Puaaan#FreeCatchUpCards Set at the closing moments of the 20th century, Reverse: 1999 invites players into a hauntingly beautiful world where time itself has been turned upside-down. On the last day of 1999, a mysterious phenomenon known only as the “Storm” descended from the skies, rewinding eras and thrusting humanity into past decades—an era not quite remembered and not fully forgotten.
You take on the role of the Timekeeper, a unique figure immune to the Storm’s effects and thus able to traverse the fractured ages that now overlap and collide. With the help of the Arcanist Sonetto (and other allies you meet along the way), you venture through time—across the Roaring ’20s, the Jazz-filled ’30s, the tech-charged ’60s, and finally toward the shadowy threshold of the new millennium.
The game is built around an evocative blend of art styles: retro chic meets pop art, classical oil painting meets modern sleekness—resulting in visuals that feel both nostalgic and fresh. Each Arcanist you recruit carries their own story, personality and place in history—whether they hail from the past, the present, or the edges of the future. Together, you’ll uncover the truth of the Storm: What caused it? Who is behind it? And how might the world be restored to its proper timeline?
Gameplay in Reverse: 1999 merges narrative depth with strategic, turn-based mechanics. Battles are fought using “Incantation” cards and each Arcanist brings passive skills, a pair of incantation cards, and an ultimate card to the field. Players begin each encounter with a hand of 7-8 cards, and can play as many cards in their turn as the number of friendly Arcanists deployed. Cards of the same rating can be merged to enhance their power and unlock additional effects.
Beyond combat, the setting is rich in atmosphere: imagine the smoky jazz clubs of the 1920s, the clamor of protest in the 1960s, and the looming uncertainty of the millennium’s end. The Storm doesn’t just rewind time—it warps society, creating a world that is part familiar, part nightmare. For instance, during one sequence you encounter a society where, under the Storm-Syndrome, people attempt to eat money and gold bars thinking they’re food.
And although it may draw you in with its art and story, Reverse: 1999 also pulls no punches when it comes to gacha-style recruitment and character progression. From “Psychubes” to character enhancements and signature garments, players are continuously incentivised to build, refine and personalise their roster.
What makes the game stand out, however, is how it treats time travel not as a convenient backdrop, but as a thematic core. Every era you visit has its own tone and history; the Arcanists you meet are shaped by their times. And you, as the Timekeeper, are witness and agent—the one who must restore balance, even as the pieces of the past slip away.
In short: Reverse: 1999 is a visually striking, story-rich strategic RPG that asks as many questions as it answers. Who are the Arcanists? Why was the Storm unleashed? And in a world where time can be rewound, what really does “progress” mean? If you’re drawn to games that combine atmosphere, character drama, and tactical engagement, this one is well worth exploring.
Read Note