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 (21) - 95% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (237) - 93% of the 237 user reviews for this game are positive.
Release Date:
Aug 16, 2018
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Our goal with Fell Seal: Arbiter's Mark is to create a fun, complex, and deep tactical RPG experience. With over 40 unique maps, 25 classes, and 200 abilities, Fell Seal's scope is a vast undertaking! We're a small team of two developers, and while we're incredibly dedicated and passionate, there's still only two of us.

And this is where the Early Access comes in: with your feedback, suggestions and support, we can make Fell Seal the incredible tactical RPG we know it can be. With your input on concepts, mechanics and, especially balance, we can truly capture the essence of the great classics we're trying to bring back!

Ever since our successful Kickstarter in late 2017, we've been gathering feedback from fans and backers and the experience has been extremely positive. From their feedback, big improvements have been made to all portions of the game, be it classes, abilities, tutorials, UI, encounters, and then some! With an Early Access, we're eager to gather feedback from an even larger community and to keep improving Fell Seal!”

Approximately how long will this game be in Early Access?

“With the amount of work we have left, we're hoping to remain in Early Access for around 6 months. That should give us a good amount of time to gather and integrate fan feedback and ensure high quality.

That being said, our objective is to release Fell Seal with a very high level of polish and to be as fun and exciting as possible. Which is another way of saying that we won't settle for cutting corners. If your feedback is that we need to take more time in Early Access to make the game better, we'll take the time it takes to get it done.”

How is the full version planned to differ from the Early Access version?

“The first thing to mention here is that while we certainly have plans and a vision of what the game will contain at launch, we're going to Early Access to gather feedback from you, the fans. Thus, depending on that feedback, priorities will be reassessed to ensure we have the very best release we can.

As for our current plans: the biggest difference between versions is going to be the amount of content. We're planning on adding about 4 Story encounters each month, for a total of 24 added Story encounters by the end of the Early Access. From prior fan input, we also have a "Hard Mode" planned, which should make it into a later Early Access version. We're planning on adding a solid amount of post-end-game content (think very challenging multi-battles encounters and special boss fights).

Another difference is "story-characters backstory events", where story-characters will have optional dialogue-events which will explore their past and personalities more in-depth.
And the last big difference will be centered around the balance of levels, abilities, classes, etc., as that is an area where fan feedback will be absolutely crucial to our success. Expect big changes as the Early Access progresses!”

What is the current state of the Early Access version?

“The Early Access version is in a great state currently! Pretty much all of the game's systems and game mechanics are already in place. Menus, battles, shops, classes, abilities, equipment... pretty much all of it is created and fully functioning.

There are 21 Story encounters in the current version and around 30 optional non-story encounters. There are over 25 playable classes, 200 abilities and a crafting system. We have the ability for players to use custom portraits, to mod the game to add abilities, classes, languages and even customize core systems via a simple (but very large) customization file.

If we're looking at what's missing, it would be more story battles, about 50% of the sound effects, a Hard Mode and optional story-characters events. And, of course, your feedback! The above systems are all created and in game, but we're very eager to get your feedback to tune and improve them!”

Will the game be priced differently during and after Early Access?

“The price will be increased upon release from early access.”

How are you planning on involving the Community in your development process?

“Ever since our Kickstarter, we've had solid lines of communication with our fans and backers and their comments and suggestions have been invaluable to us. That feedback and communication is the main reason we're here in Early Access after all!

Our official position is always to try to answer all fan inquiries and comments, wherever they are posted. That being said, with all the various social platforms out there, it's easy to miss some. So we're going to focus our efforts and attention in one main location primarily, which is going to be the Steam forums. Thus, we'd like to encourage everyone to post their comments and feedback right here, on Steam. We'll be able to get to it more easily and quickly, and it should foster more conversation, which ultimately should lead to even better feedback and suggestions and thus, to a better Fell Seal: Arbiter's Mark!”
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Recent updates View all (41)

January 18

Build 0.7.0 - Story character events and new content!



Big Content Update:
Today, we're pushing our big monthly update!

The first big chunk we're adding is the story character events. We're adding 6 of them, which is about half of the events we have planned. The other ones are all written, but not scripted yet. They should be in the next big update.

The events are represented by an exclamation mark on nodes on the world map. Just walk to it, activate the node and you'll see an "event" option in the list of possible actions.
Please note that 2 of the events added stop being available after a certain point in the story, so you might not be able to see those in your current save file. They are fairly early in the story though, so it should be easy to check them out.

The next big chunk we're adding is 4 more story battles. Just like our last big build, those should be fairly challenging and we might need to be toned down. We'll be awaiting your feedback on this topic!

Here are the highlights of the build:
  • Character Events: Adding story-character events. We're still missing a few, but 6 of them are in the game right now. 2 of them can only be accessed during a specific story period, which might make them unaccessible in a save file that's very advanced in the story. The events will appear on the worldmap as an exclamation mark on nodes and should be fairly obvious. They are normally triggered around the time of some specific story event, so some might be a bit "old" for a player that's reached the end of the current content.
  • New maps: 4 new story battles are added to the build. There are no new patrols though.
  • AI: Lots of improvements and fixes to the AI, especially around Raises and items.
  • Gamepad Triggers: Xbox One/Xbox360 controllers triggers started acting strangely after the last update. This should be resolved.


Progress Report:
The current build should speak for itself in terms of progress. We've been busy with character events and the new encounters.

We managed to squeeze in a few balance tweaks from comments from the forums, especially centered around the AI, but it's just scratching the surface of all the updates we want to put in. Our priority is to get all the content in first though, to make sure QA can run through all the levels of the game.
Then we should have a full month left dedicated to balance and tweaks before release. And of course, we'll be able to put more balance updates after release too, if needed.

We had a first big pass of QA last week, so starting next week, our first order of business will be to go through the issues that were found and fix them all, so we're ready for our next big QA pass.

The only remaining big tickets are our credits section and game ending, so we're starting work on those to make sure whatever text we add to those can be localized in time for release.

Everything is on schedule for now, but we'll be extremely busy in the coming months, that's for sure!

Finally, we'd like to thank again everyone on the forums for all their input and feedback! It's been a tremendous help and we really appreciate it!

Thanks again for the great support, everyone! :)

Change logs:
01/18/2019 - Version 0.7.0
New Content:
  • Character Events: Adding story-character events. We're still missing a few, but 6 of them are in the game right now. 2 of them can only be accessed during a specific story period, which might make them unaccessible in a save file that's very advanced in the story. The events will appear on the worldmap as an exclamation mark on nodes and should be fairly obvious. They are normally triggered around the time of some specific story event, so some might be a bit "old" for a player that's reached the end of the current content.
  • New maps: 4 new story battles are added to the build. There are no new patrols though.

Balance:
  • AI:
    • Guests can't revive allies anymore.
    • Updating weights for items so they are a little less used in general.
    • Every time an AI uses a healing item, it's less likely to use one again in the future. Increased that reduction.
    • Added a reverse-reduction to the above: every time an AI doesn't use an item, it reduces any "item usage reduction" it might have accrued from using items previously.
    • Reducing weight value of DefDown and ResDown for AI calculations, so they focus on those a little less.
    • When trying to "find a spot away from enemies", the AI will now count Berserk allies as hostiles.
    • Adding a global weight reduction to revives. That reduction is partially lifted once enough enemies have been killed.
    • AI that are "waiting for the player to get closer/X turns" are supposed to be less likely to self-buff, but the recent AI update had removed that behavior. Adding it again.
    • AI will try to revive allies much further away from the battle than before (unless they are melee types and raised at full health)
    • Each time a target is raised, it will be less likely to be raised again in the future, to somewhat mimic the negatives of injuries on the enemies.
    • Cleaned up the AI calculations when using MP-damage and MP-draining abilities. AI should make smarter decisions.
  • Archafflictor: Increasing melee height range from 3 to 4.
  • Aeoth: Reducing Dark resistance to 0 from 75.
  • Harvester: Reducing Dark resistance to 0 from 50 on base tier. Other tiers reduced to 25 from 50.
  • Thespeiros: Disabling revives for the AI on that map.
  • Cabin Battle: Disabling the chance for a certain enemy to spawn with "Height Advantage" on this map. Also reducing the level of some enemies and making the Ranger wait 1 turn before activating.

Bug Fixes:
  • Guild: The right arrows in the guild customization screen will now work again.
  • Gamepad Triggers: Xbox One/Xbox360 controllers triggers started acting strangely after the last update. This should be resolved.
  • Blood Suck and Soul Suck: Now cannot be casted on oneself.
  • Shove Attacks: Killing a target using a push attack into an obstacle would use all the MP of the caster.

Modding:
  • Errors: Adding better error handling for missing abilities that a custom job could be referencing.
  • PoachNone: Removing special ability flag "kPoachNone" and adding extraFlag "kTargetCannotRevive" instead, so "PoachNone" won't use the Special flag slot.
5 comments Read more

January 15

Patch 0.6.3b

Our latest update added a crash when disconnecting a controller, so we're pushing a quick update to address that. It has a few other changes that were already added to the game, so they're getting pushed through as well.

Here's the change log!

01/15/2019 - Version 0.6.3b
Bug Fixes:
  • Crash: Some users have reported a crash when unplugging their controller since we updated to the new Unity version. We found a work-around to prevent the crash.
  • Crash: When exiting the game, it would crash on shutdown after our last update. Turns out that was related to the controller plugin as well, so the above workaround fixed that too.

  • Equip Menu: Fixing an issue when equipping gear and backing out really quickly where it could back out past a menu and create input problems.
  • Infused Edge: Infused Edge was reporting incorrect "predicted damage" when used with Dual Wielding.
  • Save Menu: Fixing small visual issues on the screen.
  • Aeoths: These enemies cannot be raised anymore.
  • Drain Soul: Drain Soul (and other abilties doing only MP damage) would show 0 damage (even though they would do the correct damage) when targeting a unit with Mystic Shield.
  • Infused Edge: AI would use the wrong visuals for the spell part of infused edge pretty often.

Balance:
  • Arcane Engine: Hp to Mp ratio changed to 10:1 (from 4:1).
  • AI: AI will be smarter when attacking a unit with Mystic Shield.
  • AI: Tweaked the weight of some presets.
  • Debuffs: The chance of landing debuffs was influenced by the level difference between the caster and the target, at a 5% * spellChance bonus per level of difference. This has been changed to be 1% per level of difference from 0 to 5%. This means debuff% should be much more consistent, but still have a slight variance.
  • Big Worm: Reducing the HP/level for the biggest worm (from 40 to 35).

UI:
  • Save Files: Corrupted save files will now be listed with other save files, so the user can delete from the game if desired.
  • Cursors: Adding a matching "bottom part" to the new "top part" for the cursor when shown over water, poison or lava tiles.

4 comments Read more
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Reviews

“That’s all great, but does it play? Oh yeah. Fell Seal: Arbiter’s Mark plays real real nice.”
COGconnected

“I can confirm that this is very much in the vein of Final Fantasy Tactics...”
Rock Paper Shotgun

“It’s hard to feel like the current build isn’t the final game when everything already feels so good to do.”
TheSixthAxis

The Road So Far


*Please note that the roadmap may still slightly change during the course of development.

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 20 classes and 200 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: 2 GB RAM
    • Graphics: DirectX 9.0c compatible with 512 MB
    • DirectX: Version 9.0c
    • Storage: 3 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: 3 GB available space
    Minimum:
    • OS: Mac OS X 10.11+
    • Processor: Yonah family+
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 3 GB available space
    Minimum:
    • OS: Ubuntu 12.04+, SteamOS+
    • Processor: 1.2 Ghz, Pentium 4+
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 3 GB available space

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