
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 →
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.

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
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
Hours played at review time, across 644 reviews with recorded playtime.
Reviews
Themes across 642 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
makoto yuki with heterophobia got isekai'd and now he's experiencing medieval racism great game atlus cooked
I've attempted to play all the other persona games to which I will get back to, but it may be because this game was not a high school setting that made it much more fun to me. The story was amazing and the overall themes were great. I loved all the characters and the visuals too. For all of Atlus' games I've always came back to this one to finish and I'm glad I did. I hope all of you can get the chance to play this and enjoy it like I have :))
不修改不看攻略就是摇骰子坐牢是吧。。。学魂搞初见杀是吧。。。哦,你重新打还消耗日期?还不如魂呢。。。 买DLC服装,然后平时跑路都只能看默认,迷宫外想随时预览基本不可能,你装备界面UI设计的可真好啊。。。第一次看到mod帮官方卖货的 阿特拉斯我知道你要搞终极年度黄金reloadretrivevengeance。。。但是在游戏系统和UI上砍功能是不是有点过分了? 预测xxx版(如果还有)添加的功能,DLC衣物日常可见,怪物图鉴(任何形式的),快捷大地图传送,战斗中切换职业(这些都是目前没有的) 《暗喻幻想》的初见体验太别扭了。它把战前情报、职业配置、MP 管理、日期限制和弱点行动经济全绑在一起,最后让玩家觉得自己不是在和敌人战斗,而是在和系统藏起来的答案表战斗。 游戏极度依赖弱点克制。打中弱点可以获得额外行动,打不中就会变成低效磨血;如果敌人反过来打中你的弱点,还可能直接滚雪球。但非 NG+ 初见流程里,游戏并没有给玩家一个稳定、好用、通用的侦察技能或道具。你经常不知道敌人的弱点,只能用行动、MP 和血量去猜。 更糟的是,游戏又采用 Archetype 职业系统,但战斗中不能切换 Archetype。进战前职业配错了,进战后基本只能硬打。前期你只有三个队友,覆盖面本来就窄;队伍人数不到 5 人之前(50%进度左右),连战斗中换人都做不到。系统一边要求你精准打弱点,一边又不给你足够的临场调整空间,这不是策略深度,而是强迫玩家提前知道答案。 Retry 看似是补救,实际也很有限。它只是让你用同一套配置回到第一回合,并不能让你换职业、换装备、换队伍。如果你的配置里本来就没有正确答案,Retry 只是让你用错误配置再来一次。前期队友数量不多的时候尤其严重,制作组基于给xxx版留配置的想法,又有点担心自己的阴德余额,给了个半成品后悔药,偷窃和其他一回合上debuff的流派搭了顺风车 迷宫系统进一步放大了这个问题。游戏有日期限制,主线 Boss 必须在期限前解决;迷宫里不能随时存档,休息点也不能回蓝,回蓝道具又稀缺。于是一个正常的、不查攻略、不联网抄别人队伍配置的玩家,最合理的玩法反而变成:迷宫前存档,进去试错,记住敌人弱点和 Boss 机制,发现配置或 MP 不够,再读档重新打一次迷宫。 这比真正的轮回系统还差。轮回游戏至少会把失败做成完整机制,让玩家带着成长、资源或新选择重新挑战;《暗喻幻想》则更像是把失败伪装成侦察,把读档重打伪装成学习曲线。游戏内所谓看其他玩家队伍配置的联网功能,本质上也只是内置攻略,不是正常的战斗侦察。 所以我不认为 Normal 是正常难度。Normal 更像是“你已经知道敌人弱点、Boss 机制、迷宫配置之后”的难度。对初见玩家来说,它考验的不是临场判断,而是你愿不愿意交信息税。 给新玩家的建议: 能接受的话,直接用 NG+ 存档开始,至少弱点和系统信息压力会小很多。而且这游戏貌似没有xxx版了,你就当NG+存档是终极版 初见建议选 Beginner。Normal 不是普通玩家初见的 Normal,而是“有信息的 Normal”。 修改器 不想折腾Mod的不要买任何服装DLC,cutsense里没有,平时跑路也看不到
It's not the next evolution of Atlus JRPGs like some people would tell you. It's still using the Persona calendar and social links system with a new coat of paint. Doesn't matter to me, though. There's a reason this formula has been going strong since 2006! Metaphor: ReFantazio mixes some of the best aspects of Persona and the mainline series, Shin Megami Tensei into one satisfying package. The social aspects, the deepened press-turn combat system, and an excellent, heartfelt story. There's plenty of likeable heroes and villains, Louis could easily be considered one of the best villains to appear in an Atlus game, and most of the social links are very likeable, barring a few I didn't like all that much. Visually, the game is stunning, as expected of Atlus' post-Persona 5 games. It might seem cluttered to the untrained eye, but you get used to it after a couple minutes. Even though it also uses an older game engine, and isn't completely up to par with a lot of its fellow anime JRPGs, the art direction makes up for it. One of the most stunning games I've played in a while, and I wish more games now embraced this aesthetic over hyperrealism. Whether you're a newcomer or a veteran to Atlus' SMT-likes, I highly recommend giving Metaphor: ReFantazio a shot.
これ、ゲームなの?いつチュートリアル終わるんだろうと思いながらプレイして、最後までチュートリアルってか。人の指使って映画見せてるだけ。終始イラついた。どっからどこまでがゲームなんだろ?
I TRIED TO GIVE IT A CHANCE BUT WITH THE ENDLESS USELESS DIALOGUE, OUTDATED GAMING MECHANICS, THE CORNBALL PLASTIC CHARACTERS, HOW IN GODS NAME IS THIS GAME AS WELL REVIEWED AS IT IS. IIF THIS GAME WAS MADE TWENTY YEARS AGO, OK, BUT IT WAS RELEASED 2 YRS AGO. I DONT RECCOMEND IT. THIS GAME FLAT OUT DISRESPECTS YOUR TIME WITH ENDLESS DIALOGUE THAT IS NOT IN THE LEAST BIT INTERESTING.
let me preface with this: This game sucks if youre a fan of SMT/Persona, which I am the combat is fun and i like that you get what is basically ryujis instant kill on enemies lower level than you, and the ability to reset an encounter is pretty neat the story (i never finished the floating castle dungeon for reasons i will get to) is fine so far but the "rushed" parts of it stick out so bad (i.e. the butterfly girl being the big bad for like 10 ingame seconds) the archetypes, while cool and unique at the start, get so ♥♥♥♥♥♥♥ exhausting to deal with past the midgame because you get overwhelmed with them, and to get the "super" archetypes on each character you have to max out archetypes you would probably never go out of your way to use normally, also grinding levels feels so unintuitive spell casting is expensive and i felt inclined to NEVER use spells in combat and i was underlevelled despite going out of my way to grind for levels for maybe 2 ingame dungeons. travelling taking 1-5 ingame days was alright with me as a gimmick until they introduced the ability to teleport between major POIs, completely killing the whole gimmick strohl is the only character whos name i could remember off the top of my head. tldr if youre expecting an smt/persona styled game it sorta is that but its a mix of both worlds, persona mechanics like the calendar system and relationships, and the harsh unforgiving combat from SMT where every turn matters. but thats where the similarities end, it becomes less and less fun as the story reaches its end just wait til atlus does what they do best and rerelease the game in like 5 years to fix all the issues the original release had
[b] this game lacks something fundamental in its design. [/b] by no means am i calling it 'a bad game', it's just that using steam's binary system of either recommending a game or not, unfortunately i cannot bring myself to recommend this one. some things i liked: the art direction, gameplay, some early story parts & some characters with their side-stories. for example, the story part in Martira is actually cool & interesting, Eupha's & Heismay's substories are the ones that touched my heart the most. however, all those nice things never really come together well in the main picture. why? the main story has no point. it is heartbreakingly generic fantasy-adventure. you are sort of a chosen one, and the guy you are fighting is presented as 'le evil', despite once being a promising child. all the twists are either just predictable OR straight up cliches. social links are also less interesting than, for example, in persona. often, they don't focus on character & their internal problems, but rather on social groups & shared people's issues, which... results in most of the 'morale' they deliver being obvious from the very beginning. also, social links are sidetracked from the main plot (again, unlike persona's), which makes them feel more additional & even less impactful. the main villain is also not convincing -- for the first half of the story i, as a player who is supposed to fight him, was struggling to find a solid reason to do so, when somewhere in the second half of the story they casually drop that he 'sort of' wants to just kill everyone alive, which to me felt like a last-minute 'well here you damn go, he IS evil'. all in all, the game has no original idea to deliver. it has no original story to tell. a lot of characters from social links feel as if they were made as 'archetypes' to serve a purpose instead of being a character, resulting in the main hero often feeling quite detached & unneeded for the story of the character they are involved with. underwhelming, but that's to me. i feel as if the first & last most interesting idea for this game's creation was 'let's do a persona type of a game but in fantasy setting' & all the other interesting ideas were either scrapped for some reason or never existed to begin with during the development.
一口气玩了7个小时,好玩。进游戏后你就能感觉到满满的阿特拉斯的味道,跟P系列差不多的迷宫、coop、五维、另一种形式的人格面具,真是依旧戳中了我的点!!!剧情就是一般的王道剧情,虽然槽点不少,但是主角团觉醒的时候还是让我起了鸡皮疙瘩,可能我就爱吃这一套吧。人物立绘比P系列我感觉好看不少,暗喻的游戏画风依旧阿特拉斯独特的审美,华丽炫酷,但我觉得却有点太光污染了。总之,目前玩起来超级对胃口,喜欢JRPG的,可以试试。
I can't recommend a game that I cannot get to not look blurry no matter what graphics options (or nvidia overides I try). The game might be great, but this PC port is disappointing in terms of antialiasing.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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