
Become a mighty demigod and battle through a decimated Tokyo in a war between angels and demons. Make new allies along your journey, engage in intense, turn-based combat, recruit hundreds of demons and forge your own path to dictate the fate of all existence.
Modeled estimate, not a reported figure. How we estimate →
About
• Shin Megami Tensei V: Vengeance Base Game
• Mitama Dance of Wealth - Increases the drop rate of items that can be sold for Macca.
• Mitama Dance of EXP - Increases drop rate of items that give the protagonist EXP and ally demons EXP.
• Mitama Dance of Miracles - Increases drop rate of items that give Glory points needed to learn new bonus effects.
• Demon Subquest - Sakura Cinders of the East - Additional subquest that allows players to recruit the demon “Konohana Sakuya” if they defeat her.
• Demon Subquest - Holy Will and Profane Dissent - Additional subquest that allows players to recruit the demon “Dagda” if they defeat him.

Experience two complete story paths in Shin Megami Tensei V: Vengeance, both filled with conflicting and tragic choices, forcing you to confront which ideologies you are willing to fight for. As order and chaos crumble around you, forge your own path to dictate the fate of humanity.
"Canon of Vengeance" – a dramatic tale of revenge by the fallen, centered around new characters and an enigmatic cohort of demons, the Qadištu, who plot their own dark designs apart from the war of those who fight to maintain order and those who seek to defy it.
"Canon of Creation" – an eternal conflict between angels and demons, in which the protagonist fights for the world’s fate.

Battle through a decimated Tokyo, reduced to an expansive wasteland and overrun by mythical demons. Roam across wide, open areas and explore new locations for life-saving items or encounter a multitude of demons to battle or befriend as allies, including dozens of newly added demons to this game.

Fully evolved with stunning visuals for modern consoles, the dark lore, unnerving atmosphere, and beautiful and monstrous demons are back and better than ever. Massively expanded with new areas, demons, and music, Shin Megami Tensei V: Vengeance features more accessible gameplay, an improved battle system, new demon experiences, and greater field exploration.

Embark on this definitive version of the critically acclaimed Shin Megami Tensei V, massively expanded with a brand-new storyline featuring new locations, demons, and choices to make that will dictate the fate of all existence.
• Intense, Turn-Based Combat System
• Over 270 Demons to Recruit and Command
• Explore a New Post-Apocalyptic Tokyo
• Make New Allies Along Your Journey
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, Traditional Chinese, Japanese*, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Turkish +1 more
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 613 reviews with recorded playtime.
Reviews
Themes across 611 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
I don't have a lot to say about this game. Everything I wanted and needed from the previous SMT games is in SMT VV. Therefore, I suggest you give it a try. 🫵 Give a try everyone! It's peak! 💪🔥💯✋🤚
I don't think Shin Megami Tensei V: Vengeance is a bad game. In fact, I can clearly see why it has such a dedicated fanbase. The fusion system is excellent, team building has a lot of depth, and there is plenty of room for experimentation. The problem is that after around 10 hours I realized I wasn't enjoying the experience itself. Visually, the game became exhausting for me. I understand the artistic direction and the post-apocalyptic desert setting, but everything started blending together. The environment, menus, highlights, UI elements and color palette all felt like different shades of the same yellow and brown tones. I never got the feeling of exploring distinct locations with their own identity. The soundtrack was an even bigger issue. I know many players love it for its atmosphere, but personally it felt more like ambient noise than music. There were multiple times where I heard screams, distorted sounds or strange effects and genuinely thought they were clues pointing toward secrets or collectibles nearby. They weren't. Eventually I muted the music entirely because it was actively hurting my enjoyment. As for the combat, the underlying system is solid, but the gameplay loop became repetitive. Most encounters boiled down to finding an enemy weakness and exploiting it repeatedly. I understand that much of SMT's depth comes from preparation, fusion choices and team composition, but I generally prefer games where the interesting decisions happen during the fight rather than before it. The biggest surprise was realizing how different SMT actually is from Persona. I went in expecting "Persona, but darker and more serious." What I found was a completely different experience that only shares some mechanics. It turns out the things I loved most about Persona weren't the things SMT focuses on. I respect what the game is trying to do, and I completely understand why many people consider it a masterpiece. But after giving it a fair chance, I realized I was enjoying the idea of playing SMT V more than actually playing SMT V. This is not a bad game. It's just not my game.
if you hate yourself and love hardcores rpgs this is your good start of the game also the demons are very very...very good looking, especially the masked ones, just saying~
Having played Atlus games for the first time in recent years, and really enjoying Metaphor: ReFantazio, Persona 5 Royal, and Persona 3 Reload, the Shin Megami Tensei series seemed like a good place for me to continue exploring their work. Unfortunately, Shin Megami Tensei V: Vengeance didn’t click for me the way that the other Atlus games did. My main issue with Shin Megami Tensei V was that it became incredibly repetitive to play. While the minute-to-minute gameplay was very fun, there just wasn’t enough else going on to break up the similar battles and frequent fetch quests. In some ways, this felt a bit like the problem I had with Persona 3 Reload: Episode Aigis. While I really enjoyed the main game in Persona 3 Reload, I found the relentless dungeon crawling in Episode Aigis much less fun. The turn based battle system is great, as is usual for Atlus games. In order to find success with the press-turn mechanic, you need to think about fusing demons and building a team that can account for a variety of different enemy weaknesses. Every time you fuse a new demon, you need to ensure that you’re selecting a set of skills that not only are strong individually but also complement the rest of the team you’re bringing along. I also enjoyed the system of getting stronger through miracles, which are unlocked via a currency you find from exploring the world. Being able to afford a new powerful miracle felt like a great reward for exploration, and was one of the highlights of the game. For me, having the life-sim sections of the Persona games and Metaphor: ReFantazio alternate between dungeon sections really helped to keep things fresh, and avoid that burned out feeling that I was getting from Shin Megami Tensei V. Persona 5 Royal really nails that for me by not only frequently changing up what you are doing, but also by giving each dungeon its own unique theme. That contrasts with the very similar desert environments and slowly changing cast of demons that eventually burned me out. I found the story of Shin Megami Tensei V uncompelling, and it wasn’t driving me forward to keep finding out what was happening. Without anything pushing me forward, the fun individual elements of the game weren’t enough to keep me from bouncing off of it. The point where I decided to move on was after completing a fetch quest, only for the quest giver to immediately ambush and one-shot my team before I had a chance to save. I hadn’t lost a ton of progress, but it did make me realize that the moment-to-moment gameplay just wasn’t enough fun for me to want to redo work I had already finished.
1st game to teach you that you should save after every breath as god could decide to kill you at any point in time
I'm about 7 hours into the game, and holy hell, this might be one of the most boring games I've played in a long time. I came into this with pretty high expectations. It's an Atlus game, after all, and the Steam reviews are somehow overwhelmingly positive. For context, I've played every Persona game, Tokyo Mirage Session and most of the SMT games on the 3DS, so I'm definitely familiar with Atlus game. The game starts off strong during the first hour, but once you're transported to the Netherworld, everything starts going downhill. The story? Practically nonexistent. The characters? There are barely any. The side quests? Some of the most boring I've ever seen, just your standard MMO-style fetch quests. Most people seem to agree that the story isn't the game's strongest point, but they usually say the gameplay makes up for it. Unfortunately, I don't feel that way at all. Even the gameplay feels repetitive and boring. I'm genuinely struggling to find anything positive to say about it. At this point, it feels like I'm wasting my time. I keep waiting for something interesting to happen, but nothing ever does. Maybe I'll change my review later if I decide to keep playing and don't end up dropping the game, but right now I'm not enjoying it at all. And lastly, how does this game not have an auto-save feature in 2026? That's one of the most basic features any modern video game, especially a JRPG should have. It's honestly ridiculous that it's missing entirely. I was especially frustrated because I had a sudden power outage and lost several hours of progress. The game relies completely on manual saves, and I kept forgetting to save because I've gotten so used to modern games auto-saving regularly. Losing that much progress just made an already boring experience even more annoying.
悪魔のお尻が煽情的ですが誘惑に負けてはなりません 天使のお尻も魅力的です
Atlus无法再次创造出的奇迹。系列多年以来的积累而诞生出的最简洁、最有深度、最自洽的系统,让其他所有回合制战斗都黯然失色。它也许仍然囿于世界系/王道jrpg的一角,却也看到了各种微型叙事的可能性——东京铁塔、浅草、新宿、千代田,在已然化作废墟的东京中,城市的构造与现代性空间仍然存在,人的伤痛与故事铭刻其中。世界的毁坏与更迭已经下沉,并渗透进了你所途径的每一寸土地。不再有传统jrpg的羁绊与连结,它给你提供的是另一种连结,一种逢魔时刻:幽暗、恶堕、充满魔的世界恰恰是最折射人类的世界,东京毁灭,灰尘弥漫,反而更好地描绘出了城市的本来面貌。
I was hooked by the initial trailer of the original SMT V, so much so that it became one of the main reasons to get a Nintendo Switch. The game took its sweet time to come out ever since that trailer, the story and characters were also unfortunately lacking, but the atmosphere, aesthetic and combat were some of the best I have ever encountered. The game occupied a part of my memory and never left ever since. While the classic Atlus rerelease strategy is hard to defend, the original game was a prime candidate for an improved version. Learning that SMT V was going to receive an enhanced edition on multiple platforms was very exciting. The game runs and looks great on PC and the Steam Deck. Vengeance brings an absolute ton of improvements. New campaign, soundtrack, sidequests, demons and so much more. There are Magatsuhi Rails, which make getting around in the maps much smoother, Demon Haunt for hanging out with demons, which have also received a lot of opportunities for additional lore, unique abilities and customization. The original story, Canon of Creation left a lot to be desired. The general premise was pretty cool, but the story beats and characters did not have much impact. Vengeance, while definitely better, is not quite there either. The story begins similarly and slowly starts to branch out into its own thing. You actually have guest characters in your party every now and then, which sneaks in a good chunk of new character interactions throughout the story. While there are more interesting story beats and more good character interactions in this route, some aspects, like Dazai’s character, have not been fixed. I think that relying on the foundations set by the original story, instead of making a completely new one is part of the reason that Canon of Vengeance also suffers similar issues. But I do understand that making a completely new thing was not really sustainable. The gameplay loop was endlessly entertaining to me. SMT V introduced multiple open zones as a replacement of classic dungeons and while I understand that not everyone liked this decision, I definitely did. Starting off, controlling the Nahobino felt very good. The controls were responsive, sliding down hills felt very cool and the slash attack very smooth to use. Navigating the world felt incredibly good considering that this is still very much a turn based combat game. The environments were very interesting to explore. There was a lot of verticality in each map and finding your way to points of interest sometimes felt like a little puzzle to solve. I loved the post-apocalyptic designs and the soundtrack accompanying the exploration was divine. The music consists of an amazing blend of rock, metal, electronic with ethereal and otherworldly qualities. This might be my favorite video game soundtrack of all time and I have been keeping my eyes on Ryota Kozuka’s, the composers, work ever since. Also, there are a small number of classic dungeons as well. To be honest, while they were pretty okay and had decent puzzles, I much preferred the open zone approach. I also have to point out the interesting approach to the demons roaming the levels. At its core, you have the classic behavior of demons chasing you when spotted, or running away if their level is too low. However, the game’s approach to how demons act evolves over time. Some demons fly way beyond your reach and dive down to get you when close. Other demons perform attacks even before a fight breaks out, like the Nozuchi attempting to suck you in or the Mad Gasser spraying gas to get you. There are some demons that move in a formation or ambush you from out of nowhere. Sometimes, the demons even form a wall that you have to break through if you want to move past them. There are also colossal demons, with far bigger in-game models that you have to avoid because they are usually far stronger when you encounter them for the first time. The combat is the classic press-turn system, tuned to perfection. Hitting weaknesses gives you more moves per turn, while defending them with some kind of affinity resistance reduces the enemy’s. These rules apply to both you and the opponent. There are Magatsuhi skills, basically a special move to perform after filling out a meter. Starting with a basic always-crit ability, depending on the demons you carry, the additional Magatsuhi skills come in all kinds of offensive, defensive and utility forms. Enemy demons have these as well. With the endless customization options for both the Nahobino and demons, any difficulty you encounter during combat is always solvable by adjusting your party setup and grinding is never a necessity. The demons are an absolute highlight. They have a lot of individuality in terms of their unique abilities, but can be heavily customized as well. There are a lot of funny conversations during negotiations, sometimes, if you carry a specific demon, they pop out to join the talk. They also have an absolute ton of small convos in the Demon Haunt, where you can also give them gifts to increase their strength. In some side quests, you end up actually controlling the demon to investigate, which leads to some funny demon scenes that do not involve any humans at all. Overall, Vengeance is an incredible JRPG, could have easily been my favorite from Atlus if not for the shortcomings in the story and character departments. The atmosphere, style, music and combat are absolutely stellar.
我硬是一边骂魔王城,一边打完了三周目。 我一开始没想到自己会打到这份上,恶魔全书都肝到 98% 了。 [b]行,买不买先看这两行,不耽误你时间:[/b] [quote]✅你要是喜欢研究仲魔、配队、拆 BOSS,它真能把你钩住。 ❌你要是想看稳定剧情、流畅演出、舒服地图,先冷静一下。[/quote] 看完这两行觉得不对味,那这游戏真可以先放一放。 [hr][/hr] 反正魔王城得骂,剧情跳剪得骂,多周目体验也得骂。骂完说说,我为啥还打了三周目。 能让我一路打到三周目的,肯定不是意志力。 [b]最把我拴住的,还是配队和养仲魔。[/b] 这里没有一路数值碾过去的爽感。它经常会把我打到认栽:这把输了,可能真是队伍没配干净。 弱点没补、BUFF 断了、奶妈暴毙了、即死防护少带一个,都可能当场重开。 打到后期,队伍已经成排班表了。 对面是啥恶魔,大概该补什么抗性、谁回血、谁压防续 BUFF、谁负责输出,基本看一眼就知道该怎么打了。 这套系统哪里漏一块,哪里就爆炸。刚驾驭的时候,确实带劲。打久了也会有点麻:枯燥、重复。 但麻归麻,手没停。 [b]到后面我对奈落口罩的理解已经不是可选技能,是员工工牌。[/b] 人修罗、将门、撒旦这些 BOSS,已经不是普通练级就能糊过去的敌人,更像在出题考我:什么时候防御、什么时候输出、什么时候续 BUFF、什么时候不能贪,都得算。 社区能把这些 BOSS 拆成固定流程,直接发攻略。我就喜欢这个,该抄就抄,过了就是爽。 爽的不只是战斗,这些恶魔本身也够让人惦记。 ATLUS 的恶魔真耐用啊,都快包浆了。可宙斯、湿婆、别西卜、路西法这些一出来,气质和压迫感还是很顶,很多时候比主线剧情本身更有说服力。 比如阿提密斯那条支线里,[spoiler]宙斯居然会出来说话,大概意思是:“我都打不赢,女儿你打不赢也正常。”[/spoiler] 我当时就懵逼了:主线那么空,这地方居然有细节?! 它居然知道我队里带着谁。 ATLUS 明明会做这种“角色真的在旁边”的感觉,结果最像活人的,是个跟主线没关系的吉祥物…… 没错!就是创吼—— 那个 COS 主角造型的杰克霜精。 强度?机制?数值?理由? [b]毘呵 T0![/b] 其实我一开始一直以为是“嘻呵~”,仔细一看对话框,好家伙,人家说的是“毘呵~”。 后院对话里,到了某个形态之后,它会吐槽我这身造型像忍者,还问我会不会漫画里的忍术。又说:“这件服装做起来有点困难吼……” 就这么两三句,一下子生命力就来了。 它会观察我、会吐槽我,会一脚把神魔大战那种沉重感,踢回“毘呵”的地面上。 这些小东西经常藏在角落里。主线最需要它们的时候,反而没有。 [hr][/hr] 说到主线,我脑壳又开始痛了。 创世线那剧情节奏真的很怪。我在达识里跑十几个小时,出来听一段设定讲座;再去下一张图跑十几个小时,再出来听设定。很多时候感觉,剧情像是在后台挂机,等我把地图跑完了才想起来该上班。 人物也没好到哪去。太宰在创世线里像突然魔怔了,[spoiler]前面还是没主见、想证明自己的普通人,后面突然对秩序痴迷到不行。[/spoiler]我甚至怀疑中间是不是少了一部太宰外传。 复仇线是好一点。 洋子一路跟着我,路上也会说几句,太宰和亚必迭的相处也补了一点,角色更像在现场。 可有些地方已经不是“少一点演出”了,是我这边情绪都还没落地,剧情已经跑下一段去了。 更难受的是,前面明明花了那么多时间写他们怎么相处,到了关键场面反而接不上。 也不是非要它煽情。 但都走到这儿了,总不能装没这回事吧…… 敦田兄妹就是典型。前面兄妹俩的事都交代到这份上了,后面居然没下文了。 [b]下面是复仇线敦田兄妹的大剧透,没打完的别点黑条。[/b] [spoiler]结弦死了之后,宫津那边的反应少得离谱。她明明是害怕成为哥哥的累赘才投靠孔苏的,结果哥哥没了以后,她一丁点后续戏份都没有。 我人都愣了:人呢?出来哭一下啊,这角色我都算你塑造过了。[/spoiler] 气归气,我回去又找了两小时未满。 还没缓过来,复仇线终局又给我来了一下。 [b]后面要说复仇线终局了,没打完的别点黑条。[/b] [spoiler]这里明明就该让我打一场啊。 形态换了,老伙计也回来了,我脑子里直接响起那种音乐:弦乐铺!合唱进!鼓点噔噔噔! 我都准备好酣畅淋漓干 BOSS 一场了。 我都准备好把天剑丛云拍它脸上了。 这怎么看都该接一场二番战吧? 结果没有。 过场一播,提亚马特直接被收掉了…… 我 BGM 都听见了,结果你就给我看这个?😭[/spoiler] 更烦的是,这种别扭不只在演出里。 打完回头再看,恶魔合体这套老把戏,其实也挺瘆人。 剧情里这些恶魔一个个有来头、有立场,结果到了我手里,转头就合体,变素材、变技能包、变成下一只恶魔。 我可以刚把一个恶魔打死,回头就把它从恶魔全书里掏出来;也可以把两个有个体意识的恶魔搅一搅,端出来一个新恶魔。 没人提我为什么能随手掏出这么多恶魔,也没人管恶魔全书和邪教的世界到底是个什么东西。 [b]剧情里我是创毘,系统里我是移动邪教仓库。[/b] 恶魔合体明明是主角最恐怖的能力之一,剧情却完全不拿它当回事。它好像只是一个 UI,成了 ATLUS 和我之间的秘密。 两边各干各的,互相装不认识。 [hr][/hr] 不过这些顶多算怪。真让我生理不适的,还得是那个魔王城。 我能接受 ARKANE 那种复杂地图。它是在教我理解空间:捷径、入口、结构、绕路,最后都会变成我掌握了这个地方。 SMT V 的迷宫不是这样。它绕了半天,也没让我多做什么选择,纯拖时间。 我靠,这算不算踩一捧一啊?但没例子又说不清……算了,别跑远,说魔王城吧。 风压机关、掉层、重爬、长路线、断路、返工。我刚以为这次终于能过,它马上就让我掉下去了…… [b]魔王城这破迷宫不是让我探索,是在消耗我的耐心。[/b] 复杂地图爽就爽在:“哦,原来这里能这么走。” 魔王城让我觉得: “哦,原来我下班后又迷路走回公司了。🤮” 第一次走叫探索,第二次纯是打工。 问题是这工还不打不行,神意在老板手里。 万古神殿也好不到哪去,一样又臭又长。 最离谱的是,三周目开头选牵不牵手的时候,我选择牵手进复仇线——决定性理由居然是:我实在不想再玩创世线那个狗日的魔王城。🤬 迷宫恶心到能影响路线选择,真有你的啊,ATLUS。 但这还没完。更磨人的地方,是系统还在让我重新打卡上班。 等级、仲魔和养成成果是继承了,但未满要重新收集,祸冢要重新打,商店也得重新解锁,支线状态也会重置。 我明明只是想看不同路线的新剧情,结果系统像在柜台后面递表:不好意思,重新上岗,达识这边还缺人手。 未满重置我还能理解,祸冢重置我是真觉得没意义。 上周目明明已经打过,神意升级权限也解锁过,结果下周目御严都攒够了,才发现还得再清一遍。 一个已经创过世的创毘,还得满地图找红色肉瘤,重新证明自己有资格领悟神意。 [pullquote]这就是行政手续。[/pullquote] 复仇线那几个结局,想看全也挺烦:不是创世线那种终盘选一下就完事,而是看你一路怎么选。 三周目下来,人是真的刷麻了。 我现在还剩创世线 LAW 和 CHAOS 两个结局没看。累到我甚至认真考虑过直接下别人的存档,把剩下的成就补了算了。 说出来挺丢人的,可我真的有点受不了把已经玩烂了的流程再刷一遍。 [hr][/hr] 故事经常没讲利索,人物关系经常没接上,迷宫也是真的折磨人。 [b]但我还是打完了三周目。[/b] 我一边骂它的地图,一边研究技能怎么配。一边嫌剧情莫名其妙,一边想看看复仇线到底改了什么。嘴上说角色老像在替编剧讲话,手上还是把创吼养到满级。 我没法说这破游戏做得很漂亮。 [b]它更像一台外壳裂开的机器,漏风,硌手,偶尔还夹人。可核心零件真转起来的时候,你别说,真挺好玩的。[/b] 更烦的是,机器都裂成这样了—— 🤤创吼对我笑,创吼对我笑~
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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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