
Developed in cooperation between Square Enix and Team NINJA (Koei Tecmo Games), STRANGER OF PARADISE FINAL FANTASY ORIGIN is a hard-core action RPG that takes the FINAL FANTASY series in a new direction. Experience the boldest and most merciless battles in FINAL FANTASY history.
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.
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.
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.
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 894 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is legendary. A must have.
Как jrpg на Nioh натянули + в принципе это играбельно довольно большое разнообразие оружия и классов - графика никакая оптимизация туда же (при такой графике на картошке должно летать) левел дизайн - очень однообразные коридоры дизайн уровней какой то трэш, особенно порадовала серая пещера с вырвиглазными вставками оооочень малое разнообразие врагов ну и до кучи все недостатки игр В категории: кривые хитбоксы, никакого баланса сложности и тп в принципе на 1 прохождение ок
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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 |
|---|---|---|---|---|
| $1M | 935 | 73% | $29.99 | |
| $1M | 3.6K | 97% | $14.99 | |
| $1M | 1.6K | 90% | $14.99 | |
| $1M | 1.5K | 90% | $19.99 | |
| $1M | 803 | 72% | $39.99 | |
| $1M | 3.2K | 97% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $935.2M | 1.2M | 93% | $59.99 | |
| $811.6M | 1.2M | 96% | $59.99 | |
| $94.2M | 132.2K | 84% | $39.99 | |
| $29.6M | 33.7K | 78% | $19.99 | |
| $3M | 3.9K | 67% | $39.99 | |
| $1.5M | 2.4K | 77% | $24.99 |
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 25: 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.
Reviews, worldwide (the counter carries no country): 1.89/day in the week to Aug 4 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 897 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game is a bizarre mix of top-tier action and cringeworthy storytelling. On one hand, the story pacing, dialogue, and characters feel almost aggressively "stupid" with a plot that is often confusing or nonexistent for long stretches and a cast of characters that feel flat and one-dimensional. The level design doesn't help much either, often consisting of boring, linear corridors that feel like a step back from modern standards. However, the game is saved by its combat and class system; the "Job" system is deep, rewarding, and incredibly fun to experiment with, offering the kind of fast-paced, visceral action that Team Ninja is famous for. It’s a game where you’ll want to skip every cutscene just to get back to the excellent gameplay.
9/10
感觉不如浪人,个人感觉
John Chaos
I have a inverted color glitch during cutscenes does anyone else have this issue?
8/10 Fun magic system, job leveling and grinding is a feature not a bug in this system so I enjoyed the last 6 hours of leveling different styles and magics Gotta say this is some of the most ridiculous voice acting...
SOPFFO perfects (nearly perfects) the beauty of the parry, alongside classic sprint dash block mechanics of other systems in action games. follow that up with in depth and diverse skill trees for multitudes of intertwining branches of jobs/classes: the game amounts to something akin to the hybridization of parry game sharpness and total ARPG/JRPG glory. HAIL MARLITH, HAIL TIAMAT. ~~ i will be diving into the higher difficulties which provide a lot of additional combat systems to dive into and fun loot fests, carnage fests. more lore as well. price point for this game on sale is worth mentioning. i am a ninja/breaker sage. neon and sophia are my friends.
[h1]ゲームスピードが何もかも台無しにしている[/h1] 一通り遊んで色々突っ込むところはありますが逐一あげたらキリがないのでひとつにします。 アクションゲームでこのゲームスピードってどうなんでしょう? ふいに反応出来ないような攻撃で一瞬で死ぬ。これって何が面白いんですか? 画面も何が起きてるのか分かりづらいし… 良く出来たゲームは負けても学習しようという気になるのですが このゲームは「あ、死んだ…」で終わりです。 ソウルシールドもありますけど超反応して使うっていうのはやめた方が良いです リスクが高いです。公式も基本はガードが回避で戦闘してくださいとの事です。 なので強い敵と戦う場合即効で殺されるリスクを回避するためにネチネチガードして ちまちま刺していくゲームになります。それってゲームとして面白いんですかね? ラスボス戦は本当に苦痛でした。絶え間ないスピードの高火力攻撃をネチネチガードして なんとかチクチク刺して倒す。強いボスの特徴は全部それでした。 他のボスはあっけなく死ぬ事がほとんどでしたね。バランスも悪い。 ビルドを組んで強くする事も出来ますが、肝心のアクション性がそんななので 数値で殴るでおしまいみたいです。要するに立ち回りに幅が増える事は無いと。 そもそもそれぞれのジョブの特徴が一つのアビリティだけでスキルツリーは たまにある全部取得できるツリーの意味がないなんちゃってスキルツリー。 ジョブ適正という固有のパラメーターやステータスの強さも武器や装備に付いてきて だいぶ大幅に他のジョブの力を借りれます。没個性では? 固有のコンボ技もあんまし面白くない…属性が違うだけでHPを吸う、ブレイクゲージを多めに削る等の 特徴が一部ある技もありますが…まあ基本的に殴っているだけですw 悪いところの指摘はゲームスピードだけにするつもりがついついハクスラ部分も言っちゃいましたw 他にも「これはないだろ…」っていう文句はあります。 ちょっとカメラ動かしたら背後の敵に振り向くターゲットロックとか(アホでは?) チームニンジャ的にはチームニンジャ作品の中でも入りやすい作品をこのゲームはコンセプトにしているみたいですが、それがこれってどういう事なんでしょう? チームニンジャがこういうゲームスピードを標榜としているのなら極めて愚かだと思います。
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.