
Journey back to the other world in Ni no Kuni: Wrath of the White Witch™ Remastered. LEVEL-5’s classic tale returns better than ever, with improved graphics and performance.
Modeled estimate, not a reported figure. How we estimate →
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.
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): 1.14/day in the week to Sep 14 → 0.67/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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
Genres
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 | $7.49−85% | 5.2Kreviews | 83% | — | $700.2K |
| $6.99−86% | 3.6Kratings | 94% | — | 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 839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm preemptively putting a thumb down, because this game turns quite painful to play after a few hours, mostly because of the horrible dialogues. Yes, the dialogues. Imagine the main character screaming "NEATO!!" every 5 minutes, and your sidekick filling each sentence with "Crikey!", "Blimey!!", "Knickers!", "Cor Blimey!!" and all that gibberish thought up exactly to "build" a character in the wrong way. It feels like being in a constant cycle where you're forced to read the same things all the time, this is a real nightmare for me. The battles are such a big question mark, too: You can catch and use familiars (pokémon, ok?) in battles, but you can only use one at a time. The fate of the world depends on you, but you decide to shoot yourself in the legs just because. No law. No spell. Nothing is forcing you to use one familiar at a time. Heck, you could crash into battle altogether and destroy the f*** out of your enemies in no time. While I've always wondered why characters in JRPG decide to fight 4 people at a time even when their team is composed by 10 guys, this game reaches a new level of naivety for me. Not to mention, you share your HP with your familiar (WHY?!), so if they die, you die. And the battles themselves aren't really this game's strong point either, as they are generally slow-paced. And to top it all, you have the running speed of a 10 years old (well, can't even blame the game, the MC IS a 10 years old kid afterall), so you can't outrun your enemies on the field, if they decide to approach you, you will (most likely) be forced into a battle. Very wise indeed, Georgie! Lastly, enemy summons (AKA that brief cutscene where your enemy lands a special attack) will interrupt your spells, so if you are trying to heal yourself and you are 0.5 seconds close to do that, the enemy animation will stop your casting time despite you having started sooner AND hit you, and don't let me start about the Overpowered bosses, or this review will be longer than Mother 2. The graphics is coloured and cheerful, but when dialogues are so badly thought and battles seem to belong to the PS1/N64 era, then the answer is just NO.
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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*, Russian, Spanish - Latin America*languages with full audio support
Hours played at review time, across 842 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very underrated, creature capturing and evolving, leveling, exploring. game captures interesting characters with fun game progression, and can be quite difficult at times
NI NO KUNI: WRATH OF THE WHITE WITCH PARECE UM FILME DO STUDIO GHIBLI QUE VOCÊ PODE JOGAR Eu comecei Ni no Kuni: Wrath of the White Witch esperando “só mais um JRPG bonito”. E poucas horas depois eu já tava completamente mergulhado naquele mundo. Esse jogo tem uma magia muito difícil de explicar. Desde o começo, tudo nele passa aquela sensação de conto de fadas melancólico, daqueles que conseguem ser bonitos, engraçados e tristes ao mesmo tempo. E cara… a atmosfera desse jogo é absurda. A primeira coisa que me acertou foi justamente a direção de arte. Ni no Kuni é facilmente um dos jogos mais bonitos que eu já joguei. E não é questão de gráfico ultra realista ou tecnologia absurda. O jogo simplesmente tem ALMA visual. Cada cidade parece saída de um livro infantil. Cada criatura tem personalidade. Cada cenário parece pintado à mão. E o fato do ter participado do projeto faz MUITA diferença. Dá pra sentir claramente aquela energia clássica dos filmes do estúdio em praticamente tudo: - animações - expressões - criaturas - humor - música - momentos emocionais Tem hora que parece literalmente um filme jogável. E a trilha sonora… Meu Deus. A soundtrack desse jogo é absurda de bonita. Tem música que passa sensação de aventura, outras passam melancolia pura e algumas conseguem fazer cena simples virar momento memorável. A combinação entre visual e trilha cria uma atmosfera quase mágica. Agora… o que realmente me fez amar o jogo foi o coração da história. O Oliver é um protagonista extremamente inocente e humano. Ver ele tentando lidar com perda, amadurecimento e esperança dá um peso emocional MUITO maior do que eu esperava. E isso faz o mundo parecer ainda mais especial. Porque apesar do visual cartunesco, Ni no Kuni fala bastante sobre: - luto - solidão - amizade - amadurecimento - empatia Só que faz isso sem perder aquele clima leve de aventura. Outra coisa que eu gostei MUITO foi o sistema dos familiars. Colecionar criaturas, evoluir elas, descobrir habilidade nova e montar equipe acaba sendo extremamente viciante. Tem familiar que você pega só porque achou fofo… e horas depois ele virou peça principal da sua build. E o jogo tem MUITA variedade. Sempre tem criatura nova, cidade nova, magia nova ou habilidade diferente aparecendo. Isso ajuda bastante a sensação de aventura nunca morrer. A exploração também é deliciosa. Viajar pelo mundo, descobrir lugar escondido, entrar em cidade nova e conversar com NPC passa muito aquela sensação clássica dos JRPGs antigos onde o mundo parecia enorme e misterioso. E quando o mapa abre de verdade… cara… o jogo cresce MUITO. Outra coisa que eu adorei foi como Ni no Kuni consegue ser confortável. É aquele tipo de jogo que dá vontade de entrar só pra passar tempo naquele universo. Tem uma energia acolhedora muito difícil de encontrar hoje em dia. Agora claro… ele não é perfeito. O combate divide bastante. Eu gostei dele, principalmente pela mistura de ação com comando, mas tem momentos em que ele claramente mostra idade. A IA dos companheiros pode ser MUITO irritante às vezes. Teve luta em que meus aliados simplesmente torravam MP igual completos malucos e morriam por decisão totalmente absurda. Também senti alguns problemas de ritmo em certas partes da campanha. Tem trecho que fica mais lento do que deveria e algumas quests secundárias acabam sendo bem simples. Outra coisa que pode incomodar bastante é o grind. Dependendo do ponto do jogo, você claramente sente necessidade de parar pra evoluir familiar e ganhar nível. E isso pode quebrar um pouco o ritmo da história. Mesmo assim… nada disso conseguiu diminuir o quanto eu fiquei encantado por esse jogo. Porque Ni no Kuni tem uma coisa que MUITO jogo moderno perdeu: encanto genuíno. Ele não parece um produto tentando seguir tendência. Não parece um RPG montado por algoritmo. Não parece uma aventura feita só pra ocupar mapa gigante. Ele parece uma história feita com carinho. E isso aparece em cada detalhe do jogo. Depois de terminar, fiquei com aquela sensação rara de despedida triste de um mundo onde eu realmente queria continuar vivendo. Poucos jogos conseguem criar esse tipo de conexão. Pra mim, Ni no Kuni: Wrath of the White Witch não é só um JRPG bonito. É uma das aventuras mais mágicas que eu já vivi em videogame.
I liked the game well enough, but the absurdly excessive tedium of the side questing process broke me. Yes, I know it was optional. But I like doing all the side quests in my JRPGs. But the absurd requirements of some of them, where I'd have to spend literal hours grinding up several specific monsters I don't care about purely for this sake of _one_ quest among many...? I never finished the game.
Ni no Kuni: La Vengeance de la Sorcière Céleste Une direction artistique digne du Studio Ghibli — chaque décor, chaque animation respire la magie et la poésie. C’est beau, c’est doux, c’est un vrai dessin animé jouable. La musique de Joe Hisaishi finit de t’achever émotionnellement. 🥲 Mais alors… Level-5, ils ont pensé aux chasseurs de trophées comme à un test d’endurance ! 😅 Quand j’ai vu qu’il fallait plus de 130 heures pour le 100%, avec un taux de drop plus rare qu’un Shiny sur Pokémon, j’ai compris qu’ils voulaient notre santé mentale. Un bijou visuel et émotionnel, mais prépare ton café si tu veux le platiner. ⭐ 9/10 – Ghibli aurait pas fait mieux
I highly highly recommend this game. Have you ever wanted to PLAY a Studio Ghibli movie as a game? This is that. The characters, the art, the music, everything just drips Ghibli magic and is perfection They somehow got the creative genius to make a Ghibli game and then cross it with a pokemon style game and combat system, and it just works awesomely. Probably the only gripe I have with the game is that a lot of the animations and overall game speed could use a speed up (which as I understand is something you can do with mods/etc). Its got your traditional JRPG combat of every encounter having an intro + outro which over the long run of the game adds up to hours. Your overworld movement speed also is kind of a snail pace until you get a few later upgrades Overall tho this is a solid 9/10. I have replayed it twice at this point and am already feeling the craving for another run
Well crafted game, combat is decent, recommended.
i ♥♥♥♥♥♥♥ love this game
Do you love studio ghibli? If the answer is yes, play the game. If the answer is no, play the game anyway. Enough said. This game is awesome. It runs super smooth on my macbook and that says something. Super grindy but you get a free movie since there are animated cutscenes all the time.
Here’s a mechanics-focused, Steam-style review for Ni no Kuni: Wrath of the White Witch™ Remastered: Ni no Kuni: Wrath of the White Witch Remastered blends JRPG combat, creature-collecting systems, and progression mechanics into a beautifully cohesive RPG loop that feels both nostalgic and refreshingly well-tuned. ⚔️ Combat & Action Strategy Combat in Ni no Kuni isn’t just menu-mashing — it’s pause-and-plan action. Battles take place in open arenas where enemy positioning, movement timing, and skill cooldowns all matter. You can pause the action to issue commands, making fights feel tactical rather than chaotic. Each character and familiar has distinct abilities — heal, buff, debuff, area attacks — and using them in the right order is mechanically satisfying. Weapon and spell usage isn’t free-form; every action costs mana or stamina, creating meaningful choices about when to use powerful abilities versus conserving resources. This makes combat a constant risk-reward calculation rather than just a numbers stomp. 👥 Familiar System — Creature Mechanics One of the game’s most intriguing mechanical layers is the familiar system. Familiars aren’t just aesthetic pets — they’re mechanical partners. You raise them, evolve them, teach them skills, and watch them grow into battle roles. Each familiar has its own growth tree, elemental affinities, and combat niche, which gives you a second build layer beyond your main party. Choosing which familiars to bring and how to train them becomes a strategic decision with real mechanical depth. 📈 Progression & Level Design Leveling and progression are smooth and rewarding. Experience and loot feed directly into class and equipment systems, but they also tie into skill unlock trees that give you tangible mechanical upgrades. You feel mechanically stronger because your options increase — not just your numbers. Exploring towns and dungeons to unlock sub-quests and hidden skill paths encourages engagement with the world instead of just moving the main story forward. 💼 Resource & Inventory Systems Inventory and resource management are meaningful without being burdensome. Crafting materials, consumables, and equipment all have direct mechanical implications: better gear changes how battles play out, and choosing whether to craft offensive items or defensive trinkets becomes a tactical choice. Managing familiars’ equipment and skill setups adds another mechanically rich layer to your loadout planning. 🎨 Remastered Quality Enhancements The remastered version improves visual clarity, resolution, and UI responsiveness, making mechanical feedback (like damage numbers, status effects, and combat cues) clearer and more readable. This doesn’t change core systems, but it makes interacting with them feel smoother and more intentional. 10/10 — strategic combat, deep familiar mechanics, and progression systems that make every battle and discovery feel mechanically meaningful.
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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