The Tale of Relm

 

Review by · November 27, 2025

Once viewed as nothing more than a disposable pawn, a young man becomes a powerful force for inspiration in a fantasy realm that is quickly losing its hope. Can he and his comrades secure lasting peace, or will their sacrifices prove too much to bear? Indie-developed The Tale of Relm is an opening salvo into an engaging traditional RPG plot, albeit with a few bumps along the way.

The beginning of The Tale of Relm serves as an introduction to a faction of soldiers known as the Crudo. These specialized soldiers, created at a very young age through mysterious and arguably nefarious means, are known for their emotionless obedience. However, the latest batch of Crudo trainees isn’t living up to the kingdom’s standards, so it’s decided to sacrifice them instead. Things don’t go as planned when one Crudo trainee survives the ordeal, spared from that fate only for a planned execution later for showing emotion and conscious thought.

Known initially as Red Eyes, his deliverance from jail and the executioner’s blade soon becomes a sprawling epic, throwing the very fate of all three of the land’s governing nations into chaos as they try to survive a looming darkness arguably of their own making. Toss in otherworldly beings with their own agendas and things get immensely heated, with Red Eyes’ quest to find himself becoming so much more.

An intense dialogue commences in The Tale of Relm.
This intro CG sets up so, so much of the plot.

I won’t say much more about The Tale of Relm’s plot, given that the story takes some interesting narrative twists and directions. However, I will say that many of the central characters who officially join Red Eyes’ party are likable and interesting enough in their own right, though they unfortunately don’t often get the story exposure and narrative insight I would have loved to see. Red Eyes and the offensive magic-casting princess Celes are definitely the most plot-focused characters, given their later developments and overall central importance, with Celes’ journey and outlook in particular going in shocking and memorable directions later on.

Yet, there are several standout ally characters whom I’d have appreciated seeing featured more prominently due to their distinctive designs and the few scenes they appear in. The game offers an intriguing perspective on the moral complexities in political and war narratives. However, I wish the game had explored these observations in a more nuanced and detailed manner than was sometimes presented in the game itself.

The Tale of Relm is very much a traditional RPG in terms of gameplay, with players taking on the role of either Red Eyes or Celes, depending on what’s going on in the story. You control a party of up to four characters at a time, partaking in turn-based battles against up to four enemies once you encounter an enemy sprite on the field. Each party member has a specialized job class and skillset with unique weaponry and equipment sets available to them. As you gain experience and level up through combat, you also acquire job points, which you can use to learn new class skills for a specific character.

The party takes on some foes with powerful attacks in The Tale of Relm.
Breaking an enemy in combat is always so very satisfying.

Both combat and equipment usage in The Tale of Relm are relatively easy to figure out if you’re at all familiar with other traditional RPG setups; however, there are a few unique notes regarding battle that can take some getting used to. For starters, each piece of armor you acquire in-game has an inherent weakness attached to it, such as an elemental weakness like fire or a weapon weakness like a dagger. These weaknesses mean that the damage inflicted upon a character with said specific attacks or spells breaks through a character’s shield points. Once their shield is effectively “broken,” the character is temporarily stunned and left open to double the damage.

Enemies also have inherent weaknesses and shield points to strategize around, meaning you’ll want to equip armor that won’t make you so susceptible to their offensive abilities. You also accumulate boost points every round that allow you to strengthen skills exponentially or even attack multiple times. Figuring out an enemy’s weaknesses and planning how to strike them multiple times to whittle down their shield points is vital to victory.

There are some cases where, depending on your party makeup, what gear you have equipped, and what skills you’ve yet learned, you might have a difficult time with fights until you discover an effective strategy, even if you use respawning enemies on maps to level grind. All of these factors combine to create a tactically engaging turn-based battle system.

Josef wishes Celes a happy birthday in The Tale of Relm.
This scene is probably one of the happiest in the game (it doesn’t last long).

While you can save anywhere when out on the world map, you have to utilize save points in dungeons, meaning that you should carefully plan your field traversing more. I found some of the dungeon and field maps to be confusing or tedious to navigate, but that often turned out in my favor, as it gave me an excuse to level up more while getting my bearings. Be prepared for a lot of backtracking, though, as there’s no fast travel component at play.

Graphically, The Tale of Relm features visually appealing, comic book-inspired CG illustrations for the more significant cutscenes. The pixel sprite work, backgrounds, and character art used during important dialogues are also quite eye-catching and pleasing to look at. The music, particularly the main theme, is quite atmospheric and fitting for the game’s fantastical setting. I also enjoyed the addition of partial voice acting, as the voiceover narrations for the beginning of chapters and one particular speech before a pivotal battle are both exceptionally well done. From a script-stance, the story’s presented well enough. However, while it’s easy to parse what’s said throughout, there are several noticeable typos and grammar issues to contend with.

A status screen for Mathilda in The Tale of Relm.
Strategy-wise, it’s vital to pay attention to your current weaknesses before stepping into battle.

The Tale of Relm is roughly twenty or so hours in length, but I feel I should note that it does carry the subtitle “The Awakening” in its save files. The reason for that becomes apparent when you reach the game’s “To Be Continued” ending. The cliffhanger is particularly upsetting since the story really begins to develop in interesting ways by that point, and I was eager to continue and find out what happens next, only to be met by the credits rolling. So, for those who want a self-contained tale, it’s worth taking note. I can only hope that whatever form the narrative continuation takes, it won’t be too long a wait.

The Tale of Relm is an enjoyable indie traditional RPG experience, provided you can get past its foibles and are okay with an ending that’s not yet conclusive. Developer EG Games consistently updates and patches the game, ensuring it plays smoothly. By the end of my playtime, I simply wanted to play more of The Tale of Relm, and I think that speaks to the title’s inherent strength of heart more than anything else. It’s a tale I wouldn’t mind diving into again.


Pros

Interesting additions to traditional battle gameplay make for a strategically engaging system, Red Eyes and Celes are well-developed protagonists, lovely artwork and visuals, great soundscape.

Cons

The β€œto be continued” note might not be for everyone, other characters aren't as fully explored, script errors can add up, no fast travel makes for tedious backtracking.

Bottom Line

The Tale of Relm is an entertaining start to an indie RPG saga.

Graphics
80
Sound
82
Gameplay
82
Control
81
Story
82
Overall Score 81
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Audra Bowling

Audra Bowling is a reviewer for RPGFan. She is a lover of RPGs, Visual Novels, and Fighting Games. Once she gets onto a subject she truly feels strongly about, like her favorite games, she can ramble on and on endlessly. Coffee helps keep her world going round.