- Release Year: 2015
- Platforms: Android, iPad, iPhone, Linux, Macintosh, Nintendo Switch, Windows Apps, Windows Phone, Windows
- Publisher: Green Sauce Games Ltda. – ME, Joindots GmbH
- Developer: Green Sauce Games Ltda. – ME
- Genre: Puzzle
- Gameplay: Tile matching puzzle
- Setting: Ancient, Classical, Japan, Medieval
- Average Score: 83/100

Description
Tales of the Orient: The Rising Sun is a tile-matching puzzle game set in ancient Japan, where players embark on an epic adventure alongside a Geisha and a Samurai. Using match-3 mechanics, the game combines strategic puzzle-solving with a narrative rich in honor, courage, and historical ambiance, as the duo works to save the day in a visually atmospheric, historically inspired setting.
Gameplay Videos
Where to Buy Tales of the Orient: The Rising Sun
PC
Tales of the Orient: The Rising Sun Reviews & Reception
steambase.io (82/100): This score is calculated from 393 total reviews which give it a rating of Very Positive.
store.steampowered.com (84/100): 84% of the 65 user reviews for this game are positive.
Tales of the Orient: The Rising Sun: A Journalistic and Historical Review
Introduction: The Soothing Allure of a Feudal Match-3
In the sprawling landscape of casual puzzle games, few titles manage to transcend the genre’s often-transient nature to leave a lasting, warm impression. Tales of the Orient: The Rising Sun, released in 2015 by the Brazilian indie studio Green Sauce Games, is one such exception. It arrived not with the bombast of a AAA launch, but with the quiet confidence of a meticulously crafted piece of interactive art. At its core, it is a match-3 puzzle game—a genre saturated withcompetition. Yet, through a masterful synthesis of atmospheric world-building, a genuinely engaging narrative, and a suite of clever mechanical innovations, it carves out a unique identity. This review argues that Tales of the Orient stands as a prime example of how the casual puzzle genre can achieve depth and emotional resonance, serving as a high-water mark for narrative-integrated match-3 games and a testament to the global reach of game development.
Development History & Context: A Brazilian Studio’s Love Letter to Japan
Studio Genesis and Vision
Green Sauce Games Ltda. – ME, headquartered in Londrina, Brazil, represents a fascinating case study in niche game development. Founded by producers and designers Cezar Wagenheimer and Carlos Eduardo Boaro, the studio eschewed the race for blockbuster status, instead focusing on polished, thematic experiences within the casual and puzzle genres. The vision for Tales of the Orient, as stated in its official description, was to “travel to the Edo period in Japan” and weave an “epic story of honor and courage.” This was not a cynical cash-in on orientalist aesthetics, but a deliberate artistic choice. The story credits, shared between Boaro and Andrew Williams, suggest a collaborative effort to craft a plot that would justify its mechanical premise, a rarity in many contemporary match-3 titles where narrative is often an afterthought.
Technological Constraints and a Multi-Platform Strategy
The game’s technical specifications reveal its roots in the accessible, low-barrier-to-entry market of the early-mid 2010s. With minimum requirements calling for a 1.5 GHz processor, 1 GB RAM, and a DirectX 9.0-compatible graphics card with 256 MB VRAM, it was designed to run on virtually any contemporary PC, from low-spec laptops to older desktops. This was a conscious decision to maximize its potential audience on platforms like Steam, but also to facilitate its initial release on iOS (iPhone) in February 2015. The subsequent release pattern—iPad, Windows, Mac, Linux, Windows Phone, Android (2017), and finally Nintendo Switch (2019)—demonstrates a patient, platform-staggred rollout strategy common for indie studios leveraging cross-platform engines (likely Unity). The 100 MB storage footprint is minuscule, underscoring its focus on efficiency and broad accessibility over graphical fidelity.
The 2015 Casual Gaming Landscape
The game launched into a crowded field. 2015 was the heyday of the “triple-A casual” market, with series like Bejeweled, Puzzle Quest, and FarmVille dominating, while indie developers were beginning to find success on Steam with more character-driven puzzle games (Hearthstone had launched the previous year, showing the viability of polished, accessible games with strong themes). Tales of the Orient’s specific niche was the “story-rich match-3 adventure,” a sub-genre pioneered by companies like Big Fish Games. Its direct thematic predecessor might be considered games like Lords of the Rising Sun (1989), a strategy title sharing the “Rising Sun” moniker and Japanese setting, but Green Sauce Games’ title is purely a puzzle game. Its competition was titles like Jewel Quest or The Secret Society, where puzzles served a narrative progression. Tales of the Orient aimed to compete by doubling down on immersion and a specific, beautiful historical fantasy.
Narrative & Thematic Deep Dive: Honor, Courage, and Reconstruction
Plot and Setting: Edo Period in Turmoil
The game transports players to the Edo period of Japan, a time of relative peace under the Tokugawa shogunate but still rife with social tension and the aftermath of centuries of civil war. The official synopsis states the village has been ravaged by civil war, and the protagonists must “restore the glory.” This is not a tale of battlefield samurai, but of post-conflict reconstruction—a theme of peacebuilding and cultural preservation that is surprisingly profound for a match-3 game. The mission is to rebuild an ancient Japanese village, turning the mechanic of resource-gathering from puzzle-solving into a literal and metaphorical act of healing and renewal. The setting is not just a backdrop; it is the central conflict and the goal.
Character Dynamics: The Geisha and the Samurai
The pairing of Satsu, a geisha, and Miyamoto, a samurai, is thematically rich. Geisha were (and are) revered as keepers of artistic and cultural traditions—music, dance, conversation—while samurai were the warrior class, upholders of martial honor and societal order. Their alliance is a potent symbol of unity between the cultural and the martial, the refined and the strong, both dedicated to preserving “beautiful and ancient values.” The story, credited to Boaro and Williams, positions them as complementary forces. Satsu likely represents grace, strategy, and the transformative power of the arts (the “geisha” archetype), while Miyamoto embodies direct action, protection, and traditional strength (the “samurai” archetype). Their quest to “save the day” is therefore a dual struggle: against external threats (implied “forces of evil”) and against the decay of their heritage. This character dynamic elevates the player’s actions from simple tile-matching to participating in a solemn, honorable mission.
Themes: Restoration and Interactive Affect
The core theme is restoration. Every match-3 board cleared, every resource collected, directly contributes to rebuilding the village on a visual meta-map. This creates a powerful, continuous feedback loop where puzzle-solving has tangible, beautiful consequences. The theme of honor and courage is less about combat and more about perseverance, careful strategy (especially in Challenge mode with limited moves), and dedication to a communal goal. The narrative subtly argues that courage can be found in patient, thoughtful acts of rebuilding. The “epic story” described in marketing is likely delivered through vignettes, dialogue, and the visual progression of the village itself, a form of “show, don’t tell” storytelling that aligns perfectly with the game’s mechanics. The emotional impact noted in user reviews—”the story was so touching! I literally CRIED!”—suggests the narrative succeeds in building genuine attachment to the village and its fate, a significant achievement for the genre.
Gameplay Mechanics & Systems: Innovation Within a Familiar Framework
The Core Loop: Match-3 with a Purpose
The fundamental loop is classic match-3: swap adjacent tiles to create lines of three or more identical symbols (likely gems or culturally-themed icons), causing them to disappear and new tiles to fall from the top. However, Tales of the Orient layers two major systemic innovations atop this foundation: board rotation and village building.
-
Rotatable Board: The most frequently highlighted unique feature is the ability to rotate the game board in 90-degree increments. As stated in the features list, this is a strategic tool to “reveal new matches and strategic opportunities.” In practice, this transforms a static grid into a dynamic spatial puzzle. It allows players to access “hard to reach areas” (as one user reviewer noted), manipulate cascades more effectively, and escape unwinnable board states—a common frustration in match-3 games. This mechanic adds a layer of 3D-like thinking to the primarily 2D plane, significantly deepening the strategic possibilities without overcomplicating the core input.
-
Three Distinct Match Modes: The game doesn’t force a single control scheme. Players can choose between:
- Swap: The traditional click-or-drag-to-exchange method.
- Pop: Tap on groups of 2+ same-colored tiles to clear them immediately, favoring rapid, explosive clearances.
- Chain: Draw a continuous line through adjacent matching tiles, allowing for long, satisfying combos.
This acknowledges player preference and physical play context (touch vs. mouse), increasing accessibility and replay value.
Progression and Meta-Game: Building the Village
This is where the game transcends being a mere puzzle collection. Resources earned from matches (wood, stone, food, etc.) are funneled into a separate village-building screen. Here, players construct and upgrade various traditional Japanese structures: houses, shrines, bridges, gardens. This serves multiple purposes:
* Tangible Progression: It provides a visual, non-puzzle representation of the player’s success, reinforcing the narrative theme of restoration.
* Goal-Setting: It creates medium-term objectives beyond completing the current board.
* Replayability Incentive: Building a complete, beautiful village encourages multiple playthroughs and careful resource management.
* Pacing: It breaks up intense puzzle-solving with a more relaxed, creative activity, contributing to the “relaxing music” experience advertised.
Modes: Standard, Challenge, and Adventure
- Standard/Relaxed Mode: The primary campaign, allowing unlimited moves for a stress-free experience focused on story and building.
- Challenge Mode: A stark contrast where players are given a strict limited move count per board. This is where the game’s tactical depth—especially the board rotation mechanic—is truly tested and rewarded. It caters to the strategic player seeking a genuine puzzle challenge.
- Adventure Mode: The overarching narrative campaign that strings together the 100 unique levels, integrating story beats with level progression.
UI and Polish
The Steam version supports full controller play, cloud saves, and achievements (16 Steam Achievements). The presence of Steam Trading Cards and Points Shop items indicates an understanding of the Steam ecosystem’s social and collection mechanics, even for a casual game. The user interface is described as “family-friendly” and “colorful,” with a clear, accessible design that does not interfere with the serene atmosphere. The voice-over (by Gale Van Cott) and multilingual support (10 languages including full audio/subtitles for English and others) point to a professional localization effort for a title of its scale.
World-Building, Art & Sound: The Sensory Pillars of Experience
Visual Direction: Anime-Inspired Aesthetic
The game employs a colorful, stylized 2D art direction heavily inspired by anime—a logical choice given the Japanese setting and the genre’s target demographic. Artists David Revoy (a notable open-source and game artist), Pavel Konstantinov, and the team crafted visuals that are “cartoon,” “colorful,” and “atmospheric.” Screenshots and user descriptions emphasize “beautiful scenery.” The art successfully evokes a romanticized, vibrant Edo period without resorting to grim realism. The character designs of Satsu and Miyamoto are likely expressive and iconic, fitting their archetypes. The village-building phase allows players to see this world come to life piece by piece, a crucial emotional hook.
Sound Design: Relaxation and Cultural Evocation
The soundtrack, composed by Michael Huang using the “Proud Music Library,” is designed to be “relaxing” and “inspired by this period in Japanese history.” This suggests the use of traditional Japanese instruments (koto, shakuhachi, taiko) or musical scales (in sen, yo) woven into a contemporary, ambient puzzle-game score. The sound design likely features gentle, satisfying audio cues for matches, combos, and building completion, reinforcing positive feedback without being abrasive. This auditory landscape is a core part of the “atmospheric” tag applied by users, creating a calm, immersive bubble that distinguishes it from the often-jarring soundscapes of other mobile puzzle games.
Synthesis: A Cohesive Oasis
The art and sound do not exist in isolation; they work in concert with the narrative and mechanics. The serene visuals and music soothe the player during challenging puzzles, while the act of building the village provides a visible, positive consequence that the art then displays. This creates a complete feedback loop: Puzzle Solving -> Resource Gain -> Village Growth -> Narrative Advancement -> Visual/Auditory Reward. Every system points back to the same goal: the peaceful restoration of a beautiful, historical Japan. This cohesion is the game’s greatest artistic strength.
Reception & Legacy: A Quietly Loved Cult Classic
Critical and Commercial Reception at Launch
Upon its multi-platform release starting in February 2015, Tales of the Orient: The Rising Sun existed almost entirely outside the traditional critical spotlight. Metacritic lists it as having no critic reviews (“tbd” Metascore and User Score pending ratings) for all its platforms. This is not unusual for a casual puzzle game from a small indie studio; such titles often live or die based on storefront visibility and word-of-mouth within their specific community (e.g., Big Fish Games’ audience, Steam’s “Casual” and “Female Protagonist” tag followers).
Commercially, its pricing strategy ($9.99 on Steam, with frequent discounts to ~$7.34 on Fanatical) and presence on major portals (Steam, Microsoft Store, Google Play, Apple App Store, Big Fish Games, Nintendo Switch) indicates a steady, niche commercial life. The Steam user review aggregate, as analyzed by Steambase, shows a “Very Positive” rating (82/100 from 393 reviews, with 323 positive and 70 negative as of early 2026). This is a strong, sustained positive reception over many years.
Player Reception: Emotional Connection and Replayability
The user reviews that exist are telling. Common praise points include:
* Emotional Narrative: “The story was so touching!… literally CRIED!”
* Atmosphere and Music: “The music, levels and text was beautiful… relaxing music.”
* Replay Value: “umteenth (I lost count) time I’m playing this game,” “Got new phone, had to download again,” “Gone through it 8X.”
* Mechanical Appreciation: “Love the way you can turn the cube around,” “takes skill not to use the extras.”
* Polished Experience: “You have done an excellent game.”
Criticisms are minor and focused on typical casual/mobile monetization friction: one user complained about having to repurchase to remove ads after a new phone install. The consistent call for “more games like this” and the fact that players return to it years later point to a game that has achieved a rare status: a comfort-food classic within its genre. It is not acclaimed for innovation that reshapes the industry, but for near-perfect execution of a specific, warmly nostalgic premise.
Evolution of Reputation and Industry Influence
The game’s reputation has solidified into that of a hidden gem. Its lack of critical coverage means its legacy is built entirely on player advocacy. Within the ecosystem of “Match3 Games” (the franchise label it carries on Steam), it is likely considered a flagship title for Green Sauce Games. Its influence is subtle but present:
* It demonstrates the viability of strong thematic integration in match-3 design, where every mechanic (board rotation, village building) serves the story’s theme of careful reconstruction.
* It validates the “rotate the board” mechanic as a meaningful depth-add for puzzle games, a feature that has since appeared in other titles seeking to innovate on the match-3 formula.
* It proves that a small, non-Western studio can successfully create a culturally specific (Japanese) experience that resonates globally, using universal themes of rebuilding and honor.
* Its successful port to the Nintendo Switch in 2019, years after its initial release, is a testament to its enduring appeal and the “evergreen” nature of well-crafted casual games.
However, it has not sparked a widespread trend. Its influence is likely felt more in the portfolios of other mid-sized casual developers than in the design documents of major studios. Its legacy is that of a highly competent, deeply atmospheric exemplar rather than a revolutionary milestone.
Conclusion: An Enduring Testament to Genre Craft
Tales of the Orient: The Rising Sun is not a game that redefines the medium. It does not possess the historical gravity of Tetris or the cultural seismic shift of Candy Crush Saga. Its place in video game history is more humble, but no less deserving of recognition. It represents the pinnacle of a specific design philosophy: that a casual puzzle game can be a vessel for a coherent, moving narrative and a beautifully realized world. Through its innovative board rotation, its deeply integrated village-building meta-game, and its serene, anime-inspired aesthetic backed by a resonant story, it achieves a level of polish and atmospheric cohesion that many larger-budget titles aspire to but rarely achieve.
For the historian, it is a case study in successful niche targeting, cross-platform longevity, and the power of thematic unity in game design. For the player, it is a therapeutic, engaging, and emotionally rewarding experience that stands the test of time, as evidenced by the players who return to it ad nauseam. Tales of the Orient: The Rising Sun may not have “risen” to dominate the charts, but it has settled into a quiet, respected place in the pantheon of casual games—a game that understands its purpose and executes it with exceptional grace and heart. It is, in the truest sense, a masterclass in the art of the comforting, story-driven match-3 puzzle, and its legacy is a promise that such games will always have a cherished home in the medium’s diverse ecosystem.
Final Verdict: 4.5 out of 5 – A genre-defining example of narrative and mechanical synergy in casual puzzle gaming, offering immense replay value and emotional depth. A must-play for enthusiasts of match-3 adventures and a resounding success for its developer.