Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
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66% positive of 3 · 3 user reviews · Live from Steam
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Free on Steam. The demo has its own app, so its players are counted separately.
Dismantle The Council Of Seven in a gritty tactical RPG where every victory leaves a scar. Fight brutal turn-based duels, manage persistent injuries, and survive a world that rewards endurance over perfection.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 66% on 2026-11-01 → 66% today (3 reviews)
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Not tested by Valve yet. Results from Valve's own testing.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Hey Guys,Did some various fixes to screen resolutions, saving and more:Added more resolution optionsFixed bugs where certain aspects of decisions and campaigns weren't savingChange critical hit damage to deal 2x normalIncreased damage to armour to be 50% of we…
Hey guys, just a few small fixes today:- Fixed Item tooltip not appearing with two enemies at a time- Fixed enemy item tooltip positioning- Fixed issue with the durability slider not showing correct values- Fixed shop item spawning logic- Made minor adjustment…
Hey guys, figured I'd give you an update on what's been fixed:- Added map zoom in and out feature to Kingdom Scene- Cleaned up saving and loading function- Fixed various issues with inventory clearingP.S. If you're finding any bugs in the game, feel free to re…
Hey guys,So, this week has been all about improving enemy AI and figuring out how far I can push the game’s difficulty systems without completely breaking things.In this devlog, you’ll see:– Reworking enemy logic by adding an influence-based debuff system tied…
Steam Deck CompatibilityScarred Steel is not steam deck supported.The game is designed primarily for Windows PC. For the best experience, I recommend playing on Windows PC.Cheers,Ethan.
Hey guys,So, after a journey that started all the way back in June, the finish line is finally here, but I've realized the hard way that making a game look pretty doesn't mean much if the "guts" aren't working yet.In this devlog, you’ll see:The "Visuals First"…
Hey guys,So, we’re a little bit behind where I wanted to be, but this week has been all about refining the experience until I have genuine confidence in every single aspect of the game.In this devlog, you’ll see:The Consistency Struggle: Trying to maintain a c…
Hey guys,So, we are at the 99% mark, but I’ve had to make the tough call to push the release back. It’s a bit of a struggle to swallow your pride and miss a deadline, but I’d much rather deliver a polished, high-quality experience than a buggy launch.In this d…
Hey guys,So, we are officially seven days away from the full release of the game, and the pressure is definitely starting to set in.In this devlog, you’ll see:Battling "blind spots" as a solo dev, I've been so deep in the code that I realized new players might…
Hey guys,With the full game officially approved and just two weeks until launch, it’s all about polishing and making sure everything feels right.In this devlog, you’ll see:Updating and rebalancing the kingdom scene, the core part of the game, while figuring ou…
Hey guys,So, after getting the demo updated by Thursday, I realized there was still a lot more work left to do.In this devlog, you’ll see:Running into a surprisingly large list of bugs and clarity issues after friends and family playtested the demo.Successfull…
Hey guys,So, after spending the week refining the kingdom scene, my main focus has shifted to finally getting an updated demo out. In this devlog, you’ll see:Spending the week polishing the kingdom scene while juggling the pressure of fixing an outdated demo t…
Hey guys,So, as we get close to the end of January, this week has been all about pushing hard to get the game ready for release.In this devlog, you’ll see:Finishing and refining the kingdom systems, including location functions and making sure everything spawn…
Hey guys,So, last devlog I was really worried I’d be running out of time, but discovering Nano Banana AI has completely changed things.In this devlog, you’ll see:Struggling with creating around 80 consistent combat stance images for characters and worrying abo…
Hey guys,So, this week has been all about realizing I’m genuinely running out of time to get the full game ready for release.In this devlog, you’ll see:Running up against tight deadlines and the pressure of a January release after already pushing it back onceM…
Hey guys,So, getting back into development after the holidays meant wrestling with a lot of UI setup and refining systems that weren’t quite behaving as expected.In this devlog, you’ll see:Building out all the district panels and realizing several functions we…
Hey guys,So, this week I found myself buried under a massive backlog of cutscene images that all still need to be made.In this devlog, you’ll see:The sheer scale of having at least 120 cutscene images left to create, all while making sure they’re actually good…
Hey guys,So, this week the big focus was getting enemies to patrol properly instead of rocketing around the map like a medieval pinball machine.In this devlog, you’ll see:Enemies initially sprinting uncontrollably around the map before the patrol system was fi…
Hey guys,So, this week was all about realizing the map needed to be way bigger and dealing with the chaos that came with that decision.In this devlog, you’ll see:Figuring out how to let the player actually move around a map three times larger, especially the m…
Hey guys,So this week has been all about massive updates to the Kingdom Map, adding new districts, designing unique buildings, and figuring out how to make each area feel meaningful and alive.In this devlog, you’ll see:• The struggle: trying to create seven di…