Fell Seal: Arbiter's Mark is a turn-based tactical RPG with a focus on storytelling and strategic battles. Unfold a mature story as you progress through hand-crafted scenarios, controlling your own group of Arbiters, with each character customizable from a wide selection of classes and abilities!
Recent Reviews:
Very Positive (287) - 89% of the 287 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (654) - 92% of the 654 user reviews for this game are positive.
Release Date:
Apr 30, 2019
Developer:
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Recent updates View all (72)

May 14

Did you know? Fact #2



Hi everyone,

thank you for all the feedback on our previous Did you know post that was very positive. So we will keep them coming. We will share interesting facts and trivia about the game, lore, development etc.

10 comments Read more

May 10

Build 1.0.3 is live! - Bug fixes, QoL, balance updates


Build 1.0.3
Hello everyone!

We're pushing another update today focusing mainly on fixing all the bugs that have been found since release, as well as some QoL changes, especially centered around mouse usage. We also have a few balance tweaks, although that wasn't the focus of this patch.

Here are some of the more noticeable changes:
  • Balance: Various small changes to make the enemies take less advantage of "drowning" the player.
  • Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
  • Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
  • Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
  • Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
  • Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
  • Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.

The full list of changes is at the end of this post.


Shout out!
We also wanted to give a shout-out to our good friends at Overhype Studios about their newest DLC, Battle Brothers - Warriors of the North, which was released yesterday.


If you haven't checked out Battle Brothers yet, you should give it a look right here: https://store.steampowered.com/app/365360/Battle_Brothers/


Change log:
05/10/2019 - Version 1.0.3
UI:
  • Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
  • Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
  • Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
  • Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
  • Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
  • Status Effects in Combat: Increasing the maximum amount of status effects listed in the "damage phase" from 6 to 8.
  • Steal Gold: Gold value was shown with very small text before. Fixed.
  • Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
  • Performance: Minor performance improvements.
  • Spearvault: Will now look better when casted from under-water.

Balance:
  • Drowning: Adding a 33% chance that an enemy will ignore "drowning/lava dunking" targets on their turn even if it's the best move they can do.
  • Ekidna Falls: Rakkerjaks on this map will no longer be upgraded to tier2 if the player is high enough level.
  • Highlands: Making some changes to the elite version of the encounter to prevent a scenario where the elite enemy would Snapback on the guests too early and lead to a near unavoidable defeat.
  • Achievements: The achievement about mastering all the classes on a certain special character will now not count their "secret end-game class" as being needed.
  • Timber Roads: Reducing the levels of a few units in the Patrols, to make them a little bit easier.
  • Beginner Maps: Beginner maps with a very low max level for enemies, made to help the player level up beginner units, will now yield less AP/GP than normal if the player's highest level units are higher than that zone.
  • Skyjack: Will now not move people to locations that are off-limits for teleport-other (such as very high ledges, etc).
  • Azure Plains: Moving one of the Vangals to the Elite difficulty to make the map easier.
  • Maps: For Gelligh, marking some of the tiles as invalid destinations for "teleport-other" to reduce chances of characters getting stranded where they shouldn't.
  • Meteorites: Adding a meterorite drop to 1 story encounter and 1 optional encounter. Also as a random drop to some late maps.
  • Leap: Counters will now consider leap's destination (rather than starting point), which means it behaves like an "adjacent attack" for the targets.
  • Final Battle: Updating the 2 ending battle maps to have better drops in general. The Ancient Path is still a better spot overall to get rare drops, but these 2 maps should feel more rewarding now.

Bug Fixes:
  • Displacements: Fixing an issue where enemies immune to being displaced could still be displaced by Pandora's Box or Skyjack.
  • Mount Nervanzer: Fixing an issue with a character showing over a tile while jumping.
  • Claret Woods: Fixing an issue with an enemy spawning on a spot they can't escape from.
  • Try and Buy: Purchase couldn't go through if the cost and player gold were the same. Fixed.
  • Title Screen: Fixing a rare issue with timing for users with an invalid time zone setting on their OS (still not sure how that's even possible, haha).
  • UI: Fixing various non-fatal errors tied to rare edge cases when navigating the UI. It probably won't have a noticeable impact on most users, but if something behaved oddly once in a while, it'll be probably be fixed.
  • Bootup: Fixing a potential error when starting the game for users that might have deleted folders they shouldn't have in "My Documents\Fell Seal".
  • Turkish Locale: Fixing some potential issues with the titlescreen on Turkish locale.
  • Dreadmaw: If there were status effects applied by the attack, their text would remain on the screen at the end of the attack. Fixed.
  • Maps: Fixing some drawing ordering issues for some maps.
  • Archafflictor: The Bzil variant had 3 jump instead of 4. Fixed.
  • Title Screen: Under specific circumstances, the titlescreen animated image could be shown too zoomed-out/in. This should be fixed.
  • The Gauntlet: When certain special enemies would die, some of the map tiles would become "walkable", even though they shouldn't have.
  • Thespeiros: An NPC walking around town could sometimes start walking in places he shouldn't. Fixed.
  • Wild Cards: The case where Wild Card has a critical miss and applies the opposite effect will now not result in a 'miss' unless the target is immune to the effect (ie, it will refresh the duration if the target has it).
  • Chitin Armor: A certain treasure was granting the wrong armor (Dendrite Armor) instead of the Chitin Armor. This is fixed, but is not retroactive unfortunately.
  • Bzil Classes: When learning a Bzil class, there was a chance the popup would remain visible if there was a cutscene happening after the battle. There were other instances where this could happen with popups at the end of combat. All fixed.
  • Descriptions: Fixing some typos and mistakes in some descriptions.
  • Spell Effects: After using Plaguestorm or Hippocampos, subsequent spells might be partially misplaced on screen. Fixed.


05/12/2019 - Version 1.0.3a
Bugfixes:
  • Doublecast: Will not be useable after using a contextual command (like gather, open, climb, etc), unless the passive to that effect is equipped.
  • Mods: Badge names will not become invisible anymore when using a custom crafting file.
  • Help Compendium: Adaptive affinity was misnamed in the help description about buffs. Fixed.
28 comments Read more

Reviews

“...the combat loop is the stuff dreams are made of for fantasy tactics devotees.”
8/10 – Game Informer

“Fell Seal: Arbiter’s Mark is the spiritual successor to Final Fantasy: Tactics finally come to life, with modernization that doesn’t detract from the core experience.”
10/10 – Strategy Gamer

“A top-notch strategy RPG that should definitely appeal to genre fans who've enjoyed games like Final Fantasy Tactics, Fire Emblem, or Summon Night.”
9/10 – RPG Fan

About This Game



Fell Seal: Arbiter's Mark is a story-driven, turn-based tactical RPG set in a fantasy world with a touch of steampunk. Take control of the Arbiter Kyrie, an agent of the Immortal Council tasked with preserving stability and order throughout the land, and lead your troops through difficult encounters.


  • Experience an epic and mature story, unfolding through over 40 story encounters and topped with challenging end-game content.
  • Classic tactical combat battles, with rugged terrain and elevation, taking place on beautiful hand-drawn environments.
  • A deep and complex class system with over 30 classes and 300 abilities lets you truly customize every one of your characters through the selection of their class, sub-class and passives. Carefully craft the character you envision, be it a versatile generalist, a dedicated spell-caster or a mighty foe-crushing specialist!
  • Customize your troops' appearance your way, by selecting their portrait, outfit, colors and overall visuals from a wide selection.
  • Equip your army with over 240 pieces of equipment, either purchased, gathered from fallen enemies or created from crafting.


Centuries ago, a brutal beast of destruction rent the world asunder. In this time of need, the first Immortals came into their uncanny powers, powers so great that they succeeded in destroying the beast ravaging the land, where all else had failed.

To prevent such destruction from ever happening again, the Immortals banded together to form a Council that would enforce order and stability on a global scale, stepping in at any hint of war or chaos.

The Immortals might be vastly powerful, but they are few. Even they can't oversee all of the lands. This is why they rely upon their mortal agents, the Arbiters, to guard the land's people from the more day-to-day dangers they face. Arbiters range over the land, rooting out bandits, unruly monsters, and crooked officials; their word is law.

But one Arbiter uncovers the deepening corruption pervading her own order, and it falls to her to halt the spread of a threat as dire as the brutal beast of yore.


Strongly influenced by games such as Final Fantasy Tactics (original and Advance versions) and Tactics Ogre, this tactical RPG stands on its own as a worthy successor of those classics, bringing a slew of improvements and additions to the tactics genre.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 SP1+
    • Processor: 1.2 Ghz, Pentium 4+
    • Memory: 3 GB RAM
    • Graphics: DirectX 9.0c compatible with 512 MB
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 7/8.1/10
    • Processor: 2+ Ghz
    • Memory: 4 GB RAM
    • Graphics: DirectX 9.0c compatible with 1024MB
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    Minimum:
    • OS: Mac OS X 10.11+
    • Processor: Yonah family+
    • Memory: 3 GB RAM
    • Graphics: 512 MB
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: 1.2 Ghz, Pentium 4+
    • Memory: 3 GB RAM
    • Graphics: 512 MB
    • Storage: 2 GB available space

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