
A grand adventure in the skies awaits! Form a party of four from a diverse roster of skyfarers and slash—or shoot or hex—your way to victory against treacherous foes in this action RPG. Take on quests solo or with the help of others in up to 4-player co-op play!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best JP #92, worst KR #95 · 2 markets collected
About
Genres
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 41.2Kreviews | 90% | — | $38.2M |
| $79.99 | 21.3Kratings | 92% | — | 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.
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 2319 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
原作ありきのキャラゲーと思われがちだが中身はとてもよく出来ており、モンハンライクなハクスラアクションとして楽しめる出来となっている。 攻撃方法は弱攻撃、強攻撃、アビリティ(必殺技)の3種類しかないものの、多数いるキャラクターたちはどれも個性的な戦い方が出来るので、きっと気に入るキャラクターが見つかる事だろう。 終盤のボスともなると攻撃が激しく初見では苦戦を強いられるが、このゲームのいい所は例え強いボスが相手であっても、こっちがラッシュを仕掛けられる気持ちいい瞬間がしっかりと用意されている事だ。 ボスの激しい攻撃はジャストガードやジャスト回避でいなしつつ、奥義やリンクタイムが発動可能になったら一転攻勢を仕掛けて相手の体力をゴッソリと減らせる。 これのお陰で敵だけが楽しいと言う事がなく、立ち回りがしっかりしていればこっちが楽しくなれる時間が用意されているのだ。 敵の攻撃が上手く避けられないという人のためにジャスト回避がしやすくなるフラジャイル、回避性能といった物も用意されたいるので、それを使えば簡単にジャスト回避で無敵になりつつ敵を殴ることが出来る。 敵の種類は多くないので難度が上がると、またお前かと思ったりすることはあるものの、手触りのいいアクションゲームとしてオススメできるいいゲームだと思う。
※Endless Ragnarokコンテンツ(DLC)込みのプレイ状態 3DアクションRPGです、キャラビルドや育成の比重が大きく、RPG要素のほうが強めです 流石に「金かかってんな……」って感想が定期的に出るくらいグラフィック音楽その他基本的な素材は最上級で ソシャゲ原作やRPG原作のアクション化としてはほぼ例外的と言ってもいいレベルで基本的な挙動もちゃんとしています このゲームの一番の特徴はとにかくアクションRPGが苦手な人を見捨てていないことです このジャンルは根本的に難しく、最初は優しい顔してるけど最後は結局ゲームが得意な人にしかない筋肉を要求してくるみたいな設計がほとんどなのですが 恐らくこと生き残ることにかけては人類の99%より上手なプレイをするフルアシストモードの設定や ギミック対応や回避を完璧にこなして攻撃頻度も極めて高いCPUのみなさんがすさまじく強力な補助輪になっていて、ゲームが苦手な人でもことゲーム強度が原因で最後まで行けないのはほぼありえないくらいのエスコートの準備があります 勿論これをオンにしてオンライン行っても見た目でわかるみたいな意地悪もない(よね?)ので安心して炊けます アクションゲームとして詰めたい人はアシスト無しでプレイして最適なコンボを探すこともできますし この初心者をゲームに参加させる設計を「隔離」以外の形で実現しているのが革命的です 恐らく元のソシャゲプレイヤーに配慮した設計だと思うのですが、これが結果的にゲームスピードが速いゲームをやりたいけど諦めてる人に勧められる状態に仕上がっています 戦力が狩り対象に対して優越してたら放置狩りも成立するレベル(そして恐らく意図的にそうできるように作ってます) アクションをちゃんとやりたい人もそういうキャラを選んでアシスト無しでプレイして装備構成を紙装甲高火力にすればちゃんと高難易度アクションにもできるので 普通にアクションしたい人にも順当におススメできます、クオリティが高いからな 一方これも人の性なのですが 「挑戦はしたいんだけど、アシストとかで楽々超えてる人とかいるのを枷はめて頑張るのはなんかヤダ」 「周回は頑張りたい、フルオートで回してる人とかがいるのはなんかヤダ」 みたいな心理もあると思います そういうタイプの方はノリ切れないと思うので回避推奨かも
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $38.2M | 193.3K | 96% | $9.99 | |
| $38.3M | 66.9K | 90% | $29.99 | |
| $38.1M | 66.5K | 93% | $19.99 | |
| $38.3M | 57.4K | 84% | $39.99 | |
| $38.1M | 50.7K | 87% | $39.99 | |
| $38.5M | 22K | 92% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $938.7K | 1.1K | 76% | $29.99 | |
| $1.6K | 5 | 80% | $11.99 | |
| $12.6M | 12.5K | 90% | $29.99 | |
| $3.5M | 2K | 64% | $59.99 | |
| $752.4K | 576 | 60% | $59.99 | |
| $0 | 37 | 73% | Free |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English*, Italian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Korean, French*languages with full audio support
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great atmosphere, graphics are what you would expect from an anime style Japanese action RPG, gameplay is fun, TONS OF STUFF TO DO, good online multiplayer, Coop is fantastic, and CRAZY amounts of builds and customization. I wish there were more fleshed out towns and areas to explore. However, the game is just FUN! If you love games like Tales of Arise, Ys 8/9/or 10....This is that but with massive online features like Monster Hunter. It is well worth the entry price.
肥肠好玩的二次元共斗JRPG游戏,剧情就是很传统日式王道剧情,一群人喊着什么友情啊羁绊啊就从战五渣变成龙傲天做掉了boss,主角团个顶个的老好人,放在以前我会觉得幼稚,现在我只觉得有时候就需要一点这种简单无脑的正能量爽文(怪不得那么多人爱看短剧),战斗方面其实看似很多机制不同角色有不同的玩法,其实都是很好上手的,每个角色的连招打法其实不太难,比隔壁什么虫棍点三灯大笛背谱轻重重轻简单太多了 ,玩起来爽很多,但是也不是无脑哪里亮了点哪里,有很多小细节的敌方需要微操提上限,就看你对于这个角色的理解是否够深度了,总而言之很好上手也很有玩头!最最最重要的是有战斗托管!累了就打开托管按住方向摇杆往前冲就完事!至于肝度,不过是人物能力强化,武器升级强化觉醒,因子强化因子解锁都需要大量五花八门的材料,加入宗门吧,适当叮一下是合理的,不过我目前还没叮,我现在35小时还在打M难度,我觉得还好,不是很急需各种材料,因为我格兰查无脑转圈圈,哪里跌倒哪里爬起来再转,目前都能顺利推掉boss,很快乐!
黑夜已经结束,黄昏必须为我而留!
DLC相比本體好玩非常多,當初本體破台後的終盤只有無盡的原初巴哈可以打(後來新增路西法變打路西法),DLC的可刷選項就新增不少,召喚石裡的頂級技能畏縮無效也只有火龍和貝西摩斯會掉,更別說狂戰士/斯巴達這類只有巴力/路西法會掉。 從本傳輸出過來的概念級BOSS演出非常精彩,是會讓人想再次挑戰的程度,另外十天眾之戰也讓人印象深刻。 排除難度的話是非常讓人滿意的大型DLC(有沒有捨戰求避是兩種遊戲)。 強烈希望能出續作,或後續更新的追加內容,許願比列和極媽的BOSS戰,也可以像十天眾一樣挑戰正派方的角色。 還有我好想玩尤艾爾,為什麼沒出,GBVSR都有。
想曹寺扫完一别西卜
If you're a casual gamer looking for a fun mission based hack n slash game, this will probably satisfy that itch for you. However, if you are a hardcore gamer who enjoys endgame systems, this game will only serve to frustrate you. Everything in the endgame is balanced around a lazy damage cap and it influences pretty much every decision you make. Want more damage? increase damage cap. Still not doing enough damage? Push story and get these traits that give you damage cap. Still need more damage? Equip these sigils that bypass the damage cap. This game is very good at offering the illusion of choice but so often the best traits and sigils aren't even in the same universe of choice power wise. Then there's the RNG crapshoot of endgame sigils and summons, which I will refer to as items. There's almost no deterministic way to get the items you need to make your character stronger for endgame, which means that the community has almost universally accepted save scumming and/or modding in solutions that help that issue. Unless you want to spend 200 years of your ever shortening life grinding, save scumming at minimum is pretty much mandatory. And then even after all that when you have perfect sigils, optimal mastery traits, and a fully awakened endgame weapon. You can still get your damage doubled or tripled by another player in your party not because they played better, but simply because they're on a better character than you and the balance is very wish-washy. And then there's all these little annoyances in the actual fight like time-gating for enemy animation, which are cool the first time, but get old really fast when you are repeating missions. In-fight mechanics which are puzzles that a 5 year old can solve, but you have to do them every time. If you love good end-game systems are looking for a satisfying endgame experience, beware.
怪猎玩不下去但是能玩下去这个,这游戏真牛逼,这游戏我要是玩不到500小时我把我自己蛋扯下来
买断制二次元游戏的no.1
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.