
Introducing the 2nd installment for the 10th anniversary of SWORD ART ONLINE! A total of 21 characters from the series join the battle beyond memory—a challenge taken on solo or with friends. Go beyond memory... and Switch!
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): 0.43/day in the week to Aug 21 → 0.43/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, Nintendo 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 | 2.9Kreviews | 65% | — | $3.5M |
| $84.99 | 4.1Kratings | 72% | — | 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 821 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
molto fedele al manga come animazioni. scorrevole e piacevole
Yuna!!!!!!!
Ta bueno
Media

Related
Related
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.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 6 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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, Japanese*, French, Italian, German, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Thai +1 more
| $59.99 |
| 348ratings |
| 80% |
| — |
| not modelled |
| $14.99−75% | — | — | — | 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 824 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
沒有伶茵~~~差評 出了再改
The game cost at least 60€ without reduction and you can go for an whole hour farming a quest and not having it increased at all, you loose 1 hours and the devs doesn't care nor give compensation. They even told me that there is no bug ... I triple checked that I had the requirements for the quest but there is no reason for that to happen Since the game is mostly doing those quests in multiplayer I don't recommend this game except if you want to loose hours of playing for the dev to ♥♥♥♥♥♥♥♥ you when the quests doesn't complete nor fill up For the details, I had to defeat 500 enemies as support so I took silica into free roam and played it until the timer expire (1 hour), the quest's still at 0 but I received all the loots (that I don't care). EDIT: Since update 1.2.0.0, the mission is now 100 enemies so it now takes 20 minutes to complete instead of 80 to 90 but it's still a loss of time if it happens (and it's still in the game) EDIT 2: Since September 2025, it's impossible to play at all; European people have 1000ms on servers. You dodge an attack and get hit anyways. Honestly, buy Borderlands 4, it's not even out I can already tell your money is better spent there or MW wilds
SWORD ART ONLINE Fractured Daydream, developed by Dimps Corporation and published by Bandai Namco Entertainment, represents a notable shift in direction for the franchise’s game adaptations, moving away from a primarily story-driven action RPG structure toward a more cooperative, multiplayer-centric experience. It frames its narrative around a fractured virtual system that pulls together characters from across different arcs of the series, creating a crossover-style scenario that allows heroes and antagonists alike to coexist. This setup is less concerned with continuity and more focused on providing a broad playground for fan-favorite characters, resulting in a story that feels more like a connective thread than a central pillar. The gameplay leans heavily into fast-paced, accessible combat built around a diverse roster of characters, each with their own distinct abilities, roles, and playstyles. Players can choose from sword-focused fighters, ranged attackers, and support-oriented characters, with each offering a different rhythm in battle. The combat system is easy to pick up, emphasizing fluid combos, skill chaining, and flashy special attacks that capture the high-energy feel associated with the series. While it may not offer the deepest mechanical complexity, it succeeds in delivering satisfying moment-to-moment action, especially when players experiment with different characters and discover how their abilities complement one another. Where the game truly defines itself is through its large-scale cooperative design. Missions are structured around multi-party gameplay, often bringing together a significant number of players who split into teams and eventually converge during major encounters. These large battles, particularly boss fights, are where the experience reaches its peak. The sense of scale, combined with the visual intensity of multiple players unleashing abilities simultaneously, creates a chaotic but exhilarating atmosphere that feels reminiscent of massive online raids. Coordination and teamwork play a meaningful role here, adding a layer of strategy beyond simply attacking enemies, and reinforcing the game’s emphasis on shared experiences. However, this focus on scale also introduces some challenges. As battles become more crowded, visual clarity can suffer, with overlapping effects and animations making it difficult to track enemy movements or react to threats. What begins as visually impressive can sometimes turn into sensory overload, especially in prolonged encounters. Additionally, while combat is enjoyable in short bursts, repetition becomes more apparent over time. Many missions follow similar structures, and without significant variation in objectives or mechanics, the gameplay loop can start to feel predictable, particularly during extended sessions. Progression systems are present but somewhat uneven in their impact. Players can level up characters, acquire equipment, and enhance abilities, but much of this advancement is tied to repeating multiplayer content. While this encourages continued engagement, it can also lead to a grind-heavy experience that lacks a strong sense of evolution. The reliance on online play further shapes this dynamic, as the quality of matchmaking and the size of the active player base can influence how enjoyable and accessible the game feels over time. Visually, the game does a solid job of capturing the aesthetic of the Sword Art Online universe. Character models are faithful to their anime counterparts, and environments draw from recognizable settings that fans will appreciate. There is a clear emphasis on fan service, with character interactions, voice lines, and crossover elements designed to appeal to long-time followers of the series. However, this focus can also make the game feel somewhat niche, as those unfamiliar with the source material may find it harder to connect with the characters or fully engage with the narrative elements. Ultimately, SWORD ART ONLINE Fractured Daydream is a game that finds its strength in its cooperative design and character variety. It delivers moments of genuine excitement during large-scale battles and offers a flexible roster that encourages experimentation. At the same time, its reliance on repetitive mission structures, occasional visual clutter, and grind-oriented progression prevent it from reaching the level of depth seen in more refined action RPGs. In the end, it stands as a solid but uneven entry in the franchise, one that prioritizes multiplayer spectacle and fan appeal over narrative depth and mechanical complexity. For fans of Sword Art Online and players who enjoy cooperative action experiences, it provides an engaging and energetic ride, though it may not fully satisfy those seeking a more polished or varied gameplay experience. Rating: 7/10
best SAO game that you want to play
メインシナリオが凝ってる。 こういう劇場版ですと言っても良い出来栄えで尚且つTVシリーズで各シリーズでラスボスだったキャラが味方にいる上に自分で操作できる。 全員ラスボスでドリームチームを結成できるし自由。 本来は出会うことのないはずのキャラ同士が雑談してたり細かいところまで良く創ってる。 最大16人での協力プレイは4チームに別れて中ボスを撃破したりパズルを解いたりして突破してから合流することで自分が全く目立たないということはない。 それでいて初心者が何をすればいいのかウロウロしていたとしても16人もいるのでまず勝てる。 ラストアタックでボスを撃破すると全員にそのワンシーンが共有され初心者やアクションが苦手でもチャンスがある。 またMVP表彰が4名ありラストアタックを漁夫の利で奪われてしまってもダメージをたくさん与えた人として目立てるので理不尽ではない。 ここまで良い点を挙げたが戦闘システムが10年~15年くらい古い。 初心者でも楽しめる反面で飽きるのも早い。 フルプライスでなければお勧め。
Idk why, but every time i go to play online, i get in just fine, but it ends up force quitting my game
Wasted Potential. Very boring.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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| $12.6M | 12.5K | 90% | $29.99 |
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