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Seven Knights Re:Birth Review | Finally, a Proper Successor

80
Story
8
Gameplay
8
Visuals
9
Audio
9
Value for Money
6
Price:
free
Reviewed on:
PC
Seven Knights Re:Birth faithfully revives the original with sharper storytelling, deeper team-building, and a modern audiovisual overhaul that makes its characters and battles shine like it once did. Though it does have issues in its uneven pacing and a problematic gacha system, the latter is softened somewhat by good-value bundles and unlimited farming potential. Flawed as it may be, it’s still a worthy successor that both longtime fans and curious newcomers can enjoy.
Seven Knights Re:Birth
Release Date Gameplay & Story Preregister & Pre-Order Review

Seven Knights Re:Birth Review Overview

What is Seven Knights Re:Birth?

Netmarble brings back one of its most iconic franchises with Seven Knights Re:BIRTH, a modern remake of the original 2014 mobile RPG. The game introduces updated visuals, streamlined systems, and a wide roster of heroes, while still keeping its core identity as a turn-based gacha RPG.

At the heart of the story is Evan, joined by the wandering priestess Karin, as they journey across the continent to uncover the truth behind a necklace left by Evan’s late grandfather. Their search soon draws them into the path of the Seven Knights—legendary warriors bound by fragments of an ancient power, whose destinies intertwine with their own.

Seven Knights Re:Birth features:
 ⚫︎ Turn-based gameplay
 ⚫︎ Hero crafting and gacha systems for character collection
 ⚫︎ Guild wars and boss raids
 ⚫︎ Game-driven currency farming
 ⚫︎ Various PvP and PvE modes
 ⚫︎ An extensive story mode

Digital Storefronts
Seven Knights ReBIRTH IconPC Client Google Play IconGoogle Play App Store IconApp Store
Free-to-Play

Seven Knights Re:Birth Pros & Cons

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Pros Cons
Checkmark One of the Genre’s Story Greats
Checkmark Heartily Supports Player Expression
Checkmark Cinematic Skills
Checkmark Rich, Game-Driven Economy
Checkmark Obscenely Grindy
Checkmark The Camera Angles are Still Boring
Checkmark Horrible Gacha Mechanics

Seven Knights Re:Birth Story - 8/10

The original Seven Knights told an intriguing, often heart-wrenching story built on alliances, betrayal, corruption, tragedy, and other gritty themes that felt rare for its genre. The remake revisits that tale while smoothing over one of its biggest narrative flaws by giving Evan a presence to keep him grounded, rather than letting him spiral unchecked as he once did. The supporting cast is also written with care, each with their own distinct personalities, goals, and motivations. However, a major drawback on the story side is the pacing, which still swings wildly between moments of near perfection and stretches where you can’t help but think maybe putting down the game for a while would be good—and that’s a bad thing to feel.

Seven Knights Re:Birth Gameplay - 8/10

Unlike its various sequels and spin-offs, excluding Seven Knights: Time Wanderer, the original was a proper turn-based RPG with a surprising amount of depth for its time. Nowadays, though, it’s above average, all things considered, and is only really pulled up by how well it allows players to express themselves with their teams, as well as its awesome selection of content.

Seven Knights Re:Birth Visuals - 9/10

It’s honestly wild how much better the game looks now compared to the original. Characters are far more detailed, their personalities shine through in the updated designs, and the cutscenes are a huge step up from the old days of mostly static images. Even the skill animations, which were already a highlight in the original, have seen massive improvements. Unfortunately, the same can’t be said for the default combat camera, which still insists on showing everything symmetrically and robs boss fights of the scale and spectacle they deserve.

Seven Knights Re:Birth Audio - 9/10

Just like the visuals, Seven Knights: Re:Birth’s audio is a huge step up from the original. Every character is now fully voice-acted—at least if you set the language to anything other than English—and the sound effects carry a ton of impact. The music is fantastic too, with some excellent new tracks for things like the gacha that really stand out. It’s not flawless, though: the lack of full English voice acting in particular still stings, and even when it’s there, it’s not very impressive.

Seven Knights Re:Birth Value for Money - 6/10

Terrible rates, a 50–50 mechanic, high hard pity thresholds, and no soft pity system—on paper, Seven Knights: Re:Birth looks like it’s trying to assemble the Exodia of player-unfriendly gacha design. And honestly, you’d be justified in thinking it’s a terrible deal to spend money on… if not for the fact that its bundles offer surprisingly decent value. On top of that, the game gives you a built-in way to farm premium currency, with the only real limit being how long you’re willing to let it run in the background.

Seven Knights Re:Birth Overall Score - 80/100

Seven Knights: Rebirth is a strict upgrade to an already glorious and long-lived mobile game from the second half of the 2010s. Its story is mightily engaging, its gameplay is an audiovisual stunner, and the in-game economy is surprisingly a bit player-friendly, despite having some very questionable mechanics. It’s an easy recommendation for anyone, regardless of their previous experience with the series.

Seven Knights Re:Birth Review: Finally, a Proper Successor

One of the Greats of Its Era

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Oh boy, I can’t tell you how long I’ve been waiting to yap about this series. For context, Seven Knights was a mobile game that launched globally around 2016, and it was the second gacha I ever fell in love with—right after Soccer Spirits. While most people played it for the brutally competitive PvP modes, I (and plenty of others) stuck around for its colorful cast and a story that tackled surprisingly dark, serious themes for its time and genre.

Anyway, the game did well enough to spawn a whole little franchise—Seven Knights 2, Seven Knights Idle Adventure, Seven Knights: Time Wanderer—and even an anime by Linden Films (Goblin Slayer, Tokyo Revengers) and Domerica (The World Ends with You, Fermat’s Kitchen) called Seven Knights Revolution: Hero Successor… which, uh, was a very weird watch.

Sadly, the original mobile game shut down in 2023, leaving a massive hole where its conclusion should’ve been. By then I wasn’t playing regularly anymore; just dropping in every few months to catch up on the story with my magic damage-based Rin team (stuck in the middle PvP leagues because I refused to use anyone else). Still, it was disappointing to be left hanging like that.

A Gritty Story in an Unlikely Place

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Seven Knights follows Evan and Karin as they leave their homeland to fulfill Evan’s grandfather’s last wish: to track down the owner of his mysterious, crystal-like necklace. With the blessing of Rudy—one of the Seven Knights, an elite order of the continent’s mightiest heroes and a candidate for the title of Knight of Light—the two set out across lush forests, dark caves, burning deserts, far-off oriental lands, and even barren wastelands.

Along the way, they encounter people with their own burdens, and Evan, ever the straightforward hero of justice, can’t help but throw himself into their problems. His strong sense of justice wins him loyal companions, but also plenty of bitter enemies.

By today’s standards, the story feels pretty standard, especially with games like Honkai Impact 3rd, Arknights, and Girls’ Frontline making gritty, tragic storytelling a norm. Back then, though, it was a rare breath of suffocating air, when only mobile ports of console RPGs dared to push for that level of writing. Still, if Seven Knights Re:Birth (which I’ll just call Re:Birth from now on) really does adapt the full story, expect it to be a wild, depressing, and at times downright frustrating ride.

Urgency Implemented in a Turn-Based Game

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For a game that basically dusts off and reuses the same systems and features from its predecessor, Seven Knights Re:Birth actually holds up pretty well compared to today’s modern gacha competitors. It has its rather compelling combat system to thank; by somewhat mixing the turn-based and real-time combat into one experience, battles maintain a snappy pace where characters continuously attack each other while they are fed instructions through either AI, or your own inputs.

Its core combat revolves around a timeline that dictates the order of basic attacks, determined by each unit’s Speed stat. This system allows for situations where one side can act multiple times before the other responds, creating room for tactical planning (though it’s almost always better to be moving before your opponent). However, the timeline only influences basic attacks and has no bearing on when skills can be activated.

Skills form the crux of Seven Knights Re:Birth’s combat system, serving as the primary source of damage and the means through which virtually every effect in the game is applied. This is also where the first, albeit very minor, mechanical change from the original Seven Knights appears. In the predecessor, skills were exchanged in a straightforward turn-based sequence where the fastest player acted first. In the remake, however, the system is restructured by altering how skill cooldowns function.

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In the original game, every skill came with not one but two cooldowns. It was a strange setup, especially for a game that leaned more into turn-based combat than its remake. The first was the main cooldown, which took anywhere from 30 seconds to two minutes depending on the skill. The second was a short, team-wide cooldown lasting only a few seconds—basically a built-in pause to stop players from spamming skills and to give the opponent a chance to respond.

Seven Knights Re:Birth, meanwhile, reworks that second cooldown into something tied directly to turns instead of time. That is, after using a skill, the team-wide cooldown triggers and stays active after the first two basic attacks, drops by half after the third, and disappears completely after the fourth.

Note that these basic attack-based cooldowns count down regardless of which side does the attacking, though. In other words, it doesn’t make a difference in the overall scheme of things; both players still exchange skills in orderly fashion until one side runs out of off-cooldown skills and inevitably passes the rotation.

Cinematic Fights Limited Only by Camera Angles

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One of the biggest draws of the original Seven Knights was its very cinematic, or rather, gratuitously animated skills. My favorite example is always Yeonhee, who could either vaporize you with a concentrated laser that tore the ground beneath your feet, or simply crushed you underneath a giant meteor.

These weren’t just flashy effects slapped behind the UI, either. The game leaned into camera work such as different angles, shifts in perspective, screen shakes, and more to really sell the impact. But it all came with one frustrating limitation: fights were always shown from a flat, albeit elevated, symmetrical view. Even when you were facing a monster too large for the screen, you’d still get that same static angle, which completely undercut the enemy’s actual scale.

Sadly, Re:Birth keeps that limitation intact, except in a handful of special boss fights. And it’s a real shame, because Raids pit you against skyscraper-sized enemies that should feel awe-inspiring, but instead they just awkwardly hunch down to fit on screen. A dynamic camera looking up at them would have done wonders for scale and spectacle.

No Time but to Grind

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Unfortunately, no matter how pretty the visuals are, you’ll probably grow sick of them sooner or later because this game is obscenely grindy.

Your main source of income here is leveling characters to 30, regardless of rarity. Every time you do, you earn 20 Rubies, the game’s main premium currency. Sounds simple enough, but the only reliable way to do it is by running Adventure stages over and over for each character.

To its credit, Seven Knights Re:Birth at least gives you a menu to automate the process. You set up a main carry to do all the damage, and the game will auto-rotate the other slots, swapping in new characters once they max out.

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How much do you have to do this? A lot. Hundreds of times… thousands if you’re aiming for the endgame. A 10-pull costs 1,000 Rubies, after all. The Ruby Farming system even anticipates this and offers to burn through your spare stamina keys automatically if you let it.

And that’s only part of the grind. You also need those max-level characters for Fusing, since they’re the material for creating higher-rarity heroes. Strengthening your team involves a laundry list of systems—Enhancement, Ranking Up, Fusing, Transcending, Skill Enhancement, Ultimate Enhancement—and almost all of them require extra characters. Higher-rarity ones make the best material, which makes Fusing, which produces higher rarity characters than the materials you feed it, essential. And of course, Fusing itself requires max-level fodder to work.

So the loop goes like this: farm Rubies, use the characters you max out as Fusing fodder, get higher-rarity characters, farm with them for more Rubies, repeat. It’s an endless cycle until you’ve built a team of high-rarity heroes.

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Ideally, you’ll want six-star characters not just for their stats, but because they’re also used for yet another feature: Crafting. That’s because unlike most modern gachas, Re:Birth lets you directly craft the highest-tier characters, as long as you’ve got a handful of six-star cards to throw in, regardless of whether they’re actually useful.

Daunting? Absolutely. And that’s before you even factor in farming materials for Rank Ups, equipment to gear your team, and more. The only real limiter is stamina, capped at 20 shop refills a day.

So yeah, you’re gonna end up running this game in the background. A lot.

There’s a Team for Everything

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One excellent reason to keep farming in Re:Birth is that the game has a centralized meta for practically everything. In other words, there’s a set of heroes designed to excel at very specific content, and they almost never overlap outside of their niches.

Take Shane, for example. She’s absurdly strong in the Destroyer Gaze Raid thanks to her pure single-target burst damage, capable of ripping chunks out of the boss’ HP bar. But outside of that, she doesn’t have much to offer. On the flip side, Asura is useless in that same raid but absolutely essential in the Iron Devourer Raid, where her kit keeps your damage from spreading too thin.

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The same goes for PvP versus PvE. Raid specialists rarely see play in PvP, while PvP heroes need to be prepared for anything, leading to some very creative, and sometimes outright degenerate, team comps. A full crowd-control build? Totally viable. A team stacked with units that just keep reviving? Sure. One AoE nuker backed by four bodyguards? Worked in the original, and it works just as well here.

The long and short of it is that nearly every character has a role somewhere. Truly useless units are rare unless they were designed as fodder for fusion or crafting. At the very least, that makes pulling a non-legendary sting a little less because you’ll probably find a use for them eventually.

What are Those Prices?!

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To be perfectly fair to Seven Knights Re:Birth, it’s not exactly difficult to farm enough Rubies to pull from its gacha. Heck, it even has built-in features to allow you to do so without needing much input from you. But in exchange, it has some of the more undesirable gacha rates and mechanics I’ve seen in modern mobile games.

What’s the worst? Probably those under Cygames, right?

Anyway, its gacha system works via two tiers of hard pity. The first comes after your 99th pull, guaranteeing that you’ll pull a legendary on the 100th if you haven’t already. However, this first hard pity is a 50-50, meaning that you’ll only get the rate-up hero half the time. The second tier comes after the next 100 pulls, which guarantees said rate-up hero.

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Now, you might be thinking: hey, that’s not too bad, right? There are far worse gacha systems out there like, quite obviously, Shadowverse: Worlds Beyond, after all. And you would be right. But in terms of the middle of the pack gacha systems, Re:Birth unfortunately doesn’t have a soft pity mechanic to balance out the high pull count necessary to guarantee a legendary drop, especially considering that the rates for a legendary is at 1%.

On top of that, the shop offers rather eye-popping prices. Not in a good way, mind you. Like, 20USD (that's, like, one Silksong) for a 10-pull in this gacha economy is already bad enough, but they’re even offering three types of monthly subscription packs in order to get the full benefits of being a dolphin. Three! That’s two more than what most gacha games ask of you, including those from Cygames.

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Is it worth it? Well, to be fair once again, unless this will be the only gacha game you’ll play until you move on, their bundles actually have incredible value (they’re oftentimes over 1,000% what you’d normally get for the same price as everywhere else in the store). Plus, considering how the game only demands your time to nab some very powerful units later on, the subscriptions are mostly just a quality of life upgrade rather than a necessity for character collecting.

So, rather than being worth it, it’s more like it’s a good place to spend any spare money you might have laying around.

Is Seven Knights Re:Birth Worth It?

If You Have Battery Power to Spare, Yes

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Seven Knights Re:Birth is essentially a strict upgrade to an already wonderful title that lived a long, glorious life until its untimely demise in 2023. It even has more conveniences than the latter, offering better menus and functionality to keep managing your resources easy and efficient. Unfortunately, though, it does still lack some things I would consider to be essential to elevating the experience to the next level, like better camera angles and a friendlier gacha system.

But otherwise, this is an easy recommendation to anyone, regardless of their previous experience with the franchise.

Digital Storefronts
Seven Knights ReBIRTH IconPC Client Google Play IconGoogle Play App Store IconApp Store
Free-to-Play

Seven Knights Re:Birth FAQ

Is Seven Knights Re:Birth a sequel to the original Seven Knights?

No, it’s a remake, which also means that it counts as a prequel to Seven Knights 2.

Which hero should I reroll for?

Definitely Teo. He’s extremely strong and relevant in many modes for a long time, at least if it follows the original.

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Seven Knights Re:Birth Product Information

Seven Knights ReBirth Cover
Title SEVEN KNIGHTS RE:BIRTH
Release Date September 18, 2025
Developer Netmarble
Publisher Netmarble
Supported Platforms Mobile, PC
Genre Action, RPG, Adventure
Number of Players 1
ESRB Rating TBD
Official Website Seven Knights Re:Birth Website

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