Compare TAMAKAGURA: Tales of Turmoil prices across 50+ stores and find the best deal. Developed by Debonosu Works. Published by Shiravune. Released on 8/25/2022. Available on PC. Genres: Adventure, RPG, Strategy.

A compact youkai-themed tactics RPG with a spirit-summoning twist - worth a look if you want a low-commitment SRPG with a visual novel backbone, but don't expect 200-hour Paradox depth.

My first instinct when a tactics RPG clocks in at around ten hours of content is to check what's carrying the runtime - story or systems. With TAMAKAGURA: Tales of Turmoil, the answer is mostly story, and that's not automatically a bad thing if you know what you're walking into. Debonosu Works built this as a hybrid: a visual novel-style narrative wrapped around turn-based tactical combat, set in a Japanese-folklore world where youkai are both the enemy and a resource you learn to weaponize. The setup follows Yuma Nagumo, a freelance exorcist navigating the tension between his personal code and the grim demands of the job. His childhood friend Yukari and a shrine priestess named Chihaya from Kijimori Shrine round out the core trio, and the party dynamic is the main reason to push through the quieter beats. On the systems side, the core loop gives you turn-based combat where you can fight with your own exorcist abilities or capture and summon youkai allies, each carrying unique skills. There is a shop and upgrade layer sitting between missions - you spend resources to top up your powers and build toward the next encounter. As a tactics fan, I won't pretend this is deep. The upgrade path is relatively linear, the map count is modest, and the decision space per turn is narrower than genre benchmarks like Tactics Ogre or even simpler entries like the older Disgaea titles. What it does well is clarity: the systems are legible from the first battle, the tutorial is patient without being condescending, and the youkai capture-and-summon mechanic adds a small but real strategic variable to unit composition. New players to tactical RPGs will find the difficulty curve forgiving enough to learn on. Where the game earns goodwill is in its atmosphere. The folklore aesthetic is committed and consistent - character designs, enemy types, and the setting of Inakibi Village all feel pulled from the same tonal reference. The visual novel segments have enough personality to make the character relationships land, even if the writing never reaches the emotional heights of a top-tier example of the genre. There is an adult content patch available separately from the developer for those seeking it, which is worth knowing before you buy. On the technical side, a crash-to-desktop issue on Steam Deck has been reported by at least one user after the tutorial battle, so Deck owners should proceed with some caution given the lack of an official compatibility rating. The honest assessment for a strategy-focused buyer is this: TAMAKAGURA is a side dish, not a main course. It does not have the AI complexity, replayability, or build variety that I'd normally want to recommend a tactics game on. The ten-hour runtime means it will not consume a weekend. But for someone who wants an accessible, folklore-flavored SRPG with a readable narrative and no prior genre knowledge required, it fills that gap cleanly. Go in expecting a short, atmospheric tactics-lite experience rather than a systems-heavy sim, and the gap between expectation and delivery narrows considerably. Diego, Scout Team

TAMAKAGURA: Tales of Turmoil
AdventureRPGStrategy

TAMAKAGURA: Tales of Turmoil

Aug 25, 2022Debonosu WorksShiravune
GamerScout Says

A compact youkai-themed tactics RPG with a spirit-summoning twist - worth a look if you want a low-commitment SRPG with a visual novel backbone, but don't expect 200-hour Paradox depth.

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About TAMAKAGURA: Tales of Turmoil

My first instinct when a tactics RPG clocks in at around ten hours of content is to check what's carrying the runtime - story or systems. With TAMAKAGURA: Tales of Turmoil, the answer is mostly story, and that's not automatically a bad thing if you know what you're walking into. Debonosu Works built this as a hybrid: a visual novel-style narrative wrapped around turn-based tactical combat, set in a Japanese-folklore world where youkai are both the enemy and a resource you learn to weaponize. The setup follows Yuma Nagumo, a freelance exorcist navigating the tension between his personal code and the grim demands of the job. His childhood friend Yukari and a shrine priestess named Chihaya from Kijimori Shrine round out the core trio, and the party dynamic is the main reason to push through the quieter beats. On the systems side, the core loop gives you turn-based combat where you can fight with your own exorcist abilities or capture and summon youkai allies, each carrying unique skills. There is a shop and upgrade layer sitting between missions - you spend resources to top up your powers and build toward the next encounter. As a tactics fan, I won't pretend this is deep. The upgrade path is relatively linear, the map count is modest, and the decision space per turn is narrower than genre benchmarks like Tactics Ogre or even simpler entries like the older Disgaea titles. What it does well is clarity: the systems are legible from the first battle, the tutorial is patient without being condescending, and the youkai capture-and-summon mechanic adds a small but real strategic variable to unit composition. New players to tactical RPGs will find the difficulty curve forgiving enough to learn on. Where the game earns goodwill is in its atmosphere. The folklore aesthetic is committed and consistent - character designs, enemy types, and the setting of Inakibi Village all feel pulled from the same tonal reference. The visual novel segments have enough personality to make the character relationships land, even if the writing never reaches the emotional heights of a top-tier example of the genre. There is an adult content patch available separately from the developer for those seeking it, which is worth knowing before you buy. On the technical side, a crash-to-desktop issue on Steam Deck has been reported by at least one user after the tutorial battle, so Deck owners should proceed with some caution given the lack of an official compatibility rating. The honest assessment for a strategy-focused buyer is this: TAMAKAGURA is a side dish, not a main course. It does not have the AI complexity, replayability, or build variety that I'd normally want to recommend a tactics game on. The ten-hour runtime means it will not consume a weekend. But for someone who wants an accessible, folklore-flavored SRPG with a readable narrative and no prior genre knowledge required, it fills that gap cleanly. Go in expecting a short, atmospheric tactics-lite experience rather than a systems-heavy sim, and the gap between expectation and delivery narrows considerably. Diego, Scout Team

Tags

singleplayercloud-savestier:sub-5Youkai SummoningVisual Novel HybridTactics-liteJapanese FolkloreShort CampaignExorcist ThemeBeginner-Friendly SRPG

System Requirements

Minimum

OS
Windows 8.1 / 10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
DirectX9 and 3D support
Processor
Multi-core 1.0GHz
Sound Card
PCM (DirectSound support)

Recommended

OS
Windows 8.1 / 10
Memory
2+ GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
NVIDIA GeForce or AMD RADEON(Not on-board)
Processor
Multi-core 2.0GHz+
Sound Card
PCM (DirectSound support)

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Game Info

Developer
Debonosu Works
Publisher
Shiravune
Release Date
Aug 25, 2022

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What platforms is TAMAKAGURA: Tales of Turmoil available on?

TAMAKAGURA: Tales of Turmoil is available on PC.

When was TAMAKAGURA: Tales of Turmoil released?

TAMAKAGURA: Tales of Turmoil was released on 25 August 2022.

Who developed TAMAKAGURA: Tales of Turmoil?

TAMAKAGURA: Tales of Turmoil was developed by Debonosu Works and published by Shiravune.