
Infinite Mana is a story-based 2.5D RPG with emphasis on exploration set in the magickal world of Arukea. You are the Wanderer: Branded and without memory. Interact with unique glitch mechanics, unlock 20 different Guises with battle and field abilities, solve puzzles, craft, fish, and more!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 35 reviews with recorded playtime.
Reviews
This game is a wonderful love letter to classic JRPGS of the golden era of rpgs (mid-late 90s). For anyone who loves the classics like FF1-6, Chronotrigger, Breath of Fire, Lufia, etc... This game should be right up your ally. It is made by a one man dev team and it is 100% clear how much love and time he is putting into this game. I cannot recommend it enough for anyone wishing for more classic JRPGS. As of this moment I am halfway through chapter 5 and 35 hours into the game. Here is a quick list of positive, negative, and neutral thoughts I have on this game. Positives: + Story is interesting, and unique + Lots of class options (called "Guise"), each class is fairly unique and is clearly themed very well, classes can be changed at any time. + Full gear options, limited by class (1x weapon, 1x offhand, 1x armor, 1x helmet, 2x accessory slots, 1x badge slot) + Exploration is rewarded with loot and/or secrets + Solid Gameplay in the vein of class turn based JRPGS + Classic "Worldmap", with eventual ship and airship options for exploration + Navigation is easy and the game takes great care in making sure backtracking isn't a pain because of it's use of teleports, and transportation shrines. Negatives: - The performance can be grating at times, something about the engine used for this game causes slowdowns during transitions and depending on what effects are currently on the screen (like snowfall). To be clear, it is FULLY playable, nothing gamebreaking or silly like running at 20FPS at all times. The performance issues usually show themselves in the form of transitional slowdowns, which after a few seconds fix themselves, but they can be annoying. The "collection" menu for whatever reason also runs very sluggishly on my computer. Neutral Points: +/- I am playing on the hardest difficulty and there is a weird balance when it comes to bosses vs normal enemies. At mid-chapter 5, most enemies have around 2k HP and come in packs of two. While bosses usually have around 4k-6k HP So bosses can be beaten almost as easily as any normal random mob pack. This isn't necessarily a problem, but it does feel weird when I take down bosses almost as fast I can take down any random mob pack in the field. Update 07/16/24: The developer listened to feedback and mastering a class gets you a mastery bonus now which is awesome!
Great game, a few bugs, but the dev is still updating it. Give it a try.
I would like to play, but it want play.
Much to do, much to see. The framerate seems to be a little quirky at many points, but im sure the dev is working on this problem.
This game is just generally not very polished. Here are my gripes, as of time of review: There are a handful of typos strewn about. Personally, I don't think there should be text boxes that say "Dev note" in a finished game and there's one in the forest for some reason. There are half-baked features implemented like infamy and crafting. There's very little incentive to steal anything, as the rewards are pitiful and easily gathered in greater quantity elsewhere. NPCs that are killable feel like they have stunted writing compared to other NPCs. There's a "crafting level" feature that seems to do absolutely nothing, as everything craftable is available at lvl1. The Collectivum says fish need to be added in manually, but they apparently don't. Menu navigation is not standardized - some menus use back to exit, some use back+down for some reason, and some require navigating to an "exit" box. It feels janky and it's a big problem for menus in an rpg to be unpleasant. And require load times, for some reason. Opening and closing the Guise menu respawns enemies in the starting forest. Leads me to believe that the Guise menu is coded like its actually its own room or zone instead of a menu. Oracle's "Crush" does slash-type damage instead of blunt-type for some reason; not sure if there are other similar issues. A game like this should not be lagging and stuttering on my device, and should not be struggling to load the world map every single time it's traversed. I've had the game hardlock twice on loading screens.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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