Free to playReverse: 1999 A century undone by the Storm
Travel back through the 20th century as the Timekeeper, saving Arcanists from erasure in a card-based, story-rich RPG.
Is Reverse: 1999 worth it?
Reverse: 1999 is worth it if…
- you like long, lore-heavy stories told like a visual novel
- you like turn-based card combat and slow team tinkering
- you like alternate history, time travel, and a big voiced cast
- you want short dailies that take minutes with auto-battle
Screenshots
A century coming undone
On the last day of 1999, the Storm falls and an era runs backward under the rain. As Vertin, the Timekeeper who can move between eras, you travel from the Roaring '20s to the turn of the millennium with Sonetto of the Foundation. You track where the Storm is most active, find Arcanists who sense it coming, and pull them out before they are sifted from the timeline.
Arcanists and old alter egos
People once called them mages, wizards, and worse. Now Arcanists live in uneasy coexistence with regular humans, each with strange gifts and roots in a different time and place. You gather them into a roster that stretches across regions and decades, learn how their backgrounds shape them, and build teams around what they can do. The large cast and alternate-history detail are a highlight.
Cards, spells, and team plans
Fights are turn-based and built around cards. Each character brings a small set of abilities, you draw incantations, merge them to raise their rank, and cast arcane skills to take down enemies. Team building and matching damage types and support effects matters more than reflexes, with harder optional modes for planning ahead. Story battles stay approachable, with an easy mode when you want to keep reading.
Painted pasts and many accents
Music shifts with the period and the mood, from tense fights to quiet story beats, and the voice work is a highlight.
Good to know?
Who do you play as?
You play as Vertin, the Timekeeper, an observer of eras who travels after each Storm. With Sonetto and other Foundation allies, you search for Arcanists who feel the Storm coming and try to save them from being erased.
How do the battles work?
Battles are turn-based with cards drawn from your team. Each Arcanist has a few incantations, stronger when merged, plus a showy ultimate-style skill. You build a small team, match their effects, and clear story fights easily or push harder optional modes.
How story-heavy is it?
Very. Most of the game is voiced story scenes in visual-novel form, moving from the 1920s toward 1999. The writing is slow and dense, with quiet character moments between larger mysteries, so it suits players who enjoy reading and listening.
Does it respect limited playtime?
Yes, for daily tasks. Once a fight is cleared, replays can be automated, and dailies take only minutes. Story chapters and events take longer, so you can check in briefly or settle in for a longer session.























