Compara los precios de Asdivine Hearts en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Exe Create Inc.. Publicado por KEMCO. Lanzado el 1/2/2016. Disponible en PC, Mac, Xbox. Géneros: Adventure, Casual, Indie, RPG, Strategy.

If comfort-food JRPGs are your thing, Asdivine Hearts delivers a surprisingly layered battle system inside a very modest package - just don't expect the story to match the combat depth.

My honest take after digging into Asdivine Hearts: this is Kemco and Exe Create doing what they do reliably rather than brilliantly. It started life as a mobile title and the seams show, but the core turn-based combat ends up being more mechanically interesting than the budget price tag implies. The game follows Zack and his childhood friend Stella as they get swept up in a divine conflict between the Light and Shadow Deities, with a chubby cat spirit tagging along as a party member. The premise sounds charming, and honestly the cat delivers some of the game's better dialogue. The wider story, though, coasts on well-worn anime archetypes and a narrative twist that feels recycled even if you have not played other Asdivine entries. Where the game earns its keep is the battle system. Combat is turn-based and shows a visible action order at the top of the screen, letting you plan sequences meaningfully rather than just mashing attack. There are four difficulty settings switchable at any time, so Easy works fine for story-chasers while Hard and Expert will genuinely punish you if your stat spread is sloppy. Speed in particular is critical - it governs how many turns each side gets, so stacking it on your physical fighters and ignoring it on a mage creates very different pacing in boss fights. The standout mechanic is the Rubix system: each party member equips a grid-based accessory and you slot jewels of varying Tetris-like shapes into it to grant new magic types, stat boosts, and elemental resistances. You can also visit synthesis shops to combine jewels into higher-tier versions. It sounds fiddly and it occasionally is, but it gives you a genuine reason to think about loadouts between dungeons rather than just leveling up and moving on. Formation on a 3x3 grid adds another layer - brawlers belong up front, magic users in the back, and certain area spells require specific positioning to land on multiple enemies at once. There is also a Trust Gauge that builds during battle and unlocks powerful party abilities, plus Limit Breaks that can chain extra hits when you deal enough damage in a single turn. The weaknesses are real and worth naming. Random encounter frequency is high and there is no minimap in dungeons, which becomes fatiguing faster than it should. The Trust Gauge abilities skew heavily overpowered on lower difficulties, which either delights or bores depending on your appetite for challenge. Some of the mobile DNA lingers in the AHP point economy - you need these earned points to unlock the optional Trial Tower dungeon, which has a mild grind-gate feel even on the PC version where real-money purchases are absent. Side quests, a battle arena, and multiple endings extend the runtime well past 20 hours if you engage fully, though completionists have reported closer to 40. The visuals sit below Super Nintendo standards in some areas per multiple reviewers, which is a fair criticism for a 2016 PC release, though the battle animations and character portrait reactions hold up reasonably well. For strategy-minded players coming from modern RPGs, this will feel modest. There is no mod ecosystem, no post-launch content to speak of, and the AI is not going to surprise you. What it offers is a tidy, self-contained JRPG loop that respects your time on Easy, challenges your builds on Hard, and lets you save anywhere. If you want to understand the Asdivine series before the sequel or simply want a low-friction old-school RPG for a weekend, the foundations here are solid enough to warrant the play. Go in with calibrated expectations and you will find more to tinker with than the surface suggests. Diego, Scout Team

Asdivine Hearts

Asdivine Hearts

1 feb 2016Exe Create Inc.KEMCO
GamerScout opina

If comfort-food JRPGs are your thing, Asdivine Hearts delivers a surprisingly layered battle system inside a very modest package - just don't expect the story to match the combat depth.

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My honest take after digging into Asdivine Hearts: this is Kemco and Exe Create doing what they do reliably rather than brilliantly. It started life as a mobile title and the seams show, but the core turn-based combat ends up being more mechanically interesting than the budget price tag implies. The game follows Zack and his childhood friend Stella as they get swept up in a divine conflict between the Light and Shadow Deities, with a chubby cat spirit tagging along as a party member. The premise sounds charming, and honestly the cat delivers some of the game's better dialogue. The wider story, though, coasts on well-worn anime archetypes and a narrative twist that feels recycled even if you have not played other Asdivine entries. Where the game earns its keep is the battle system. Combat is turn-based and shows a visible action order at the top of the screen, letting you plan sequences meaningfully rather than just mashing attack. There are four difficulty settings switchable at any time, so Easy works fine for story-chasers while Hard and Expert will genuinely punish you if your stat spread is sloppy. Speed in particular is critical - it governs how many turns each side gets, so stacking it on your physical fighters and ignoring it on a mage creates very different pacing in boss fights. The standout mechanic is the Rubix system: each party member equips a grid-based accessory and you slot jewels of varying Tetris-like shapes into it to grant new magic types, stat boosts, and elemental resistances. You can also visit synthesis shops to combine jewels into higher-tier versions. It sounds fiddly and it occasionally is, but it gives you a genuine reason to think about loadouts between dungeons rather than just leveling up and moving on. Formation on a 3x3 grid adds another layer - brawlers belong up front, magic users in the back, and certain area spells require specific positioning to land on multiple enemies at once. There is also a Trust Gauge that builds during battle and unlocks powerful party abilities, plus Limit Breaks that can chain extra hits when you deal enough damage in a single turn. The weaknesses are real and worth naming. Random encounter frequency is high and there is no minimap in dungeons, which becomes fatiguing faster than it should. The Trust Gauge abilities skew heavily overpowered on lower difficulties, which either delights or bores depending on your appetite for challenge. Some of the mobile DNA lingers in the AHP point economy - you need these earned points to unlock the optional Trial Tower dungeon, which has a mild grind-gate feel even on the PC version where real-money purchases are absent. Side quests, a battle arena, and multiple endings extend the runtime well past 20 hours if you engage fully, though completionists have reported closer to 40. The visuals sit below Super Nintendo standards in some areas per multiple reviewers, which is a fair criticism for a 2016 PC release, though the battle animations and character portrait reactions hold up reasonably well. For strategy-minded players coming from modern RPGs, this will feel modest. There is no mod ecosystem, no post-launch content to speak of, and the AI is not going to surprise you. What it offers is a tidy, self-contained JRPG loop that respects your time on Easy, challenges your builds on Hard, and lets you save anywhere. If you want to understand the Asdivine series before the sequel or simply want a low-friction old-school RPG for a weekend, the foundations here are solid enough to warrant the play. Go in with calibrated expectations and you will find more to tinker with than the surface suggests.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayercontroller-supporttier:sub-5JRPGTurn-Based CombatRubix Build SystemFormation StrategyTrust GaugeMultiple EndingsMobile PortDifficulty ToggleOverworld ExplorationSave Anywhere

Requisitos del sistema

Mínimos

OS
Windows Vista / 7 and up
Memory
2 GB RAM
DirectX
Version 11
Storage
200 MB available space
Processor
Intel® Celeron® Processor 2950M (2.00 GHz)

Recomendados

OS
Windows 8.1 / 10
Memory
4 GB RAM
DirectX
Version 11
Storage
200 MB available space
Processor
Intel® Core™2 Duo Processor E7400 (2.80 GHz)

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Información del juego

Desarrolladora
Exe Create Inc.
Distribuidora
KEMCO
Fecha de lanzamiento
1 feb 2016

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¿En qué plataformas está disponible Asdivine Hearts?

Asdivine Hearts está disponible en PC, Mac, Xbox.

¿Cuándo se lanzó Asdivine Hearts?

Asdivine Hearts se lanzó el 1 de febrero de 2016.

¿Quién desarrolló Asdivine Hearts?

Asdivine Hearts fue desarrollado por Exe Create Inc. y publicado por KEMCO.