Store data
- UK price
- £26.75
- US price
- $29.99
- Positive reviews
- 93%
- Total reviews
- 80
- Release date
- 9 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 15 | -6 | -28.6% | 3 | -27.8% |
| October 2026 | 9 | -12 | -57.1% | 2 | -31.9% |
| September 2026 | 21 | — | — | 4 | — |
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| United KingdomGBP · GB | GBP | £26.75 | £26.75 | 0% | £26.75 | No change recorded |
| United StatesUSD · US | USD | $29.99 | $29.99 | 0% | $29.99 | No change recorded |
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| IndonesiaIDR · ID | IDR | Rp 254 999 | Rp 254 999 | 0% | Rp 254 999 | No change recorded |
| IsraelILS · IL | ILS | ₪109.99 | ₪109.99 | 0% | ₪109.99 | No change recorded |
| IndiaINR · IN | INR | ₹ 1,349 | ₹ 1,349 | 0% | ₹ 1,349 | No change recorded |
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| MexicoMXN · MX | MXN | Mex$ 379.99 | Mex$ 379.99 | 0% | Mex$ 379.99 | No change recorded |
| MalaysiaMYR · MY | MYR | RM68.99 | RM68.99 | 0% | RM68.99 | No change recorded |
| NorwayNOK · NO | NOK | 360,00 kr | 360,00 kr | 0% | 360,00 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$ 46.49 | NZ$ 46.49 | 0% | NZ$ 46.49 | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
The northern tribes lived scattered across frozen valleys and harsh frontiers, struggling under the tightening grip of the Eastbornians — foreign rulers who claim the land, the harvest, and the lives of its people.
But something stirs beneath the snow. Whispers travel through forests and fjords — of shadows moving where no man walks, of ancient powers waking, of a storm gathering beyond the horizon.
In this prequel to Tales of Glory , you step into the boots of a young warrior rising from obscurity. Your task is not conquest — it is unity . Rally the broken tribes, defend the frontier, and forge the first spark of what will one day become the kingdom of Kvir.
The world is changing. And when the storm finally breaks, nothing will be the same.
Unite the tribes. Defy the Eastbornians. Shape the dawn of Kvir.
Fight with weight, impact, and physicality. Every swing, block, grab, and throw is driven by your own movement — no canned animations, no shortcuts.
Command squads of Nordic warriors in large‑scale battles. Issue orders, break enemy lines, and turn desperate fights into legendary victories.
Descend into ancient ruins, forgotten tunnels, and shadowed depths hiding relics, secrets, and things best left undisturbed.
Fight across snowy forests, burning villages, mountain passes, and fortified camps — with varied modes that keep combat fresh and replayable.
Experience a story‑driven campaign charting the rise of Kvir, blending open‑field warfare, village defense, dungeon exploration, and large‑scale assaults.
Customize, expand, and reshape the game with full modding support — from weapons and maps to entirely new experiences crafted by the community.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
Hello warriors!Today marks an important milestone in the development of Tales of Glory 4: the latest beta update introduces official mod support! 🛠️One of my long-term goals for Tales of Glory 4 has always been to give players and creators more freedom to shape their own experience. With this update, we're taking the first big step toward making that happen.And this is only the beginning!🛠️ Introducing the TOG4 Modding SystemThe game now includes a built-in modding system, allowing players to install, manage, and load community-created content.What's included in this first release?Official Mod Support: TOG4 can now discover and load compatible mods.In-Game Mod Manager: Enable or disable mods, change their load order, and inspect detailed information about installed mods.Mod Content Overview: See what each mod contains directly from the game interface.Configuration Overrides: Mods ca...
Read full update on Steam ↗New beta pushed. But be aware that the upload to Steam process was very "strange" (took more than 1h instead of 10min). so tell me if there's issues. In the beta build : Objects pool (arrows and more) size is now proportionnal to Active npc number so when playing with lots of npcs on screen, you should not run out of arrowsUnlocked the option to set the nb of enemies to spawn for infiltration (dungeons & caves)Corrected an issue generating a lot of warning logs (perf impact)3/4 of modding process integrated in the code (Mod loader, Mod UI, Bindings, etc), mostly under the hood things. Last part of modding should be finished tomorow and will probably be made available in beta during the weekend.
Read full update on Steam ↗After nearly 3 weeks of testing, iteration and feedback on the Beta branch, the new build is finally ready to move to the main branch!As you know, Tales of Glory 4 is still in Early Access, and this is exactly what Early Access is for: pushing major changes, reworking systems when needed, experimenting, listening to your feedback, and steadily building the game toward its full potential.This update is a big step in that process, with major changes across combat, physics, weapon handling, army commands, sieges, horses, NPC behavior, spectator cameras, performance and much more.A huge thank you to everyone who joined the Beta, tested the different builds, reported issues and shared feedback along the way. Your feedback has been extremely useful throughout these last three weeks.And we're far from done. With this major update now reaching the main branch, it's time to move on to the next...
Read full update on Steam ↗Another combat/weapon handling update is now available on the Beta branch.This update focuses heavily on wrist physics and weapon handling:Full rework of wrist constraints — Wrist movement should now feel much more natural while still reacting physically to weapons and impacts.Automatic dominant-hand switching — Your dominant weapon hand is now determined automatically based on your stance and how you're holding the weapon.Dominant Hand setting will be removed — It's no longer needed with the new automatic system.Sword handling reworked, with proper support for different grip configurations:Pommel grip with free rotationPommel grip with locked rotationBoth hands positioned directly on the handleVarious weapon handling and physics improvementsBug fix: Pinned enemies could sometimes disappear.As usual with the Beta, give it a try and let me know how the new weapon handling and wrist mov...
Read full update on Steam ↗I've been rebuilding a large part of the combat system from the ground up, from how controller movement is interpreted to how weapons physically interact with enemies.Main changes:New controller velocity filtering — Now time-based instead of frame-based, giving more consistent weapon behavior across different framerates and headsets.Completely rewritten weapon kinetic system — Impacts now better account for weapon mass, linear/angular velocity, inertia and grip position.Major one-handed & two-handed rework — Two-handed weapons now use the actual movement of both hands instead of simply combining controller velocities.Improved physical hand & arm tracking — Heavy and powerful swings should feel tighter, with less physical lag between your controller and avatar.Blocking & countering reworked — Improved weapon-on-weapon interactions and physical behavior during blocks.Major Impacter over...
Read full update on Steam ↗Siege archer defense position mechanic improved. i'll let you try assaulting Castle or Citadel against a bunch of archer... get your shieldFireWall zone precision improvedBig perf improvement on siege with a full new logic for computing inside/outside position of npcs (see picture for fun)Bug fix on flying archers when going in close combat mode -> i've rewritten the whole logic of switching between weapons.Bug fix on npc spawning at the wrong place in the back of citadellot of small thingsSpawning priority mechanic on Conquest maps so units will spawn a bit more on desired zone - > (ex: more enemies on walls for castle at start)Selected ring change to red when units are buffed with a warcry. Warcry can still be issued but without buff during cooldown time (just for the style)Cooldown set to 1s instead of 5 for dodgingBug fix again on archer stuck in equipping back the bow after using...
Read full update on Steam ↗Beta updated with the following features. Full siege logic reworked with : Defense position for archers. Can send one to it by pointing (right stick pressed) the defense position and pressing triggerAll siege features available to player are highlighted when maintaining laser (right stick pressed)All siege map reworkedMore time to place troops when defending New Firewall Order : Can switch between ShieldWall & FireWall by pressing trigger when order is highlighted on the wheel You point a position on ground and all archers that can reach it will aim at 45 degrees and shoot an arrow in the zone FireWall can be set to pause/resume with Hold/Loose orders; Location pointer for orders switched to Arc/Balistic instead of straight line Better NPC Defense / Better dodging / Dodging speed normalized Archer close defense finished. Small delay for archers to switch target -> can sneak up on them...
Read full update on Steam ↗Enemies pinning :You can pin enemies on ground or any environment surface with any weapon that can stab (Swords, daggers, spears, arrows). You can pin them while fighting, while grabbing them or when they are dead. To pin a weapon on a surface, simply stab it with enough force Full Army Control : You can now control your whole army instead of Squad Only- In the Order menu quick selection, when highlighting "Select All", press trigger to switch between "Select All" & "Select Squad"- Troop selection wheel has be reworked and now allows you to select troops by category. You can select/deselect each category. You can also select all, select squad & invert selection- For orders that need a location like Rush, Guard, etc, when pointing the location, position markers will be displayed. Pressing left controller trigger will switch between multiple formations (single line, 2 lines, 3 lines, et...
Read full update on Steam ↗Features : - Battle end menu to reload or go to lobby- Distinct sound when managing a perfect block- Bug Fix : Spectator cam saturation reset issue- Bug Fix : Perfect blocking not working on left handed units- Bug Fix : Facial hairs not displayed when helmet on
Read full update on Steam ↗Features :Headbutt (only on enemies without helmets)Bardiche improved Spectator Cam rework with : Player camera customisable angleCustomisable world camera with fixed angle or optionnal LookAt PlayerImproved cinematic cam with better obstacle detection and smooth transitions BugFix : Weapon random collision on body creating some issues
Read full update on Steam ↗New features : - Bow draw length rework- Pause Game- Enemies surrendering- Dismemberment addition (Forearms & Legs)- Better limb stabbing reaction- Projectiles crippling enemies- Switchable camera color profile- Full Cinematic SloMo rework- Custom SpecCam Aspect Ratio (16:9, 16:10, 9:16)- WIP Archers close range defense - Kicklift reset weapon disapearing - Suppressing the need to press B button to run (either by swinging arms or autorun) - Spectator cam FOV Slider- Better Throwing for classic weapons & shields- Better grabbing of weapons on racks- More realistic physic - Strengthened enemies muscles - More rigid body - harder to move them- More realistic enemy blocking - Based on both weapon kinetic energy. Meaning enemies might be in trouble blocking a hammer with a dagger- More damage when hitting / slashing head- More damage to enemies on the ground / getting up- Battle stats- Add...
Read full update on Steam ↗IN BETA : New features : Kicklift reset weapon disapearingSuppressing the need to press B button to run (either by swinging arms or autorun)Spectator cam FOV SliderBetter Throwing for classic weapons & shieldsBetter grabbing of weapons on racksMore realistic physic - Strengthened enemies muscles - More rigid body - harder to move themMore realistic enemy blocking - Based on both weapon kinetic energy. Meaning enemies might be in trouble blocking a hammer with a daggerMore damage when hitting / slashing headMore damage to enemies on the ground / getting upBattle statsAdd more vegetation type to Procedural Openfield map (less forest, less obstacles, more clearings) for better horse ridingCorrected issue on arrows hit making enemies flying sometimeIncreased Active NPC cap to 150Better bow string handBetter spearwarden attacks Bug corrections : Shield lost causing locked wrist bug (correc...
Read full update on Steam ↗Public beta branch has been updated with following features. New features Kicklift reset weapon disapearingSuppressing the need to press B button to run (either by swinging arms or autorun)Spectator cam FOV SliderBetter Throwing for classic weapons & shieldsBetter grabbing of weapons on racks Bug corrections : Shield lost causing locked wrist bug (corrected)Small issue in map selection when switching to custom maps Check this post to see what's coming up next : https://steamcommunity.com/app/4274260/discussions/0/569297137116957107/ Cheers,Jay
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Hello warriors!Today marks an important milestone in the development of Tales of Glory 4: the latest beta update introduces official mod support! 🛠️One of my long-term goals for Tales of Glory 4 has always been to gi…