
After his assassination, the will of the late king decrees the next monarch to be elected by the people. Forge bonds and win over a kingdom divided in this award-winning fantasy RPG with turn-based and action combat, party customization with powerful Archetypes, and hours of exploration.
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.
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.
Same day: best JP #40, worst KR #80 · 2 markets collected
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 19.71/day in the week to Aug 10 → 20.43/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

From the creative minds behind Persona 3, 4, and 5 comes Metaphor: ReFantazio.
Brace yourself for the next evolution of fantasy JRPG with Metaphor: ReFantazio, available now. Winner of 50+ awards, with a free demo that carries save-data to the full game. Enter the royal tournament to fight for the throne and for the future. Control your destiny, face your fears and awaken magical “Archetype” powers that lie dormant in your heart. Team up with a compelling cast of characters and embark on an immersive journey that promises hours of captivating exploration, dynamic turn-based with a blend of real-time combat, and exhilarating discovery.

Key Features:
- ATLUS' Newest Fantasy JRPG: A mysterious & exciting story unfolds in a world where people must fight their own anxiety. Join the high-stakes Royal Tournament that promises hours of captivating exploration and discovery.
- Award-winning Art Direction: Ride your “gauntlet runner” to faraway dungeons & towns across an expansive world. Discover beautiful landscapes accompanied by captivating music, immersive UI, & anime cutscenes.
- Innovative Battle System: An exhilarating turn-based combat system with a blend of real time action. Party customization through "Archetype" powers provides the freedom to personalize your adventures.
- Time Management System: Go on quests, dungeon dive, & hunt for treasures by day. Strengthen relationships, build bonds, & increase virtues by night. Choose your actions wisely, time management is key to achieving your goal.

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, Nintendo 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 | 43.3Kreviews | 90% | — | $48.6M |
| $69.99 | 22.5Kratings | 94% | — | 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 1881 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
they got strohl!
Another great RPG from Atlus. It shares a lot in common with the Persona and wider Shin Megami Tensei series but introduces enough new things to make it feel distinct. Most striking for me was its setting, one so different from the typical urban Japan settings an Atlus fan might be used to from them. The world feels lived in, and the mysteries of the world slowly unravel as the story plays out. Metaphor Refantazio isn't subtle with its themes and messaging, but it doesn't need to be for it to be a satisfying story I wanted to see finished.
Media

Related
Related
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 3: 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, Japanese*, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
| $69.99 |
| 4.1Kratings |
| 88% |
| — |
| not modelled |
| $39.99 | — | — | — | 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 1.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
anotha banger from Atlus
比起P5R,這作MP回復真的蠻麻煩的,只有最終BOSS關才能肆無忌憚花MP,後期就算等級高也地圖切怪不能一刀一個,許多怪還是得砍上兩刀。 前期想要MP自由擺明要用商人農魔導丸,比較好的就是羈絆培養非常有餘裕,迷宮設計得不錯,沒有P5的印象空間這麼無趣,人物也沒有戀愛攻略對象,即便有曖昧感但也沒有後續。 多職業看起來很美好,但後面的皇家職業直接無視其他職業的意義,相關職業基本上就是墊腳石,而且即便我終局農到80級,單單就主人公都還沒全原型滿級,這設計非常奇怪,畢竟你還有7個隊友,而且又有皇家職業,等於是沒有體驗其他職業的必要。 配音、動畫、音樂、美術都十分優秀,但可惜之處不少,特別是劇情,路易的故事還是沒真正交代清楚,導致他的行為非常小丑,還有議會那些人也是沒甚麼存在感。 不過這作品至少也有80分了,畢竟能把RPG做得有趣的不多了,但缺MP真的是很煩,升級不讓我回復至少讓我商店有得買吧...哎
Best of the ATLUS games. 8/10
PEAKKKKK
This is a really tough recommend. The story and worldbuilding are interesting, but I don't think that is enough to justify a roughly 60 hour playthrough for most people, especially when the actual gameplay is a more than a bit of a slog. It is your typical JRPG turn based combat, but it has a couple debilitating flaws. First, critical hits and "weakness" hits cost one half of an action instead of a full one. This means that not only are you dealing (or taking) extra damage, but you effectively get to act twice as many times. Second, almost all enemies have a handful of elements they are either immune to or reflect damage from. This is sometimes obvious (skeletons are weak to light and blunt, and strong against dark) and sometimes absolute nonsense with zero contextual clues to help you figure it out (two seemingly identical henchmen in nondescript attire are weak to different things, one to ice and one to wind, and both reflect fire??). The combination of these two things means that combat is incredibly binary. Either you know the enemy weakness and kill them in one hit, or you encounter a new enemy and had the absolute gall to have a party member with a weakness to one of their attacks, and now YOU get to die in one hit. Adding to this, there isn't a great way to know what an enemy is weak to besides trial and error. Late in the game, by advancing certain relationships, you get an ability that tells you their weaknesses. However, you will play 80% of the game without that ability, and it doesn't work on certain enemies, so it really is a sad bandaid on the issue. Making the trial and error even worse, many enemies reflect damage from certain elements. Here's an example. You roll up into a new dungeon and encounter a purple moth enemy. What element is it weak to? What element does it reflect? What attacks will it use? Most flying enemies up to this point are weak to wind, so you try that. WRONG, it reflects wind and now you are dead. Reload, try again. It's just a pain in the ass, and not engaging. Another way to put it, imagine in Pokemon that hitting a super effective or a crit let you take another turn before the enemy. And if you use an attack they are strong against, then there is a good chance that you instantly die. Also, if they hit you with your weakness, then there is a very high chance that all 6 of your pokemon are instantly dead. It sounds broken and stupid because it is. Another issue that becomes incredibly annoying in the middle to late game is the bafflingly bad system around MP. It is pretty standard fare, special attacks use MP and EXTRA special attacks use MP from 2 party members. So far, so normal. However, there isn't a great way to get MP back during a dungeon. If you leave, it takes up a day of time (which is very limited, if you want to complete everything in the game you cannot take more than 1 day to complete a dungeon). You can equip items that restore MP, but a late game item that restores a "large amount of MP" every turn restores 8 per turn, and a typical attach uses 25. And don't forget, if you dawdle in a fight, there is a good chance you die in one round. You can use consumables, but they are very limited. Can't you just buy more? Sure, a fixed quantity from each vendor. That means you have a finite amount of consumables for the entire game. And you can soft lock yourself by getting to certain late game bosses and not having enough MP consumables to complete the fight. The nail in the coffin that makes the system a chore is how it combines with the wonky combat. The numbers are just insane. If you use a basic attack that requires no MP, it does 10 damage. A special attack, that is not the enemy's weakness or resistance does 200. An attack that hits their weakness does 2000 damage and also lets you go again. All this means that you have a finite amount of MP to use for the whole dungeon. It is INSANELY inefficient to use attacks that do not trigger a weakness. Fighting anything that isn't a boss costs you MP. If you get into a fight and have no MP on the character that hits their weakness, then the fight will take 50 turns instead of 1. You can't risk getting to the boss with no MP left, so the only logical thing to do is to run past everything to get to the boss, kill them, then go back and fighting everything else to farm EXP. During the final dungeon of the game, I was running past every single enemy because I only had 4 MP restoring items and couldn't risk getting to a boss fight and not being able to complete it, potentially even soft locking myself. GAME DESIGN! Apart from the core gameplay system being weird and broken, here are my miscellaneous comments: The soundtrack is weird but definitely a bop. The one for the pagan island is especially good. There are sections of the game where you go over an hour without gameplay. Cutscene, conversation scene, cutscene, more exposition. I am all about story heavy games but ♥♥♥♥♥♥♥♥♥ don't hit me with the whole ass TV episode of story without offering me a save immediately before and a warning that this ♥♥♥♥ is going to be long. A lot of the late game classes are poorly balanced and worse than lower level ones. Royal Knight and Royal Warrior are both worse than the classes you have to level up to get access to them. Royal Warrior in particular is bafflingly terrible. Voiceline triggers have no cooldown and play way to ♥♥♥♥♥♥♥ often. You can look forward to Gallica having a voice line for every single thing in combat. I am not kidding when I say they trigger so much that they overlap each other and just become noise. "HULKENBERG HIT THEM RIGHT IN THEIR WEAKSPOT YOU HIT THEIR WEAKSPOT CAPTAIN THATS YOUR OPENING STROHL HAS ANXIETY SOMEONE HELP HIM HULKENBERG HIT THEM RIGHT IN THEIR WEAKSPOT" Five seconds spent on QA would show you that this is just obnoxious and needs to be toned down. When running, the protagonist makes a little anime "UGH" sound every time you move the joystick. Calm down bro, I was just turning right, you don't need to emote. Towards the end of the game, the word anxiety gets used so much that it loses all meaning. I get it, and I get the significance to the plot. I do not need a cutaway conversation every 30 seconds where we comment on everyone's anxiety. Please, just get a thesaurus.
Upon starting to play, I basically tripped head-first into the narrative and couldn't free myself until reaching the ending. While I really enjoyed the gameplay, it was the story that held the majority of my attention. The themes of the story, the question of how "real" fantasy can be, and so many of the lines that were said in the game had me convinced that if the game had come out half a year earlier, we might be living in a different timeline ourselves. There are so many good rebuttals to arguments against bowing to power or giving in to anxiety that I think could work in real life, and the fact that the people who ignore those points and say "the time for talk is over" often lose, run away, and lie to convince others they're winning feels so real it hurts. While I think people will love the art direction, gameplay and music, I really want more people to play it to experience the story and find inspiration and reasons not to give up by finding power in fantasy themselves. This is a great game, and I liked it enough that after initially having bought it on Steam, I went to Humble Bundle and bought the special edition there when it was on massive sale to get the OSTs and artbooks for myself. I did not try any of the other battle outfits, as I enjoyed the battle music too much to want to change it.
Benim için şahsen büyük bir hayal kırıklığından ibaret bir oyun. Ne karakterlere ısındım ne de hikayenin içine çekildim. Bir "metafor" yapıldığına inanılarak üstüne değinilen "sosyal mesajlar" tamamıyla göze sokularak anlatılıyor ve bu gerçekten bir yerden sonra can sıkıcı olabiliyor. Persona gibi bir seriyi ortaya koymuş bir firmadan beklemeyeceğim bir işti şahsen. Aynı şekilde Persona 3, 4 ve 5'in neredeyse tüm müziklerini severek dinleyen birisi olarak bu oyundaki hiçbir müziği oyun sürem haricinde dinlemeye tenezzül bile etmedim.
Excellent jeu très agréable à prendre en main avec un style à la Persona tout en étant facilitant l'expérience de jeu malgré une forte identité. La difficulté peut être ajusté selon vos envies et beaucoup de stratégies sont possibles; je recommande fortement cette pépite.
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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