Game review
Fuga: Melodies of Steel
7 / 10
- Developer
- CyberConnect2
- Publisher
- CyberConnect2
- Released
- 28 July 2021
- Platforms
- Windows, PlayStation 4, Nintendo Switch, Xbox One
- Genre
- Turn-Based Tactical RPG
- Monetisation
- One-time purchase, no add-on content
- Players
- Single-player
The short version
Fuga: Melodies of Steel takes CyberConnect2's beloved but commercially obscure Little Tail Bronx universe — the anthropomorphic-dog-and-cat world of Tail Concerto and Solatorobo — and puts twelve orphaned children in a sentient WWII-scale tank to fight the army that destroyed their home. Its signature idea, the Soul Cannon, is genuinely one of the most quietly harrowing mechanics in the genre: a one-shot superweapon that only fires by draining a chosen child's life force, permanently altering their portrait and the people around them for the rest of the game.
That idea is stronger than the game built around it. The turn-based combat is solid but grows repetitive as recycled enemy types reappear across nearly every stage, the level structure is strictly on-rails, and a real thread of player feedback argues the story's early chapters don't earn the emotional weight the Soul Cannon asks you to carry. It's a memorable, worthwhile RPG that never quite closes the gap between its best idea and its most repeated one.
Biggest strengths
- The Soul Cannon is a genuinely uncomfortable, well-integrated moral mechanic — sacrificing a child for a one-shot superweapon visibly and permanently changes their portrait and their closest relationships, not just a stat sheet
- A distinctive, painterly art style and a soundtrack multiple reviewers single out as one of the best things in the game, including a widely-praised children's-choir theme
- An affinity system that rewards spending downtime actually talking to your crew, giving the cast more depth than a typical turn-based RPG's rotating roster
Biggest weaknesses
- Level design is strictly linear and on-rails, and a recurring criticism is that the same enemy types reappear across nearly every stage rather than the roster meaningfully expanding
- Combat that starts well-paced is repeatedly described as turning into a grind or a "slog" by the game's back half, with encounters growing longer without growing more interesting
- A detailed 196-hour completionist review argues the game is priced well above what its mobile-scale production values justify, echoed by several other reviews calling it steep at full price
Who it's for: JRPG fans who want a turn-based game built around a genuinely uncomfortable moral choice rather than a cosmetic one, and anyone curious about the wider Little Tail Bronx universe without needing to have played its earlier, unrelated action games.
Our recommendation: Worth playing for the Soul Cannon mechanic and the world it's set in alone, ideally at a discount given a real slice of its own review base — including a player who fully completed it — argues the asking price outran the production values. Go in for the moral weight of its central choice more than for the moment-to-moment combat, which is competent rather than exceptional.
7 / 10
A superweapon that costs a child
Fuga: Melodies of Steel is CyberConnect2's first self-published game, and its first return in over a decade to the Little Tail Bronx setting the studio built for the cult-favourite Tail Concerto and Solatorobo — a world of anthropomorphic dogs and cats living in a steampunk alternate history. Here that world is at war: the Berman army has invaded Gasco, and twelve children fleeing the destruction of their village stumble onto Taranis, an ancient sentient tank built by a long-extinct human civilisation. The rest of the game is that tank's journey across occupied territory to rescue the children's captured parents.
The idea the game is actually built around, and the reason it's remembered at all outside a niche JRPG audience, is the Soul Cannon: a devastating one-shot weapon capable of wiping out entire enemy formations, which only fires by draining the full life force of one chosen child. It's not a button you press lightly — using it visibly and permanently marks that character for the rest of the playthrough, replaces their artwork with a hollowed-out silhouette in the game's ending sequence, and drops their closest friends aboard the tank into a depressive state that locks them out of their own abilities until they recover. It's a rare example of a video game moral choice with real, felt, ongoing consequences rather than a one-time cutscene branch, and it's the single best reason Fuga has built the loyal following it has.
Where the rest of the game doesn't quite keep up
The turn-based combat wrapped around that idea is solid without being remarkable. Taranis fights using turret positions the crew mans and rotates between, with abilities and buffs that expand as more of the children level up and unlock new roles. Several reviewers describe an excellent early learning curve, where new tactical options keep arriving right as the previous ones start to feel routine — and then describe that curve flattening out well before the campaign ends. The most consistent specific complaint in the game's own Steam review corpus is that enemy variety doesn't keep pace with the stage count: the same handful of Berman unit types reappear across nearly every level, so what should read as escalating threat instead reads, to a real slice of players, as repetition with a higher number attached.
That repetition compounds with a level structure that's strictly linear — the game moves the Taranis along a fixed path stage to stage, with no open exploration to break up the rhythm — and a crew-management layer that asks for real attention between fights: specific windows to heal, specific timing to build affinity between characters, and enough incentive to keep reshuffling which children sit in which turret that more than one reviewer describes it as busywork rather than meaningful strategy. None of this makes the combat bad, but it means the game's back half is carried more by curiosity about where the story and the Soul Cannon's consequences are heading than by the fights themselves — a pattern echoed by a detailed, fully-completionist 196-hour review that still, after finishing everything the game has, argues the execution never quite matches the strength of its core idea.
A story some players say hasn't earned its weight yet
The writing gets a more divided response than the mechanics. Plenty of the review corpus praises the cast — twelve genuinely distinct children rather than palette-swapped archetypes — and the affinity system that rewards spending downtime actually talking to them rather than skipping straight to the next fight. But a real thread of feedback, including from players who otherwise recommend the game, argues the character writing in this specific entry is comparatively basic: one detailed critical review says the entire plot could be summarised in five minutes and that individual characters lean on a single trait rather than real depth early on. Several reviewers who say this specifically flag the sequels as the stronger execution of the same premise, which is a useful signal for anyone deciding where to start in the now three-game series — this is the foundational entry the format was built on, not necessarily its most polished chapter.
Setting it against its own sequels
Two further entries have since followed the same template — an AI-piloted successor tank in Fuga: Melodies of Steel 2, and a third game closing out the trilogy — and one detailed review in this game's own corpus argues all three should really be read as a single story told across three releases rather than three separate purchases, since the structure, art direction and combat barely change installment to installment. That framing is useful context for judging this first entry specifically: it's the version of Fuga with the roughest edges, the thinnest early characterisation by its own players' account, and the least enemy variety, because it's the one that had to establish the format from nothing. Judged as a standalone game rather than as the opening chapter of a trilogy, the repetition and pacing complaints above land harder than they might for someone who already knows a sharper sequel is waiting on the other side.
Value
At NZ$49.99, Fuga sits at a genuinely contested price point in its own review corpus. It's not an unreasonable price for a full turn-based RPG with four-platform day-one support and a distinctive setting, and the aggregate 94%-positive score across nearly 1,300 reviews says most buyers feel they got a worthwhile game either way. But a specific, repeated argument inside that same corpus — including from a player who stuck with it long enough to fully complete it — is that the production scale feels closer to a well-made mobile or handheld title than a $49.99 console-scale release, and that the game is best bought on a real discount rather than at launch price. There's no ongoing monetisation to weigh against that either way: it's a single purchase with no add-on content, so the only value question is whether the Soul Cannon's central idea is worth the price of admission on its own. For a lot of players, including plenty writing after finishing it twice, the answer is yes.
Pros and cons
Pros
- The Soul Cannon is a genuinely uncomfortable, well-integrated moral mechanic — sacrificing a child for a one-shot superweapon visibly and permanently changes their portrait and their closest relationships, not just a stat sheet
- A distinctive, painterly art style and a soundtrack multiple reviewers single out as one of the best things in the game, including a widely-praised children's-choir theme
- An affinity system that rewards spending downtime actually talking to your crew, giving the cast more depth than a typical turn-based RPG's rotating roster
- A rare, underexposed continuation of CyberConnect2's Little Tail Bronx setting, giving the game a genuinely distinctive world rather than a generic fantasy or sci-fi backdrop
- Strong technical performance across its simultaneous four-platform launch, with no major stability complaints in the review corpus
Cons
- Level design is strictly linear and on-rails, and a recurring criticism is that the same enemy types reappear across nearly every stage rather than the roster meaningfully expanding
- Combat that starts well-paced is repeatedly described as turning into a grind or a "slog" by the game's back half, with encounters growing longer without growing more interesting
- A detailed 196-hour completionist review argues the game is priced well above what its mobile-scale production values justify, echoed by several other reviews calling it steep at full price
- The mid-mission crew-management system — specific windows to heal or build relationships, frequent team rotation to optimise buffs — reads to several players as busywork rather than meaningful strategy
- A portion of the review corpus argues the writing and character work in this first entry are comparatively shallow next to the emotional weight the premise sets up, with some pointing to the sequels as a stronger version of the same idea