Compara los precios de Chained Echoes en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Umami Tiger (Matthias Linda). Publicado por Deck13. Lanzado el 8/12/2022. Disponible en PC, Mac, Linux, Xbox. Géneros: Indie, RPG. Puntuación Metacritic: 91/100.

One developer, one vision, and somehow a 60-hour JRPG that out-crafts most studio productions. If the 16-bit greats left a hollow you never filled, this is the one.

I went into Chained Echoes half-expecting a polished nostalgia trip I could admire at arm's length and move on from. What I got instead was something that sat with me for weeks. Matthias Linda built this almost entirely solo, and the handcraft shows in every seam of it: the pixel artwork that breathes life into a continent called Valandis, a soundtrack by Eddie Marianukroh that genuinely belongs in the same breath as classic SNES-era compositions, and a turn-based combat engine that has more interesting ideas in it than most RPGs designed by full teams. The combat is where this game earns its score and also where it asks the most of you. Every battle runs through an Overdrive bar divided into three colored zones. Stay in the green overdrive zone and your party deals bonus damage while taking less; creep into the red overheat zone and enemies punish you hard. Each action shifts the bar, which means you are constantly reading the room, varying your ability types, swapping in reserve characters mid-turn, and managing gear states for the mech battles that open up later in the game. The Sky Armors (piloted mech suits) introduce their own gear-shift system entirely separate from the on-foot Overdrive logic, complete with deep weapon loadout customization. Some players find the Overdrive mechanic constraining early on, and that criticism is fair: the first few hours hand you a large ability list and the bar can feel punishing before you internalize the rhythm. Give it time. The rhythm is worth learning. The class system layers in via equippable emblems that teach your characters skills across archetypes including Summoner, Cleric, Chemist, Vampire, and Pyromancer, among others. Characters regenerate HP and TP after every fight, which is a deliberate, generous design choice that lets you throw your full toolkit at every encounter without rationing resources across a dungeon. No random encounters either: enemies are visible on the field, and fast travel is available from the start. The Reward Board replaces traditional side-quest lists with a spatial grid of tasks tied to each area, chaining completed objectives for bonus rewards and quietly turning completionist exploration into its own satisfying puzzle. The story wears its inspirations clearly. There are fingerprints of Chrono Trigger in the battle transitions, Wild ARMs in the character introductions, Suikoden in the base-building, and Xenogears in the mech mythology. Where it earns its own ground is in the writing: characters like Lenne and Sierra are built with specific arcs rather than archetype sketches, and the game engages with themes of trauma, guilt, and the cost of war with a seriousness that occasionally feels at odds with the bright pixel palette. A few of the political plot threads can tangle, and the English localization has rough edges in places. The gem fusion and skill upgrade systems also feel underdeveloped compared to the combat core. These are real notes, not dismissals. What stays with me is the coherence of the whole thing. A single person held this vision together across roughly 65 hours of content, a world map traversable by airship, optional boss fights, hidden caves, and a musical score I still have open in another tab. That kind of intentionality is rare at any budget level. Kai, Scout Team

Chained Echoes

Chained Echoes

8 dic 2022Umami Tiger (Matthias Linda)Deck13
GamerScout opina

One developer, one vision, and somehow a 60-hour JRPG that out-crafts most studio productions. If the 16-bit greats left a hollow you never filled, this is the one.

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I went into Chained Echoes half-expecting a polished nostalgia trip I could admire at arm's length and move on from. What I got instead was something that sat with me for weeks. Matthias Linda built this almost entirely solo, and the handcraft shows in every seam of it: the pixel artwork that breathes life into a continent called Valandis, a soundtrack by Eddie Marianukroh that genuinely belongs in the same breath as classic SNES-era compositions, and a turn-based combat engine that has more interesting ideas in it than most RPGs designed by full teams. The combat is where this game earns its score and also where it asks the most of you. Every battle runs through an Overdrive bar divided into three colored zones. Stay in the green overdrive zone and your party deals bonus damage while taking less; creep into the red overheat zone and enemies punish you hard. Each action shifts the bar, which means you are constantly reading the room, varying your ability types, swapping in reserve characters mid-turn, and managing gear states for the mech battles that open up later in the game. The Sky Armors (piloted mech suits) introduce their own gear-shift system entirely separate from the on-foot Overdrive logic, complete with deep weapon loadout customization. Some players find the Overdrive mechanic constraining early on, and that criticism is fair: the first few hours hand you a large ability list and the bar can feel punishing before you internalize the rhythm. Give it time. The rhythm is worth learning. The class system layers in via equippable emblems that teach your characters skills across archetypes including Summoner, Cleric, Chemist, Vampire, and Pyromancer, among others. Characters regenerate HP and TP after every fight, which is a deliberate, generous design choice that lets you throw your full toolkit at every encounter without rationing resources across a dungeon. No random encounters either: enemies are visible on the field, and fast travel is available from the start. The Reward Board replaces traditional side-quest lists with a spatial grid of tasks tied to each area, chaining completed objectives for bonus rewards and quietly turning completionist exploration into its own satisfying puzzle. The story wears its inspirations clearly. There are fingerprints of Chrono Trigger in the battle transitions, Wild ARMs in the character introductions, Suikoden in the base-building, and Xenogears in the mech mythology. Where it earns its own ground is in the writing: characters like Lenne and Sierra are built with specific arcs rather than archetype sketches, and the game engages with themes of trauma, guilt, and the cost of war with a seriousness that occasionally feels at odds with the bright pixel palette. A few of the political plot threads can tangle, and the English localization has rough edges in places. The gem fusion and skill upgrade systems also feel underdeveloped compared to the combat core. These are real notes, not dismissals. What stays with me is the coherence of the whole thing. A single person held this vision together across roughly 65 hours of content, a world map traversable by airship, optional boss fights, hidden caves, and a musical score I still have open in another tab. That kind of intentionality is rare at any budget level.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:aaaOverdrive CombatSky Armor MechsReward BoardClass Emblem SystemNo Random EncountersAirship ExplorationMature NarrativeSingle-Developer

Requisitos del sistema

Mínimos

OS
Windows 7 or newer
Memory
4 GB RAM
DirectX
Version 11
Storage
900 MB available space
Graphics
Radeon R9 200 or equal
Processor
Dual Core Processor

Recomendados

OS
Windows 10
Memory
6 GB RAM
DirectX
Version 11
Storage
900 MB available space
Graphics
GeForce 780 or equal
Processor
i5 Generation or equal

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Reseñas y valoraciones

Metacritic
91

Información del juego

Desarrolladora
Umami Tiger (Matthias Linda)
Distribuidora
Deck13
Fecha de lanzamiento
8 dic 2022

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¿En qué plataformas está disponible Chained Echoes?

Chained Echoes está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó Chained Echoes?

Chained Echoes se lanzó el 8 de diciembre de 2022.

¿Quién desarrolló Chained Echoes?

Chained Echoes fue desarrollado por Umami Tiger (Matthias Linda) y publicado por Deck13.

¿Merece la pena comprar Chained Echoes?

Chained Echoes tiene una puntuación Metacritic de 91/100, lo que lo convierte en uno de los títulos destacados de Indie. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.