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!
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Release Date:
2019
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Available: 2019

 

Recent updates View all (8)

July 1

Beta Backer Build 0.2.6 is now out!

Latest beta build is out!

Quick highlights:
- The Bzil race has been added to the game, including a recruitable character.
- 3 new story maps
- 5 new patrols
- New recruits now start with some AP already.

Here are the detailed notes:

Version 0.2.6

New Content:
  • Adding the Bzil race to the game (player usable).
  • Adding 3 new story battles.
  • Adding 5 new patrol battles.
  • Adding new shops.
  • Adding starting AP to 'new recruits', based on the amount of AP the 6 characters with the most AP have.
  • Adding new monsters to the game.
  • Adding color variations to the beards/new hair styles that were added last build.
  • Tweaking beards/hairs to remove layering oddities that were happening.
  • Adding system for a new map objective: reach the safe area within the turn limit.
  • Adding icons for Xbox One, Ps4 and Steam controllers. The game should show the correct one depending on your used controller. Using any other controller will show Xbox360 icons.

Updates:
  • Lowering Forceful Strike damage from 0.95 to 0.85
  • Lowering the amount the timebar starts filled at when you take no action during a turn from 25% to 20%
  • Changing sandpits teleportation behavior to be 'instant' rather than at the end of the turn.
  • Updating Vicarious bonus so it only applies to non-story/non-special classes.
  • Updating various monsters abilities to their correct version (rather than place holders) in terms of game mechanics. They still need their visuals created.
  • Lowering Blind Powder damage to 0.6 (from 0.8). Lowering Sleeping Powder damage to 0.5 (from 0.6).
  • Changing gunner Blinding Bullet to Slowing Bullet.
  • Updated Oasis cutscene to add fires left and right to highlight things are wrong.

Bug Fixes:
  • Fixing KB/mouse issues with selecting different pages in the gear select screen (and some other screens).
  • Fixing bug where "One for All" would trigger for all attacks, rather than only 'single target' attacks.
  • Fixing a nasty bug with Arpia's Skyjack that was introduced last build where it fails to check for terrain correctly when deciding where to drop target.
  • Fixed an issue with worldmap pathfinding where search could be very long, when it shouldn't. Also fixed an issue where paths not yet available would still be used if faster than the current path.
  • Preventing summoned enemies (zombies, etc) from being raisable in combat after they die.
  • Fixing a bug where when Dual Wielding a 2nd weapon with shorter range than the first would make the 2nd weapon have the same range under special circumstances.
  • Fix bug where cutscene actors dual wielding would start combat with both weapons shown after a cutscene.
  • Fixing some issues with gamepad icons when using more than 2 controllers at once.
  • Anadine's "punt" move should now correctly punt.
  • Fixing a bug where an enemy portrait could be shown when receiving loot from killing an enemy.
  • Fixing small visual oddities with some spells when receiving loot.
  • Fixing an issue that prevented some spells to show up in the doublecast list.
  • Fixed an issue where flying enemy could land on "blocked terrain" if their wanted destination was already covered by another unit.
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June 1

Beta Backer Build 0.2.5 is now out!

We just updated our beta build! We're adding 4 new story battles, 4 patrol battles and a lot of new spells and various additions.

We have a brand new world map and new customization options for characters (mainly, beards, but also new hats and such).

There's also a wiki created for the game, where game mechanics and such should eventually all be explained in detail: https://fellseal.gamepedia.com/Fell_Seal:_Arbiter%27s_Mark_Wiki

Here are the full notes for this release:

Version 0.2.5

New Content:
  • Adding 4 new story battles.
  • Adding a story battle before the 2nd temple fight (which was the previous end of the demo). Savefiles will automatically have their progress moved to right before this battle.
  • Adding 4 new patrol battles.
  • Removed the old temporary world map and using the real world map. It's much bigger and looks a lot better!
  • Adding spell effects for 9 gadgets and 9 new spells.
  • Adding a large contingent of beards for male characters. There might be a few issue with beard layering right now, but we'll get it fixed asap.
  • Adding "Infused Edge" to AI possible actions.
  • Adding a new mouse cursor graphic.
  • Adding code to support "happens next turn" abilities, including mortar shots from the giant turret demon, the Aeoth.
  • Adding code to prevent generated cutscene actors to spawn with certain outfits/hats (mainly, special stuff).
  • Adding new ability shape: 'charge'. A charge will move the attacker right next to its target, regardless of distance, as long as there is a clear path to it.
  • Adding new buff "adaptive aegis", which protects the user from the last element they were attacked with by increasing their elemental resistance to it.
  • Adding multiple new enemies, including: Helhund, Bzzerk, Niwot and advanced forms of existing monsters.

Bug Fixes:
  • "Weird sprites" visuals that were happening on Mac should now be gone. Let us know if you spot anything weird!
  • Adding missing passives to Anatomist skill tree.
  • Many small bug fixes.
  • Pektites did not spawn with the correct stats (high RES, low DEF) before. Also lowered their speed.
  • Added story classes to class lists (melee, mages, etc) so the AI recognizes them properly.
  • Some Sorcerer portraits weren't showing on NPCs. Fixed.
  • Fixing descriptions in the Ability-Setup menu so they trigger the help screen correctly.
  • Fixing Counters description so they correctly trigger the help screen.
  • The battle cursor duplicating at times during battles should be fixed.
  • Fixed some (rare) spell visuals where effects where shown over targets when they should have been under.
  • Only showing 'counter debuff spell animation' if a debuff was applied (this was always intended, but a check was missing).

Updates:
  • Revamping Highlands map and removing a part of the map that was confusing.
  • Changed the way the shadows behave while jumping. Looks much better now.
  • Added new knobs to maps information to prevent characters from being shown over/under some terrain when they shouldn't.
  • Updated the directions characters "get out of the way" when allies "walk over their tile" as there were oddities in there.
  • Changed visuals for Defend skill.
  • Changed Thunder 1 to new spell visuals.
  • Redid most tutorials and added a few ones.
  • Changed the camera position during spells to show the target better.
  • Changed damage predictions to account for "bonus punt damage" on the main target where applicable. The secondary target still isn't shown since it isn't part of the "regular ability range".
  • Changing Poison spell damage from 0.8 to 0.9
  • Lowering Marked abilities damage from 1.0 to 0.95 for "hybrid damage" spells, as well as other hybrid spells.
  • Fixing enemy snorkel having weird frames.
  • Renamed many XML status effects/etc to be consistent with game terms.
  • Now showing map objective when 'pausing' the battle (by showing the options).
  • Adding an icon for the "natural weapon" of monsters in their equip list.
  • Enemies spawning with +HP gear will now have their current HP filled correctly at the start of the battle.
  • Characters with lower levels than the map average level will receive more MVP points.
  • Fixed the "start of battle" effect on the worldmap not centering correctly in 4:3 (and other resolutions).
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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
    • Processor: 1.2 Ghz
    • Memory: 2 GB RAM
    • Graphics: DirectX 9.0c compatible with 512 MB
    • DirectX: Version 9.0c
    • Storage: 2 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: 2 GB available space
    Minimum:
    • OS: Mac OS X 10.8+
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 12.04+, SteamOS+
    • Memory: 2 GB RAM
    • Graphics: 512 MB
    • Storage: 2 GB available space
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