
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 1347 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不錯~雖然不到完美~但是還是很棒的作品
repetitive, lacks depth, level design is extremely poor locking you from free roaming . such a shame entry to the SAO series
[b]tl;dr[/b] - SAO-flavored (fun references and callbacks), hack-and-slash action RPG with Souls-like elements. It is impossible to justify the $70 price tag for this game--it should be, at best, in the $20-$30 range--given the content. Nevertheless, I think it was still fun, and, as of writing this review, the demo especially should be played first before deciding to commit. [u]Story[/u] - The premise starts with the same early SAO (Progressive) story that anyone familiar with the series already knows, and because of that, there is a common assumption that the game focuses on the progression through Aincrad. That is a misconception. The Aincrad progression is something that happens in the background, and the player character's only involvement in it is the Floor 1 boss raid. From there, the game's story divorces from the floor progression side and instead goes in a different direction. The implied significance of the story does feel disjointed in the overall scheme of Aincrad, especially considering this all happens during (Progressive) Floor 2--the stakes feel imbalanced and far too high considering how "early" into the game the players are. That being said, do not go into this game expecting it to revolve around the floor progression--this follows a different but parallel storyline. As an aside, the ending does feel rushed, but more in the vein of "this feels like it should be the start of what is actually supposed to happen" rather than "everything was handwaved into resolution." [u]Characters[/u] - All of the mainline Aincrad cast shows up in one form or another but as side characters you can bring along. The main "cast" isn't bad in comparison. While the story doesn't focus on Kirito, neither does it focus on the player character--instead, the center of attention and main point of reference is going to be Iori. This is yet another SAO spin-off title where the player character is just the vehicle that carries the driver along. In short, the player character is like Orca to Iori's Kite, if Orca didn't get data drained and was instead a silent Jeigan for the entirety of the quadrilogy. I also like how the characters are portrayed as far as the "real people trapped in a death game" scenario goes. There are a few moments where the characters are humanized in a (comparatively) believable way, and I think that captures the most interesting and compelling part of the SAO-verse: the human response to being put in such a situation. [u]Music[/u] - Basically all forgettable except for the Aimer song, especially when it plays for the final boss. That's really all that matters. Bless Aimer. [u]Gameplay[/u] - As mentioned before, it is a hack-and-slash with Souls-like-elements--bonfires, perfect-timing dodges and guards, a stamina resource, an very limited Estus flask, respawning enemies, etc. The equipment system with the EX-MODS is a fun customization bit, if different from the source material's own upgrade system--each weapon only has a single unique line, but even then, it feels like the optimal build (preference aside) is to build dagger and stack as much sprint speed as possible--while the armor is pick-and-choose the preferred bonuses while playing dress-up with a surprising amount of color-way customization options. On the topic of sprint speed--the "overworld" is inconveniently oversized relative to the traversal options available, in that there is only walking/running. Climbing is unreliable at best and unusable at worst--drops are deceiving, but unlike in older Souls games where hopping off a railing will kill you, in Echoes, it will instead return you to the last spot you had solid footing. My overview of the combat is fairly limited--after the first few wipes on Death Game mode, I settled on daggers, and every fight became rinse-and-repeat cycle of "close in on boss, shotgun a fan of knives, break away and wait for cooldown." That being said, for a much easier time getting through Very Hard Death Game, build dagger, balance AGI and VIT, and stack as much mitigation and sprint speed as possible (build in screenshots). I have been told this is a very unethical build, but if the game allows it, then it is all ethical to me. [u]Conclusion[/u] - I really like the game. It was intensely frustrating at times, and I have lost tens of hours over the course of however many deaths I had. Some of the systems are very questionable (character animations, deliberate time wasters, the flow of the game), but the presentation and the immersion of being "in a game" carries a lot of the burden that would have otherwise bogged down another game. Of course, I also immensely enjoy SAO as a franchise. 10/10.
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% |
| 535ratings |
| 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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mixed game in general, but for those who were fans of the first season and have been wanting a game set in that world it’s decent. The prologue was slow to get through then picked up after. The game says it doesn’t support Steam Deck, but has worked well for me after switching to low settings.
A buggy, repetitive, and painfully unpolished experience I really wanted to enjoy this game, but at this point it feels like an unfinished product that was released far too early. The cutscenes are constantly affected by visual bugs, delayed loading, pop-in, and noticeable desynchronization between the voices, animations, and what is happening on screen. This is especially distracting during story scenes, where presentation should be one of the game’s strengths. The game also frequently looks and feels incredibly cheap and unpolished. Animations clip through character models, gatherable objects float above the ground, enemies sometimes jump into water or other areas that would instantly kill the player, and the enemy AI regularly stops working for a few seconds, causing enemies to simply stand around doing nothing. In my latest quest, my companions became permanently stuck in the animation where they cover their ears after an enemy roar. They stayed in that animation for the rest of the mission, did not attack, and contributed absolutely nothing. Because of that, I had to abort the entire mission and start over. The general pacing makes the experience even more frustrating. The paths between objectives are far too long and packed with an excessive number of enemy encounters. That would already be tiring, but the game also has very little enemy variety, so you constantly fight the same small selection of enemies again and again. There are simply too many encounters for how repetitive the combat and enemy roster are. Between the broken cutscenes, desynchronization, clipping animations, faulty AI, companion bugs, repetitive enemy encounters, and generally cheap presentation, the game feels nowhere near finished.
Als je van Souls games houd dan kan deze game leuk zijn maar op basis voor een sao game is dit zo slecht dat het echt niet leuk word op teveel vlaktes
lourd lourd lourd lourd lourd lourd
its a game
meh
Game good
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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