Game review
Reverie Knights Tactics
6 / 10
- Developer
- 40 Giants Entertainment
- Publisher
- Fulqrum Publishing
- Released
- 25 January 2022
- Platforms
- Windows, macOS, Linux
- Genre
- Tactical RPG
- Monetisation
- One-time purchase, no in-game store
- Players
- Single-player only
The short version
Reverie Knights Tactics is a hand-drawn, isometric-grid turn-based tactical RPG from 40 Giants Entertainment, published by Fulqrum Publishing, set in the established Arton fantasy universe with an Order-versus-Chaos dialogue system that shapes its 8-to-12-hour campaign. Released 25 January 2022, it sits at a genuinely Mixed 47 English-language reviews — 23 positive against 24 negative, essentially a coin flip. That split isn't noise from a thin sample; this review's read of both halves finds a real, substantive disagreement rather than one side simply being louder. Reviewers praising the game consistently credit gorgeous hand-drawn art and real tactical depth across roughly 30 status effects and team-attack mechanics; reviewers criticising it focus most heavily on a resource-attrition system — health and mana persist between battles with limited healing available — that several describe as turning strategic failure into a permanent dead end rather than a setback to learn from.
Biggest strengths
- Hand-drawn art draws wide, enthusiastic praise across nearly every positive review, described repeatedly as vibrant and gorgeous rather than merely competent for an indie budget
- Tactical combat offers genuine depth for a small-cast SRPG, with roughly 30 status effects, team attacks and environmental hazards giving positioning real weight
- The Order/Chaos dialogue-choice system adds narrative variety and gives the short campaign a reason to revisit, according to several reviewers
Biggest weaknesses
- The signature resource-attrition system — health and mana carrying over between battles with limited recovery — is this review's single most-repeated complaint, with multiple reviewers describing it as capable of leaving a player permanently stuck rather than just challenged
- Only four fixed player characters exist, with no classes, recruitment, or meaningful build variety, a limitation several reviewers call out as the game's biggest structural weakness
- No ability to undo a move or a level-up stat allocation, which multiple reviewers specifically flag as an unforgiving design choice given how punishing mistakes already are elsewhere
Who it's for: SRPG fans who enjoy resource-management pressure and don't mind a small, fixed cast of four characters; not recommended for players who want build variety or forgiving recovery between fights.
Our recommendation: A genuinely beautiful, tactically interesting SRPG whose central design choice around resource attrition will delight some players and frustrate an almost equal number — worth trying the demo/prologue before committing given how evenly split its own audience is.
6 / 10
Introduction
Reverie Knights Tactics sends a small band of four fixed heroes across the established Arton fantasy setting, fighting isometric-grid battles shaped by an Order-versus-Chaos dialogue system that colours the story as much as the combat. Developed by 40 Giants Entertainment and published by Fulqrum Publishing, it released 25 January 2022 for NZ$28.99. Four and a half years later its English-language review base sits at exactly 47 reviews — 23 positive, 24 negative — a genuinely Mixed score that isn't a statistical fluke of a small sample so much as a real, substantive split in how players experience the game. This review reads both halves of that split in full, since the total count makes that practical, and finds two coherent, opposing readings of the same design choices rather than one side simply misunderstanding the game.
The case for it: beautiful, and genuinely tactical
Start with what draws near-universal agreement even from some critics: the hand-drawn art. Reviewers across the sample, including several who otherwise criticise the game harshly, credit the visuals as vibrant and gorgeous — one reviewer specifically praised "incredibly vibrant" colours across cities and forest backdrops, and even a reviewer offering a fairly lukewarm overall take still called the game "bland compared to many other tactics offerings" while explicitly noting "there's nothing negative about it" visually. On the combat side, reviewers who enjoyed the game describe genuine tactical depth: roughly 30 distinct status effects, team-attack mechanics, and environmental hazards that reward positioning. One reviewer with 858 hours logged called the combat "well done and enjoyable" alongside praise for the soundtrack. A meaningful share of positive reviewers also credit the campaign's tight 8-to-12-hour length as a deliberate strength rather than a shortfall — a reviewer who called it "a solid little mid tier SRPG" specifically appreciated a "fun shorter experience" over the genre's more common 40-plus-hour commitment.
The case against it: attrition that can end a run
Set against that, the single most consistently repeated complaint in this review's sample is structural rather than aesthetic: health and mana persist between battles, with limited recovery available, and several reviewers describe this system as capable of putting a player in a position they simply cannot recover from. One of the most detailed and highly-voted negative reviews put it directly: "The progression in the game is based on attrition... you can't just heal your characters. This will immediately result in you possibly becoming permanently stuck." Another reviewer, with 486 hours logged elsewhere in their history, reported running out of recovery items entirely partway through and being unable to progress further as a result. This isn't a difficulty complaint in the usual sense — it's a design complaint about a system that can convert an earlier mistake into a permanently unwinnable state, which is a meaningfully more serious criticism than "the game is hard."
Compounding that, several reviewers specifically flag the absence of any undo function — neither for a move made mid-battle nor for a stat allocation chosen on level-up — as an unforgiving pairing with a resource system that already punishes mistakes severely. One reviewer summarised it bluntly: "No way to undo your move. No way to undo your attribute allocation... the game is certainly not balanced." A separate, comparably sized complaint concerns the fixed four-character roster: no classes, no recruitment, and what several reviewers describe as minimal build variety across the entire campaign, leaving little room for players to solve the attrition problem through party composition rather than just careful play.
Two readings of the same game
What makes this review's sample genuinely interesting rather than simply "some people liked it, some didn't" is that both sides are describing the same systems accurately — they just weigh the consequences differently. Reviewers who enjoy the game read the resource pressure as meaningful stakes that make positioning and planning matter; reviewers who don't read the identical system as punishing mistakes disproportionately, especially without an undo option to soften the edge. Writing tone draws a similar split: some reviewers praise the Order/Chaos choice system and character writing, while others specifically criticise tonal whiplash — one pointed at a "Warrior who fights by Bashing people with their Shield and no Weapon" and a "Cook, who serves only Candy" as examples of comedy that undercuts the plot's more serious beats. A minority of reviewers also report technical problems, including controller failures and load crashes severe enough that one called the game "literally cannot play" on their setup — worth flagging as a real, if less common, complaint distinct from the design disagreements above.
Final Verdict
Reverie Knights Tactics is a genuinely well-crafted SRPG in the parts its critics and its fans agree on: the hand-drawn art is a consistent strength, and the tactical combat offers real depth within its small cast. Where the game's own audience splits almost exactly down the middle is on whether its central resource-attrition design, paired with a fixed four-character roster and no undo mechanic, makes for meaningful stakes or unfair punishment — and this review's reading of both sides suggests that's a genuine, defensible disagreement rather than one side being simply wrong. For SRPG players who enjoy resource pressure and permadeath-adjacent tension, this is worth trying; for players who want forgiveness for tactical mistakes or build flexibility across a longer campaign, the demo is worth testing before buying given how evenly this review's sample splits.
Pros and cons
Pros
- Hand-drawn art draws wide, enthusiastic praise across nearly every positive review, described repeatedly as vibrant and gorgeous rather than merely competent for an indie budget
- Tactical combat offers genuine depth for a small-cast SRPG, with roughly 30 status effects, team attacks and environmental hazards giving positioning real weight
- The Order/Chaos dialogue-choice system adds narrative variety and gives the short campaign a reason to revisit, according to several reviewers
- A focused 8-to-12-hour campaign works as a deliberate strength for reviewers who specifically praise not having to commit 40+ hours to see a tactics game through
Cons
- The signature resource-attrition system — health and mana carrying over between battles with limited recovery — is this review's single most-repeated complaint, with multiple reviewers describing it as capable of leaving a player permanently stuck rather than just challenged
- Only four fixed player characters exist, with no classes, recruitment, or meaningful build variety, a limitation several reviewers call out as the game's biggest structural weakness
- No ability to undo a move or a level-up stat allocation, which multiple reviewers specifically flag as an unforgiving design choice given how punishing mistakes already are elsewhere
- Writing tone draws real criticism for clashing comedy beats against serious plot moments, and a minority of reviewers report technical issues including controller failures and load crashes
Screenshots
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Reverie Knights TacticsImage: Fulqrum Publishing via Steam -
Reverie Knights TacticsImage: Fulqrum Publishing via Steam -
Reverie Knights TacticsImage: Fulqrum Publishing via Steam -
How the review scores each part of the gameWanderer Editorial -
The essentials at a glanceWanderer Editorial -
The short versionWanderer Editorial