
Step into Aincrad, a world of beauty and danger where every battle could be your last. Create your hero, choose your gear, and master combat by building synergy with your partner, leveling up, and unlocking special abilities to expand your horizons.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About




Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 5.3Kreviews | 48% | — | $14.9M |
| $69.99 | 5.8Kratings | 71% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1338 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is at best a PSP game. The grind is for nothing. I playing this trash for completion now. I can't leave it but holy crap is it boring. I have fallen asleep playing. If you want to play it hope it drops on switch 2. The story also makes no sense. Kirito is the LONE swordsman, why the hell is he my partner in crime. Save your money please!!!!
I expected an adventure from level 1 to 100, but the reality is sad. Perhaps it's because I expected too much
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 1: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Indonesian, Spanish - Latin America, Thai, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +2 more
| $48.99−30% |
| 532ratings |
| 70% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
地形の作りこみだけは好き。
《艾恩葛朗特 回荡新声》作为万代南梦宫在《刀剑神域》游戏化道路上的又一次全新尝试,发售前可以说击中了无数老粉丝的中二之魂。经历了神话、夺命凶弹、彼岸游境等一系列魔改剧本和玩法探索后,这款作品极其固执地将时钟拨回了最初的起点,游戏打着重塑原点的旗号,试图用现代次世代技术重新解构川原砾笔下那个最浪漫也最残酷的世界,然而在剥开那层粉丝向的华丽糖衣后,它依旧在核心玩法和粉丝情怀之间展露出一些尴尬! 在玩法内核上,本作最大的改动在于彻底剥离了后续作品中那些花哨的远程魔法、神圣术或者枪械,将战斗逻辑纯粹地收拢回了初代的纯物理剑技上。游戏极大地强化了单手剑、细剑、双手巨剑等不同武器的手感差异。每一发剑技的释放都伴随着标志性的光效和强烈的顿挫感。本作取消了无脑乱按的割草设计,如果你在剑技释放完的收招硬直中被敌人攻击,会受到极高的反击伤害。这就逼着玩家必须像原作中那样,通过精准的闪避、格挡,以及利用同伴切换来消除硬直、延长连击条。在某些时刻动作爽感和荣誉感确实不错。 然而,作为一部披着现代化外衣的漫改作品,《艾恩葛朗特 回荡新声》骨子里依然流淌着极其顽固、甚至有点恶意的日式传统刷子RPG的血液。 为了模拟原作中攻略组在野外爆肝练级的氛围,游戏数值曲线陡峭得近乎不近人情。每一层的推进都需要玩家在枯燥、重复度极高的迷宫区里反复击杀一模一样的换皮怪物,去刷取掉率极低的强化素材和极品词条装备。在原作设定里,玩家每天面对的就是升级、打怪、寻找更好的装备,然后挑战下一层。这种循环本身就是SAO世界的重要组成部分。《回荡新声》没有试图加入太多复杂机制,而是选择围绕这个核心做的。不过这种用粗暴的数值门槛硬生生拖慢玩家攻略速度的设计,放在如今这个讲究强驱动、快节奏的时代,对于非核心粉丝或者路人玩家来说,很容易产生极强的审美疲劳和坐牢感。 此外,关卡本身的结构也展现出了极大的重复性。高度公式化的流程、过多的跑图我想再燃的情怀也会被机械的操作消磨掉大半。 剧情方面,游戏最大的优势和限制其实都来自《刀剑神域》本身。熟悉原作的玩家会发现,游戏中的很多设定都能够唤醒当年的回忆。艾恩葛朗特篇之所以经典,并不仅仅因为死亡游戏的设定,而是因为在危险环境下,角色之间建立起来的关系。玩家不是简单地为了通关而战斗,而是在一个无法退出的世界里寻找生存方式。 《回荡新声》对于这种感觉有所体现。相比后续越来越宏大的世界观,艾恩葛朗特时期的故事更加注重人与人之间的联系。冒险伙伴之间的交流、攻略过程中的压力,以及面对BOSS时的紧张感,都比单纯的大规模战斗更有味道。 当然,如果不是SAO粉丝,可能会觉得部分剧情展开比较普通。毕竟游戏依然依赖原作世界观,如果不了解桐人、亚丝娜以及艾恩葛朗特的背景,很难完全感受到其中的情怀价值。 从玩家角度来看,《艾恩葛朗特:回荡新声》是一款优缺点都比较明显的作品,也是一部典型的粉丝向垂直特供品。玩法上极其死板的公式化流程,枯燥重复的流程都注定了它无法成为一部出圈的现象级作品,只有剧情上能稍微引起一些粉丝共鸣,如果你只是个单纯想找一款丝滑RPG的普通玩家,那还是非常不建议入手! [b]欢迎关注 U_U鉴赏家培养计划[/b] 关注U_U鉴赏家,开启精彩游戏之旅。
If you love the anime Sword Art: Online (SAO) you will absolutely love this game. Some of the story telling sucks but the overall story follows a LOT of what SAO had in the anime.
I returned this game soon after purchasing. Thought most of my hangups were just in the tutorial, until I learned the entire game was the same, locked into small, empty areas. Very disappointed that the map isn't more open world or fleshed out, which is a deal-breaker for me. I'm hoping the developers listen to player feedback and address this glaring gameplay killer, along with other issues such as the rinse-and-repeat fighting and reskinned enemy mobs. The game looks beautiful, and I love the setting of this installment, but unless there are massive updates I don't see this being worth anything close to $70. Also, please make DEATHGAME mode free from the start, it's ridiculous to put that behind a paywall for those who want to try that feature from the beginning.
Having English VO in a Sword Art Online game is awesome, and we need more of it. This is the first thing you read because it matters that much to me. Alejandro Saab and Kieran Regan in particular did amazing jobs. So did everyone else, but those two in particular went above and beyond in my eyes. TL;DR: Good game with flaws. With a bit of more time in the oven it could've been great. I hope we get another in the series. Feels like the dev team really do care for the source material, and did try, but didn't have enough time and experience to flesh things properly. They got pretty close though. I'm gonna keep this as spoiler free as possible and sort it into sections. Story: 7.5/10. I liked it, but it feels like it was cut short of dev time. Ends on a cliffhanger that I hope gets resolved. Ideally in another game so that it can get the treatment that I think this dev team can give it if allowed to by the publisher. The characters could feel flat at times, but elements of them are great. Character quests for our party companions would've been a great addition that is sorely missing, (they exist for original SAO characters like Asuna and Kirito, so it's not that they can't.) Or dialogue within safe zones similar to Fatal Bullet. It's also weird how some characters just disappear from the story only to show up and do/say one thing. You'll know what I mean if you play. -0.5 for the silent protag. At least give me actual dialogue options like Fatal Bullet or Integral factor. Combat: 6.8/10. I don't feel I can give it a full seven due to how 'normal tier' enemies are handled, but I struggle to think of a way it could've been done differently without becoming tedious. I don't think there is a perfect solution with the current method they use for encounters. It also feels like there is a point where the game balancing fails and you just become stronger than it expects, even without an absurd of extra leveling. Attack clarity is also sometimes an issue. Souls-like, if a bit derivative. It's not flashy, and felt a little clunky to get used compared to others in the genre. Has attack commitment which can be an adjustment if you are used to more flowy combat, but does feel fine once given time. At times bosses will adds swarm you to the extreme. That's no fun, but can get the blood pumping. I really enjoyed the final boss in particular. Very Hard felt reasonable to me, but I wouldn't ever even bother with the Death Game modifier with how some enemies can cheese you sometimes. If you do, maybe externally back up your save in case. Art direction: 8/10. It's starting from a great base with SAO, and no matter your thoughts on UE5, it is visually impressive, certainly the best looking game in the SAO franchise, which usually languish on actual fidelity despite good art. The characters look good, the enemies look good, the world looks amazing (read Exploration for more on that.) Exploration: 5/10. Yes, it's Aincrad floors 1 & 2, (About 30%-40% of each) but it's not an actually open world. It's quest based zones within a (fairly well designed) map. There are already mods to fix this, but I do kinda understand why they made this decision as the world is pretty linear. While I said it's fairly well designed, it is also incredibly empty save for enemies. Not much to do other than admire the impressive setpieces and terrain. The chest loot is usually only battle items or a blueprint for a weapon you already have 20 of cause it drops so often from mobs. Only rarely will you find a blueprint for armor. This disincentivizes exploration in a game that sorely needed more reasons to do it. Another sore point of this is dungeons. Yes, they are randomly generated, but the loot is equally lacking and there are not enough rooms for the generator to pull from so they all end up feeling the same. Pro tip, ignore every enemy and run north. You'll find the next level pretty quick. This is more an issue in gaming as a whole, but Echoes of Aincrad suffers from it bad so I have to mention it; if you hit a button or kill a boss that unlocks something, the game makes sure to give you a 3 second long cutscene so you know about it, even if you're right next to it. A voice line would've been less intrusive and done the job better. It also sometimes doesn't give you enough of the souls-like stable shortcuts and sidepaths. Weirdly the second floor was better about this? Character Creation: 5/10. It's acceptable for what it is. Lacking a way to alter your character later. More options would also be nice. Armor transmog is enough to make up for this slightly. P.S. Do the side quests, one on the first floor will take you to an area that will have you wondering why the main story never took you there because of how well made it is.
Ce n'est même pas le minimum syndical. A part l'aspect esthétique, n'importe quel jeu gratuit sur téléphone fait mieux.
The game is really fun to play, I enjoy running around and fighting monsters and getting loot to upgrade and make consumables, but that's basically where it ends. Exploration is cool with a beautiful environment but horribly done, there are a few chests scattered around areas that are a pain in the neck to traverse. Usually those chests will just have Col, which is abundant and rather useless, or just another potion that you can craft 100 of already. Don't worry though you'll find an amazing variety of boars and wolves with the same exact model and changed colors roaming the wilderness while you backtrack for 3000 col. Sometimes you'll beat an Arc side boss and unlock an area that literally isn't accessible to you yet and if you try running to it you'll be sent back inside the quest zone. There's no reason it couldn't just be an open world with the same exact things going on. The other big issue is that there is literally nothing to do on the side, nobody to go talk to, no jobs to do like trying to learn smithing or cooking, it's just an empty average souls-like combat simulator. If it would take 10 years to develop 100 floors of this empty world full of reused assets, stop developing games. It really doesn't need much more to be a huge success but they went for the bare minimum.
great game
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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