Astral Takers
KEMCO Winter-Spring Sales 2026 #12. Played in 2026. Published by Vanguard.
The two apprentices to the empire’s master summoner discover a strange amnesiac girl who has some sort of connection to the spirits. When they learn that the Emperor wants her executed, they rebel and flee with her to try to find her origins and special powers.
This is another game by KEMCO’s new developer Vanguard, and basically everything I said about their game Dragon Takers applies here too. It’s the same engine, and I think a bunch of the same RPGMaker-like enemy graphics. The dungeon setup is the same; generally short and straightforward dungeons without any special puzzles or quirks, and a healing tile at the beginning and the end. This game does have gold and you buy equipment, so that’s a noteworthy difference. Still no sidequests or meaningful backtracking—it’s a straight line of plot. The “talking heads” style of cutscenes is the same, though the characters in this feel a bit less like somebody’s fetish art and more like generic anime. There is IAP nestled away in the Options menu, where you can buy damage, EXP or Gold boosters for $4 each. (These are not necessary.) Oh, and you can run from battles now, too!
The biggest change is that they don’t have you stealing abilities from enemies, you just get additional summoned spirits as characters (otherwise identical to human characters including the equipment they use) at various story points. That’s actually to the game’s detriment, because the “collect-em-all” skill gimmick actually was pretty entertaining. Being able to swap through the eventual eight characters during battles is vaguely strategic; you can rotate your team to deal physical or magical damage of the different elements, depending what the enemy is weak to.
The dialogue translations aren’t too bad; and everybody’s favorite insult is “Dastard!” which kinda works? The translation makes a real hash out of the mythology, because for much of the game it’s not super-clear how the summoned creatures and spirits and drakes and monsters all connect to each other (or don’t).
There’s a postgame “epilogue” that lets you return to all the previous areas of the game and seems to have at least one available sidequest, but I was really bored with the battle system by that point and didn’t care if there was any more material.
Overall: It’s not terrible, but it’s mediocre. They fixed a few things from Dragon Takers but removed the collectathon aspect that made the grinding more tolerable. Honestly, I’m not super-impressed with Vanguard as a developer following these two games.
KEMCO Winter-Spring Sales 2026 #12. Played in 2026. Published by Vanguard.
The two apprentices to the empire’s master summoner discover a strange amnesiac girl who has some sort of connection to the spirits. When they learn that the Emperor wants her executed, they rebel and flee with her to try to find her origins and special powers.
This is another game by KEMCO’s new developer Vanguard, and basically everything I said about their game Dragon Takers applies here too. It’s the same engine, and I think a bunch of the same RPGMaker-like enemy graphics. The dungeon setup is the same; generally short and straightforward dungeons without any special puzzles or quirks, and a healing tile at the beginning and the end. This game does have gold and you buy equipment, so that’s a noteworthy difference. Still no sidequests or meaningful backtracking—it’s a straight line of plot. The “talking heads” style of cutscenes is the same, though the characters in this feel a bit less like somebody’s fetish art and more like generic anime. There is IAP nestled away in the Options menu, where you can buy damage, EXP or Gold boosters for $4 each. (These are not necessary.) Oh, and you can run from battles now, too!
The biggest change is that they don’t have you stealing abilities from enemies, you just get additional summoned spirits as characters (otherwise identical to human characters including the equipment they use) at various story points. That’s actually to the game’s detriment, because the “collect-em-all” skill gimmick actually was pretty entertaining. Being able to swap through the eventual eight characters during battles is vaguely strategic; you can rotate your team to deal physical or magical damage of the different elements, depending what the enemy is weak to.
The dialogue translations aren’t too bad; and everybody’s favorite insult is “Dastard!” which kinda works? The translation makes a real hash out of the mythology, because for much of the game it’s not super-clear how the summoned creatures and spirits and drakes and monsters all connect to each other (or don’t).
But that’s okay, because it turns out this is the future of the previous game and the same world as Dragon Takers: Helio and Liana had a daughter (Aurora, the strange amnesiac girl who was frozen in time beneath the capital) and you get to meet their ghosts. Later, you encounter a village of swordsmen founded by Louise. And it turns out that the Empire was founded and is ruled by the Subjugator, a minion of the original destroyer who was defeated by the drakes and spirits in antiquity. The characters save the princess, defeat the Subjugator, free the powers of the drakes and spirits, and everyone lives happily ever after.
There’s a postgame “epilogue” that lets you return to all the previous areas of the game and seems to have at least one available sidequest, but I was really bored with the battle system by that point and didn’t care if there was any more material.
Overall: It’s not terrible, but it’s mediocre. They fixed a few things from Dragon Takers but removed the collectathon aspect that made the grinding more tolerable. Honestly, I’m not super-impressed with Vanguard as a developer following these two games.