
Be an anime protagonist and explore a fantasy world in VR. Use your unique abilities and sword skills to defeat invading enemies. Come join Stella on an adventure now!
Modeled estimate, not a reported figure. How we estimate →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I will start off saying. For a small team making an indie game. Bravo. Each level feels bigger then the next. The level of choice you get on some maps to explore or rush in sooner then finishing the whole map. Crafting system was kinda nice. Also 1 big + for me. THE SOUND. IDK how they did it but even with a headset on. When in the game it sounds like the music of the hall is being played from inside the room not 2 inches from your ear. The sword clangs sound properly distant. All while still being clear to the ear. This is a major bravo to this team. Voice acting/story kinda cool. at certain points I did feel like a real bad mfer blocking magic slashing fools and blasting them with magic. Overall fun game. Well worth the play. Took me about 8 hours to 100% not bad for a 20$ game plus. I could see myself sometime in a few months or so coming back just to mess up some more elemental fools. >:D PS. This series is up on my youtube if you want a playthrough to kinda see more then the trailers. https://www.youtube.com/@shaggyjonj
Sword Reverie approaches the VR action RPG genre with a straightforward but attractive fantasy: instead of controlling an anime hero from a distance, you become that hero yourself. Developed and published by Isekai Entertainment, the game combines first-person sword fighting, elemental magic, character progression, crafting, and exploration inside a colorful fantasy setting. Its greatest strength is how naturally its anime-inspired premise fits virtual reality, especially when combat requires actual physical movements rather than simple button presses. The adventure casts the player as a Hero summoned into another world by Magnus, a guardian attempting to protect humanity after the long-standing peace between humans and powerful Elementals begins to collapse. Stella, an archer with a personal connection to the conflict, accompanies the player throughout the journey. Her parents were killed under mysterious circumstances involving the Elemental Lords, giving her a reason to pursue the truth beyond the larger struggle for humanity's survival. The storyline uses familiar isekai conventions, but VR makes the setup more immersive because the player physically occupies the protagonist's role instead of merely controlling a predefined character. Combat provides the game's strongest moments. Sword fighting is designed around physical VR interaction, encouraging players to swing their weapons while combining conventional attacks with elemental abilities. Magic adds much-needed variety to encounters, turning fights into something more energetic than repeatedly striking enemies at close range. Twelve abilities can be unlocked, gradually expanding the player's combat options and creating a satisfying sense of increasing power. The gesture-oriented nature of the system also helps sell the fantasy of personally casting supernatural attacks rather than simply selecting skills from a traditional RPG menu. Progression gives the campaign additional structure. Weapons can be crafted and improved, while new abilities provide incentives to continue fighting and developing the protagonist. Enemies encourage players to make use of different attacks instead of depending entirely on basic sword swings. The systems are not as deep as those found in larger conventional RPGs, but they work well enough within the scope of a VR adventure. Exploring alongside Stella also gives the journey more personality and prevents the experience from feeling like a disconnected collection of combat arenas. The presentation strongly embraces an anime aesthetic. Bright environments, stylized characters, fantasy creatures, magical effects, and exaggerated combat abilities create an appealing visual identity without attempting photorealism. Full English and Japanese voice acting further supports the feeling of participating in an interactive anime series. The Japanese voice option is particularly fitting for the overall style, while the voiced interactions help Stella feel more like an actual companion than a simple gameplay accessory. The biggest weakness is the limited amount of content and the uncertain state of its Early Access development. The available campaign is comparatively short for an RPG, with roughly four to five hours of polished content, twelve levels, and a boss encounter forming the core experience. That amount can still provide an entertaining VR adventure, but players expecting a sprawling role-playing game with dozens of hours of progression will find the scope considerably smaller. Earlier ambitions for expanded content, additional improvements, and other features make the existing foundation interesting, but the game should primarily be judged by what is currently playable rather than what might eventually be added. Sword Reverie is also fundamentally designed around VR hardware. Standing or room-scale play complements its physical sword combat, and having enough space to move comfortably makes battles considerably more enjoyable. Because swinging weapons and performing combat motions are central to the experience, this is not a game designed around relaxed traditional controller play. Players comfortable with active VR movement will get significantly more from its mechanics than those looking for a seated RPG. Steam Deck compatibility is effectively unsupported for normal handheld play because Sword Reverie requires VR. The Steam Deck by itself cannot provide the intended experience, and its controls and built-in display are not substitutes for the required VR headset and motion-controller setup. Anyone purchasing specifically for portable Steam Deck gaming should therefore consider it unsuitable, regardless of whether the software itself can theoretically be installed or launched through SteamOS. Overall, Sword Reverie succeeds most clearly as a compact VR power fantasy. Physically swinging a sword while unleashing elemental abilities delivers the kind of direct interaction that distinguishes VR from conventional action RPGs. Its anime presentation, companion character, crafting, progression, and magical combat give the experience enough personality to remain memorable. However, the short campaign, modest RPG depth, VR-only design, and uncertain Early Access future prevent the promising concept from reaching its full potential. Sword Reverie offers enjoyable physical combat and a convincing anime-inspired VR atmosphere, but its relatively small amount of content makes it easier to recommend as a focused VR action adventure than as a fully developed, expansive RPG. Rating: 7/10
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gra tak okropna, że po 2 minutach stwierdziłem, że wyłączam to. Znikające góry i drzewa na krawędziach ekranu. Wykonanie godne crapa i płynność nieistniejąca, bo się szybko niedobrze robi przez niestabilny framerate i okropną wydajność. Przetrwałem 5 minut kończąc pierwszy rozdział.
В очередной раз на одни и те же грабли, нельзя покупать игры и оставлять на потом, по хорошему это рефанд с нулевой минуты. Разрабы уже не разрабы, проект заброшен полностью и в данном воплощении является тотальным скамом. - Не знаю, может долблюсь в уши, но где-то я музыку из этой игры уже слышал - Звуки в общем ужасны - Настроек нормальных нет - Графика отвратная - Левел-дизайн отвратный - Хитбоксы не хитбоксы Это в общем крайне дешёвая и сомнительная игра без будущего, есть только нормальная задумка в сферическом вакууме. Не ведитесь на положительные отзывы и трейлеры, даже если это последняя VR игра не пройденная вами - не покупайте.
awsome!!!!!!!!!!!!!!!!!!!!
I told the developer I had been planning to play this for a while when I saw them in the PAX West expo hall. Never did buy the Meta Quest version since Virtual Desktop works so well for streaming to PC. I enjoyed the game up until around chapter 10. The difficulty curve became too much for me. Even after some chapter level grinding and having the strongest weapon for level 12 or 13. I'll keep watching for future updates. Some suggested improvements would be adding sound effects to enemies, adding background music, fixing the bug where the enemy may not telegraph its attack when you get up close, adding more tiers of weapons after the first ~7 character levels, and implementing passive healing similar to the passive recovery on the energy bar.
I wish the devs the best of luck with this project, but as of right now, the combat feels really bland. Little enemy variety, and honestly, having every enemy be an elemental just feels really bad. I'm all for enemies having weaknesses, but this isn't it. As someone else commented, it feels more like a proof of concept than an actual game. Switching weapons to constantly match your opponent ruins the flow of combat, and if you watch the video on the store page, you will see the guy physically sway to dodge attacks, which i can't say works or not, however having a way to block/deflect that actually works would feel much nicer. However anytime i try to block with the swords, the enemy seems to still hit me. I'll admit, I don't actually know what I completely expect from this game in the future, as far as improving combat goes. Almost anything is better than whats currently here.
Absolutely brilliant! Love the aesthetic, story, and gameplay. Only issues I had were the player walking animations need improving, a run button would be nice, and as frosting on the cake a jump button. Nonetheless, despite the game needing some mild improvements, for a beta it is absolutely delightful! :)
The game itself might not be the grafic bomb or the Sword Art Online, like I were looking for, but I see potential
just bought this and really liking it!
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