Compare Tears Revolude prices across 50+ stores and find the best deal. Developed by WorldWideSoftware. Published by KEMCO. Released on 1/29/2017. Available on PC, Mac. Genres: Adventure, Casual, Indie, RPG.

A five-hour KEMCO comfort meal for old-school JRPG fans - competent, cliche-littered, and oddly earnest about its art-heist premise.

I have a soft spot for games that know exactly what they are, and Tears Revolude is nothing if not self-aware about its lane. WorldWideSoftware built this as a throwback command-based JRPG with a handful of interesting mechanical wrinkles tucked inside a very familiar shell. Sion is a treasure hunter obsessed with the works of a legendary artist named Orwiel, and the setup - hunt for lost masterpieces, stumble upon amnesiac girl, get chased by a shadowy authority called the Guild - reads like a checklist of early-90s JRPG tropes assembled with genuine affection rather than cynicism. The amnesia hook is as well-worn as they come, but reviewers have noted that the story does manage a genuine surprise or two before the credits roll, which is more than some of its contemporaries can claim. The dungeon structure is the game's most distinctive technical choice. Rather than a traditional overhead map with walkable towns, everything outside the dungeons is menu-driven: you select a locale from a list and teleport there instantly. It strips out all the padding of traversal, which I actually respect for a game this short. Inside the dungeons themselves, you explore from an overhead perspective while a small corner window gives you a simultaneous first-person view of what lies ahead - chests, enemies, hazards. It is a genuinely odd dual-camera concept that works more often than it should. Combat is turn-based and command-menu driven, clean and accessible across four difficulty settings. The SP gauge system rewards patience: let it fill across multiple fights and you can trigger screen-filling combination attacks with your whole party. Each character caps out at five skills, and those skills evolve the more you use them, which gives the short runtime a satisfying sense of forward momentum tied to how you actually play rather than how many enemies you grind. The weapon system also deserves a mention because it quietly sidesteps one of the most tedious JRPG rituals. You do not buy replacement weapons; you upgrade the ones you already carry at the blacksmith. No subscreen juggling, no selling off redundant gear. It is a small quality-of-life decision that keeps the pace from dragging. The side-quest design is less generous: most quests are fetch jobs or kill counts, and some items needed for them will not even drop from enemies until after you have formally accepted the quest, which forces avoidable backtracking. That is a real design stumble in something this brief. The audiovisual picture is where the honest-advocate in me has to pump the brakes. The 3D dungeon environments read as dull and grey to many who have played it, and the framerate while exploring is uneven. The soundtrack is the more painful topic for me personally: a handful of tracks are genuinely atmospheric, and the final dungeon theme does real emotional work, but several of the weaker compositions are overused, and a number of tracks have a noticeable loop break that interrupts immersion mid-dungeon. It is the kind of rough edge that a little more production care could have fixed. The whole game clocks in at around five to six hours, which means neither the visual shortcomings nor the audio hiccups have much time to curdle into dealbreakers. For anyone burned out on 80-hour open-world commitments who just wants a self-contained little story with a satisfying skill-growth loop, there is something genuinely unpretentious and comforting here. Expect nothing revelatory. Appreciate the small craft where it shows. Kai, Scout Team

Tears Revolude
AdventureCasualIndieRPG

Tears Revolude

Jan 29, 2017WorldWideSoftwareKEMCO
GamerScout Says

A five-hour KEMCO comfort meal for old-school JRPG fans - competent, cliche-littered, and oddly earnest about its art-heist premise.

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About Tears Revolude

I have a soft spot for games that know exactly what they are, and Tears Revolude is nothing if not self-aware about its lane. WorldWideSoftware built this as a throwback command-based JRPG with a handful of interesting mechanical wrinkles tucked inside a very familiar shell. Sion is a treasure hunter obsessed with the works of a legendary artist named Orwiel, and the setup - hunt for lost masterpieces, stumble upon amnesiac girl, get chased by a shadowy authority called the Guild - reads like a checklist of early-90s JRPG tropes assembled with genuine affection rather than cynicism. The amnesia hook is as well-worn as they come, but reviewers have noted that the story does manage a genuine surprise or two before the credits roll, which is more than some of its contemporaries can claim. The dungeon structure is the game's most distinctive technical choice. Rather than a traditional overhead map with walkable towns, everything outside the dungeons is menu-driven: you select a locale from a list and teleport there instantly. It strips out all the padding of traversal, which I actually respect for a game this short. Inside the dungeons themselves, you explore from an overhead perspective while a small corner window gives you a simultaneous first-person view of what lies ahead - chests, enemies, hazards. It is a genuinely odd dual-camera concept that works more often than it should. Combat is turn-based and command-menu driven, clean and accessible across four difficulty settings. The SP gauge system rewards patience: let it fill across multiple fights and you can trigger screen-filling combination attacks with your whole party. Each character caps out at five skills, and those skills evolve the more you use them, which gives the short runtime a satisfying sense of forward momentum tied to how you actually play rather than how many enemies you grind. The weapon system also deserves a mention because it quietly sidesteps one of the most tedious JRPG rituals. You do not buy replacement weapons; you upgrade the ones you already carry at the blacksmith. No subscreen juggling, no selling off redundant gear. It is a small quality-of-life decision that keeps the pace from dragging. The side-quest design is less generous: most quests are fetch jobs or kill counts, and some items needed for them will not even drop from enemies until after you have formally accepted the quest, which forces avoidable backtracking. That is a real design stumble in something this brief. The audiovisual picture is where the honest-advocate in me has to pump the brakes. The 3D dungeon environments read as dull and grey to many who have played it, and the framerate while exploring is uneven. The soundtrack is the more painful topic for me personally: a handful of tracks are genuinely atmospheric, and the final dungeon theme does real emotional work, but several of the weaker compositions are overused, and a number of tracks have a noticeable loop break that interrupts immersion mid-dungeon. It is the kind of rough edge that a little more production care could have fixed. The whole game clocks in at around five to six hours, which means neither the visual shortcomings nor the audio hiccups have much time to curdle into dealbreakers. For anyone burned out on 80-hour open-world commitments who just wants a self-contained little story with a satisfying skill-growth loop, there is something genuinely unpretentious and comforting here. Expect nothing revelatory. Appreciate the small craft where it shows. Kai, Scout Team

Tags

singleplayercontroller-supporttier:sub-5SP Gauge SystemSkill EvolutionWeapon UpgradingDual-Camera DungeonsMenu-Based OverworldShort CompletableDiscount Pick

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7 and up
Memory
4 GB RAM
DirectX
Version 11
Storage
300 MB available space
Graphics
1GB VRAM
Processor
Intel® Core™2 Duo
Additional Notes
This app features mouse, keyboard controls and partial controller support with the Xbox One controller. Touch screen is not supported.

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Game Info

Developer
WorldWideSoftware
Publisher
KEMCO
Release Date
Jan 29, 2017

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What platforms is Tears Revolude available on?

Tears Revolude is available on PC, Mac.

When was Tears Revolude released?

Tears Revolude was released on 29 January 2017.

Who developed Tears Revolude?

Tears Revolude was developed by WorldWideSoftware and published by KEMCO.