
Shadowverse: Worlds Beyond is a brand-new strategy card game from the popular Shadowverse CCG. With the newly added super-evolution mechanic and Shadowverse Park, among other brand-new content, there is lots to enjoy for both seasoned and brand-new players.
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.
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.
About
Shadowverse: Worlds Beyond is a brand-new strategy card game from the popular Shadowverse CCG.
With the newly added super-evolution mechanic and Shadowverse Park, among other brand-new content, there is lots to enjoy for both seasoned and brand-new players.
Card Battles
The rules of Shadowverse are simple, yet offer limitless ways to strategize and win.
Use different card combinations to create unique synergies and strategies in battles against players all around the world.
Dive into the game and enjoy strategic card battles with breathtaking graphics and effects.
Free Card Pack Every Day
Log in to open a free card pack every day!
Collect cards for the new compendium feature!
Enjoy battling and collecting!
New Game Mechanic: Super-Evolution
Each of your followers (unit cards you play on the field) can now super-evolve!
Followers that have super-evolved are stronger and can knock opposing followers out with powerful attacks and deal damage straight to their leader!
Super-evolve your followers and enjoy exhilarating card battles like never before!
Class
Choose from 7 unique classes that match your playstyle and create custom decks.
Tailor your deck to match your strategy and style, then dive into epic card battles!
Story
Experience a brand new Shadowverse story where characters are brought to l
ife with full voice acting!
Follow spectacular stories centered around seven unique characters, each bringing their own personality to the adventure.
New Feature: Shadowverse Park
Step into the Shadowverse CCG community where players can connect and interact!
Show off your avatar with customizable outfits and emotes, bond with others, and grow stronger together!
Genres
Sums Steam + Google Play only; App Store, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 24.4Kreviews | 29% | — | $0 |
| Free | 29.8Kratings | 74% | — | $2.9M |
Engagement
Reviews
Themes across 413 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
the core Shadowverse game is there but it such a wasted potential. What then point of having a card collection when I mostly dont use it. I have 1 copy of every legendary of each class but each Deck need x3 copy of the core legendary how the hell I play ? Please return back the vial system then 80% problem of the game will be fixed.
Yeaaaah just don't do it mate
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Latest in each market: best MX #46, worst KR #72 · 4 markets collected
Stats
Languages: English*, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
| Free | 1.2Kratings | 75% | — | not modelled |
| Free | — | 81% | #100 | 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 413 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't bother. If you want to give Cygames your money, go buy Relink or Versus Rising.
エメラルドになっちゃたからごみげーです。みなさんは早くこのゲームをやめましょう。
I like the gameplay and I think that the characters stories and the little twists in them are well made. BUT... F2P experience is miserable. Building a single deck takes forever and requires calculated spending all the while you're trying to get that 'Win 1 match' daily and keep being swep by paying players (which is most of them because that's the only way to enjoy this game). Game requires you to play daily for hours to not miss on anything. It's pretty absured how may hours I gave away out of FOMO for free currency. I understand that it is a PvP gacha so all those problem are to be expected, but Cygames marketing Shadowverse as a TCG so I expect it to feel like one. An example for how it could have been excuted better is the Pokemon Mobile TCG app. In comparison to that game, SV:WB just feels wrong.
很好玩的 推薦全家大小一起玩 有可愛的主戰者 友好的前輩 還有看到就想投降的卡片效果
Worlds Beyond is a reset of the original game that unfortunately misses the mark on a lot of key things the original did right and changes its strategy to cater more to a specific group of people to sustain itself. That group of the people is the young adult japanese person who wants to turn semi-pro, at best join a big competitive team and at worst make a bit of money through tournaments. [u] If you are a pure casual player, or a competitive player outside of Japan/Asia as a whole, the game actively rejects you [/u] by lifting up several levers that give life to the interest of playing CCGs, making the overall experience very frustrating. The game fails the casual playerbase mostly due to a lack of new features and, more importantly, cards. This is due to a very poor usage of rotation where the design team dedicates more than half of all cards to be rebalanced reprints of cards that just rotated, instead of creating more new and interesting cards that move the game forward. With the lack of side expansions and the main ones having a standard size of around 80 according to Japan standards, this leads to Worlds Beyond having THE LOWEST AMOUNT OF NEW CARDS PER UNIT TIME ACROSS ALL CCGs AND TCGs ! This makes the game very stale and the rotation very cynical where its only purpose is to make some cards expire so they can immediately be resold to the players. As a side note, just like its prequel, the game is f2p but not fully, it's hard if missing an expansion to come back to the game : the best cards are legendaries and it's standard for them to make up at least a third of every deck, which is pretty big. You need time to settle in and gather the resources to play as you please like in other CCGs, so I am not accounting that in my grading of the game despite the screwup of the returning card mechanic that failed because of pure greed : those free cards are actully useless in gameplay since they're not legendaries, and they cannot be vialed to help boost your way to legendaries, which also makes them clog your card collection. They should have merely given more packs to returning players to help them with getting cards from previous expansions. What I would account though if I had real evidence of it are the strange pull rates that prevent you from getting at least 1 copy of every card despite pulling more and instead getting a dozen copies of a specific pool, thus reducing the value of packs. An issue that was not present during the first expansions of the game. Again, I am only writing this paragraph based off my personal pulling experience and have no internal data to back up this claim. There is also a very big issue with class identity, something actually exclusive to Worlds Beyond and that OG and Evolve did right. Dragon in Worlds Beyond is very frustrating and unfair to play against, leading to a lot of non-games (thank you Erntz). Abyss is very whack in design overall, being almost shadow-exclusive which is not the case in Evolve where the Abyss class in this instance feels complete and is a lot richer in design, and also has towers that are way too hard to out. A lot of classes are way too board-centric to the point of stealing Sword's identity (which also hurts the classes that took that identity like Forest who now looks like nothing, which is even more of a shame because we got that instead of good ideas like Thestae that are prototyped but underdevelopped inside the game). Did I also mention a good portion of the decks in the game are Solitaire decks ? The game overall is extremely conservative in design with printing a lot of tempo decks (which is also to some extent desired by the community, a good part of it hates quest decks, which is bad because the game's best mechanic, Faith, has a use as a quest mechanic and is thus severely underused), with a big refusal to implement new mechanics to keep the game fresh, and make decks stronger. Decks should be stronger and also more consistent, and that is a big issue when dealing with the competitive playerbase. Skill expression is very low compared to other card games due to an insane variance in the decks themselves, as well as extremely polarising matchups. If you miss curve in mulligan, or if you simply face the wrong matchup, you cannot win against a decent opponent. This is also partly due to said Solitaire deck being Solitaire due to very strong and unique gimmick, and are actually meta, thus requiring specific, class-limited response to counter their gimmicks (which is sometimes not even enough [strike] right Crystal Rune ? [/strike]), which obviously lead to very one-sided interaction depending on whether you have the right counters in your playing class. This makes it way too difficult to win consistently because all those factors are out of player control and the design team does nothing to reduce those insurmontable gaps in gameplay. The last issue with the game is tournament/esport organisation, something that went worse over time even in the OG era, and which keeps worsening to this very day. The organisation went to a 2 continent split at the end of OG to the current global setting, with most tournaments being on the asian schedule. Good luck competing in a high-stakes tournament that begins play at midnight (happened to me) ! This lack of representation, and lack of care, is so bad that THE AMBASSADORS OF THE ENGLISH/WESTERN COMMUNITY LIVE IN ASIA due to a lack of activity elsewhere and thus when they organise tournaments (which should be dedicated to the western community !), they use their home schedule for easier streaming, a justifiable decision that unfortunately screws over the target players of the tournament in the process. Basically, outside of 2 opens per year and one-time tournaments, there are no tournaments outside of Asia. In conclusion, the game is largely banking on nostalgia to keep going, with very few improvements to the formula and a lack of self-identity to live beyond the original title, with its current state being a clown copy of the OG and even of itself at launch. In its current state, the game has huge sustainability issues with lots of players departing since rotations are in effect, and this is due to the issues mentioned above. Until at least the gameplay and card issues are fixed I am not touching this game anymore.
時間の無駄
Too much to spare: instead of card duels, an obsessive 3D social network. The mechanics are overloaded, and the "super-evolution" breaks the balance. Another attempt to squeeze money.
起手幾乎就決定一切了,想翻盤等下輩子吧。要不是卡圖還不錯看加上沒甚麼好勝心,早就刪了這款遊戲啦~
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $463K | 585 | 81% | $24.99 | |
| $0 | 0 | — | Free | |
| $0 | 0 | 83% | Free | |
| — | 0 | — | — | |
| $0 | 3.5K | 77% | Free | |
| $2.8M | 1.9K | 83% | $59.99 |