Please do note that this game is made in 2005, so it's a fairly old game that was recently translated.
Nonetheless, Sacred Tears TRUE is probably one of the most solid RPG maker games I've ever played. Thankfully, it doesn't seem to use any of the presets, for the character sprites (though I admit I don't really favor it that much), portraits, tile sets, down to the very menu itself, unlike many RPG maker games on Steam. Moreover, there are several CGs that are well drawn between each chapter and some boss fights, though a bit rough, but consistent. The music sounds like most JRPGs, but it's still of good quality, and doesn't feel the least bit annoying.
The game's description is pretty accurate, so do take a look at it if you're interested. The game is put into an episodic format, with 24 chapters for the main story and 24 chapters of side quests (although the first one is just a free play chapter to explore around the town). Each chapter lasts as long as a couple minutes to well, under an hour, depending on how much you explore/grind/etc.
The plot pretty much consists of Seil, a low-rank, wannabe thief, along with his childhood friend Seana, doing various of jobs through their daily lives (time progression is notable, actually, if you pay attention to the tree colors in the outskirts). Ultimately, Seil seeks to steal the ultimate treasure of the empire, the Sacred Tear; it's a dream of every thief in Genoseed. A more "dramatic" plot does slowly unveil as the chapters go on, but it's nothing really memorable. I didn't really like that the background story of the Genoseed/the Empire/Holy Church kind of isn't extremely clear. You'll pick up some as the missions go along and talking with NPCs, but through most of the game I was kind of unsure what to think of them.
But somehow, the character development makes up for that. Each character is rich with personality, especially Seil, a hot-headed, often reckless kid (who the other characters kind of often poke fun at), and Seana, who is the more mature of the two, but easily provoked, especially by Seil. The dialogue is fairly light-hearted for the most part (and expect a good amount of it --it's an RPG), and overall it made the game a fairly relaxing experience.
Like someone else said, much of the game consists of running around, but as someone who actually hates exploring in RPGs (shoot me), I didn't mind it. There is a good number of "hidden" items you may want to pick up, whether to craft items, sell for fil ( the game's currency), or to improve the level of your characters skills. Besides, you can dash with Z (oh and if the dash bar/chapter name on the screen bothers you, you can press shift to make it go away or move it to another arrangement), so it cuts down a lot of the time. You'll pass by most of the items in each chapter on the way doing most of the storyline work. Plus the area of exploration is pretty small. It's called a "City Adventure" for a reason. There's one central area, with different sectors of the down, along with a suburb, and the town outskirts. It's difficult to get lost, and they do clearly tell you where you need to go.
Now for the battle system itself, I admit that the tutorial kind of misses out on a lot of information. The manual does help with it though, especially explaining the stats, with things like Seana's "judge" wasn't exactly clear (it's her judgement of what type of magic to cast, whether that's fire, frost, spark, ATK up, DEF up, or Healing) or Seil's "evade" stat, which the tutorial called "agility" (it's how accurate Seil can predict the enemy's cards/moves). If you do mess up though, you can redistribute stats any time during the game (on the field) by going to the menu ~> status screen. I also found it helpful to change it around during different boss battles, especially if you have difficulty beating the boss.
There are only like five kinds of normal enemies though, but they are just recolored over the chapters, getting harder (a cat, slime, dog, a trio of bats, and soliders...well six if you count gangsters (but they forever look the same)). Along with some secret field bosses (that drop acessories) and other general storyline bosses.
Although some didn't feel like the card system had depth. I felt differently. The card system lays out 9 different cards at a time for you. They will range in numbers from 1 to 4 (and sometimes... "S" or "5" I can't tell, but the number is in gold). You can choose three of them in certain order. The enemy will choose 3 as well. Now, there are 5 different type of cards: attack, special attack, dodge, defend, and magic (which is what Seana is for, who stays in the back with no HP bar of her own). The cards with the highest value wins, but in the case of ties, certain cards will beat others or have a tie. For example, a 4 attack card will counter out any special or magic attack, but will lose against dodges or blocks (in which the opponent can use a counter attack if it's...two successful ones in a row I think? I might be wrong).
The game tends to hint what cards the enemy will be using. Green typically means a defend or dodge. Blue typically means an attack. Red typically means a strong attack. A red "CAUTION" means that one of those cards are of a 4 value (but it's any type of card). But this isn't always. The higher your evade stat, the more accurate the predictions are. It won't ever be perfect though. An enemy can "bluff". So what's the point of strategy then? Well, as you use up cards you will recieve new cards of new values, and if you use your highest values first, you're more than likely going to wind up with card values of 1/2. Now, if you know the enemy is probably not even going to attack this turn, you can use rid of those cards (sometimes nothing can happen, like if you're both on the defensive), though be wary if they're a type of attack card (not including magic) as it can result in a counter attack. Of course, this doesn't mean that a high attack value card isn't hiding in there either. You can also do this if you feel that you can take another blow this turn. Though I will say that sometimes a fairy can come and increase a random card value by one, or switch one or more cards with a new one. And sometimes a 1 value attack card will turn into a red 4 attack card, which I think just happens by chance. Yes, luck does apply in this game, but in a turn-based game, when doesn't it?
There are potions (each health 50% HP) in this game that can be used at the start of any turn with shift. You will gain potions periodically, for a reason I haven't quite figured out. It might be turns or some other condition during battle. Max is 10, though you can trade 10 potions for a kit that you can use to provide yourself with more potions when you run out. There are also auto revivals you can craft or buy, although hard to craft or somewhat pricy. There are other items you can craft to help aid you in battle, though I haven't quite bothered.
Oh, and if you're really lazy to even think during battle, like during a boss battle. You can give Seil a fair amount of HP, no additional attack, no evade, and really high defense. Then give Seana high magic attack, and low judgement. This way the enemy only can really hit you 1~5, even with hard hitting special attacks. The only way you can attack though in this method is by Seana's magic attack. Though if she keeps using buffs instead of attacks, well...it takes forever.
TL;DR I recommend this game as it's a solid RPG. The character development is great, the dialogue can be amusing, and overall it's a fairly relaxing experience. I don't feel pressured to grind or explore aimlessly (oh yeah, there's no random battles). I personally find the battle system to be pretty refreshing. But if you're still unsure if you want this game, there's a demo you can download on their homepage.