
Choose between Yuito and Kasane, elite psionics each armed with a talent in psychokinesis and their own reason to fight. Complete both of their stories to unlock all the mysteries of a Brain Punk future caught between technology and psychic abilities.
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.
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.
About
Genres
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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.39−82% | 18.2Kreviews | 80% | — | $4.3M |
| $59.99 | 9.3Kratings | 88% | — | 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 872 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have mix feelings about this game, I'm only at phase 6 of Yuito's story (one of the 2 main characters). I really like the fighting mechanics it's fun and challenging sometimes. You can't always just button smash your way out. The SAS Power, the telekinesis powers are really interessting and engaging for me. The downside from my perspective is the visual novel part... having fixed image with dialogue and character box with only their mouth moving is not really engaging for me. Sometimes you have good cinematics but it's pretty rare. I think it's holding down the potential of the story and it doesn't makes me want to listen the "bond épisode" I mostly just skip it or i'm doing something else at the same time because it's just fixed image.
非常公式化的一款jrpg,就我玩到现在为止的剧情都非常老套和水,概括来说就是男主失去某些重要记忆,然后就作为新兵不断得做任务,交任务,做任务,交任务,再然后队友变怪物了,组织中出了叛徒导致队友有的死了,有的不见踪影了,老爹也死了, 然后就开始去追踪叛徒以及生死不明的队友,就是整个剧本的钩子也就是编剧故意不透露的那些信息差,拿信息差作为钩子按现在的标准来看是没有什么吸引力的,反而会显得剧情称述上非常的谜语人和水漫金山。 再加上它的战斗系统做得一坨构式,日厂现在的3D美术建模也是属于没什么竞争力的,所以这部作品玩下来感觉很鸡肋。 我甚至不理解这种水准的剧本万代一个大公司他是怎么立项的,这种剧本放洋柿子里都属于扑街的,就是没有任何吸引力。 日厂现在的jrpg真的不行,纯在吃老本消耗玩家的信任,哪怕是绯红结系这种看起来有点创新的,本质上还是老的那一套,他的设定啊,他的背景啊,超能力这些东西看起来新,但实际上就是换个名字,我说白了就是增加玩家的理解成本罢了, 很失望
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 21 → 2/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 2,404 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.
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, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese, Simplified Chinese*languages with full audio support
| $59.99 |
| 5.5Kratings |
| 84% |
| — |
| 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 877 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Nach 5 Stunden musste ich leider abbrechen, weil mir dieses Spiel persönlich einfach nichts bietet. Das einzige was hier in Ordnung ist, ist die Story, allerdings kann sie das unterdurchschnittliche Gameplay nicht retten. Das Kampfsytem hat ein paar coole Ansätze mit der Telekinese aber wird nach ein paar Kämpfen bereits eintönig. Die Charaktere sind auch nicht wirklich interessant und generell fühlt sich alles sehr unfertig an. Ist zwar keine absolute Katastrophe aber trotzdem ein Game bei dem ich vom Kauf eher abraten würde.
[h1]Scarlet Nexus – 100% Completion Review[/h1] [b]Playtime at Review:[/b] 67 hours [b]Completion:[/b] 100% Achievements [b]Final Score:[/b] 8.5 / 10 [hr][/hr] [h2]First Impressions[/h2] When I first started Scarlet Nexus, I had that feeling of: [i]"I hope I didn’t waste my money on this."[/i] But after finishing [b]both routes[/b] and going for [b]100% completion[/b], it turned into a much stronger experience than I expected. [hr][/hr] [h2]Story[/h2] The biggest strength of the game is its [b]mystery-driven storytelling[/b]. During Yuito’s route, the game constantly raises questions: [list] [*]What are the Others really? [*]Why does Kasane want to kill Yuito? [*]What happened to Naomi? [*]What’s Karen really planning? [/list] That sense of mystery keeps you engaged, while Kasane’s route provides answers from a different perspective — a structure that works very well overall. That said, the story does [b]miss some opportunities[/b]. For example, Naomi’s transformation is tied to an unnamed soldier, which makes the moment feel less impactful than it could have been with a stronger antagonist. The game also leans a bit too heavily on the [b]"we don’t have time to explain"[/b] trope, which can feel forced at times. Personally, I also think [b]Karen’s motivations could have been more directly tied to his love for Alice[/b], rather than just grief and regret. [hr][/hr] [h2]Characters[/h2] Between the two protagonists, [b]Yuito ended up being my favourite[/b]. His personality felt more natural, and his gameplay style was easier to connect with. Kasane is an interesting character, but during Yuito’s route she comes across as distant and stubborn, which makes her harder to relate to at first. Even after seeing her perspective, [b]Yuito remained the more enjoyable character overall.[/b] [hr][/hr] [h2]Combat[/h2] The combat system is one of the game’s strongest aspects. The [b]SAS system[/b], which allows you to borrow powers from teammates, makes combat feel dynamic and flexible. My favourite combination was: [list] [*]Duplication [*]Pyrokinesis [*]Sclerokinesis [*]Hypervelocity [/list] Stacking these abilities together makes you feel incredibly powerful. Yuito’s combat also felt [b]smoother[/b], while Kasane’s range sometimes felt slightly inconsistent. [hr][/hr] [h2]Completion Experience[/h2] I went for [b]100% achievements[/b], which took around [b]67 hours[/b]. Most of the time was spent: [list] [*]Completing both routes [*]Finishing Bond Episodes [*]Collecting and giving all gifts [/list] The biggest issue here is [b]repetition[/b]. Playing through the game twice can feel draining, especially when combined with bond and collection systems. [hr][/hr] [h2]Final Thoughts[/h2] Scarlet Nexus ended up being a game I enjoyed [b]far more than I expected[/b]. The world, characters, and mystery kept me engaged, and the combat system is genuinely satisfying. It’s not perfect — pacing and repetition hold it back — but it’s still a [b]strong action RPG with a lot of personality[/b]. [i]A story built on questions… that doesn’t always land every answer, but keeps you invested until the end.[/i] [hr][/hr] [h2]Final Score: 8.5 / 10[/h2]
Тот кто настраивал последние уровни, сдохни в муках ♥♥♥♥
скарлет нексус это самая клишейная скучная репетативная анимешная отрыжка разрабы также те же, что и у гад итер 1-2, код вейн (двухи в том числе) да-да, те самые великие рукожопы из DIMPS (плюс ещё несколько обезьян разрабов тейлс оф игр), которые перебежали в эдакую нонейм дочерку-студию от бандаев у них всё настолько тяжело с самоповторами что в итоге в каждую свою вонючую игру воткнут тонны бестолкового галдежа и в конце обязательно речи про СИЛУ ДРУЖБЫ (это просто обязаловка). боевка ну теп ок, всё пердит свистит, но анимации без геймплея и переход в ульт форму идут по полгода, я какбе играть в игру хочу, а не смотреть говёное аниме. крч понятно почему мне резко захотелось этот кал дропнуть в 22ом году, изза зачистки беклога захотелось доесть побыстрее последнюю миссию (да, реально, прям перед ней отпуск на 3 года), да и там ПОБЫСТРЕЕ ну никак с великим бестиарием игры - сорняки, летающие какахи, летающие камикадзе, мобы люстры которые уходят в 100 блок от твоих атак если ты близко и не подбежал с абилкой ускорения или телепортации, че ещё нууу боссы потом становятся чуть ли не в каждом энкаунтере вкупе с другими боссами, там олень какойто, крокодилы сраные (до трёх штук за раз), последняя миссия тянулась с боевыми энкаунтерами настолько долго, что мне плохо стало. главный злодей кста эт взрослый дядя с характером школьника эджлорда, НО СИЛА ДРУЖБЫ (упомянуто повторно, ЭТО ОЧЕНЬ ВАЖНО) героев игры просто РАЗЪЕБЁТ ВСЁ И ВСЯ НЫЫЫА ХЫДЫЩЬ. и он кароч потом получил фразу что надо больше не бузить а то разрушишь себя и он такой поплакал и крч стал добрым и пожертвовал собой ради спасения мира, а потом игра такая НУУУУУ))))) ГОТОВ ЗА ВТОРОГО ЧАРИКА ИГРУ ПЕРЕПРОЙТИ РАДИ ДРУГОЙ КОНЦОВКИ?????? самый главный тильт у меня по персонажам это вторая протаг касане, у нее тыща процентов умственная отсталость, характер должен быть холодным типа, но сценарист видимо на своей жопе сценарий писал и диалоги остались на этапе набросков (места не хватило). Чарики в пати эт вообще тупо однопространственные боты, которые чисто в себя включают один архетип и даж с повышением отношений особо сильно не меняются/не раскрываются. катсцены кста оформлены на 80% из паверпоинт слайдов, теп никаких там вам лайв2д или анимаций каких при переходах годных, тупо слайды. а на этом всё.
2022年玩到一半弃坑了,为什么现在来写评论呢,是我突然搞懂当时让我不爽的点在哪里了,先不谈剧情毕竟我也没有打玩没有评价资格,单论战斗还是有一定和独特体验和架构的,比起jrpg,我感觉更像是高速act,本来是可以很爽的,但是由于战斗场面太过混乱,导致战斗节奏非常容易被打断,体验十分十分糟糕,又跟相反的例子就像成龙在电影幕后解释过的一样,当主角对战复数的敌人的时候,基本上只有镜头中心的一到两个的敌人是活跃的,其他围着的敌人一般都是左右围着转,而不是一拥而上,这是一种电影化的处理,讲到游戏本来高速的战斗节奏就要将注意力集中在面前的敌人上,然后边上还有一堆怪时不时来打断你的注意力,体验就变得很糟糕,然后这些怪的攻击节奏设计还是按正常的频率就更加让人烦躁,其实也有不少游戏都运用了我上面提到的电影化的处理,在面对复数敌人的时候,未被选中或者不在镜头里的敌人是会降低活跃度的,让战斗显得更加连贯和爽快,很可惜绯红结系没有学到。
очень скучно, дохера диалогов и скучно приподнесли геймплей делаю рефаунд
animu slop repacked as a lazy videogame cash grab (I didn't know the anime scarlet nexus existed while I was playing) kindergarden level dialogue bad localization (tooltip for unequipping is called "Disengage." it's also the only tooltip that ends with a period) annoying ui controls (have to select your 1 character separately to change gear) map design is ass (jaywalk prevention(?????) that forces you to run to the nearest staircase to cross the street) nothing here is worth 82% off the full price, and definitely nothing worth 70 bucks the character that acts as a save point recommends you "patronize" his services, perhaps he means you should patronize this game with your wallet.
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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