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) - 90% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (177) - 93% of the 177 user reviews for this game are positive.
Release Date:
Aug 16, 2018

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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 (29)

November 16

Build 0.5.0 - New Content update, Balance update

Sneak Peek at one of our new spell in the works.

Hello everyone!

This week, we're releasing our next chunk of new content, along with a lot of balance tune-ups and a big dialogues update.

Here are the highlights of the build:

  • Story Content: Adding 4 new story encounters, 3 new patrols, 1 optional small event.
  • Dialogues: All dialogues in the game were reviewed/updated by writer Scott Hamm. We have a proofreading pass coming at the end of the month, and then they should be final.
  • AI: Lots of AI improvements again.
  • Balance: Balance updates for many classes, including abilities and requirements.

Full notes are in the build and at the end of this post, as usual.

Progress Report:
First, a big thank you to everyone for all the incredible feedback we've been getting on the game! We made another big round of balance tuning from it and it's looking better than ever!
We have several pages of balance notes that still need to go in though, so expect even more improvements in the coming months!

We spent a lot of time testing and tuning this week and we started the final dialogue editing process. We have about 70% of the dialogues in what should be pretty much final form after writer Scott Hamm finished his giant pass on them. We'll still be focusing for 2 more weeks on creating the rest of the game's dialogues, then it'll be updated by Scott again, and then off to localization.
We're keeping a good pace on that front and we're on schedule. :)

We're also about 95% finished with the Voice Over for our intro movie. It's looking and sounding amazing and we can't wait to show everyone the final version! It should be ready Monday or Tuesday, so expect a quick update early next week!

Lately, we've been working on maps for optional/secret dungeons as well as the final battles of the game, so we can't quite show all of them, but here's one that should be safe to show:

Lastly, we've been working on the visuals for the abilities of one of our special classes. They should have a pretty unique style! (like the one at the top of this post).

Change log:
11/16/2018 - Version 0.5.0
New Content and Features:
  • Story Content: Adding 4 new story encounters, 3 new patrols, 1 optional small event.
  • Dialogues: All dialogues in the game were reviewed/updated by writer Scott Hamm. We have a proofreading pass coming at the end of the month, and then they should be final.
  • Cutscenes: A few cutscenes had minor updates.
  • Sound Effects: Adding sound effects to many abilities.
  • Outfits: Adding a new outfit to the game for males. The female version should be ready in a bit.

  • Map balance:
    • Alpine Woods: Making one of the Daodrenners a "more enemies" option.
    • Gyaum Tor: Making one of the Mercenaries a "more enemies" option.
    • The Highlands: If the character doesn't have 7 units in total, one of the Vangals won't spawn.
    • Yates Cabin: Changing the player spawning tiles to make things a little easier.
    • The Banyan: Changing on the Rangers to be a "more enemies" option.
    • 2nd Temple: Changing the Wizard to be a "more enemies" option.
    • Ekhidna Falls: Changing the component yield on the 0,5 tree to 2 (from 1).
  • Difficulty Settings: Changing Hard mode to use "more enemies" and "regular stats" and Very Hard to use "Regular Injuries".
  • Berserk: Reducing duration to 2 turns (from 3).
  • Thorns: Thorns damage will not apply to counters anymore (when a counter hits a target with thorn, thorn will not reflect a portion of the counter damage).
  • Self Buff Counters: Those will not proc if the effect is already on the target (which means that damaging dispels won't trigger them anymore).
  • Smart Casting: Disabling Smart Casting for all Single target attacks.
  • Consumables: Reducing the vertical range of many items to 5 (they all had 8 before).
  • Story Characters: Story characters that depart from the party will receive some bonus AP to basic classes after they rejoin. New story characters that join will get more AP when joining.
  • Demon Knight:
    • Demonic Might: Adding Renew to the effects.
    • Vicious Punt: Lowering damage to 0.85 but increasing vert range to 4.
    • Vicious Slash: Increasing vert range to 4.
    • Cleave: Cleave won't grant 10MP on the bonus turn anymore.
  • Ranger: Increasing vert range of Multishot (6 to 7). Increasing damage of Rain Of Arrows (.85 to .9).
  • Knight: Exchanging Taunt and Defensive Hit positions on the skill tree.
  • Warmage:
    • Requirements: Changed to Plague Doctor-3, Fellblade-4
    • Stasis Burst: Removing it from the Warmage. The ability doesn't fit very well with their kit and they still have 10 without it.
  • Scoundrel:
    • Sneak Attack: Adding a MP cost of 6.
    • Steal abilities: Steal abilities that deal no damage will not trigger most counters anymore.
  • Fellblade:
    • Sleep Slice: Increasing the MP cost to 12 from 8, reducing damage from 0.8x (from 0.85x)
    • Poison, Bleed Slice: Reducing damage to 0.85x (from 0.9x).
    • Mute Slice: Reducing damage to 0.9x (from 0.95x).
    • Black Blade: Damage is now non-elemental rather than Dark.
    • Health Siphon: Damage is now non-elemental rather than Physical.
    • Miasma: Reducing range to 2 (from 3), increasing damage to 0.6x (from 0.5x), increasing vert range to 7 (from 6) and changing shape to Square (from Cross).
  • Werewolf:
    • Leap: Updated how it works. Give it a go to see just how it works! The visual effect is temporary as it's missing the damage visuals, but the functionality is there.
    • Fetid Breath: Is now a cone (it was meant to be a cone, so it was technically a bug).
    • Gear: Adding swords to the list of weapons.
  • Plague Doctor:
    • Treatment: Reducing MP cost of Treatment to 8 (from 10).
    • Mass Slow: Increasing base success rate from 50% to 75%
    • Weaken: Increasing base success rate from 75% to 100%. More changes will come to make this spell more attractive soon.
  • Assassin:
    • Sleep Powder: Increasing vert range of to 1 (from 0).
    • Dispel Powder: Adding 0.6x damage to it.
  • Druid:
    • Requirements: Changing to Mender-3, Wizard-5, Alchemystic-3
    • Dispel: Changing MP cost to 8 (from 10) and range to 3 (from 2).
  • Gadgeteer:
    • Requirements: Reducing to Scoundrel-3 (from 4) and Wizard-3 (from 4).
    • Dispelotron: Reducing MP cost to 8 (from 10).
  • Peddler: Can now equip crossbows.
  • Duelist: Increasing elemental Flourish damage to 1.7x from 1.6x. And Cripple Flourish to 0.9x from 0.85f.
  • Gunner: Changing requirement to Mercenary-4, Knight-4, Ranger-4
  • Sorcerer: Changing requirements to Druid-5
  • Templar: Adding MP cost of 8 to Soothing Chant.
  • Human Classes: Lowering the MP growth of most classes.
  • Bzaro: Starting Bzaro with the Daodrenner class unlocked as well.
  • Rakkerjak: Changing passive from Cleave to Execute (that was actually a bug).
  • Monsters: Updated the elemental resistances of most demonic creatures (mostly the Dark element).
  • Bulldrakes: Increasing base stats. Increasing damage to Breath attacks.
  • AI:
    • The AI will instantly switch targets if its current target moves to a spot where the AI could never follow (due to height issues, etc), rather than sadly follow it for a few turns.
    • Revive Items: The AI will now have a chance to use Revive items at times.
    • AI will be less likely to shove targets into their allies when using long ranged shoves.
    • AI will be smarter about including allies when buffing itself with AoEs.
    • AI will be less likely to self buff if it has the special "waiting for the player to get closer" flag.
    • AI will be smarter about using abilities that have scaling damage with proximity to the target.
  • Equipment:
    • Vigil Band: Adding the Vigil Band, an accessory that protects against Sleep.
    • Judogi: Reducing Armor value.
    • Silver Helm: Changed the ATK bonus to a MND (it was always meant to be MND).
    • Main Gauche: Increasing ATK value. Also reducing the chance of enemies using it.

  • Azure Plains: Making the tall grass 85% opacity so the movement tiles can be seen through them. It's still hard to see, but it should be more obvious where you can move to this way.
  • Abilities: Cleaning up and adding details to a lot of abilities information.
  • Special Classes: When prompted to use a Badge to learn a special class, the prompt will now mention how many badges you have in total.
  • Difficulty Settings: Renaming "Easy" to "Beginner". Updating the description of Veteran to make it clearer the battles will be challenging for most players.
  • Help Compendium: Fixing typos. Adding missing camp fire sprites to the background.
  • System Menu: The Start button/Key will now close the menu (as well as the Cancel Button/Key).
  • Accuracy: When an attack or a debuff has 0% to hit, the 0% will now be written in Red (rather than white) to make it more obvious.
  • HP/MP Bar: The bar wasn't precise at low levels. Fixing it so it's accurate now.
  • Items: Updating the Items command description to mention they are shared and refill automatically.
  • Fullscreen: Changing the behavior of the game to remain "Visible in Background", as it seems to be the default recommended behavior. Sadly, Unity doesn't allow this behavior to be changed at runtime as it should, so we have to pick one or the other.

Bug Fixes:
  • Abilities Learn Menu: Fixing issue with character panel not updating when switching characters from the Ability Learn menu.
  • Mouse/Kb: Fixing: Mouse wheel icon could remain visible when it shouldn't if using the keyboard rather than the mouse.
  • Difficulty Settings: Fixing an issue where starting a game on a different difficulty setting than the default one, quitting the game and starting a new game would show the wrong difficulty setting name.
  • MP Values: After switching passives or before deployment in combat, the current MP value of characters can show the wrong value at times (this is cosmetic, as the correct MP is always used in combat).
  • Various Maps: Fixing priorities that were a little wonky on many maps.
  • Bzaro: Fixing a bug were Bzaro would start with most classes unlocked.
  • Debuffs: Now correctly showing that Barrier was removed when a Counter: Debuff is triggered by a character with Barrier on.
  • Crafting: Fixing rare case where Gear or Badges crafting categories would be flagged as unavailable after browsing components.
  • Sound: Fixing a caching issue with the sound effects.
  • Crash: Fixing a rare crash with Adaptative Affinity.
  • StealTables: Fixing a bug where enemies that spawn during battle all had an empty steal table.
  • Charge: Charge abilities can now correctly hit targets in the water, assuming the charge itself doesn't go into the water.

  • Encounters: The "apbonus" field can be used on enemies to have them grant a flat AP bonus to the player if they were killed during the battle.
16 comments Read more

November 9

Build 0.4.4 - Help Compendium

We've been busy wrapping up our dialogues, so we have only a small update this week.

The main addition is the Help Compendium. It has explanations on all the systems, tips for beginners and advanced tips. Give it a look and let us know if you think anything is missing!

It's accessible from the System menu (so, from the world map or during battle) and it's called "Help Compendium".

As usual, the full patch notes are at the end of the post.

Progress Report:
As we've mentioned, we've been focusing on wrapping up all dialogues, so that's where most of our progress has been. But, we've also been working on new sounds, new maps and new abilities visuals. Here's some of them.

A new map that should be used for a secret optional dungeon:

A spell for a new enemy type that isn't in the game quite yet:

We've been working on new spells for one of our secret classes, so you should expect some cool visuals coming in soon! Also, we're almost done adding the Voice Over for our intro movie, so keep your eyes peeled for that one too. It's sounding pretty awesome with the VO! :)

We'll be at Free Play Florida later today and over the week-end. If you're in the area, come say hello!

Change log:
11/09/2018 - Version 0.4.4
New Content and Features:
  • Help Compendium: Adding the Help Compendium section to the System menu. It's accessible from the worldmap or during battle. The Help Compendium has a lot of information about many systems.
  • Visuals: Updating Health Siphon, Vicious Blow and Rend. Adding Wrathful Blow, One for All and Enraged Blow.
  • AI: The AI will now use One for All if it has access to it and it thinks it's a good move.

  • AI: Adding various small improvements to the AI to make it a little smarter.
  • AI: For AIs that have Teleport Other, they will now try to teleport targets onto traps if they can't drown anyone.
  • AI: Ranged units will be less prone to charge forward after attacking.
  • Drakesmouth Seaway: Making one of the 2 Gunners a "More Enemies" option spawn only.

  • Ability Learn Menu: Now showing the character's information panel on the screen where you can select which class to learn abilities, for more clarity.
  • Turn Order bar: Cleaning up the way the currently selected character is shown on the bar to be more consistent.
  • EXP Sequence: Making sure the character is always on screen when showing their EXP (with very long range attacks, they could be out of the screen at times).
  • Counter: Teleport Other: It shouldn't teleport people to spots on the map that are very isolated anymore.
  • Titlescreen: Adding a back button option from the difficulty settings after selecting "New Game".
  • Thespeiros: The map objective states the Guest must suvive, but no gameover came if they die. This is fixed now.

Bug Fixes:
  • Accuracy: Base accuracy is now 100% rather than 99%. Most enemies have 1% evasion, so it's still 99% unless you have Glasses/Passive. This was meant to be in a few patches ago, so it's technically a bug.
  • Cleave: If the current character has the Cleave Passive and attacks a target, which gets killed by an ally's One For All, they will no longer receive a Cleave turn.
  • Worm Battle: Fixing an issue where one of the corridors could be unblocked after a small worm died.
  • Music: Fixing a rare problem where the battle music could fail to play at the start of some battles and the preparations music would keep playing instead.
  • AI: The AI will no longer try to dispel permanent buffs from targets.

  • New Classes: Defaulting missing class outfit to 0 rather than having an error.
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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.

About the game:

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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • OS: Mac OS X 10.11+
    • Processor: Yonah family+
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 3 GB available space
    • 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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