SPSTEAMPULSELIVE ANALYTICS
Story of Nararale

Story of Nararale Steam metadata

NPCs | To be announced | game

Coming Soon

GameSteam Store content

AdventureIndieRPGSimulationStrategy

  • Steam app typegame
  • Steam App ID1734850
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperNPCs

Story of Nararale metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

  • Steam app typegame
  • Steam App ID1734850
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperNPCs
  • PublisherNPCs
  • Parent gameNot available

Genres: Adventure, Indie, RPG, Simulation, Strategy

Company pages: Developer: NPCsPublisher: NPCs

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Story of Nararale Steam metadata

Story of Nararale metadata records Steam app facts, developer and publisher details, platform support, store categories, language support, and reference links.

References

Official and third-party reference links for checking this Steam app outside SteamPulse.

ReferenceLink
SteamPulse canonicalhttps://steampulse.org/game/1734850/metadata
Steam Communityhttps://steamcommunity.com/app/1734850
PCGamingWiki search
IGDB searchSearch IGDB for Story of Nararale

Reviews, pricing, and metadata

Review summary

Review data unavailable

Review score unavailable, 0 positive, 0 negative

Price and discount

No longer available on Steam Store

Platforms

Windows

Categories

Single-player, Steam Achievements, Family Sharing

Achievements

Not available

Platform releases

No data available

Latest Steam announcements

  • DevLog #29.5 : What I'm Working On... - 23 March 2026

    Weapon Restrictions When I'm developing Story of Nararale one thing that comes to mind is that all the characters are fixed to specific classes. Imagine if you love playing a melee style with a sword but do not want to use a shield. It should be possible. However, I designed my game so that a swordsman must use both a sword and a shield. This feels too restrictive, and it becomes frustrating during my own playtesting. The first step forward is to take a step back. to do that, I have to remake my sprite system so it can handle character customization. This allows players to choose weapons freely based on their own playstyle instead of being locked into fixed class equipment. Character Customization Characters can now be customized. When a character changes equipment, the visuals update accordingly. This includes weapons, armor, skin color, and hair. Weapons All weapon slots are: Main Han…

  • Development Log 29 - 31 October 2025

    I love skill trees. When I play games, I want to see the skills and upgrades, and now I’ve implemented them in my game.

  • Development Log 28 - 4 June 2025

    Ranged characters always have an advantage over melee characters, so in this devlog I added Block, Dodge, Parry, and also Deflect Projectile to balance the gameplay between ranged and melee characters Battle Actions Battle actions will trigger whenever a character gets hit, based on their Block and Dodge chances. Block chance determines whether the Block/Parry/Deflect QTE is triggered, while Dodge chance determines whether the Dodge QTE is triggered. The maximum Block and Dodge chance for each character is 100 (equivalent to 100%). Block Dodge Parry Deflect These are called "Battle Actions." Block Control: Player: Player will be prompted with a QTE ring and key input to press at the right time to trigger the yellow section (Block) or red section (Parry/Deflect) Enemy: Enemy will automatically resolve their Block based on character stats between the attacker and defender Result: Against…

  • Development Log 27 - 10 January 2025

    Hi! Long time no see! It's been about seven months since I last uploaded any updates about the game. Alright, game development requires some inspiration, right? Let's talk about the mechanics in the game... World Map Movement : Players can move around the world map by left-clicking. Time and the environment, including any NPCs or enemies, will only progress when the player interacts with the world map (e.g., moving or waiting). Movement While In Town : Players can choose to move to various locations in town (e.g., the Castle, Blacksmith, Training Field, etc.). By left-clicking, your character will move to the selected location. Time and the environment, including any NPCs or enemies, will not progress until the player chooses to wait in town or exit the town. *** This feature is still in development. *** World Map Pathfinding : Players can choose between two pathfinding options: Shortes…

  • Development Log 26 - 31 May 2024

    Let's talk about some Skills Prototype and the Attack Bar mechanic in the game, as players will have to interact with it throughout the game. Attack Bar and Hit Result: Orange Section: When the player hits the orange section on the attack bar, the hit will result in a Normal hit, dealing x1.0 damage. Red Section: When the player hits the red section on the attack bar, the hit will result in a Critical hit, dealing x1.5 damage. Blue Section: When the player hits the blue section on the attack bar, the hit will result in a Miss hit (No Damage and can continue the combo or attack). Black Section: When the player hits the black section on the attack bar, the hit will result in a Fail hit (No Damage and can't continue the combo or attack). Attack Bar Types: One Hit: This type of attack bar will have an indicator that goes from left to right and back, repeating six times. The player has to hi…

  • Development Log 25 - 3 February 2024

    Long time no see! This chapter of the Development Log is about the Menu and Settings. The settings include Graphics, Audio, and Controls settings (Gameplay Settings are in development). Graphics Settings: Display Output: Useful for switching monitors (in case you have more than one monitor). Screen Mode: Includes Fullscreen, Windowed Borderless, and Windowed (which can change the resolution). V-Sync: Vertical Sync for anyone experiencing screen tearing while playing the game. Show FPS: Displays the FPS number at the top right of the screen. Upscaling (FSR): Upscaling Method for low-end PCs to lower resolution while playing. Shadow: Shadow settings and can also be completely turned off. Environment: Environment settings and can also be completely turned off (Including Grass, Rocks, and any kind of environment that does not affect gameplay, excluding Trees and Walls). Fog: Fog settings an…

  • Game Development Journey Update - 16 September 2023

    Hi there! It's been a while since I last shared what's happening in my game development journey, so I wanted to catch you up on some exciting news. As many of you might be aware, there's been a recent announcement regarding the pricing changes in Unity Engine. Due to this, I've made the decision to transition from using Unity to diving into the Godot game engine. In a nutshell, Unity introduced some changes to their Terms of Service, including a new runtime fee for installations, even for older games. This move has sparked concerns, especially regarding privacy and the potential for more changes in the future. In light of these developments, I've moved all my work over to Godot, a fantastic free and open-source game engine. Now, I understand that it may not have all the fancy features that Unity offers, but it provides me with peace of mind. No more worrying about surprise fees or chang…

  • Development Log 24 - 28 July 2023

    Gameplay Added Rogue Class The Rogue class wields twin daggers and is specialized in fast movement, allowing them to perform two quick attacks with normal attacks and most of their abilities. Additionally, they can climb and jump between terrains with less cost compared to other classes. They have movement abilities like "Shadow Strike" that enable them to attack and move to the target simultaneously, and ranged abilities such as "Flying Edge" that allow them to throw the daggers from a distance. However, these advantages come at the expense of reduced health and defense. Added Parry System The Swordsman Class now has the ability to parry enemy melee attacks from the front side with a 50% chance to trigger in each hit. When the parry activates, an orange circle will appear on the attack target (the one receiving the damage) along with a thin white circle that will shrink over time. Play…

  • Development Log 23 - 20 May 2023

    Gameplay Individual Turn-Based Changed from Team Turn-Based to Individual Turn-Based. Each character will have 5 AP (Action Points) to use for actions during their turn: Move: Costs 2 AP Normal Attack: Costs 3 AP Skill: Cost depends on the skill, typically ranging from 3 to 5 AP Rotate Character: Costs 1 AP Guard: Costs 3 AP This change shifts the gameplay focus to action management. For example, if a player doesn't want to attack in a turn, they can choose to move twice, costing a total of 4 AP, and still have 1 AP left to rotate the character in their desired direction. However, if the player decides to move and attack within the same turn, it will cost all 5 AP, leaving no AP for rotating the character. Additionally, in some cases, an Archer may want to use the ultimate skill "Arrow Shower," which deals significant AoE damage and costs 5 AP. In this situation, the character will not…

  • Development Log 22 - 17 March 2023

    Gameplay Character Controls Any character can be moved without interrupting any actions, such as attacking and guarding. This means that the player does not have to wait for the characters to reach their destination before commanding another troop. Player Strategy Phase The player can choose troops to deploy before the battle starts. Any troops deployed on the battlefield will not reveal their visions in this phase. Attack Bar Mechanics An Attack Bar will appear when a player or enemy attacks. There are four types of hits: Normal Hit (deals x1 damage) Critical Hit (deals x2 damage) Miss Hit (deals 0 damage) Fail Hit (deals 0 damage and the character cannot execute any further combo hits) Projectile Hit Detection System Any projectiles will detect hit collisions and can become stuck with terrain, trees, and even other enemies that are not the primary target of the attack. Direction Damag…

  • Development Log 21 - 25 January 2023

    Gameplay - Added Archer animations. - Added Ranged attack for Longbow that can attack further 6 tiles away from an attacker but can't attack any enemy in 3 tiles range. - Any Character can only attack targets that are in Line of Sight, any character that is obstructed by terrain cannot be attacked. - Characters can move through their allies but not their enemies. - Added Character's rotation at the end of turn that allows player to change the rotation of their troops before the end of each turn. - Characters will rotate to face the enemy when attacking. Animation - Added Archer normal attack animation. - Added 3rd attack animation for Swordman - Added Projectile animation (Arrow) that can be used by Archer troops. Visual - Added Damage Pop-Up that shows damage numbers and damage type in each hit. - The camera will focus on both attacker and the defender when attacking and transparent an…

  • Development Log 20 - 8 December 2022

    Gameplay - Any character's movement and animation speed will change depending on the tile they are on. - Troops will rotate clockwise and keep their positions within the current formation when moving. - Added 3 Formations for troops to use - Line Formation: troops will move and adjust their positions to lines with a max of 5 troops per row and the flag troop will move to the front line of the group. - Loose Formation: troops will move and adjust their positions to make equal spaces between troops with a max of 3 troops per row and the flag troop will move to the front line of the group. - Shield Wall Formation: troops will move and adjust their positions to the front and guard against any attacks with their shields with a max of 4 troops per row, the flag troop will move to the back line of the group. - Added Parallel Movement function to enable for the player to move and command their…

  • Development Log 19 - 25 October 2022

    - Added Grass and Tree - Changed Fog of War visualization. - Limit the character's travel distance to the line of sight. - Added Outline Effect that makes graphics look more like cartoons. - Added Dithering Effect that displays the characters when they're behind any 3D objects.

  • Development Log 18 - 9 August 2022

    - Player units have a line of sight that can use along moving to reveal Fog of War and when it has been revealed, the terrain will be visible, if player units leave the point where Fog of War has been revealed, the terrain still visible but all enemies on these tiles will be hidden in the Fog of War. - Added 2 character types General and Troops - General: has only one sprite in one tile. - Troops: have many sprites in one tile, cannot be separated between units, and move as a group of characters. - Added 3 character animations - Slash - Guard (with Shield) - Raise Hand and Command (Will be used for generals to command the unit later)

  • Development Log 17 - 4 July 2022

    - Core Mechanic changes to Isometric 2.5D - Added two camera angles: a medium angle camera that focuses on the current character, and a Bird's-eye view camera angle that will be used during the strategy phase. - Added a new water shader that can render 2D sprites on top of it. - Added tile's border that makes an environment between tiles look smoother than older versions. - Added bridges on multi-level scene. - Added stair tiles so, that players can walk up or down to another level of the scene.

  • Development Log 16 - 9 April 2022

    - Weather System (Rain) - Characters can jump on different areas (over the bridge, down to the river), this makes more ways for fighting mechanic - Added more attack animations to Zoel character (Slash and Stab) on All 4 Sides - Camera will auto adjust determined by the height of the terrain - When in Move Phase the arrows UI on the ground will appear and make more visibility to what tiles the character is going to move through - On Day time lights will reflect more and make some post-processing effects like Bloom Effect - On Night time Vignette will appear and makes the player have less visibility, this effect will be diminished until disappeared on Day time

  • Development Log 15 - 13 February 2022

    - Attack Bar will show whenever the player needs to do an attack - Player can deal damage by pressing an attack button (Ex. Spacebar in this case) and the damage output will be calculated based on the color that the player hit on the Attack Bar. White Section = Weak Hit (Deals less damage) Blue Section = Normal Hit (Deals normal damage) (Low-Risk to fail combo) Red Section = Critical Hit (Deals critical damage) (High-Risk to fail combo) Black Section = Miss Hit (Failed Hit) - If the player press an attack hit in the black section or does not press an attack until the white indicator has passed the next attack section (Last Pixel of each black section) the hit will be counted as Miss Hit (Failed Hit) and will be prevented to make any further attack - Player can choose between Low-Risk hit (Blue Section) with normal damage and have lower chance to make a Miss Hit in Black Section or High-…

  • Development Log 14 - 16 January 2022

    - Fog of War: Fog that covers all tiles and players have to reveal it - Line of Sight: All characters have their own "Line of Sight" and can be used to reveal Fog of War - All Characters, Objects and Terrains will be hidden in Fog of War - Camera Smoothness Enhanced: Free camera movement is smoother now - Added "Red Giant Bird" to the game - Flying Unit: A unit that can fly above the ground and can move over any characters, terrains (Ex. River and Mountains) and obstacles - 3 Camera Angles: Low, Medium and High

  • Development Log 13 - 10 December 2021

    - Can change camera angle via mouse scroll. - Added UI Animations. - Added new 1 character "Elena" (A Girl In Blue Hood) and 1 enemy "Ancient Centipede" (Monster that has 4 arms and can dig through the terrain for moving) - Outline Shader that highlights the character to focus the character who owns the turn.

  • Development Log 12 - 21 October 2021

    When the player encounters enemies turn bar will show on the top left of the screen. It is sorted by SPD (Speed) attribute for each character, a character with the most SPD will get a chance to move first in that turn. Character Pictures can be clicked to make the camera focus on that character.

Complete SteamPulse Game Data

Full game metadata

FieldValue
Steam app typegame
Steam App ID1734850
Live current players0
SteamPulse tracked peak0
Live count (today's peak floor)0
PriceNo longer available on Steam Store
Free to playNo current Steam offer
DiscountNot available
Original price USDNot available
Current price USDNot available
Release dateTo be announced
DeveloperNPCs
PublisherNPCs
Owners estimatedNot available
SteamSpy owner estimate minimumNot available
SteamSpy owner estimate maximumNot available
Review typeNot available
Positive review percentNot available
Positive reviews0
Negative reviews0
Total reviews0
Steam recommendationsNot available
AchievementsNot available
Average playtime foreverNot available
Windows supportYes
macOS supportNo
Linux supportNo
Parent gameNot available
Store URLNot available on Steam Store

Short description

Story of Nararale is a 2.5D tactics turn based game with Quick Time Events (QTEs). Fight enemies with your own build and playstyle. Your hit chance depends on character stats and your skill in Quick Time Events.

About this game

Story of Nararale is a 2.5D tactics turn based game with Quick Time Events (QTEs). Fight enemies with your own build and playstyle. Your hit chance depends on character stats and your skill in Quick Time Events. Gameplay Turn Based + Quick Time Event: Every hit is based on character stats and your timing when pressing the button. Skill Tree: Upgrade characters in the skill tree and choose your own build and playstyle. Fog of War: Every move counts. You can surprise enemies or be surprised. 2D Characters in a 3D World (2.5D): 2D pixel art characters in a 3D world with varied terrain and multi level maps.

Supported languages

English, Thai

Steam categories

Category IDCategory
2Single-player
22Steam Achievements
62Family Sharing

Regional ratings

BoardRatingDescriptors
esrbtNot available
pegi12Not available
bbfc12Not available
usk12Not available
oflcmNot available
nzoflcmNot available
cerobNot available
kgrb12Not available
dejuslViolência fantasiosa
mdaM18Not available
fpb13Not available
csrrC12Not available
crl12Not available
agcom12Not available
steam germany16Drastische Gewalt Derbe Sprache
igrs18Kekerasan Penggunaan bahasa

Steam marketplace comparison data

Price History Overview

USD uses SteamPulse's own locally recorded daily store snapshots, so this overview reflects the exact regional price history that SteamPulse has captured for this currency.

Coverage And Tracking Window

  • Snapshots: 1
  • Coverage: Oct 15, 2026 to Oct 15, 2026
  • Lowest observed: $0.00
  • Highest observed: $0.00

Story of Nararale's USD price history spans from Oct 15, 2026 to Oct 15, 2026, with 1 recorded snapshot across 1 calendar day. Each row records the available final price, listed base price, and discount metadata for that observation. Within this coverage the lowest recorded price is $0.00, the highest is $0.00, and the first visible tracked price is $0.00. These comparisons apply only to the snapshots SteamPulse holds; missing observations can contain changes that are not represented here.

For USD, SteamPulse uses locally captured regional storefront snapshots and does not reconstruct older prices with exchange-rate conversion. The chart and table show the values recorded for this exact currency from the stated coverage start. Additional snapshots extend that record, but they do not fill unobserved days or prove what the storefront displayed between observations.

Discount Windows And Sale Timing

  • Discount windows: 0
  • Discounted days: 0 days
  • Deepest markdown: No discount tracked
  • Latest sale window: No sale window tracked

Story of Nararale's tracked USD rows do not contain a discount window. This means no available snapshot in the stated coverage has usable discount metadata; it does not prove that the game was never discounted. Missing snapshots or archived rows without complete metadata can hide a sale, so SteamPulse does not infer pricing strategy from this absence.

If a later snapshot includes discount metadata, it will appear here with its recorded depth, price, date, and sale name when available. Until then, this section should be read only as a description of the available rows, not as evidence about the publisher's promotion policy.

Observed Price Changes And Stable Runs

  • Observed price drops: 0
  • Observed price rises: 0
  • Longest stable run: 1 day of uninterrupted daily tracking
  • Current run: 1 day of uninterrupted daily tracking

Outside rows carrying discount metadata, the tracked price has not recorded a separate price rise or drop yet. That means the observed undiscounted level has stayed stable across the snapshots SteamPulse currently holds. This is a statement about the recorded coverage only; it does not prove that an older or missing price change never happened.

The longest unchanged price stretch in the current record lasts 1 day of uninterrupted daily tracking at $0.00, from Oct 15, 2026 through Oct 15, 2026. Among rows without discount metadata, the longest unchanged run lasts 1 day of uninterrupted daily tracking at $0.00. The latest run records $0.00 for 1 day of uninterrupted daily tracking as the same recorded undiscounted price. Run lengths describe consecutive stored observations only and do not establish that a price is permanent.

Latest Snapshot And Sales Context

  • Current price: $0.00
  • Current list price: $0.00
  • Distinct observed prices: 1
  • Source mode: SteamPulse local tracking

The latest tracked snapshot records Story of Nararale at $0.00 in USD, with no active discount metadata. Across the available history SteamPulse has recorded 1 distinct final price in this currency. This supports comparisons with the lowest, highest, and most common values present in the retained record, subject to the stated coverage limits.

The live sales view and Steam sales record provide calendar context for these dates. A date overlap can be compared with a named Steam event, but it does not prove why a publisher changed a price. As new daily rows arrive, this overview recalculates its observed prices, discount windows, and run lengths automatically.

Regional Steam prices

CountryCurrencyFinal priceOriginal priceDiscount
United StatesUSD$0.00$0.000%
United KingdomGBNot availableNot availableNot available
Euro AreaEUNot availableNot availableNot available
AustraliaAUNot availableNot availableNot available
CanadaCANot availableNot availableNot available
IndiaINNot availableNot availableNot available
BrazilBRNot availableNot availableNot available
RussiaRUNot availableNot availableNot available
ChinaCNNot availableNot availableNot available
JapanJPNot availableNot availableNot available
South KoreaKRNot availableNot availableNot available
MexicoMXNot availableNot availableNot available
NorwayNONot availableNot availableNot available
PolandPLNot availableNot availableNot available
SwitzerlandCHNot availableNot availableNot available
New ZealandNZNot availableNot availableNot available
SingaporeSGNot availableNot availableNot available
Hong KongHKNot availableNot availableNot available
South AfricaZANot availableNot availableNot available
UkraineUANot availableNot availableNot available
KazakhstanKZNot availableNot availableNot available
IndonesiaIDNot availableNot availableNot available
ThailandTHNot availableNot availableNot available
MalaysiaMYNot availableNot availableNot available
PhilippinesPHNot availableNot availableNot available
VietnamVNNot availableNot availableNot available
United Arab EmiratesAENot availableNot availableNot available
Saudi ArabiaSANot availableNot availableNot available
IsraelILNot availableNot availableNot available
ChileCLNot availableNot availableNot available
ColombiaCONot availableNot availableNot available
Costa RicaCRNot availableNot availableNot available
KuwaitKWNot availableNot availableNot available
PeruPENot availableNot availableNot available
QatarQANot availableNot availableNot available
TaiwanTWNot availableNot availableNot available
UruguayUYNot availableNot availableNot available
ArmeniaAMNot availableNot availableNot available
ArgentinaARNot availableNot availableNot available
TurkeyTRNot availableNot availableNot available
PakistanPKNot availableNot availableNot available

Tracked regional price history

The tracked Steam price is stable at $0.00.

CountryCurrencySnapshotsFirst trackedLatest trackedChangeLatest discount
United StatesUSD1$0.00$0.00No changeNo discount
United KingdomGB0Not tracked yetNot availableTracking starts nowNo discount
Euro AreaEU0Not tracked yetNot availableTracking starts nowNo discount
AustraliaAU0Not tracked yetNot availableTracking starts nowNo discount
CanadaCA0Not tracked yetNot availableTracking starts nowNo discount
IndiaIN0Not tracked yetNot availableTracking starts nowNo discount
BrazilBR0Not tracked yetNot availableTracking starts nowNo discount
RussiaRU0Not tracked yetNot availableTracking starts nowNo discount
ChinaCN0Not tracked yetNot availableTracking starts nowNo discount
JapanJP0Not tracked yetNot availableTracking starts nowNo discount
South KoreaKR0Not tracked yetNot availableTracking starts nowNo discount
MexicoMX0Not tracked yetNot availableTracking starts nowNo discount
NorwayNO0Not tracked yetNot availableTracking starts nowNo discount
PolandPL0Not tracked yetNot availableTracking starts nowNo discount
SwitzerlandCH0Not tracked yetNot availableTracking starts nowNo discount
New ZealandNZ0Not tracked yetNot availableTracking starts nowNo discount
SingaporeSG0Not tracked yetNot availableTracking starts nowNo discount
Hong KongHK0Not tracked yetNot availableTracking starts nowNo discount
South AfricaZA0Not tracked yetNot availableTracking starts nowNo discount
UkraineUA0Not tracked yetNot availableTracking starts nowNo discount
KazakhstanKZ0Not tracked yetNot availableTracking starts nowNo discount
IndonesiaID0Not tracked yetNot availableTracking starts nowNo discount
ThailandTH0Not tracked yetNot availableTracking starts nowNo discount
MalaysiaMY0Not tracked yetNot availableTracking starts nowNo discount
PhilippinesPH0Not tracked yetNot availableTracking starts nowNo discount
VietnamVN0Not tracked yetNot availableTracking starts nowNo discount
United Arab EmiratesAE0Not tracked yetNot availableTracking starts nowNo discount
Saudi ArabiaSA0Not tracked yetNot availableTracking starts nowNo discount
IsraelIL0Not tracked yetNot availableTracking starts nowNo discount
ChileCL0Not tracked yetNot availableTracking starts nowNo discount
ColombiaCO0Not tracked yetNot availableTracking starts nowNo discount
Costa RicaCR0Not tracked yetNot availableTracking starts nowNo discount
KuwaitKW0Not tracked yetNot availableTracking starts nowNo discount
PeruPE0Not tracked yetNot availableTracking starts nowNo discount
QatarQA0Not tracked yetNot availableTracking starts nowNo discount
TaiwanTW0Not tracked yetNot availableTracking starts nowNo discount
UruguayUY0Not tracked yetNot availableTracking starts nowNo discount
ArmeniaAM0Not tracked yetNot availableTracking starts nowNo discount
ArgentinaAR0Not tracked yetNot availableTracking starts nowNo discount
TurkeyTR0Not tracked yetNot availableTracking starts nowNo discount
PakistanPK0Not tracked yetNot availableTracking starts nowNo discount

United States price history (USD)

Tracked price is stable at $0.00.

DateCurrent priceOriginal priceDiscountSource
2026-10-15$0.00$0.00No discountSteam Store

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