The Tenth Line
The Tenth Line is a unique indie role-playing/platforming adventure. Guide the princess of the tiny nation of Easania, along with her unusual but reliable companions, and explore a vibrant world of humans, beasts, and dragons, while escaping the clutches of a mysterious cult in hot pursuit. Explore the world through fast-paced 2D platforming by controlling three separate characters, each with unique movement mechanics and ways of interacting with the world. Take on dozens of foes at one time through turn-based RPG battles with an active timing element. High quality background and sprite artwork, and a grand, varied soundtrack. Unique progression and ways to level-up: power up combat moves and set up character-specific specialties through training, and gain levels to spend on the puzzle-like Power Flow board to increase stats and learn new attacks.
Steam User 2
TTL is a wonderful game that makes me very nostalgic for the golden age of the Jrpg era on the PlayStation 1. In that era, a lot of games followed certain aesthetics and musical styles while experimenting with the gameplay. And like that era, this made games unique but there were also flaws when trying something new. TTL is great with writing, character portrayal, world building and soundtrack. You often even have different dialogues depending on the character you’re controlling. The gameplay (on the second difficulty level) is very entertaining. I love the way character progression is handled (similar to Final Fantasy X), the mix of platforming, the battle system that has some Valkyrie Profile elements and there is even a fantastic card mini-game very similar to Final Fantasy VIII. I love the character specific cards and collecting all 45 of them for the achievement. The graphics look very charming and appealing in motion.
Which might be a surprise because of the way the UI looks, it doesn’t fit with the graphics much imo. I thought the game looked ugly in screenshots, until I played the game. But that’s the game’s least worries anyway. The main two are some tedious platforming sections and not being able to save whenever you want. With the first one, I don’t mind controlling characters individually to reach the other side. It is however annoying that you have to try again when you fall, when a snow storm drops you etc. There are some punishing sections, especially the snow area. Saving is only allowed at specific save points. Now, normally this isn’t a big deal when you get a save point every time you reach the next area. But all the enemies return when you save, so you can’t kill some and then save. You have to press on if you want to make some progress. Coupled with the tedious platforming sections, I was forced to leave the game on on a couple occasions. It’s not a game you can play for a bit and leave whenever you like, you have to reserve some time and commit to it.
Even with those flaws, the journey was absolutely worth it. I highly recommend the game for Jrpg fans, especially fans of the PlayStation 1 era. The normal price of €8 is very fair and it’s even on sale often for around 90% off. It took me around 25 hours to complete the game, get all the achievements and do all side quests. The achievements are very doable if you’re invested in the game, most of them come naturally.
Steam User 1
Nice little game with plenty of charm, the gameplay reminds me of older Valkyrie Profile entries which is worth experiencing, along side the great art and soundtrack.
Steam User 1
A really charming JRPG with a lot of work put into the narrative. While the platforming is a bit janky at times, the other systems and narrative especially make up for it.
There's a battle system sort of similar to Valkyrie Profile where you choose actions on attack phase, and can actively defend/guard during defense phase.
A card game similar to Triple Triad of FF8.
Multiple character upgrade systems, one similar to FF10's Sphere Grid where you feed items for stat boosts.
And the main reason I found myself playing - the story and characters where a lot of work was put into the main 3 & additionals, with each party member having their own unique flavor text for each item, monster, most of the townsfolk, and more.
Also has post game content and NG+.
Steam User 0
The Tenth Line from Sungazer Software LLC is an ambitious indie RPG that blends classic turn-based combat, side-scrolling exploration, light platforming, and character-driven storytelling into a surprisingly cohesive and memorable adventure. At first glance it evokes the era of 16-bit role-playing games with its colorful pixel art and fantasy setting, but it quickly becomes clear that it is not content to simply imitate its inspirations. Instead, it builds upon them, layering mechanical experimentation and narrative personality on top of a familiar foundation to create something that feels nostalgic yet distinctly its own.
The story follows Princess Aria of the small nation of Easania, whose life is upended by a sudden attack tied to a larger conspiracy and an ominous prophecy. Forced to flee her home, she soon forms an unlikely party with Rik, a quick-witted kobold, and Tox, a powerful and sardonic black dragon. This trio immediately gives the game a unique tonal balance. Rather than leaning solely into high fantasy melodrama, The Tenth Line thrives on the interplay between its characters. Aria’s determination, Rik’s grounded pragmatism, and Tox’s dry humor create conversations that feel lively and human, even amid world-ending stakes. The broader narrative weaves themes of prejudice, political tension, destiny, and survival into a plot that gradually expands beyond a simple escape story into something much larger in scale.
Exploration sets the game apart from many traditional RPGs. Instead of navigating static overhead maps, players traverse environments in a 2D side-scrolling perspective. This structure introduces light platforming elements, environmental puzzles, and secret hunting that reward curiosity. Each character contributes distinct abilities to exploration, encouraging players to switch between them and use their strengths strategically. Obstacles may require precise jumps, projectile throws, or brute force, and optional hidden areas often contain valuable items that enhance progression. This design gives the world a sense of physicality that many menu-driven RPGs lack, making traversal feel active rather than passive.
Combat blends turn-based planning with real-time execution in a way that keeps battles engaging throughout the adventure. Players queue up actions for each party member, but timing-based inputs during execution can strengthen attacks or mitigate incoming damage. Encounters can feature multiple enemies attacking in waves, creating moments of tension that demand careful management of health, positioning, and resources. The absence of a traditional equipment system is another distinctive choice. Instead of constantly swapping armor and weapons, character growth revolves around items that unlock skills on a board-like progression grid. This system encourages thoughtful customization, allowing players to shape each party member’s role rather than simply equipping the next statistically superior upgrade.
The visual presentation reinforces the game’s hybrid identity. Pixel art sprites are expressive and detailed without feeling cluttered, and environments range from lush forests to imposing castles and cavernous ruins. The art direction channels classic console RPG aesthetics but incorporates modern fluidity in animation and color design. Character portraits during dialogue add personality and nuance to conversations, strengthening emotional beats. Complementing the visuals is a varied soundtrack that shifts naturally between adventurous exploration themes and more dramatic combat tracks, enhancing immersion without overwhelming the player.
Beyond the main quest, The Tenth Line includes optional content that adds flavor and replay value. One notable addition is an in-world collectible card game that players can engage with for rewards and completionist satisfaction. These diversions help flesh out the world and provide breathing room between story-heavy segments. Side paths and hidden treasures further reward thorough exploration, giving players a reason to revisit earlier areas once new abilities are unlocked.
While the game’s ambition is admirable, it can occasionally feel dense due to its blending of genres. Players unfamiliar with platforming elements in RPGs may need time to adjust to the controls, and some combat encounters require careful preparation rather than brute-force approaches. However, these challenges stem from its layered design rather than imbalance. Once the systems click into place, the combination of exploration, strategic combat, and narrative progression becomes highly satisfying.
Ultimately, The Tenth Line succeeds because of its cohesion. What could have been a disjointed mix of mechanics instead forms a unified experience driven by strong character chemistry and thoughtful system design. It respects the traditions of classic RPGs while experimenting just enough to stand out in a crowded indie landscape. For players who appreciate story-rich adventures with a blend of action and strategy, it offers a journey that feels both comfortingly familiar and refreshingly inventive.
Rating: 7/10
Steam User 0
The Tenth Line is a cross between a platformer and an RPG, more heavily weighted towards the latter, and with a lot of new ideas to bring to the genre. You gain items all over the place but they're not consumables or even equipment, and instead are used in the game's various mechanics:
- You don't gain stats from levelling directly. Instead you place items on a grid, where the type and tier of item dictates the bonus you get. This grid also unlocks new moves in-combat.
- You also don't gain power from weapon upgrades, instead you merely gain POTENTIAL power, and you consume items to improve your actual power up to the new limit.
- Items also get used for short-term bonuses to improve a character's unique abilities.
- Touching an enemy on the overworld always results in you getting ambushed. If you attack an enemy from the front it's a normal encounter. If you attack them from behind, you ambush them.
- You control three characters and move them independently, and they each have different speeds, jump heights, and special abilities. It's kind of like The Lost Vikings.
- In combat, your only way to heal is to take the 'Rest' action (which also gives you the MP equivalent so you can bust out stronger skills) or with very specific abilities. Items aren't used for this.
There's a little bit of Menu Hell to this game as it expects you to pop open the Training menu after every fight or two and spend your items, but it's not that bad. I enjoyed the story and particularly the prevalence of non-human characters and protagonists in an RPG who aren't just mascot or comic relief characters but instead have real growth and narrative conflicts. There's also a postgame which is a -little- excessive in its difficulty but I was still able to complete it with a few do-overs. Definitely a fun little adventure.
Steam User 0
this game is fun, however, it feels like i need a PHD to play this game. besides how needless a lot of the systems are the story really carries this game, all the characters are well written, even the princess who walks the line of being annoying but not quite, very well done IMO.
Steam User 0
a great game with a intresting story that is one of two games to ever make me cry
whole heartedly recommend.