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) - 94% of the 35 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (270) - 93% of the 270 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 (46)

February 15

Build 0.8.0 New story content!


Gelligh's worldmap art

New Build:
We're releasing build 0.8.0 this week, which adds 3 new story battles and 3 patrols.

We're also adding over 50 new SFX and a dozen new VFX.

This build takes the story almost to the final battle, so most of the core content is there.
We're mainly missing optional content, in the form of 4 special battles, a few cutscenes, a secret character, another Tournament, some secret loot and enemies and a special 7 maps end-game dungeon.

Well, I guess that's quite a bit of content that's still missing, come to think of it!

All the maps and the design for the above content are ready and we're missing the cutscenes and the encounters for most of them. We're working on it though and we're on schedule. There certainly won't be any vacation for us for the next 2 months though!


Here's the highlights of today's build:
  • Story: Adding 3 story battles and 3 patrol battles.
  • SFX: Adding about 50 new sound effects, including some for cutscenes (like the last cutscene of the previous build).
  • VFX: Adding numerous visual effects, including: Scorpio Ballista, Shatter, Blazing Bolas, Whetstone, Bulldrake Limits, Phoenix abilities. Updating Bullets effects.
  • Name Input: The textbox will now use the correct font for non-english languages, which should allow input in other character sets.


Progress Report:
This week we've been working on wrapping up today's build and creating cutscenes and encounters mainly. We also spent time integrating new SFX and VFX to the game.
Lastly, we spent time creating the credits section and it should be ready for the next build.

We're hoping to be done with all cutscenes late next week as well, and everything that isn't optional content should also be done.

We should also receive the final batch of localized text next week (we're missing a few tutorial toolitps, some abilities and some later cutscenes mostly), which should make the game fully localized in all launch-languages at that point (and we'll update our Steam supported languages to reflect that).


Change logs:
02/15/2019 - Version 0.8.0
New Content:
  • Story: Adding 3 story battles and 3 patrol battles.
  • SFX: Adding about 50 new sound effects, including some for cutscenes (like the last cutscene of the previous build).
  • VFX: Adding numerous visual effects, including: Scorpio Ballista, Shatter, Blazing Bolas, Whetstone, Bulldrake Limits, Phoenix abilities. Updating Bullets effects.
  • Abilities: Blazing Bolas Ability added (previous version was a placeholder). This added the Blazing Trap as well, which is a trap that deals fire damage based on the caster's MND stat.

UI:
  • Name Input: The textbox will now use the correct font for non-english languages, which should allow input in other character sets.

Balance:
  • Level Range: Updating level range for last 3 battles of the previous demo, as they had default values.

Bug Fixes:
  • Diamondform: Fixing an issue where the AI would not consider using this ability. Also fixing a visual glitch when Tangrels would use Diamondform.
  • Arena: The platforms were obscuring the cursors since last update. Fixed.
  • Focused Rage: Fixing an issue where using abilities that "count as a regular attack" wouldn't remove their MP cost before calculating the bonus damage.
  • Counter: Cripple: Fixing an issue where the counter wouldn't activate sometimes, even though it was predicted to activate.
  • Impetus: Impetus and scar tissues stacks would still show after combat. Fixed.

Modding:
  • Traps: Adding the ability for a trap to reference a spell effect through TrapEffect (KAW-03-A4 has an example) that will be used to calculate what the trap does (rather than being limited to the bleed, half damage, etc). Currently the spell will only affect the trap target, regardless of the spell targeting information.
  • Errors: Adding more error checking in case a job goes missing.
  • Errors: Adding more error checking when reading data from encounters.txt.

Hotfix:
  • Chinese Font: Chinese font wasn't being loaded correctly by mods anymore. This is fixed.
  • Traps: Peddler traps got broken in the last update. Fixed!
  • Modding: When loading a language with a different font, the special font will be loaded automatically when displaying the font name is the Menu, rather than needed "special formating codes in its name".
3 comments Read more

February 12

Build 0.7.4 - Localized intro video subtitles

We're putting out build 0.7.4 today.

The main addition is that the intro movie has its subtitles localized in all supported languages. We also added some error checking when playing the video, so if a user has codecs issue/etc, the error message will be shown to them.

Otherwise, we're also adding a popup about enabling/disabling the sending of anonymous data the first time the player enters the title screen. You can still enable/disable this from the Options, but now there'll be an explicit mention of it once in the title screen as well.

The update is fairly big in terms of size because we're adding all these extra videos, but it's actually a small update, haha.


Change log:
02/12/2019 - Version 0.7.4
New Content:
  • Intro Video: The intro video has its subtitles localized in all supported languages.

UI:
  • Intro Video: Adding an error check and error message when trying to play the intro video. If the video failed to play for any reason, the message with the shown and the video skipped.
  • Telemetry: Adding a message in the title screen for the very first time the player starts the game, letting them know the game would like to gather error logs and class/abilities anonymous data to help us fix/balance the game. The player can opt out at that point (or from the Options, as before). Everyone will see this message at least once, even if they already have been playing for a while.

Balance:
  • Loot: Small adjustments to some loot tables for late game.

Modding:
  • Errors: Adding yet more error checking for mods with incorrect data, so the game won't throw errors when trying to display missing classes.
3 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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