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Symphony of War: The Nephilim Saga
I fell in love with this highly addictive gem after just a couple of turns. If you don’t mind that it was created with RPG Maker and looks like a decades-old relic, if you’re able to turn a blind eye to poor enemy AI and you’re willing to give the story time to really get going, you’ll probably lose track of time. Just like I did when I spent 16 hours with Symphony of War just on the first day with it.
Novel tactical mechanics make this indie a contender for the best strategy RPG this year.
Perfection is not stationed in Tahnra yet, but despite this, Symphony of War is still a strong and compelling turn-based strategy thanks to the amazing mix of simplicity and depth of its mechanics.
4
Koldrian
This is not a full review of Symphony of War: The Nephilim Saga, because I only played around 1.5–2 hours and reached Chapter 4. But I do think that is enough time to say whether a game starts pulling me in or pushes me away. In this case, it pushed me away pretty hard. The strangest thing about Symphony of War is that it sounds much more interesting when I describe it than when I actually play it. On paper, there is a lot here: squad management, recruiting units, formations, experience, CP, class upgrades, resources, relics, traits, elements, ranged units, cavalry, healers, mages, tanks, dragons and a shared development tree. It sounds like a promising mix of tactical RPG, auto-battler, old-school strategy and jRPG structure. In practice, at least during the early chapters on Captain difficulty, I mostly felt like I was skipping story scenes, moving units forward, waiting for enemies to walk into bad positions, and watching automatic battles resolve themselves. The story might be good, but I cannot judge it fairly, because the presentation itself pushed me away. It is mostly static art, written dialogue and a lot of clicking through text boxes. It reminded me of old Pokémon or older Final Fantasy-style dialogue delivery, where you either accept that rhythm or bounce off it hard. I bounced off it hard. The lack of Polish localization also hurts more in a game built so heavily around written story and text-based systems. The army management is probably the strongest part. I like the idea of building squads around specific roles: archers and crossbowmen for ranged pressure, tanks on the front line, healers in support, cavalry for mobility, stronger or rarer units for better stats, relics for bonuses and traits for passive advantages. There is a system here. I can see that. The problem is that, during my time with the game, these systems looked deeper in menus than they felt in actual missions. Captain difficulty made the opening feel too easy, too passive and too dull. Enemy behavior felt simple. You could often wait them out, place a tankier squad in front, let enemies walk into bad situations, then clean up. Or you could simply push forward. Maybe that changes later. Maybe on Warlord or Ludicrous the game starts showing its real teeth. I am not ruling that out. But the beginning is still the beginning, and if the early game is supposed to hook me with story, tactical decisions and army development, it simply failed. Visually, I understand the retro jRPG / tactical RPG style, with pixel art, anime-style portraits and simple menus. Sometimes it works. Sometimes it just looks cheap. I know this is an indie game, so I understand budget limitations, but the interface and general presentation often felt more basic than charming. The sound is also fine in a very simple way, but the music did not really grab me. I do not want to compare it directly to Heroes of Might and Magic, because these are not the same games. But if I talk only about the pleasure of army management, map control and strategic momentum, Heroes still gives me much more. Symphony of War has systems, but in the first chapters they did not create the same tension, curiosity or satisfaction for me. I can see the audience for this game. If you love retro tactical RPGs, long written story sections, squad optimization, class upgrades and old-school presentation, this might click with you much harder than it clicked with me. For me, it was another example of a well-liked game that I simply bounced off. Not broken. Not worthless. Not a disaster. Just slow, dry and deeply not for me. My score after the first chapters: 4/10.
10
Cacofonix
Symphony of War deserves the praise. It’s a fantastic indie strategy RPG clearly inspired by classics like Ogre Battle and Final Fantasy Tactics. The real hook for me was the deep squad-building—experimenting with different class combos, formations, and artifacts was incredibly satisfying. I often spent more time planning than fighting, but watching my carefully crafted squads in action made it all worth it. One of the best features is how generic units can grow, split off, and form their own squads, adding a sense of continuity and emergent storytelling. The game’s indie roots show—dialogue and cutscenes can feel rough—but the core gameplay more than makes up for it.Combat feels tactical and dynamic, with terrain, elevation, and stances (like Cautious or Aggressive) adding extra depth. Outside battle, managing resources and squad capacity keeps things engaging. Even compared to bigger titles like Fire Emblem, this game stands **** you’re into SRPGs and love tinkering with unit composition and battlefield strategy, this is absolutely worth your time.
10
gabriot
Still one of the greatest indie startegy rpgs I have ever played, perhaps the best. This is a much better game than Unicorn Overlord. This has all the tender love and care that you get from a true indie dev that has a passion for this type of game. It's the closest you will ever get to a modern Ogre Battle game.

Symphony of War: The Nephilim Saga

Released On: 
Jun 10, 2022
Metascore
Generally Favorable
81
User score
Mixed or Average
7.4
My Score
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Metascore
Generally Favorable
81
75% Positive
6 Reviews
25% Mixed
2 Reviews
0% Negative
0 Reviews
  • All Reviews
  • Positive Reviews
  • Mixed Reviews
  • Negative Reviews
Jun 24, 2022
90
COGconnected
The sound design is supported by an old fashioned art design that gets the job done. Sometimes it looks like a very attractive GBA game and sometimes the portraits are distractingly higher res than the character models. Classic game weirdness! And that’s the thing- Symphony of War doesn’t get perfect marks across the board. But it adds up to more than a sum of its parts. Once you start noticing how elegantly all of Symphony of War’s systems interact, you’ll never be able to go back.
Jun 27, 2022
86
RPG Fan
I was pleasantly surprised with the time I spent playing this SRPG. In many ways, it draws from classic heavyweights of the genre, but it also has more than enough substance to stand on its own. There’s certainly a lot to uncover and do throughout a playthrough, and it also has moderate replay value given the ways player choice alters certain narrative events. Symphony of War: The Nephilim Saga is an adventure fans of tactical RPGs might want to keep an eye on.
User score
Mixed or Average
7.4
69% Positive
33 Ratings
17% Mixed
8 Ratings
15% Negative
7 Ratings
  • All Reviews
  • Positive Reviews
  • Mixed Reviews
  • Negative Reviews
Jun 27, 2025
10
Cacofonix
Symphony of War deserves the praise. It’s a fantastic indie strategy RPG clearly inspired by classics like Ogre Battle and Final Fantasy Tactics. The real hook for me was the deep squad-building—experimenting with different class combos, formations, and artifacts was incredibly satisfying. I often spent more time planning than fighting, but watching my carefully crafted squads in action made it all worth it. One of the best features is how generic units can grow, split off, and form their own squads, adding a sense of continuity and emergent storytelling. The game’s indie roots show—dialogue and cutscenes can feel rough—but the core gameplay more than makes up for it.Combat feels tactical and dynamic, with terrain, elevation, and stances (like Cautious or Aggressive) adding extra depth. Outside battle, managing resources and squad capacity keeps things engaging. Even compared to bigger titles like Fire Emblem, this game stands **** you’re into SRPGs and love tinkering with unit composition and battlefield strategy, this is absolutely worth your time.
Aug 19, 2022
10
gabriot
Still one of the greatest indie startegy rpgs I have ever played, perhaps the best. This is a much better game than Unicorn Overlord. This has all the tender love and care that you get from a true indie dev that has a passion for this type of game. It's the closest you will ever get to a modern Ogre Battle game.
Jul 29, 2022
85
CD-Action
I fell in love with this highly addictive gem after just a couple of turns. If you don’t mind that it was created with RPG Maker and looks like a decades-old relic, if you’re able to turn a blind eye to poor enemy AI and you’re willing to give the story time to really get going, you’ll probably lose track of time. Just like I did when I spent 16 hours with Symphony of War just on the first day with it.
Jul 5, 2022
83
The Games Machine
Perfection is not stationed in Tahnra yet, but despite this, Symphony of War is still a strong and compelling turn-based strategy thanks to the amazing mix of simplicity and depth of its mechanics.
Jul 18, 2022
81
PC Gamer
Novel tactical mechanics make this indie a contender for the best strategy RPG this year.
Jun 28, 2022
70
Movies Games and Tech
Symphony of War: The Nephilim Saga is a fabulously fun tactical RPG. The squad-based gameplay and management mechanics co-exist incredibly well, and there is a surprising amount of complexity in each of the systems. While the expanded lore has had a lot of thought put into it, the games narrative does feel rather rushed and uninteresting. If you’re a fan of management RPGs, and are looking for something that will scratch the Ogre Battle itch, then this is a game worth checking out.
Jun 11, 2022
70
Siliconera
Appreciating Symphony of War takes some adjustment to its production values, but our 50 hours with the game were largely a joy. It’s built for those who delight in fiddling with systems and tweaking squad builds, and its combination of ideas offers a distinct tactical experience.
See All 8 Critic Reviews
Dec 26, 2022
10
VajraEnki
Absurdo, fácilmente el mejor RPG táctico estilo Fire Emblem creado. Me niego a hacer spoilers o explicar nada, si te gusta el estilo de la saga mencionada es compra obligada (y cuanto más a ciegas vayas mejor)
Nov 20, 2022
7
CompleteIdiot
Solid game overall. As other's have noted the core gameplay is very similar to other traditional tactical RPGs and is executed well. I'd recommend playing it on highest difficulty as you out scaled your enemies very early on. Story could be improved as it felt very high-schooley and generic. Not sure what was the point of the "bonded" conversation element. Overall, I think the core elements are great here, More variety in classes, some "merging" between them or significant interaction would improve it a lot more.
Oct 25, 2022
7
Zski
I enjoyed the game. Its an enjoyable substitute for Fire Emblem that mixes in some surprisingly deep squad customization and progression elements. If you are a fan of tactical RPGs, then there is a lot to love with this game. It goes a couple layers deeper with the strategy and tactical customization, as now you not only build your overall team, but also the units within each squad. This is very cool, especially early on as it really encourages experimenting with different setups. The level up system, class system, and overall progression is pretty rewarding as well and it allows more freedom than other similar games. While the game brings a lot of positive to the table, it also has a few flaws. It is very polished in terms of the music, the sprite graphics, the backgrounds etc. The story was fine, but I wouldn't say it was very good. Its actually pretty generic, and the characters are extremely cliche, that I found myself just wanting to skip forward to get to playing the game. Generally I find that tactical RPG games have very weak generic war storylines, but as with all games in the genre, I get so bored with the characters and story that I just want to get back to the gameplay. This one feels like the characters and story are much weaker than the already low baseline. The game is pretty long so you'll get your money's worth, but unfortunately it wasn't able to hold my attention to the very end. I made it about halfway through before taking a break without any planned intention to come back to it. Fans of the genre will enjoy it.
Jul 6, 2026
4
Koldrian
This is not a full review of Symphony of War: The Nephilim Saga, because I only played around 1.5–2 hours and reached Chapter 4. But I do think that is enough time to say whether a game starts pulling me in or pushes me away. In this case, it pushed me away pretty hard. The strangest thing about Symphony of War is that it sounds much more interesting when I describe it than when I actually play it. On paper, there is a lot here: squad management, recruiting units, formations, experience, CP, class upgrades, resources, relics, traits, elements, ranged units, cavalry, healers, mages, tanks, dragons and a shared development tree. It sounds like a promising mix of tactical RPG, auto-battler, old-school strategy and jRPG structure. In practice, at least during the early chapters on Captain difficulty, I mostly felt like I was skipping story scenes, moving units forward, waiting for enemies to walk into bad positions, and watching automatic battles resolve themselves. The story might be good, but I cannot judge it fairly, because the presentation itself pushed me away. It is mostly static art, written dialogue and a lot of clicking through text boxes. It reminded me of old Pokémon or older Final Fantasy-style dialogue delivery, where you either accept that rhythm or bounce off it hard. I bounced off it hard. The lack of Polish localization also hurts more in a game built so heavily around written story and text-based systems. The army management is probably the strongest part. I like the idea of building squads around specific roles: archers and crossbowmen for ranged pressure, tanks on the front line, healers in support, cavalry for mobility, stronger or rarer units for better stats, relics for bonuses and traits for passive advantages. There is a system here. I can see that. The problem is that, during my time with the game, these systems looked deeper in menus than they felt in actual missions. Captain difficulty made the opening feel too easy, too passive and too dull. Enemy behavior felt simple. You could often wait them out, place a tankier squad in front, let enemies walk into bad situations, then clean up. Or you could simply push forward. Maybe that changes later. Maybe on Warlord or Ludicrous the game starts showing its real teeth. I am not ruling that out. But the beginning is still the beginning, and if the early game is supposed to hook me with story, tactical decisions and army development, it simply failed. Visually, I understand the retro jRPG / tactical RPG style, with pixel art, anime-style portraits and simple menus. Sometimes it works. Sometimes it just looks cheap. I know this is an indie game, so I understand budget limitations, but the interface and general presentation often felt more basic than charming. The sound is also fine in a very simple way, but the music did not really grab me. I do not want to compare it directly to Heroes of Might and Magic, because these are not the same games. But if I talk only about the pleasure of army management, map control and strategic momentum, Heroes still gives me much more. Symphony of War has systems, but in the first chapters they did not create the same tension, curiosity or satisfaction for me. I can see the audience for this game. If you love retro tactical RPGs, long written story sections, squad optimization, class upgrades and old-school presentation, this might click with you much harder than it clicked with me. For me, it was another example of a well-liked game that I simply bounced off. Not broken. Not worthless. Not a disaster. Just slow, dry and deeply not for me. My score after the first chapters: 4/10.
May 26, 2024
4
Sepherim
Symphony of War no es un juego terrible pero tampoco es un juego bueno, cae un poco por debajo de decente. La historia es floja, aunque tiene algunos giros interesantes, en realidad por cómo se narra consigue conectar muy poco y transmitir aún menos, lo cual hace que al final lo que ocurre en pantalla diese más o menos igual. La jugabilidad está bien pero si haces un poco todo y leveleas las unidades bien, el juego no plantea un reto real en casi ningún momento. Además, hay problemas de equilibrio, con mecánicas que **** mucho en llegar y no llegan a ser exploradas bien (como las misiones secundarias) y otras que llegan demasiado pronto (como las unidades de último nivel ya doradas). Además, el hud es un coñazo y hace que las tareas de actualizar y ajustar al ejército entre misiones lleven mucho más tiempo del que deberían. Gráficamente el juego es pobre. Para el coste que tiene, aunque entiendo que es un equipo pequeño, esperaría más, especialmente porque tiene graves problemas de motor que hacen que cosas como la fuente de las letras no se vean adecuadamente bien en altas resoluciones de pantalla, lo cual no tiene sentido. El sonido era flojo, de modo que jugué la mayoría de la campaña sin él. Al menos no encontré ningún bug a parte del mal diseño de menús y la terrible optimización y ajustes gráficos. Así que, en resumen, no es el peor juego que puedes jugar, pero sin duda hay opciones mejores. Un 4.
See All 48 User Reviews
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Summary Enter Tahnra, a land savaged by war. You, a fresh academy graduate with humble beginnings, will grow to lead a grand army against a corrupt adversary. Gather heroes, form bonds, and lead your force in turn-based battles. Make use of tactics, terrain, morale and more to bring peace to the land!
  • PC
Jun 10, 2022
  • Dancing Dragon games
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