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!
All Reviews:
Very Positive (110) - 93% of the 110 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 (19)

September 21

Weekly Progress Report - New spell, new map sketch

Another big week for us. We put out another Early Access build this week, in part to fix an issue for Turkish users and to get a few new features out, the biggest one being a fan request for a system to reset your character to level 1, so you can redo their stats growth if you’re agonizing over previous choices.
It’s definitely not something that’ll be required in the normal game flow for most players, but there was a high enthusiasm for the feature from the Community, so we brought it in. :)

For the rest of the week, we’ve been working on more improvements from fan feedback, including a system to speed up spell effects in combat, some UI polish and improvements and adding new sound effects. I expect we’ll have another build out next week with these new features and improvements.

Art Side
On the art front, our artist just posted a small tutorial about our animation workflow process when creating monster sprites. It has a lot information and a lot of nifty images too!
If you're interested in Pixel Art, you might want to give it a look.
You can check it out right here!

And we have another spell for the secret class we mentioned last week, although it’s not quite finished yet:


We’ve also just finished the sketch for our next map, a dark and foreboding tomb area (well, it’ll be dark and foreboding when it’s complete!):


And lastly, we started work on the final boss sprite. It’s looking pretty cool! We’ll share a spoiler free version of it when it has a little more details done! :)
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September 18

Build 0.3.2 Live - Fixes, balance tweaks and "reset to level 1" option

We just released 0.3.1 a few days ago, so it's a bit early for a new build, but we've been adding many fixes and it seemed appropriate not to hoard them for ourselves!

Highlighs
Most of the changes we're adding were suggested by the community. Here are some of the highlights:
  • Adding a system to "Reset a character's level to level 1", by popular request. Head to the guild and hit the "Reset Level" option. For a fee, your level will be reset to level 1.
  • Updating 'buffs' descriptions to include the help text tied to the buff that is granted.
  • Lowering the cost of Bzil skill tree abilities significantly. Will keep monitoring this to see if more adjustments are needed.
  • Changing equip UI so a 2H can be selected while a shield is equipped. The 2H will be equipped and the shield unequipped automatically.
  • Slightly lowering the power of sniper shot and making Sniper Shot and Assassinate acquired by enemies at a later level than other abilities of the same tier.


Changelog
Version 0.3.2
Including notes from hotfixes 0.3.1b and 0.3.1c, for clarity.

New Content and features:
  • Adding ambient pops to a few more maps.
  • Adding a system to "Reset a character's level to level 1", by popular request. Head to the guild and hit the "Reset Level" option. For a fee, your level will be reset to level 1.

Balance:
  • Changing the way Elemental Mastery calculates its values. It should be more consistent in general and a little stronger.
  • Changed the caps for elemental resistances. Enemies with very low resistances should take quite a bit more damage from the right element now.
  • Updating level caps for story encounters and patrols, generally raising them a little bit.
  • AI won't try to Collect Bounty/Pelt a target if it won't kill the target.
  • Reducing chances of enemies using Gold Steal a little more.
  • Enemy healers with charm will no longer try to remove charm from themselves specifically (they will still try to Panacea themselves from other conditions and might thus remove charm as collateral-removal).
  • Increasing a bit chances of healers trying something different than healing as their first choice.
  • Swapping Scout and Collect Pelt around on the Ranger skill tree.
  • Changing gambler damage ability to do "target current-hp - 1" damage to the target on "critical success", with a min/max value, rather than 500, 200 and 100 as previously.
  • Lowering the starting AP of recruits from 60% to 50% of "max average AP of 6 highest AP characters."
  • Slightly lowering the power of sniper shot.
  • Making Sniper Shot and Assassinate acquired by enemies at a later level than other abilities of the same tier.
  • Lowering the cost of Bzil skill tree abilities significantly. Will keep monitoring this to see if more adjustments are needed.

UI:
  • Changing equip UI so a 2H can be selected while a shield is equipped. The 2H will be equipped and the shield unequipped automatically.
  • Reworking Mystic Shield, Smart Casting, and other descriptions.
  • Changing Execute to only apply to offensive abilities. Also lowering the damage bonus from 50% to 40% for now.
  • Reordered the weapon categories in stores/menus to group similar things better.
  • Updating 'buffs' descriptions to include the help text tied to the buff that is granted.

Bug Fixes:
  • Changing the way we read config files to force UTF-8 rather than "default user locale", as it seems it can cause issues with languages using completely different alphabets.
  • In a hotfix, we reverted our changes to the "dimming the music" system we added last patch. The system was an improvement, but it surfaced a Unity engine bug that can crash the game. We sent a bug report and hope they will fix the issue. We'll restore the "cleaner music volume dimming" afterwards.
  • Fixing an issue when switching resolution from the menu.
  • Fixing a leak from accessing options from the Title Screen.
  • Fixing a bug when pressing keys while the menu is opening from the battle placement screen.
  • Fixing various typos in abilities, weapons, etc.
  • Fixing a leak from accessing options from the Title Screen.
  • Fixing a bug where items could be used with doublecasting under specific circumstances.
  • Fixing many (fairly benign) internal exceptions.
  • Fixing an issue that gave a lot more mvp points than intended when attacking an enemy.
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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.

Features:

  • 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.

Story:

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

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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