which is the latest update. [hr][/hr] [quote][b]S U M M A R Y[/b][/quote] - The gameplay waters down the FE formula by removing battle animations, class promotions, and various mechanics that make the battles more engaging; - The replay value is low since the only unique aspects are the plethora of prosaic branching dialogues and character epilogues; - The graphics are based on the 16-bit FE games but the male illustrations are highly feminized; - The soundtrack is made up of easy-listening acoustic songs which are unsuitable for the battles and there are no sound effects for attacking; - The story focuses far too much on the vapid characters, and their lachrymose plights and artificial relationships, at the cost of the stifling the overarching plot and world-building; and - The controls can only be changed by editing an INI file, the user interface is horrendous, and the game is chock full of bugs. [hr][/hr] [quote][b]A C H I E V E M E N T S[/b][/quote] The game has 28 achievements which require you to complete a minimum of four playthroughs and will take approximately 30 hours if you plan out the epilogues that you intend to go for on each playthrough to reduce the time spent on this arduous task and use placeholder save files to expedite the process. Some achievements might be bugged since their hints imply that they are solo epilogues but I have yet to unlock them despite finishing the game multiple times. That being said, the game is marked as "Profile Features Limited" which means that it will not count towards your "Perfect Games" count and other achievement-related stats until it makes a minimum number of sales or has met other non-revenue criteria thresholds. [hr][/hr] [quote][b]R E V I E W[/b][/quote] [h3]Gameplay[/h3] The gameplay is a stripped down version of FE because it does not have battle animations or class promotions, there is no "Rescue" mechanic, and each character only has three inventory slots despite the game inundating you with a copious amount of passive items that provide stat bonuses or unique battle commands while carried. The game is short, only spanning 9 (optionally 10) battles, but it employs a neat system where characters gain points whenever they level-up which can be spent to raise their stats as you see fit. [h3]Graphics[/h3] The graphics are modeled after the colorful and charming 16-bit FE sprites but the game squanders its full potential because, for whatever reason, the developer chose to omit battle animations which is a huge draw for these games since seeing the classes and weapons in action is fun, immersive, and engaging. Instead, it relies on bland and boring effects on the map sprites which are underwhelming and don't have nearly the same gravitas that battle animations do. Each character has one decent portrait with a single static facial expression but some have been drawn with a hint of modern-day zeitgeist which is incongruous with the setting. Furthermore, all of the male characters are drawn with extremely effeminate features and most of them have the same hipster (or Viking?) haircut. [h3]Sound[/h3] The soundtrack is composed of relaxing acoustic songs that are surprisingly pleasant to listen to but are only played during battles where they do not fit whatsoever. This musical selection would have been fantastic for the post-battle scenes but no music plays instead which is jarring and eerie as you must read the trite dialogue in silence. Additionally, there are no sound effects for the battle effects or the menus which makes the game feel even more devoid and lifeless. [h3]Story[/h3] The story is shallow, contrived, and ill-conceived as it sees the "heroes" of the story battle against two faceless factions who are broadly painted as evil without any nuance. The lack of world-building and contextual scope of the game makes it feel as if the story at large is eschewed to focus on the characters and their relationships, much to its overall detriment, which results in the "heroes" being lazily and ubiquitously painted as good and having the supposed higher moral standard while no real depth is afforded to either side. The characters join the party for flimsy reasons or convenient plot contrivances and their motivations are either extremely cliché or selfish as most are simply out for revenge. Furthermore, none of them care about the glaring fact that they are siding with an undead skeleton in a world where necromancy is considered heresy which is simply bizarre behavior. They also bond overly fast which feels inorganic and unnatural since the story takes place over the span of five days or so. Each character has the same personality traits and qualities of being excessively self-pitying, apologetic, unconfident, over-emotional, vulnerable, and downtrodden to the point where it feels like you are their therapist listening to them trauma dump and this bleeds over into the dialogue where everyone feels exceedingly one-dimensional and indistinguishable from one another because they are all designed and written in an identical manner. Moreover, hints of modern-day western ideological messaging are sprinkled into the game which is wearisome, the most conspicuous of which is one of the first lines of dialogue where a character is corrected for (understandably) assuming a male is a female due his incredibly effeminate look while other examples are slightly more subtle allegories. Meanwhile, no romantic heterosexual relationships are available whatsoever, only platonic ones, which really paints a picture of who this game is intended for. That said, decisions are actually impactful and there is always a trade-off: saving villagers with different characters might yield different rewards while engaging with characters between battles will build up their relationships, change their stats, or grant unique items. [h3]Miscellaneous[/h3] The game uses the awful default [i]RPG Maker[/i] controls (arrow keys to move, ZXC as buttons) but you can change these, as well as other settings, in an INI file; however, this isn't noted anywhere which is irritating and I had to do some digging to find out that I could even do this in the first place. My Xbox One and PS4 controllers also didn't work despite the game listing partial controller support. The user interface is lackluster because you can only save at the beginning of your turn or load a file during a battle, the status effect icons aren't explained, it isn't obvious which items can be stolen, and the extra info menus overlap with the status menus which renders some text unreadable. The game is also riddled with plenty of bugs which range from minor annoyances to actual game-breaking ones that can freeze the game. [h3]Conclusion[/h3] Overall, I don't recommend this game because the gameplay is a bare-bones and monotonous imitation of FE, the story focuses too much on the character relationships which results in the overarching plot and world-building suffering tremendously as a result, and the lack of polish makes it feel incomplete and amateurish. Frankly, this should have been a visual novel because the tactical RPG aspect is a waste of time but, even then, the rest of the game simply isn't good enough to warrant trudging through it even once.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Unexpectedly wonderful! Currently playing the sequel and I just felt the need to come back gush about this hidden gem! An older FE inspired game with better (actually good) writing! There's charm, heartbreak, intrigue, branches galore, and... well- it's free! Play it!! Overall, there are some minor bugs and clunkiness that come with smaller studios and old-school tactics, but the game is very fairly balanced across it's various difficulties. The game is relatively short c.3-10 hours max. The branching narrative is truly deep and unpredictable (I've played several run and even I couldn't tell you exactly what trigger what) so you're guaranteed that very few runs won't have major differences. I adore this game, the layered (and very queer) characters, and the achievements which actually help guide you to see everything you can! It's free, so PLAY IT- then pick up the even better sequel for a very reasonable price once you're done!
Honestly, an amazing tactics rpg, especially as a solo dev project.
===================================== First impressions from about 3 - 4 hours of play ===================================== So I discovered this game which may very well be a gem, because I was interested in trying games made using the same engine, which is SRPG Studio, a sort of RPG Maker like program (albeit not part of the popular RPG Maker family) that creates fairly accurate clones of Fire Emblem and possibly other SRPGs, but really mostly Fire Emblem. Not that that is a bad thing. There's room to do interesting stuff with that formula and if creating a grittier, queer take on it wouldn't have been possible otherwise then I appreciate such an engine existing. Really though, I wanted to find an SRPG Studio games that met this criteria 1. Isn't an unfinished demo. 2. Isn't an insincere ♥♥♥♥♥♥♥♥ game with bad map design and off-putting lolsorandom humor. 3. Doesn't have creepy AI generated assets. 4. Demonstrates what you can do with the engine nicely. 5. Bonus points if there's original art and assets. This ticked all the boxes. It's a finished game, it's definitely very sincere, and the original art has a nice hand-made quality to it to reflect that. Though I haven't played a ton of Fire Emblem before, it seems like a very good clone of that game to me and to me as a potential developer, it demonstrates the capabilities of SRPG Studio very nicely. Before I write a proper review, I just wanted to let the dev know real quick that I went to the trouble of dumpster diving for this obscured gem in the murky sea of garbage that mostly populates Steam and I am having a good time playing it, and it's resonating with me. I plan on buying the sequel immediately.
Solid game
Found out about this gem thanks to "Professor Bopper". Phew it took me for a spin! I play A LOT of Fire Emblem so because of the game suggesting that I shouldn't worry to hard about characters dying I decided to not sweat it to hard if I let a character die while playing on the hardest difficulty. This did end up kicking me in the butt in the end with how recklessly I played. At the end of the game I didn't even have enough units to fill up every slot. I say these all as positives for this game having good strategy elements that I like to see for playing on the hardest difficulty. For really cool story gameplay integration I enjoyed seeing how many different things I got because I let units die that the game would give me different story beats. So I look forward to replaying it again and again seeing what different mistakes or rewards will lead to this time due to the short nature my replays will probably be between 3-5 hours each. The story is very touching on the serious end with a lack of fluff found generally in other rpgs. Sadly if you aren't as experienced in this genre I imagine there will be a lot of information overload along with finding the answers to that information wont be easy to find. Such as I still dont know how much the speed double threshhold in this game is.
A game for the soul, the character interactions are amazing and the vibe of the story is something that feels very special and like you are in a dark tunnel with a light at the end.
What an interesting little game! A Fire-Emblem style SRPG with all its medieval trappings and conflicts, but designed to be explicitly queer. I imagine that if word of this title got out to the wider FE community, many of them would like it tremendously. I thought it was pretty good overall, and my favorite part was the character artwork and some of the backstories, as bare-bones (hah) as they were. I also liked that our main(ish) character was a skeleton? A very interesting deviation from the traditional FE protagonist formula. Sadly, as this is an indie title made by a tiny team, there are some issues. The largest, most obvious issue is the sound design. As in, this game simply doesn't have it. There aren't sound cues for ANYTHING. No "hit" sound, no "death" sound, no "level up" sound. Nothing. You get footsteps, and only sometimes. It's very disconcerting, and it honestly makes the game hard with the lack of audio feedback. Combined with some basic QOL issues (moved units remaining in full color, among other things), the game can be hard to tackle from an understanding point of view. I also felt that it was a very poorly paced game. I understood the plot, but so many of the interpersonal relationships moved at a breakneck pace! I've just met this woman, and now we're already in the depths of some sort of clandestine lesbian love affair? Great! Sounds fun! Can I get a little more context on how this happened, though? There ARE base conversations and supports, but not only is the writing very simple, they are very short and provide minimal context, often just restating the obvious. The characters themselves all have great potential though, and I would love to hear more about them in a game that has time for that sort of thing. Map design is fine, and the difficulty was also decent (I played on normal). There IS permadeath, but you can save mid-map. It's about 4 hours long for one run, which is very amicable. This might be a great way to scratch the SRPG itch while we wait for Fortune's Weave to come out! It goes without saying that I am hopelessly dependent on the skull.
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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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