Compara los precios de Sarab: Duji Tower en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Abdulla Hassan Al-Farsi. Publicado por Abdulla Hassan Al-Farsi. Lanzado el 17/11/2016. Disponible en PC. Géneros: Adventure, Indie, RPG.

A one-person RPG Maker passion project from the Gulf region that nobody talks about - quiet, puzzle-laced, and carrying an atmosphere distinctly its own for the price of a candy bar.

I have a soft spot for games that exist almost entirely outside the coverage ecosystem - no press kit, no review embargo, no YouTube walkthrough army. Sarab: Duji Tower is exactly that kind of game: a solo-developed RPG Maker title released in late 2016 by a single developer, Abdulla Hassan Al-Farsi, that quietly sits on Steam without a Metacritic page to its name and a community forum that amounts to fewer than ten threads. That obscurity is both its charm and its honest warning label. The bones are classically JRPG: overhead exploration across environments, turn-based combat structured around a party, elemental crystals woven into the lore, and a villain with a suitably ominous title (Goblet of Death is the kind of name a teenager might invent, and I mean that with genuine affection). The story sets up a world where a past hero defeated this creature using a legendary sword and five nature-element crystals, only for a new threat to emerge from a mysterious box. Each main character carries their own narrative thread, which at this scope means the writing does the heavy lifting where production values cannot. Whether those threads pay off depends entirely on your patience with RPG Maker's structural limitations - encounters can feel repetitive, and the game offers no built-in guide for the moments where puzzle logic turns opaque. Community posts note that players do get stuck, and there is no official walkthrough to rescue them. What makes this worth a conversation at all is its atmosphere. There is something genuinely unusual about a JRPG built from a non-Western cultural perspective, even if that influence operates subtly at the level of aesthetic choices and tonal mood rather than explicit folklore. The game does not feel like a Final Fantasy clone trying to ape Nintendo nostalgia. It feels like someone working alone, building the game they wanted to play, and that handcraft sincerity comes through in small ways - a particular visual choice in an environment, a moment in the story that lingers a beat longer than expected. Full controller support is included, which is a small but telling signal of care for how the player will actually sit with the experience. The honest caveats: this is an RPG Maker game at a micro price point, and it carries all the genre baggage that implies. Combat depth is limited. Visual polish is constrained by the engine. The open ending frustrated at least one community member enough to post publicly about it years later, which tells you the story lands emotionally even if it does not close cleanly. Achievements were requested in the forum and apparently never added. If you are coming in expecting production values comparable to anything on the front page of Steam, recalibrate entirely. For the right player - someone who likes digging into the quiet corners, who finds the RPG Maker aesthetic cozy rather than cheap, who is curious what a JRPG looks like filtered through a solo developer's singular vision - Sarab: Duji Tower offers something genuinely hard to find: a small game that does not pretend to be anything other than what it is. Kai, Scout Team

Sarab: Duji Tower

Sarab: Duji Tower

17 nov 2016Abdulla Hassan Al-Farsi
GamerScout opina

A one-person RPG Maker passion project from the Gulf region that nobody talks about - quiet, puzzle-laced, and carrying an atmosphere distinctly its own for the price of a candy bar.

PC
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Acerca de Sarab: Duji Tower

I have a soft spot for games that exist almost entirely outside the coverage ecosystem - no press kit, no review embargo, no YouTube walkthrough army. Sarab: Duji Tower is exactly that kind of game: a solo-developed RPG Maker title released in late 2016 by a single developer, Abdulla Hassan Al-Farsi, that quietly sits on Steam without a Metacritic page to its name and a community forum that amounts to fewer than ten threads. That obscurity is both its charm and its honest warning label. The bones are classically JRPG: overhead exploration across environments, turn-based combat structured around a party, elemental crystals woven into the lore, and a villain with a suitably ominous title (Goblet of Death is the kind of name a teenager might invent, and I mean that with genuine affection). The story sets up a world where a past hero defeated this creature using a legendary sword and five nature-element crystals, only for a new threat to emerge from a mysterious box. Each main character carries their own narrative thread, which at this scope means the writing does the heavy lifting where production values cannot. Whether those threads pay off depends entirely on your patience with RPG Maker's structural limitations - encounters can feel repetitive, and the game offers no built-in guide for the moments where puzzle logic turns opaque. Community posts note that players do get stuck, and there is no official walkthrough to rescue them. What makes this worth a conversation at all is its atmosphere. There is something genuinely unusual about a JRPG built from a non-Western cultural perspective, even if that influence operates subtly at the level of aesthetic choices and tonal mood rather than explicit folklore. The game does not feel like a Final Fantasy clone trying to ape Nintendo nostalgia. It feels like someone working alone, building the game they wanted to play, and that handcraft sincerity comes through in small ways - a particular visual choice in an environment, a moment in the story that lingers a beat longer than expected. Full controller support is included, which is a small but telling signal of care for how the player will actually sit with the experience. The honest caveats: this is an RPG Maker game at a micro price point, and it carries all the genre baggage that implies. Combat depth is limited. Visual polish is constrained by the engine. The open ending frustrated at least one community member enough to post publicly about it years later, which tells you the story lands emotionally even if it does not close cleanly. Achievements were requested in the forum and apparently never added. If you are coming in expecting production values comparable to anything on the front page of Steam, recalibrate entirely. For the right player - someone who likes digging into the quiet corners, who finds the RPG Maker aesthetic cozy rather than cheap, who is curious what a JRPG looks like filtered through a solo developer's singular vision - Sarab: Duji Tower offers something genuinely hard to find: a small game that does not pretend to be anything other than what it is.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttier:sub-5RPGMakerSolo DeveloperElemental CombatTurn-Based PartyAtmosphericPuzzle-Gated ProgressionOpen EndingNon-Western Indie

Requisitos del sistema

Mínimos

OS
Microsoft® Windows® XP / Vista / 7 (32-bit/64-bit)
Memory
512 MB RAM
Storage
420 MB available space
Processor
Intel® Pentium® 4 2.0 GHz equivalent or faster processor

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Información del juego

Desarrolladora
Abdulla Hassan Al-Farsi
Distribuidora
Abdulla Hassan Al-Farsi
Fecha de lanzamiento
17 nov 2016

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¿Cuánto cuesta Sarab: Duji Tower?

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¿En qué plataformas está disponible Sarab: Duji Tower?

Sarab: Duji Tower está disponible en PC.

¿Cuándo se lanzó Sarab: Duji Tower?

Sarab: Duji Tower se lanzó el 17 de noviembre de 2016.

¿Quién desarrolló Sarab: Duji Tower?

Sarab: Duji Tower fue desarrollado por Abdulla Hassan Al-Farsi.