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Those Who Rule on Steam - User reviews, Price & Information

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Join three fresh recruits caught in a web of betrayal as war looms over the land. Lead your band of heroes through tactical turn-based battles, master unique abilities, and forge powerful gear to turn the tide of battle. Will you unravel the conspiracy driving the conflict—or be consumed by it?

Those Who Rule is a tactical rpg, turn-based tactics and rpg game developed and published by Eldin Turulja.
Released on January 27th 2025 is available in English only on Windows.

It has received 510 reviews of which 461 were positive and 49 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 17.49€ on Steam, but you can find it for 4.45€ on Eneba.


The Steam community has classified Those Who Rule into these genres:

Media & Screenshots

Get an in-depth look at Those Who Rule through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10, 11
  • Processor: i5
  • Memory: 4 GB RAM
  • Graphics: OpenGL 2.0 compatible video card with 2 GB VRAM
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

60 hours played
July 2026
Just finished the game after about 60 hours. It took longer than expected because I'd completed it without any deaths to my crew. Simply put, this is a phenomenal indie game. While the game isn't flashy by any means, where it matters, it delivers. The combat system is done very well; there is plenty of nuance in how you can control and position your troops to maximize success. From beginning to end, the game engages the player. Lose focus and make one too many mistakes and you will be severely punished for it. Also, rather than random maps, all the maps are fixed. They are well curated and I get a sense that the game had gone through a lot of play testing and the maps thoroughly tweaked so that everything on it matters, from where the enemy soldiers are placed, to the positions of the various terrain (i.e. terrain such as bushes / rocks offer tactical advantages / disadvantages). The weapon and gear system is also well thought out. Weapon progression is gradual, with most weapons you find being sidegrades. Early game weapons can still remain relevant mid to late game which is good as coin is not easy to come by and the player is not punished for upgrading early game weapons. As for the story, while it's not ground breaking, it is fairly interesting with some political intrigue. Music is also decent. The only minor quibble I have with the game is the RNG of the character leveling system. While I understand the intent of the designer, it does feel bad when your character gets only one +1 stat upgrade when it levels up. On the flipside though, I do find myself fist pumping when the stars aligned and all the stats get upgraded, so there's that. The designer has included a fixed upgrade option for those who prefer a more predictable leveling system but I think the game still plays better with the default random option. All in all, if you are into tactical turn based games (think Fire Emblem, Final Fantasy Tactics), this is a must buy. The game is reasonably priced for the amount of play time you get out of it, and it is obviously a game done with a lot of passion. Designer, if you are reading, great job! Hopefully, a sequel in the works.
41 hours played
March 2026
This an indie solo passion project that everyone who has enjoyed a Fire Emblem game should be throwing their money at. I'm coming at this as someone who hates Fire Emblem games because the fundamental gameplay loop feels tragically beholden to a 30 year old formula. But I'm also someone that has played and beaten just about every game in the series because I'm a starving, degenerate fiend for tactical RPGs and Fire Emblem has a junk food appeal to it. I didn't enjoy watching the later seasons of Game of Thrones, either, but dammit, I was committed and there was nothing else like it on television. Those Who Rule is genuinely novel in a lot of interesting ways. Yes, it follows a lot the same formula that Fire Emblem does, but the developer seems to actually understand enough about what makes those games tiresome to make impactful key changes. To name a few highlights: -- Hexes, Zone of Control, and the importance of character facing add a strategic nuance to the game that actually matters. -- Removal of critical hits gets rid of a layer of variance that makes turns more predictable and therefore more reliant on your choices. -- Swords, Lances, and Axes exist, but there is no weapon triangle. Nonetheless, each weapon has its own unique features that feel meaningfully different. Lances are accurate and let you attack before the enemy does even if they initiate combat; Swords get bonuses for flanking, backstabbing, and Avoid; Axes ignore a portion of defense. -- Shields (and three different variants of them!) give you a health pool that recharges at the beginning of every round and added importance around flanking. -- Two-handed weapons provide additional character options in lieu of shields. Axes ignore shields entirely; Lances and Swords both hit more than one target. -- Your characters get active abilities outside of attacking or healing based on their class and weapons. -- There are a handful of buffs and debuffs that can be applied in a handful of ways. -- Weapons can be forged, but also enchanted using scrolls that you buy or find. -- No cavalry; no fliers. No magic. -- Characters can equip up to 2 accessories that give them various special abilities or benefits. -- Endurance is a stat that increases the amount of equipment you can carry; each piece of gear or enchantment has a weight that contributes to the total held. And I haven't even hit on the bevy of things that Those Who Rule steals from Fire Emblem that it just does exceptionally well. It cuts a lot of bloat and adds a lot of quality of life. Non-generic weapons feel meaningfully unique. Characters promote automatically and can choose one of three different classes at each tier -- some of which overlap, which means there are a lot of interesting combinations to play with. Anybody can talk to recruitable characters, which removes some of the frustration and guesswork. Optional objectives are frequent throughout chapters, broadcast immediately, and add a lovely additional challenge to maps. The story is... actually good? The dialogue is... believably written? The characters are... typically pretty interesting? I really took this for granted until after I beat the game and looked at the landscape of other indie games in the genre that I couldn't drag myself through more than the first three chapters because I hated everything about the premise, the dialogue, and the characters. Look, if you actually hate Fire Emblem (and I don't mean "hnnggh, stupid sexy Dmitri ORKOing the battlefield..."), Those Who Rule probably isn't going to be the game for you. But, it might! This game falls into many of the same pitfalls as Fire Emblem. For instance: A majority of the strategy revolves around carefully exploiting the AI during enemy phase and things slowly fall apart into superpowered hilarity by the time you get your second promotion. But these issues didn't feel as... stark and cloying as they do with most Fire Emblem games? My one true gripe: I played the game predominantly on Steam Deck and the controller implementation is... rough in a lot of places. Menu navigation is oftentimes actively frustrating because the controls don't work intuitively. Using L and R to scroll through your units is weird, because when you exit out of the menu it goes back to the unit you originally selected. Around Chapter 8, my inventory got large enough that it permanently broke and started skipping around randomly (?) when I hit up and down instead of going in order. Tooltips too frequently disappear off screen. These issues were annoying, but not gamebreakingly bad. I was shocked by how enamored I was by this game; by how easily it gripped me in the first couple chapters and never let go. I was frustrated when I spent an hour in a chapter and lost a unit and my OCD demanded I restart, but I always knew it was my stupidity or impatience that was the cause. Those Who Rule always feels more than fair. And it's fun! It rewards mastery in a compelling way. This is such a good game, man. Stop reading my review and play it.
39 hours played
Feb. 2026
Before i post my positives and critiques of the game i'd first like to tell you mr. dev that the game is excellent. the characters were believable enough for me to have issues with how they act in the story which sounds like a negative but it's actually an extremely good issue to have because i am invested enough to have opinions on how characters would act in your world. this game was far more enjoyable than fire emblem hacks and i'm so glad you didn't fall into the many pitfalls that most fans of the series that make content about the genre make and the script is not nearly as cringey to boot! this is a standalone product and i would not hesitate to recommend any strategy game fan to play it. the story was engaging can't wait to see Those who rule 2 Positives Hexagon based combat felt extremely good, and the ZOC made strategizing and positioning very fun (hated paladins in the late game). I liked the path of radiance style storytelling with bonus conversations in the base and more grounded characters. wacky characters goofy units were basically non-existent (from what i remember) and i appreciate the restraint you had by presenting the script seriously as well as taking your script seriously. the story was pretty good i enjoyed the ride you took me on. i give you so much props that environmental storytelling told me that there was a boss that was related to elias before the story ever told us that it was elias' father. i noticed the eyes were the same unique colour. they also had the same passive it was insanely cool to experience. loved the class/ promotion system it made every character feel powerful and unique. giving enough choices at promotion lets you experiment with ability interactions and i really appreciate that by the end of it every unit had their specialty (it also gave me a tiny bit of buyers remorse on some promotion choices) i think character balance was good but i only played one run. bad units i noticed were reyson: at the end game he was undoubtedly my least useful unit and most times an active detriment to the party with constant need of babying (i might've chosen the wrong classes for him which were hunter and ranger. he had potential to cover over 10 squares in one turn but after 1 combat he'd be looking like that 1 yamcha meme) abilgail: trashbin until her longbow promotion then angel of death phoebe: was a potential permanent party member because she seemed to have an interesting story, but she was by far the worst unit i had and i suspect she's probably the worst unit in the entire game (even though she promotes into an acolyte and enlightened). units stat growths across the entire game didn't feel unique like older fire emblem games (FE6 as a prime example) i'm not sure if this is a bad thing or something that even needs to be changed. Critiques The dang rock song at the very start was so inappropriate for the vibe of the game, and i heard it every time i beat a mission. also once i noticed the lack of song variety it was VERY noticeable. by the end all the characters talking to eachother were kinda catty and borderline disrespectful to people that were so much more influential than them & the influential people speaking to them as if they're equals or in their mind worthy of responding to (kaelith speaking to the traitor prince and slyker to wesley among other instances). didn't enjoy the end game gameplay of the overpowered enemy skill units. they had no special indicator or marking that they had devastating abilities and one level in particular, the bridge was my bane because i would constantly push too hard and marcus would crumple like yamcha despite being a very VERY strong tank. most of the end game missions didn't have a side objective and that was quite disappointing. i was so excited to use the traitor prince and/or august he had so much aura but you didnt even get to build him up. you were even able to use shiva for multiple maps despite her not being accessable in the prep screen the downsides (hit rates and lack of shield access) for 2 handed weapons made them almost impossible to use, weapon XP for them were in the toilet and my main hammer user couldn't wield the SS rank 2H axe, and reyson despite being babied didn't get access to his SS weapon so i gave it to the angel of death lilliana. some promotions felt like they were so powerful that they had to be chosen. i had to force myself to use different promotions and i knew that was a detriment to my overall team (my exception was enlightened. there is no reason to choose any other class for your healers end of discussion). the game wanted a real support system so badly i hope it's expanded in the 2nd game i wanted to learn more about characters specifically phoebe caught my interest & didn't get expanded of sufficiently for my curiosity weapon diversity is relatively low and crucible weapons seem to be the best other than the SS rank weapons and that's a shame because it limits build creativity by the end and everyone's just using crucible stuff. refinement is a good idea but i pray in the sequel you expand on it and make more with unique power ups. even by the end of the game the only really cool "combo" i used with my units was giving elias the lifesteal and bonus healing equipment with the extra attack refinement and i felt like that was only scratching the surface of the potential that the refinement system has to offer Paladin ignoring ZOC felt like it affected the flow of a map progression in an unfun way and also broke the rules of the game. if you didn't block every square they would have access to a healer or archer and could do devastating damage to squishy units or have a free back attack on a unit with no counterplay other than turtle up Weapon ranks other than 2 handed weapons were a struggle to level up and bows were extremely easy to level up. the base's convoy system was quite a struggle to use. there was no way to see every single item i had at my base because units would filter out weapons. My biggest issue with the UI was in battles. the action forecasts were my biggest gripe because they wouldn't show you what HP an enemy would be left with post battle and that was INTRINSIC to utilizing certain characters key skills for getting moves refreshed. i also would have liked to see how healing would turn out because i have screwed myself out of bonus heals because of the idol that refreshes your actions if you mended a unit to not full. i'm sure that's not conclusively my thoughts on the game, and this was all off the top of my head, but the game was extremely good. thank you for making it and im hoping Those who Rule 2 comes out quickly
45 hours played
Feb. 2026
I was a little hesitant to jump into this one but I'm glad I did. This is certainly a spin on the fire emblem school of game design, but the personal touches (hex grids, shields as temp HP, readily accessible aoe damage, items that provide active skills) combine to give it a distinct flavor. Difficulty (on veteran) came in at a nice spot for me As to story, I'm constantly frustrated by games in this space devolving into uncomplicated fights against simple (magical) evils. Those Who Rule bucks this and squares you up against totally grounded human enemies. There's solid character work in the supports too, though unfortunately many of the later joining characters are barely present. The back third of the game particularly treads into narrative territory that pleasantly surprised me. Probably my biggest complaint is the graphics. I'm quite fond of the character art but the actual gameplay models are rough, and the combat animations are middling. But it's basically a solo dev with some support so I get it. Overall highly recommended to fans of the genre
105 hours played
Sept. 2025
A Fantastic Indie Title that Stands Tall Next to Fire Emblem Favorites and Classics. (Just for reference I finished the game on Brutal Difficulty, and am a longtime Fire Emblem / SRPG player. Take my review with that in consideration). For SRPG Fans: 9 / 10 (Could easily reach 10/10 status for SRPG fans with just a little bit balance tuning and an update to finish obviously missing content like side objectives, support conversations, and SS tier weapons in the final few chapters). For non SRPG Fans: 8 / 10 (A deep and fulfilling tactical experience with a fun, fast-paced story, and interesting challenges to test your strategic mettle on in every chapter. Might be a little bit daunting for a first timer especially if they jump into the harder difficulties with no prior experience with similar titles). Stuff I Liked / Things That Could be Expanded Upon in the Future : Weapon Variety and Balance: Every weapon type felt like it filled its specific niche and I never felt like having a balanced party capable of using all weapon types was wasteful or inefficient. Overall Character "Build" System: Starting with personal skills, then going to class skills, item skills, weapon types, weapon skills, weapon upgrades, weapon refinements; the ability for the player to make wholly unique and interesting/powerful builds for characters here is incredible. Rat Effigy, skirmisher boots hero Marcus who would heroic charge into a hoard of enemies, somehow survive, and then just run away after backstabbing was just too cool. Difficulty level: Brutal mode was BRUTAL but never in any way felt constraining on my options in terms of weapon usage and class promotion paths. I was able to find multiple strong builds using a variety of different class skills / items / weapons / weapon modifiers. Side objectives and the need for speed in early and mid-game chapters especially upped the difficulty and necessity for sound strategy at a dangerously fast pace. To put it succinctly, the first 75 percent of the game made turtling an ineffective strategy and pushes players to the limit without going overboard. Overall great difficulty balance on brutal. Art: Both the 2d sprite work and the 3d animation, character models, and background / map art was incredible. Very easy to tell apart different classes and characters, and the battle animations were simple but effective at translating what each weapon was doing. Music was also surprisingly consistently great throughout the game. Lots of chill normal medieval / Fire Emblem-esque tracks and lots of exhilerating rock/metal tracks as well. Uniqueness: Those Who Rule is a truly novel and interesting take on the classic SRPG formula. Obviously inspired by Fire Emblem and Berwick Saga, Those Who Rule takes the structure of the combat system of the former and the hex based map system of the latter to make a SRPG formula with layers upon layers of consideration for effects and how certain mechanics interact with one another. Between personal skills, class skills, weapon types, a weight system to constrain how many different weapon type any one unit can carry, and the removal of high mobility classes which can take care of all of the "chores" on a level; Those Who Rule creates probably one of the most insane fast-paced SRPGS I've ever played. There are no warp staves, cavaliers, or wyvern riders to cheese your way through side objectvies on the map. The player has to use each turn and every resource they have to its maximum capability to finish everything there is to do in each chapter on Brutal difficulty (except for the last 5 or so lolol). Story (little bit of good little bit of bad here): Story was fast paced and fun. Rorick and his awesome one liners after every chapter near the endgame were great. Super classic revolution / reform type story played straight and well. Obviously missing some details here and there, and we definitely could have gone more into the history / culture of fern that allowed indentured servitude to thrive, but I can also accept it for the necessary conflict it is as well. Crawford's character and plans, and how and why Zoltan agreed to them also got quite muddled near the end. If Crawford's plan was to instigate a war and to have Zoltan take the iroquan throne, why would he then want to continue the invasion afterwards and continue killing iroquans? Why would Zoltan agree to any of this in the first place knowing Crawford would stab him in the back later? If Zoltan did not know of Crawford's desire to destroy Iroqua, why would Crawford bother working with Zoltan in the first place. Unless I'm misunderstanding something here, either Crawford or Zoltan is a huge idiot and super overcomplicating their own goals by including the other in their plans. Stuff I Disliked / Things that Could be Improved Upon in the Future : Class / Class Skill Balance: The balance here wasn't terrible, in fact, for the first class and first promotion, I felt balance was beautifully handled. However, as we hit the second promotion, and the power level of our units became higher and higher with more and more modifiers, the class balance of the game definitely took a toll. Commandos, Warlords, Assassins, and enlightened being the biggest offenders here. Class skills that allow for extra turns, ALOT of extra movement, or ALOT of extra damage (whether indirect like the commando or direct like the assassin) obviously hurt the balance of the game when other classes like tier 3 sniper get 1 extra damage for every ten hit over a hundred. Probably quite obvious and doesn't have to be said but if the game were more difficult than it already is the class balance would be a big problem. For right now however, I finished the game with a large variety of classes on my team and never felt like I had no options for beating levels with the classes I had chosen. Only Two SS Tier Weapons: c'mon now Those Who Rule dev...... you know ur wrong for this one LMAO. I spent SO long grinding weapon tiers for all types just to hit chapter nineteen and see no SS weapons before the final chapter BRUH. No Side Objectives For Last Few Chapters: Basically same complaint as before. Pretty obvious last few chapters are unfinished compared to the first 75 percent of the game. Really hope dev goes back and finishes it, would love to play a second playthrough with the game fully complete. Overall : A supremely deep, unique, and FUN strategy game that allows for a multitude of playstyles and builds on units even on the hardest difficulty. Last quarter of the game is definitely unfinished and could use some work, but the story is complete and the levels are challenging enough to be playable. Absolutely worth your money and time, and I am excited to see where this dev goes next.

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Frequently Asked Questions

Those Who Rule is currently priced at 17.49€ on Steam.

No, Those Who Rule is currently not on sale. You can purchase it for 17.49€ on Steam.

Yes, Those Who Rule received 461 positive votes out of a total of 510 achieving a rating of 8.42.
😎

Those Who Rule was developed and published by Eldin Turulja.

Yes, Those Who Rule is playable and fully supported on Windows.

No, Those Who Rule is not playable on MacOS.

No, Those Who Rule is not playable on Linux.

This information about Those Who Rule is not available yet.

This information about Those Who Rule is not available yet.

No, Those Who Rule does not support VR.

Those Who Rule is a single-player game.

No, Those Who Rule does not currently offer any DLC.

No, Those Who Rule does not support mods via Steam Workshop.

No, Those Who Rule does not support Steam Remote Play.

Yes, Those Who Rule is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Those Who Rule.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 24 August 2026 08:25 UTC
SteamSpy data 10 September 2026 17:48 UTC
Steam price 11 September 2026 18:22 UTC
Steam reviews 08 September 2026 17:46 UTC

If you'd like to dive deeper into the details about Those Who Rule, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Those Who Rule
  • SteamCharts - Analysis of Those Who Rule concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Those Who Rule compatibility
Those Who Rule
Rating
8.4
461
49
Game modes
Features
Online players
45
Developer
Eldin Turulja
Publisher
Eldin Turulja
Release 27 Jan 2025
Platforms
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