
A full-scale VR JRPG from the makers of RUINSMAGUS. Fight dragons solo or with two friends in a handcrafted narrative built from the ground up for virtual reality.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Gallia is a land where thoughts become power.
For a hundred years, that land has been at war. Dragons — the manifestation of hatred itself — rise from the earth and fall to the blades of those brave enough to stand against them. Empires have held the line. Generations have given their lives. But the hatred that fuels the dragons has only grown.
A new order has risen to answer it. Knight Commander Fiona has taken a Gesh — a binding oath that turns hope into power — and she is calling for knights to take it with her.
You are one of those knights now.
Knights of Fiona is a full-scale VR JRPG from CharacterBank, the team behind Ruinsmagus. Built from the ground up for VR, it follows Fiona's sworn order as they fight for a future nobody else believes is possible. Play solo with companions at your side, or take the adventure online with up to two friends as the three of you share one oath.
Every quest is a party quest. Every blade is held by a real hand. Every victory is a victory shared.
Sworn together. Coming 2026.
⚔️ A World Where Thoughts Become Power Gallia's warriors fight with the strength of their convictions. In Knights of Fiona, the weight of your oath is the weight of your blade. Every strike carries not just force but belief — and in a VR JRPG built around physical combat, both matter.
🤝 Sworn Together A Knight Commander's Gesh is shared by every knight who answers it. Play solo with trusted companions at your side, or take the full adventure online with up to two friends. Every quest is a three-knight quest. Every bond is a source of strength.
🏰 A Deep, Hand-Crafted World Explore the city of Geogallia — from its train station to its seaside ports — between missions. Meet a cast of unique NPCs in the hub town, take quests from the board, and experience a full JRPG story built for the scale and presence only VR can deliver. Localized by Nob Ogasawara, the translator behind Pokémon, Dragon Quest, and Yakuza.
Genres
Stats
Languages: English*, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Reviews
Themes across 85 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As of now the game lacks quality in most ways • Graphics are alright.. for a past gen • Combat is simple and underwhelming • Hands feel bigger than they should be and their position relative to controllers is off (lower than it has to be) • UI and menus are not the worst but they are in fact quite uncomfortable • The storyline seems to be similar to every other mmorpg and such, for me personally it's always boring, so I won't say much about this game In general game feels unfinished, not sure if it changes much with time. VR games need more immersivity, that what VR is actually for, I don't feel that here
テキストが良くストーリーや演出がお寒くない
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $11.6K | 28 | 57% | $19.99 | |
| — | 0 | — | — | |
| $12.6M | 12.5K | 90% | $29.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $2.6M | 8.6K | 89% | $11.24 | |
| $1.2M | 1.9K | 61% | $24.99 |
Hours played at review time, across 85 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very rough, feels like an alpha and just doesn't look or play well.
現時点ではちょっと惜しいです 前作のRUINSMAGUSと同じく、ファンタジー感の強い世界観や演出は良いと思います。画質が特別綺麗というわけではないですが、雰囲気はしっかり出ています。 ただ、4時間ほど遊んだ時点ではかなり単調に感じました。 基本的に「ストーリーを見る→バトル→レベルを上げる→ストーリー解放→またバトル」という流れで、クエストの構成も似たようなものが多いです。レベル上げも基本的にバトルクエストを回すことになるので、少しソシャゲをやっているような感覚になります。 武器にはランダムでスキルや特性が付いていて、他の武器から好みのものを合成してカスタマイズできるのは面白いです。武器厳選は楽しそうですが、そのために同じようなクエストを周回するのはちょっと苦行になりそうです。 マルチにも期待していましたが、ストーリーは基本的に個別進行で、バトルだけ一緒にやる感じなので、あまり「一緒に冒険している」感はありませんでした。 個人的には、マルチ専用ストーリーやダンジョン探索、料理・クラフトなど、バトル以外の要素がもっと増えてくれるとかなり良くなると思います。 現状は4/10くらいです。 ゲームの雰囲気は好きなので、今後のアップデートには期待しています。無料で1章まで遊べるので、気になっている方はまずそこまでプレイしてみるのがおすすめです。
근접전으로 플레이하는 게 바보처럼 느껴질 정도의 역체감 결론부터 말하면, 근접 전투를 주력으로 플레이하실 분들에게는 현재로서는 추천하기 어렵습니다. 저는 VR에서 전투가 메인인 게임들을 상당히 많이 플레이해왔습니다. 《Blade & Sorcery》, 《Hellsweeper VR》, 《Altair Breaker》, 《Hyper Dash》, 《Ilysia》, 《World of Souls》(VRC), 《Dungeons of Eternity》, 《RuinsMagus》 등 여러 게임을 플레이했는데, 전투가 답답하다는 이유만으로 삭제한 VR 게임은 이번이 처음이었습니다. 물론 제가 근접전만 고집한 것도 감안해야 합니다. 하지만 그걸 고려하더라도 현재의 전투 시스템과 트래킹 문제는 상당히 심각하게 느껴졌습니다. 1. 가장 큰 문제는 캘리브레이션과 트래킹 캘리브레이션을 하는 과정에서 팔이 온전히 펴지지 않고 계속 휘어진 상태로 유지되는 문제가 있었습니다. 저는 PICO 4 + Wi-Fi 6 기반 무선 SteamVR 환경에서 플레이했고, 함께 플레이한 분은 VIVE를 사용하고 계셨습니다. 그분은 캘리브레이션에 특별한 문제가 없었다고 하셨습니다. 그래서 이것이 특정 HMD나 무선 SteamVR 환경에서 발생하는 문제인지, 아니면 게임 자체의 트래킹 최적화 문제인지는 확실하게 판단하기 어렵습니다. 다만 제 환경에서는 실제로 팔을 뻗은 것보다 공격 판정이나 손의 위치가 상당히 짧게 느껴졌습니다. 메타 퀘스트를 무선으로 SteamVR에 연결해서 플레이하시는 분들은 어떤지 궁금합니다. 2. 전투 중 검과 방패가 사라지는 문제 더 심각했던 건 전투 도중 검과 방패가 갑자기 사라지는 현상이었습니다. 보스를 거의 잡아가는 상황에서 이런 문제가 발생했는데, 검이 사라져서 제대로 공격할 수 없고 방패가 사라져서 가드나 패리를 할 수 없으며 결국 공격을 몸으로 받아내야 하고 그 결과 체력이 크게 깎이는 상황이 반복됐습니다. 출시 초기라서 발생할 수 있는 문제라는 점은 이해합니다. 하지만 VR 근접전 게임에서 손에 들고 있는 무기와 방패의 트래킹이 전투 도중 사라지는 것은 단순한 사소한 버그로 넘기기 어렵다고 생각합니다. 3. 근접전과 원거리/다른 트리의 체감 차이 제가 컨트롤에 미숙한 부분도 분명히 있습니다. 실제로 다른 트리로 플레이하신 분들은 10번 미만으로 피오나의 스승님을 클리어하셨는데, 저는 10번이 되어서야 클리어했습니다. 그렇다고 해서 단순히 제가 못해서 재미가 없었던 것만은 아니라고 생각합니다. 근접전에서는 트래킹 문제와 무기 판정 문제가 겹치면서 플레이어의 실력으로 극복하기 어려운 답답함이 생깁니다. 반대로 근접전 이외의 트리를 선택한다면 손이나 무기가 잠시 사라지는 문제가 발생하더라도 어느 정도 버티면서 플레이할 수 있기 때문에 상대적으로 훨씬 수월하게 느껴질 것 같습니다. 따라서 근접전을 굳이 필요로 하지 않는 분이라면 현재 상태에서도 충분히 재미있게 플레이할 가능성이 있다고 생각합니다. 4. 방패 패링을 강제하는 듯한 전투 설계도 아쉬웠습니다 검사나 기사, 전사처럼 검 하나를 중심으로 싸우는 플레이를 기대했던 입장에서는 이 부분도 상당히 아쉬웠습니다. 게임이 특정 스테이지에서 방패 패링을 알려주고 이를 활용하도록 설계한 의도 자체는 이해합니다. 문제는 방패 패링을 성공했을 때와 그렇지 않았을 때의 데미지 차이가 지나치게 크게 느껴진다는 것입니다. 방패로 패링해서 적을 일시적으로 무력화하는 시스템 자체가 나쁘다는 이야기가 아닙니다. 다만 검 하나만으로 상대를 제압하고 싶은 플레이어 입장에서는, 방패 패링을 제대로 활용하지 못하는 순간부터 사실상 디버프를 하나 가지고 전투를 시작하는 듯한 느낌을 받았습니다. 5. 최적화와 로딩도 아쉬웠습니다 1060부터 플레이 가능하다고 안내되어 있지만, 저는 GTX 1070 + SSD 환경에서 플레이했습니다. 그런데도 로딩이 상당히 불규칙했습니다. 어떤 때는 빠르게 넘어가다가도 갑자기 느려지고, 또 어떤 곳에서는 다시 빨라지는 식으로 로딩 속도가 일정하지 않았습니다. 물론 제 PC의 구형 SSD가 원인일 가능성도 있습니다. 좋은 사양의 최신 시스템에서는 문제가 없을 수도 있습니다. 하지만 여유 공간이 충분히 남아 있는 SSD에 설치했음에도 이런 현상이 있었던 만큼, 개인적으로는 로딩 부분 역시 아직 최적화가 충분하지 않은 것 아닌가 하는 생각이 들었습니다. 6. 생각보다 MMO VR RPG에 가까운 게임은 아닙니다 게임의 광장이나 공간 구성 때문에 처음에는 MMO VR RPG 같은 느낌을 받을 수 있습니다. 하지만 실제로는 최대 3명까지만 함께 퀘스트를 진행할 수 있습니다. 광장에서는 3명 이상이 만날 수 있기 때문에 MMO처럼 보일 수 있지만, 사냥이나 퀘스트를 함께할 수 있는 인원이 제한되어 있기 때문에 일반적인 온라인 RPG처럼 여러 명이 모여 시끌벅적하게 파티를 구성하는 경험을 기대하면 조금 실망할 수 있습니다. 또한 게임이 오픈월드처럼 보이는 구간이 있지만, 개인적으로는 오픈월드라고 부르기에는 거리가 있고 세미 오픈월드라고 하기에도 애매한 수준이라고 느꼈습니다. 넓은 공간을 돌아다니는 느낌은 있지만, 전작인 《RuinsMagus》보다 조금 넓어진 정도의 인상에 가까웠습니다. 7. 'VR로 하는 소드 아트 온라인'을 기대한다면 주의 이 부분은 특히 말씀드리고 싶습니다. VR로 소드 아트 온라인 같은 경험을 기대하고 구매하시는 분이라면 현재로서는 기대와 상당히 다를 가능성이 높습니다. 광장이나 멀티플레이 요소 때문에 MMO VR RPG 같은 느낌을 받을 수는 있지만, 실제 파티 규모나 월드 구조, 그리고 현재의 전투 시스템을 생각하면 기대했던 경험과는 상당한 차이가 있습니다. 8. 그래도 앞으로의 업데이트가 중요하다고 생각합니다 이 게임이 앞으로 어떤 방향으로 발전할지는 아직 모르겠습니다. 다만 현재 제게 가장 큰 문제는 그래픽이나 콘텐츠의 양이 아니라 무선 환경에서의 트래킹 문제가 게임이 보여주려고 했던 근접 전투의 재미 자체를 잡아먹고 있다는 것입니다. 메타 퀘스트 단독 버전도 출시되어 있다고 하니, 가능하다면 메타 퀘스트 단독 플레이 환경에서는 트래킹이 어떤지 비교해보고 싶습니다. 저처럼 SteamVR 무선 환경에서 플레이하려는 분들도 그래픽이나 화질 때문에 눈이 피로할 수 있다는 점을 감안하더라도, 가능하다면 다른 환경과의 차이를 확인해보셨으면 합니다. 최종 평가 게임 자체의 방향성이 나쁘다고 생각하는 것은 아닙니다. 특히 근접전 이외의 트리를 선택한다면 현재 상태에서도 충분히 플레이할 만한 게임이라고 생각합니다. 하지만 저는 VR 게임에서 근접 전투를 상당히 중요하게 보는 편이고, 그 기준으로 봤을 때 현재의 트래킹 문제와 무기/방패 증발 문제는 너무 치명적이었습니다. 제가 지금까지 플레이했던 VR 게임들도 각각의 단점은 분명히 있었습니다. 그럼에도 불구하고 전투가 답답하다는 이유만으로 게임을 삭제한 것은 이번이 처음입니다. 그래서 현재로서는 근접 전투를 목적으로 구매하시는 분들에게는 추천하지 않습니다. 앞으로 트래킹 문제가 확실하게 해결되고, 무선 SteamVR 환경에서도 안정적으로 전투할 수 있다는 평가가 충분히 쌓인다면 그때 다시 플레이해볼 생각입니다. 현재 기준으로는 다른 게임을 기다리겠습니다.
我希望开发者能够意识到,当前版本的游戏的中文本地化翻译工作存在非常严重的问题, 完全无法正常运作 1.简体中文版和繁体中文版的共通问题:翻译内容有着非常多的错误,我不清楚作者是使用机翻还是人工翻译,但我强烈推荐作者使用当下的任意一款大模型进行翻译,其文本质量一定会有很大的提升 2.简体中文版的特有问题:其文本和繁体中文版保持一致,但有大量的字符文本无法被正常显示,这就导致简体中文版的文本是完全无法被阅读的。 開発者の皆様へ 現在のバージョンにおける中国語(簡体字・繁体字)のローカライゼーション翻訳に、非常に深刻な問題が発生しており、ゲームを正常にプレイできない状態であることをご認識いただきたく、ご連絡申し上げます。 1. 簡体字版と繁体字版に共通する問題 翻訳内容に非常に多くの誤りが見られます。翻訳が機械翻訳によるものか、あるいは人力によるものかは存じませんが、現時点で利用可能な大規模言語モデル(LLM)を用いた翻訳を強く推奨いたします。それにより、テキスト品質は大幅に向上するはずです。 2. 簡体字版に固有の問題 簡体字版のテキストは繁体字版と同じ内容であるにもかかわらず、多数の文字が正しく表示されず、文字化けや欠落が発生しております。そのため、簡体字版のテキストは事実上、読み取ることが不可能な状態です。 以上の理由により、中国語を母語とするプレイヤーがまともにゲームを進められない状況となっております。何卒、早急な修正をご検討いただけますようお願い申し上げます。 Dear Developers, I would like to bring to your attention that the current version of the game has extremely serious problems with its Chinese (Simplified and Traditional) localization translation, which renders the game virtually unplayable for Chinese-speaking players. 1. Common issues with both Simplified and Traditional Chinese versions The translation contains numerous errors. I am not sure whether the text was machine-translated or done by human translators, but I strongly recommend using any of the current large language models (LLMs) for translation—this would significantly improve the text quality. 2. Issues specific to the Simplified Chinese version Although the text content is identical to that of the Traditional Chinese version, a large number of characters are not displayed properly (e.g., garbled or missing characters). As a result, the Simplified Chinese text is completely unreadable. These issues have made it impossible for Chinese players to enjoy the game normally. I sincerely hope that you will address these problems with a fix as soon as possible. Thank you for your attention.
I was excited for this game. It looked really good but I am extremely thankful I got to try before I purchased anything. This game is hot garbage VR slop. Don't waste your time, very little effort went into this cash grab. Exceptionally little content feels like a bad mobile game port smashed into VR. not optimized at all and feels terrible to play.
This game is narratively pretty cool and weeby. I really like the art, the voice acting, the world building, and the overall art and feel of the world. Unfortunately the core combat gameplay isn't compelling despite its variety. It's just paced oddly and the stamina system isn't a good fit for a VR RPG. It makes the game feel a bit turn based and takes away player agency in a way that I did not find enjoyable at all. You have a bunch of different weapons and skills which give different options but given the pacing and mission structure it just feels like you are teleported into pretty boring arenas without any real special interactable elements to add variety. Its a real shame as there are a ton of skills and different assets that are varied but the core mechanics just don't work well despite the high asset quality. It's a shame that I can't recommend it despite what it does right seemingly being the more cumbersome part of game development. If the core gameplay and arena structure could be revisited and polished, I could see this easily becoming a must recommend but for now, I say pass.
Overall I would recommend this, if you have faith that the Devs are going to make updates in certain areas. Knights of Fiona is enjoyable and it functions, but a few things hold it back from becoming something truly special. You can see most of this stuff in the free intro, which will give you more than enough to know if you want the rest of the game or not. [i]Starting with...[/i] [b]THE VISUALS:[/b] • Pretty! It's a really well presented anime world vibe. Feels clean. • Named characters are standout, visually speaking. • Enemies are fairly diverse for a VR title, with various clearly identifiable visual variations of the same model to denote movesets and attributes. • While fighting takes place in small to medium arena or path-type zones for the most part, they're also nicely presented. • Your own character is just as well rendered - to other people. You can see yourself during calibration, cutscenes, quest start/finish scenes or the menu, but outside of that you're looking at hands. Your hands themselves aren't naturally posed, and you get the choice between fists (gripping) or slightly clawed (relaxed). • During combat, flashy FX and bullets are nice and not overwhelming. [b]THE STORY:[/b] • I am halfway into chapter 3. Without spoilering, I can safely say the story so far is pretty light but still engaging if you're into it. A lot of the cutscenes are light character interaction and exposition as you'd expect from a JRPG, though they're fairly bite-sized. • You (the Knight) get to speak occasionally though it's evidently not a deep conversational tree system. It seems there to involve you more in whatever conversation is happening, largely you are watching a story unfold. Your part in it is less influencing and more enabling through your combat role. • Nice bits of worldbuilding scattered throughout the cutscenes, though again nothing too complex. We have some clearly established races, an overarching goal, some potential intrigue and an enemy to fight. [b]THE CHARACTERS:[/b] • They've made efforts to convey a personality through both body language, expression and VA here. I like the cast, none of them so far have been super annoying in their role to the story. • There's not much beneath the surface on that note, though. The personality, visual presentation and VA is what really defines each character, but they are ultimately as narratively deep as your average JRPG party member. [b]THE AUDIO:[/b] • Some stuff that feels like it should have SFX doesn't. • Audio is directional even during times when the camera isn't behind your eyes, which can at times be jarring - as an example, the beginning of one particular fight has the boss make some noises while you're zoomed in and watching his intro from a floating camera perspective, but you hear those noises from farther off where your character is actually standing. • Different character lines often come out at wildly different volumes despite the same proximity during group conversation cutscenes, the audio needs balancing. • Party members CONSTANTLY spam the name of their unique skill. Nara in particular would spam a voiceline when she wasn't doing anything. This needs fixing overall, it's oppressive and pulls you from the combat immersion. I will be playing with character voices turned to 0 on my next session because of this. • I really like the musical score, it has that epic feel to it. • Combat sounds are nicely balanced and feel good. [b]COMBAT:[/b] • No physics-based mechanics here. Your weapon is weightless, make of that what you will. You're encouraged to think about your attacks by a stamina system - just waving your blade in front of you endlessly will result in 1dmg strikes that are functionally useless. • That stamina is also consumed by sprinting and blinking (functionally, dodging). I like this system, and it shows that thought has been put into making the Player consider their actions during a fight. • You can attack, Burst (a stronger attack that takes advantage of developed weakpoints), defend with your shield, parry for temporary stuns/reflected projectiles, use items from your bag or activate one of up to two skills attached to a weapon. With two weapons in your loadout, this means you have up to four accessible skills at any time. • Less emphasis is placed on having to physically stow or draw your weapon. Grip to have it, ungrip to stow it. This streamlines nicely into quickly using a skill or swapping your active weapon with a buttonpress while your hands are empty. Skills are pulled from either shoulder, and you can re-equip your weapon/shield at a moments notice to defend or attack. When you get into the flow this feels pretty fluid. • I found the variety of available weapons to be great, as well as the variety of skills and effects they can come with. Experimentation and personal preference will result in a loadout of two weapons and four skills that you enjoy once you've figured it out. • It felt more rewarding when I entered a fight methodically and with consideration for my Stamina and cooldowns. You're punished with damage for not defending, rushing in and allowing yourself to be surrounded, being too cocky with your level against the mission level etc. • Enemies can be resistant to certain types of damage, meaning weaponswaps become mechanically relevant too. • You can inflict status effect buildup with some weapons and skills, which adds a little extra to how you want to approach an enemy. • The Boss fights I've encountered so far have been fun. A mobile damage-sponge, a larger enemy with area attacks, and a nimble little thing with some bullet hell-esque attacks. Looking forward to the next ones. • Using your ultimate attack requires a certain pose involving both hands, and it can be tricky to get right at first. [b]CUSTOMIZATION:[/b] • You have three races to pick from, but they are currently genderlocked and suffer from an extremely limited array of options. In a VR anime game pushing party play, where the Knight is supposed to be your self insert and not a prefab character, the bar on this NEEDS raising. • Some cosmetics can be earned from missions once you level up a bit or purchased from the mall for quest-earned currency. It's a small pool to choose from right now. • Other cosmetics are available for real money, but if you're on the Quest with SteamVR good luck getting that to work. • Nothing more to say here. I recognize that we're at launch and more may come, but what is provided right now for your personal identity to other players is poor. [b]BUGS, CRASHES:[/b] • Nothing to report. I'm using a Meta Quest 3 with Steam VR and my specs are attached. [b]MOTIONSICK?[/b] • Nope. My shoulders feel pretty good too. I've had the ick from other VR titles in the past but this one has not made me feel that personally over three play sessions of approximately two and a half hours apiece. [b]FINAL THOUGHTS:[/b] I'm going to keep playing until I complete the available story, and all Battle missions. I'll update this review with my thoughts on the current endgame when I get there. I haven't engaged the party play yet, but I'll update the review about that too when I do. What I really, critically, desperately want to see from the Devs moving forward is more base customization, the ability to see your own body with more natural hand postures plus perhaps pointing and simple gestures, and the audio fixing (most importantly how spammy the AI party is during a mission). I've loved the experience so far overall, but it has a rough around the edges feel as though some rushing was done to meet the deadline. [b]What I see for the future of this game, through the potential for these updates, makes it worth sticking with in my eyes. I think it truly has the potential to become a VR classic. And considering the size of the studio that made it, I think Character Bank deserves a very hearty congratulations for seeing it to release.[/b]
ハクスラみたいな装備のオプションを厳選するのは楽しそうだが、 戦闘が単調すぎるし、 流れが クエスト受注→準備画面→出撃演出→ロード→戦闘デモ→本戦闘→ロード→リザルト 出撃とリザルトとロードが遅すぎてテンポが悪い。
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