No revenue estimate for APPLE — its rating/review counts don't calibrate to sales the way Steam's do. The Steam version is estimated at $3.2K — a different platform, not this one.
Deck-Building JRPG "SOULVARS" is now available! 15-20 hours of playtime (+50h to go deeper) Dynamic pixel animation and battles and a rich customization system No In-App Purchases. While having a deep strategic sense, the vertically held smartphone controls allow for simple and exhilarating battles, training, dungeon exploration, and collection of random enchanted items. ▼ Story A world line in which even the fictitious concept of the soul can be converted into data. In return, people's lives are threatened by the sudden appearance of deformities. The protagonists use the Soul Driver, a device that converts souls into data. They are responsible for the elimination of the deformities that threaten people, and work in a certain town... ▼System Overview Number of save slots: 3 (Saved in device and manual save) Estimated scenario completion time: 14 to 20 hours 50 to 100+ hours of post-clearance challenge Features Soul bits (handbills), which are the data of the soul power that resides in gear (equipment), Players can combine them in battle to make special attacks and combos in a successive manner. The characters are characterized by their action with dots that move around. ▼Gear and Soul Bits Soul bits (hand cards) can be drawn from gear (equipment) and used as actions during battle. The combination of main weapon, subweapon, armor, and accessories Strategy (deck) is determined. ▼Arts During a battle, only one soul bit can be selected on the first turn, but The number of soul bits that can be selected at one time increases depending on the opponent's weaknesses, guarding, evading, buffing, debuffing, and various other conditions. The combination of soul bits (cards in hand) selected at the same time activates a skill called Arts.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the App Store price pass of Sep 18: 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.
Ratings
Each storefront's own ratings counter and average — separate, overlapping audiences, never added together.
14 of 15 markets; the rest gave no counter or aren't reached yet, not markets where nobody rated it.
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days App Store · Top Paid · Japan has just 11 day-to-day chart moves that followed a price cut, against 2,672 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Deck-Building JRPG "SOULVARS" is now available! 15-20 hours of playtime (+50h to go deeper) Dynamic pixel animation and battles and a rich customization system No In-App Purchases. While having a deep strategic sense, the vertically held smartphone controls allow for simple and exhilarating battles, training, dungeon exploration, and collection of random enchanted items. ▼ Story A world line in which even the fictitious concept of the soul can be converted into data. In return, people's lives are threatened by the sudden appearance of deformities. The protagonists use the Soul Driver, a device that converts souls into data. They are responsible for the elimination of the deformities that threaten people, and work in a certain town... ▼System Overview Number of save slots: 3 (Saved in device and manual save) Estimated scenario completion time: 14 to 20 hours 50 to 100+ hours of post-clearance challenge Features Soul bits (handbills), which are the data of the soul power that resides in gear (equipment), Players can combine them in battle to make special attacks and combos in a successive manner. The characters are characterized by their action with dots that move around. ▼Gear and Soul Bits Soul bits (hand cards) can be drawn from gear (equipment) and used as actions during battle. The combination of main weapon, subweapon, armor, and accessories Strategy (deck) is determined. ▼Arts During a battle, only one soul bit can be selected on the first turn, but The number of soul bits that can be selected at one time increases depending on the opponent's weaknesses, guarding, evading, buffing, debuffing, and various other conditions. The combination of soul bits (cards in hand) selected at the same time activates a skill called Arts.
Stats
Sums Google Play only; App Store, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
App StoreYou are here | $4.99 | 47ratings | 97% | — | not modelled |
| $5.49 | 666ratings | 83% | — | $415.2K | |
| $16.99 | 124ratings | 83% | — | 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.
Media
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 17 | 81% | $1.99 | |
| — | 314 | 88% | Free | |
| — | 0 | 0% | Free | |
| — | 0 | 0% | $5.99 | |
| — | 5 | 100% | Free | |
| — | 1 | 100% | Free |