
Explore a supernatural RPG with stylish summoners and dark dangers lurking under the neon lights of a cyberpunk Japan. It is up to Ringo, an agent of Aion, to save the world from apocalypse.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.29/day in the week to Aug 10 → 1.43/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
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 | $59.99 | 2.3Kreviews | 66% | — | $3.8M |
| $69.99 | 3.6Kratings | 78% | — | 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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An underrated gem. It's clear that the budget was much lower than with a modern Persona/SMT game but it is still very enjoyable. It makes up for it by having a lot more quality-of-life features to make all the gameplay mechanics more satisfying. However, I do think that the story/writing gets worse over time.
я не понимаю что за хейт под этой игрой, я не жалению ни о минуте потраченной в эту игру
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 29: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
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, Simplified Chinese, Traditional Chinese*languages with full audio support
| $59.99 |
| 2Kratings |
| 74% |
| — |
| 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 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TL;DR: Ultimately, it's an okay game that very much needed more work done on the design, especially dungeon design. I kind of want to recommend it but in all honesty, if you're in it just for the story, you'll probably have a better time if you just watch the cutscenes on YouTube or something and thus skip the intensely tedious dungeon sections, so I'm giving it thumbs down despite enjoying combat for the most part. If you're here for the game's take on SMT combat, grab a guide to help you navigate through the slog that's the worst dungeons. Going in blind will only give you headaches. Full review: I went in knowing this game had been criticized for its dungeon design and oh boy, that criticism sure didn't prepare me properly for just how intensely tedious the dungeons could be. I thought SMTV's dungeons were bad but this game easily does worse. Especially Soul Matrix and the DLC dungeon were such a massive pain of tediousness that I only completed the game out of pure spite (with the help of some online maps because holy smokes the later floors of Soul Matrix are a massive pain to navigate). The overworld enemies were a joke with how easy they were to avoid by default (not to mention the skills you can get later in the game that add to that). The demon fusion was also the lamest I've seen so far in the franchise (granted, I'm only properly acquainted with them in SMT 3 & 5 and Persona 5), as recruiting demons relies on random chance with demon recon and the compendium prices tend to be prohibitively expensive if you don't use the DLC that makes grinding for money more trivial. Being limited to just 6 moves per demon (plus a few rare/expensive pieces of equipment that I assume give you extra skills (I didn't acquire any so IDK if that's how it works)) also made for a less rewarding fusion and combat experience. The story and audiovisual side are good; the story actually managed to deliver a plot twist that I didn't see coming, which I appreciate. The characters that I didn't vibe with all that much grew on me over time (especially as they also grew as characters), although Figue did get rather shafted in my opinion since she was somewhat sidelined in her support role, so we didn't see so much substantial stuff about her in comparison to the rest of the main cast. And speaking of Figue? The navigator is the most redundant AND obnoxious thing I've seen in a while; not only do the enemies have a sound effect when they spawn, they also have a sound effect to signal aggroing, making the navigator's warnings entirely needless. And with how often enemies keep spawning by default, you're constantly, and I mean CONSTANTLY, listening to useless noise from the navigator (unless you mod it to be silent, which apparently is possible). I took my headphones off during a grind and put music on from another device to make it more bearable. As for difficulty, at least on Normal it wasn't particularly hard aside from the BS side quest mini bosses with insane DPS checks that my okay-ish team builds kept failing despite being a bunch of levels above the side quest's "ideal level" (those BS side quest mini bosses are the reason why this game is just about impossible to complete blind especially without dying because stumbling upon that DPS check screws you over). The game throws items (healing items and others - except what you're looking for COMP upgrades when you're actively looking) at you like candy, so I was constantly hitting the limit with some of the low-limit items especially since most of the game is fairly easy to brute force with just exploiting weaknesses and tossing a buff or debuff when I happened to remember to use them, which meant I hardly made use of a majority of my items (especially in comparison to how many of them I got). As for combat, aside from the limitations on skills, I enjoyed it; the stack mechanic and Sabbath skills were fun to use and definitely one of the strong points of the game. The COMP upgrades were cool too. Mistiques, on the other hand? Eh. I just threw some that, at a glance, looked like they made sense on the team and forgot about them. Going into (most) bosses blind also made it easy to forget them since if I had the wrong elemental setup, I wasn't going to be making use of them anyway since I'd have to switch demons out mid-battle because I couldn't be bothered to Alt+F4 and redo my team before retrying. In a nutshell: Pros: + The story and characters + The audiovisual side is neat + It's a small thing but I very much like that going to the title actually takes me straight to the title screen instead of going to all the logos and stuff BEFORE the title screen + I like the stack mechanic and Sabbaths + The COMP upgrade system is cool (except when you're missing specific items for them and the demons that drop them just won't drop them) - Skippable credits, even on NG! Neat! Cons: - The worst of the dungeons are so intensely tedious that my motivation to complete this game was pure spite - The navigator mechanic is both redundant AND obnoxious - Minor pet peeve: WHY doesn't opening up the path to a new floor in Soul Matrix automatically take me to that floor? If I'm opening the path, I want to use it (and even if I didn't, activating the next floor's entrance teleporter for later would be a nice little time-saver). - Figue got kinda shafted with screentime and stuff (her having a supporting role sure made it easy for the writers to sideline her) - The demon fusion is the lamest I've seen so far - A bit too easy, both with combat and avoiding enemies (and getting items to the point where it's easy to hit the item limit unless you spam-use them). IDK if Hard would've been a better choice of difficulty for me, but it still wouldn't have helped with the super easy enemy-avoiding - Those BS side quest mini bosses with their utterly BS "ideal levels". You have to have a tailor-made team to hit the DPS the boss wants at the so-called ideal level (and bear in mind, fusing demons is prohibitively expensive unless you use DLC to grind money and/or level-up items or just happen to have what you need on hand). Otherwise, prepare to be supposedly quite overleveled for them. Overall, I don't regret completing this game, but I sure as hell won't be playing this ever again (unless I specifically want to suffer from tedium for some reason).
Denuvo won't let me launch the game after 21 hours of playtime. Criminal. This is fraud, plain and simple.
it's not worth 15€ with discount, it should be10€ without discount and maybe then it'll be ok to play this, when you won't give a damn about the money you just lost
60块还能说什么,给好评吧。 游戏给人一种什么都想缝但什么都没缝好的亚子。如果按照幻影异闻录的战斗方式来做应该也还行,最起码战斗会很有意思,但是不知道为什么选了P系列战斗方式,再结合4F迷宫探索,把Atlus所有的缺点都集中在一款游戏里了。
最伟大的催眠游戏
新概念昏睡流JRPG,美术是好看的,剧情和战斗演出也还不错,前期玩着挺新颖的,中后期这迷宫简直就是坐牢。 本想着再不济阿特拉斯的音乐应该不会让人失望吧,很可惜本作的音乐也没有亮点.....DLC的服装居然在迷宫里跑图还不给看....
This is a great game if your a MegaTen fan - and if you're not, its a great way to come into the franchise. while not as deep as Persona, the hangouts are still fun, and the mini-stories from the requests you do are still engaging. i have yet to play the original soul hackers, but i did play the Devil Survivor games on DS. this feels a lot like those, but with P4G or P5 combat. This is a good game for newcomes to the franchise too. The tutorial is clear and easy to understand,controls are intuitive and easy to catch on too. Demon Fusion might be a little confusing at first, till you get the hang of it - but like the other games, its insanely fun to do.
[h1]二十年的等待,是惊喜,还是惊吓[/h1] [h2]游戏推荐指数:★★★★★★★★☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 都说P5R天下第一好,事实上灵魂骇客2才是笔者实实在在接触的第一款ATLUS的游戏。讲个糗事,之前第一次听闻p5r,那时候游戏还很火,为了显得自己对游戏很有了解,大言不惭的对一群资深玩家(什么是p3r,明明是p5r)现在回想都感觉不出当时的自己为何如此自信。。 那p5r到底是不是天下第一呢,其实不重要,毕竟笔者这次玩的叫做灵魂骇客2。作为二十几年前被称为神作的一代的续作,其确实有了很大的变化。相比较前作,本作的美术真的可以被吹爆,这是一款赛博科技与魔法仲魔的经常对碰,明明所有人的战斗方式都是召唤恶魔来进行的,却又在其中夹杂着霓虹灯光、赛博智械的美学。 同时抛开DLC不说,主角团的设计也尤为惊人。在赛博与恶魔共存的年代,在世界出现大危机的时候,超越认知的存在降下了两个分身——林檎与菲格,这种超前的设计本身就很惊艳人,更何况灵魂骇入还能达到起死回生的效果更符合其的身份。 还以为是个爽游,结果是一命游戏。虽然笔者没有玩过ATLUS旗下的其他的游戏,但是jrpg却是没少玩,所以开局的操作也是轻松拿捏了,直到接了一个挑战委托,禁止一个队友出手,且不能使用道具,直接败的一塌糊涂,也是这一次开始知道原来游戏是一命游戏,死了就会回到上一次的存档,这个设定不可谓不下头,还好有自动存档。 既然提到了道具,那就顺便夸一下仲魔,毕竟本作的核心玩法就是围绕着恶魔召唤师进行战斗和故事的推进。虽然说迷宫的设定让玩家的脑壳大,但是恶魔的奖励也很丰厚,基本每个角落都能碰到,未拥有的可以缔结关系,已拥有的则会一直献宝。 虽然主角团有四人,且各有千秋,实际上牌面还得看林檎,正如江湖中流传这么一句话,单纯看女主就行了,有林檎的腿就够了(至于菲格,更像是军师,存在感略低) 也了解了游戏的评分为什么是褒贬不一,大家都说这个地图设计的不好,没玩过ATLUS旗下的其他游戏不知道怎么评价。只能说一下自己对于迷宫的游玩感受,如果不是一直开着地图,迷路是分分钟的事情,迷宫的辨识度太低了尤其是灵魂矩阵的迷宫不仅如此,虽然我知道想要给玩家带来意识流的感受,但也太光秃秃了,一眼望去全是地板。还有那个助手也该吐槽,虽然说是,遇敌,看到敌人会有提示,但是他看到我也看到了,不懂这个提示有什么意义(有股强行加游戏内容的感觉) 而本作作为一款角色扮演游戏,除了战斗之外还有着富有赛博气息的街道,不过这方面开发的比较少,除了剧情推进需要经过或者一些功能性商店外,就没有其他了。说实话就凭这点都是比较遗憾的,明眼人都能看得出无论是美术还是战斗其实都是比较可以的,但在战斗外这块严重缺少互动,少了很多乐趣。 即使吐槽了这么多,灵魂骇客的游戏性我依然是推崇的。可以说本作的战斗系统十分丰富,恶魔的属性决定着玩家的属性,且战斗是吃属性克制的,就像pokemon一般的类属性克制,有些伤害无效,而克制链可以打出破防攻击或者反击操作,其中破防攻击可以让林檎多一次额外魔宴攻击,破防叠加的成数多层,则可以增加多层的伤害,这种模式熟悉之后就可以轻松弱点攻击!甚至可以做到最开始只能做到四层到后面的十来层叠加的爆炸伤害,这种不就是以技巧对战数值怪。 初次接触灵魂骇客2时,对于游戏的文本快进个人是比较难受的,要么只能慢慢看,要么就一步快进结束,这对于习惯着快节奏的笔者来说有点难受,既想要感受游戏的剧情内容,又想快速去战斗,感受那A社宇宙不一样的jrpg玩法。 单论游戏质量,其实灵魂骇客已经很优秀了,继承了前作世界观、仲魔系统的同时二倍速的战斗低配电脑都可以轻松驾驭。玩上了本作之后特地去了解了一下,作为早期游戏恶魔召唤师时隔二十多年的续作,与其说是续作,不如说是其的第二春,贴近p系列的同时没有了恶魔召唤师那鲜明的感觉,对于这种变化,并不能评判到底是好还是坏,就从画面来说还是本作更容易被笔者接受。 玩了这么小会不禁感叹,在最好的时候遇到了85.28元的你,虽然还是有些缺点在其中,但是无论大到场景设计,小到游戏性能都是值得我喜爱的(抛开迷宫不谈)笔者很推荐。 [quote][h3]鉴赏员测评配置:[/h3] CPU:Intel(R)Core(TM)i5-10300H CPU @ 2.50GHZ GPU:Intel(R) UHD Graphics 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
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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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