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 (35) - 91% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (207) - 93% of the 207 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 (33)

December 7

Build 0.5.3 - Balance/AI Update



New Build
This week's build focuses on AI upgrades, some balance tweaks and 2 added difficulty settings.
The size on disk also went from 3.5GB to 1.5GB, after a big update to our assets system.

Here are the highlights of the build:
  • Build Size: Very significantly shrunk the build size (3.5GB to 1.5GB).
  • AI: Many improvements and fixes!
  • Difficulty Settings: Adding 2 new Difficulty Settings to better control AI item usage and enemy spawning passives and counters.
  • Performance: Made a change to the asset loading system to make it a little bit faster.
  • Debuffs: If a character already has a debuff, the listed % to inflict it will now be shown as 0% (you can't reapply a status that's already on).

Full notes are listed at the end of this post.


Fell Seal's Music:
Our composer, Jan Morgenstern, has been working on preparing the OST for the game. We're still not there yet, as there's still a few tracks missing, but it's getting there and sounding great. :)

Check out this link for more details on the OST, including some free tracks!


Progress Report:
We finally finished our dialogues early this week!
They should be final at this point, barring any problems. The localization process has just begun it and they should be ready within about a month.

You can expect to see a lot of added languages early next year!

This week, we've worked mostly on our Xbox One build. Most of the work is done, save for the achievements. Next will be the PS4 build and preparing for December's big content update.

As soon as the console builds are taken care of, we'll start splitting our focus between creating the rest of the encounters and on a slew of UI/Balance updates that we've been preparing from all the great feedback we've been receiving.

Again,a big "thank you" to everyone for the feedback and suggestions. It's going to help us tremendously getting it done right!

On the art side, our maps are almost finished by now and our final tally should be 52 maps.

Currently, we're working on finalizing our special classes spells and have started work on our next "summon" style spell. Here's a preview for it:



Change log:
12/07/2018 - Version 0.5.3
New Content and Features:
  • Build Size: Very significantly shrunk the build size (3.5GB to 1.5GB).

Balance:
  • Fellblade:
    • Bleed Slice: Removing Bleed Slice and replacing it with Chaos Slice. Chaos Slice does damage and inflicts the target with a random debuff.
    • Miasma: Will now require a "center target" to propagate debuffs, otherwise it will only do damage. Center target won't have its debuff removed from the attack (such as sleep/charm).
  • Templar: Rapturous Chant will now remove all debuffs.
  • Ranger: Evasion Up value lowered to 15%.
  • Duelist: Reducing damage from elemental Flourishes to 1.55x (was 1.7x) and adding a small chance (25%) of a debuff tied to the element.
  • Bulldrake: Increasing the damage of Somniloquy a fair amount.
  • AI:
    • Abilities: Enemies will now be generated without missing abilities at higher level (there was a small chance before they wouldn't know all abilities if a skilltree had many abilities on 1 tier).
    • Levels: Enemies will now have a min/max level variance cap. Enemies spawn within roughly plus or minus 10% of the army's average level. This means that at very high levels, the level difference can start being very big. Now it's bounded to +/- 5, roughly.
    • Random Enemies: Enemies with a random job/subjob have a restriction on how many "healing" job/subjob will be generated so there aren't too many healers. Updated what is considered a "healer" to be more accurate (this should result in more healers than before on random maps, in general, since many jobs are now considered "partial healers" only).
    • Hybrid: Hybrid enemies will now spawn with better passives in general.
    • Items: Bypassing the odds of "not using an item even if we need it" for enemies if they couldn't take any action that turn.
    • Self-Panacea: Enemies will have much better chances of removing debuffs on themselves if they didn't take an action during the turn.
    • MP Granting: Improving the logic around giving MP to allies/self to be much better.
    • Accessories: Enemies won't spawn with duplicate Rings and Boots anymore, unless specifically meant to.
    • Smarts: Making the AI smarter with killing blows and with MP shield, so they won't be as likely to waste big attacks that would have the same effect as a smaller attack.
    • Counters: Enemies will be smarter about not triggering counters needlessly.
    • Revives: AI should be more likely to use Revive spells or items in general.
  • Difficulty Settings:
    • Enemies Passives/Counter: Adding a setting to control the chance of enemies not having a passive/counter.
    • Enemies Use Items: Renaming old settings to "Enemies Have Items". It controls the amount of items the enemies have.
    • Enemies Use Items: Adding a new setting to control how likely enemies are to using items.
    • Beginner: Updating preset to allow enemies to have items, but to use them at a Low chance.
    • Enemies Gear: Default setting will now have 25% per empty slot of having an accessory (more is 50%).
    • Enemies Gear: Will now affect monsters as well (was only humans before).
  • Gear:
    • Green Beret: Now gives +20HP (down from +25HP).
    • Enhancer: Increasing MND bonus slightly.
    • Energy Scythe: Reducing MND bonus a fair amount.
    • Energy Mace: Reducing MND bonus a bit.
    • Heavy Staff: Increasing ATK a lot and reducing MND bonus a fair amount.
    • Soul Armor: Changing resistance from -50 Holy to -25 Holy.
    • Brand Swords: Adding 50% resistance to their element.
    • Rapiers: Lowering their attack a bit, as their table had a problem that shifted some values upwards.

UI:
  • Performance: Made a change to the asset loading system to make it a little bit faster.
  • Tutorials: Updating some tutorials to be clearer.
  • Menu: Changing character with L/R in the main menu would act differently if a character was selected or not. This now behaves the same always.
  • Debuffs: If a character already has a debuff, the listed % to inflict it will now be shown as 0% (you can't reapply a status that's already on).

Bug Fixes:
  • AI: Fixing a bug that would make any Enemy with "Smart Casting" fail at casting spells.
  • Descriptions: Fixed an issue with some rare descriptions not showing an icon correctly in the text.
  • Name Input: Changing it so canceling out will not pick a random name anymore.
  • Leak: Fixing a memory leak when using custom portraits.
  • Gelligh City: Fixing some weird layering issues when in the water with floating units.
  • Counter Pounce: Fixing an issue with enemies sometimes jumping in an occupied location if the player casted an AoE over multiple Pounce-Counter characters.
  • Modding: Fixing a crash when trying to spawn a "hybrid" enemy without specifying their job manually.
  • NPCs: Fixing a bug where very high level enemies could spawn without a counter or passives.
  • Maps: Fixing a bug where some maps wouldn't load their correct background after running the Halloween event (until the next restart of the game).
  • Steal GP: Fixing an issue that might have caused it to be used more often than it should.
  • Sleep: The Sleep debuff will not be reapplied to targets that already have it anymore (if a target had sleep and you did damage+sleep to it, it would wake up then get reslept at times).
  • Berserk: Units with Berserk won't ignore the nearest target if that target has "Evade Melee" anymore.
  • Focus: Fixing a bug where Focus would get "used up" by "Debuff counters".
  • Thespeiros: Preventing all "non-swimming" units from spawning with Flippers to ensure they remain "non-swimming".
  • AI: Fixing a bug that made the AI ignore Def Down/ Res Down items usage.


0.5.3b:
  • Linux/Mac: Fixing a crash on the Mac and Linux versions of the game.
  • Patch Notes: Fixing a crash with the Patch notes in game.
  • Guests: Fixing an issue where Bzil guests would have a weird portrait.
  • Dispels: Dispels would incorrectly show they would dispel a permanent item-granted buff on a target before.
  • Buffs from Items: Fixing an issue where some bonus from buffs from items wouldn't be granted until the character got targeted by an action.
  • Secret Map: An optional secret map was visible on the worldmap when it shouldn't have been. It's being removed for now and will show up again when it's fully ready.
  • Thespeiros: Fixing an issue with nighttime props showing during the daytime.
  • Kawa Store: Somier was using the wrong sprite and portrait in his store.[/list]

7 comments Read more

December 6

Final version of the Intro movie is NOW OUT!



Hi guys,

many of you might have already seen the final version of the Intro Movie in the game but for those who havent had the chance we uploaded the intro movie to Youtube! :steamhappy:

We wanted something magical to happen when you press New Game so we prepared a hand-drawn intro movie that appears when you start a new game and introduces you to the world. Soak in the atmosphere and let us know down in the comments what do you think!

Here it is:

https://youtu.be/EeVpFJi9en0

Let us know what do you think down in the comments

Also check out the roadmap we prepared:



https://store.steampowered.com/app/699170/Fell_Seal_Arbiters_Mark/
12 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 slighty change during the course of developement.

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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