
A brand-new action RPG from the creators of OCTOPATH TRAVELER and BRAVELY DEFAULT – The Adventures of Elliot: The Millennium Tales combines stunning HD-2D visuals and exciting action-adventure gameplay for the first time!
Modeled estimate, not a reported figure. How we estimate →
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.
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.
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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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $44.99−25% | 2.3Kreviews | 80% | — | $2.9M |
| $59.99 | 3Kratings | 91% | — | 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.
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 933 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Boring game, repeating map, reward not attractive.
Highkey it was really fun to play. Reminds me of the old zelda games i never bothered to play. Reaching the true ending is a bit out of the way but its nothing like Last Defense Academy where it tells you to do one thing then forces you to do another. You should be able to do everything naturally. It was a good pacebreaker for me, something nice & light hearted. The story is very campy, cliche & predictable but it stays fun. Its fantasy slop without being slop & its just wholesome & fun. If you want a good time deffinately reccomend but its not really a must play. So i give it a 7/10. Not cuz it was bad (far from it) but because to me it cant compare to the xenoblades & Last Defense Academies of the world. oh also, unlike other games im into this one is a bit shorter, i beat it in about 20 hours (i did all sidequests i could but i didnt 100% the game, if you do i think it should be about 25 hours)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 5: 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, Simplified Chinese, Traditional Chinese, Japanese*, Korean*languages with full audio support
Hours played at review time, across 937 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Finally finished the game yesterday and I had a blast playing this until I got all the possible endings. I want to leave a review here with as little to no spoilers as possible. Note that I played this on very-hard mode right off the bat. Story-wise, this was a well-written piece. I love how they tie up the story in the end. There was no convoluted time-travel paradox mess. Seeing the changes you made in the past affect the present when you go back to the age of safekeeping was satisfying. Of course I do have some minor complaints like how there are no available dialogues where they blatantly point out or notice how Elliot was in the past, but I'll just choke that up to subtlety on the writers' end. For those who complain that there is no depth to the story because it's a cliche that has been used multiple times in different games, you all should pull your heads out of the ground and read between the lines and how the story is delivered. The game's story explores a lot of themes that include, but not limited to, family, kinship, friendship, betrayal, loyalty, racism, and love. The main driving force in the game that makes up a lot of the plot revolves around the theme of racism and co-existence. The way they deliver this through the story of the Myu, where Mao's family's story plays a center role is crucial to understanding why the game is written the way it is. If some of you think that's shallow, then clearly you guys need to get your head checked out. Setting and exploration was fun for me. I saw quite a few complaints about how the maps are repetitive, but I believe these people are all idiots for missing the point that you're only time-traveling in one continent. Yes the map is re-used, and that's because the entire story takes place in the same damn continent. However, the beauty of it all is in the minor changes between the ages. I love going back and forth through the different ages to see how the environment of the overworld map and the dungeon maps change in general. It's always fun to see such changes because you can feel the effects of time, which I believe is the point of it all. Yes, the changes are not as drastic, but that's a given because humanity in the game is mostly confined to the city. You can't expect nature to change drastically when it remains mostly untouched by humans. That said, the differing looks of the city itself from the age of budding all the way to the age of safekeeping does a lot to show the passage of time and the development of humans in a world dominated by beast tribes. That in itself is possesses a unique charm and helps a lot as a medium of story-telling. It does more show than tell and I think that's great. Combat mechanics were fun. The fact that you get to have multiple weapons to play with already gives you a lot of choices and diversity. When you take into account the magicites, it really gives you quite a few options on how you wanna build and play the weapon/s of your choice. A lot of people complain that the game is too easy, and I don't know if they were playing on hard-mode, but it's only easy if you know how to read into the opponent's mechanics, patterns, and found a broken build that works for you. I also saw some people complaining about how there's no variety when it comes to the enemies, but a single type of enemy, like the elephants, birdfolk, and the thaumata, have 4-5 variations and mechanics. There's also a lot of bosses in the game, and while some people say they are re-skins, that's probably because you didn't progress far enough into the story and haven't explored enough of the dungeons to know that there's absolutely more than a handful of different enemies whose mechanics can keep you on your toes. Of course, this only applies to average players and not the ones who aim to speed run the boss fights like the lunatics we are (yes, I am included in those who aim to kill a boss within the first 10 to 30 seconds of the fight). Furthermore, the addition of our trusted adorable fairy companion, Faie, adds a lot of diversity to how you wanna fight and play around with your enemies, if you take the time to be creative enough and not limit yourself to using the same weapon over and over again. Knowing how to use the environment can also make the game easier for you. So if you're someone who complains that the fights are too easy and boring, congrats, you're smart enough to know how to optimize your builds and make use of every element that can give you an advantage, and if so, put a handicap on yourself and find ways to make it more challenging for you instead of ♥♥♥♥♥♥♥♥ about how the game is too boring and too easy. Just because it's easy for us, doesn't mean it's gonna be easy for others, especially for our new and young gamers. In terms of technical issues, I've never encountered any issues when I ran the game throughout my entire playthrough. Everything felt smooth and well-optimized on my end. When it comes to the music score, this area is honestly more subjective than objective. Personally, I loved the songs in the game. It suits the setting and the fact that each age has its own musical score brought me joy. The battle music gave me hype whenever I was fighting a boss and felt like I was given a buff by a bard. One thing to note is that listening to the songs, every user should listen to it first without immediately comparing it to older and more well-established games like Final Fantasy or Octopath. This game's OST deserves acknowledgement and attention, too. That's about it. Honestly the game gave me a lot of nostalgic sentiments because of its similarities to the early Legend of Zelda games and the Legend of Mana game, but the more I played through the game, the more it separated from those earlier games and made itself standout. All I can say is that for those of us in our late 20s, or in our 30s and above, if you feel like this game sucks and is a waste of time for you, just remember that we're not exactly the target market for this anymore. For all we know, this can be a child's Ocarina of Time and their gateway to exploring older games that inspired the creation of this one. I hope everyone else that plays this game in the future thoroughly enjoys this as much as I did. Peace out.
剧情无雷点 真结局很棒 比想象中好玩!已达成白金!
I absolutely love this game. It feels like a grand adventure. Combat feels great, magicite system is great (please give me more of it.) Story starts generic but gradually gets better as you go on. I would greatly suggest playing through all 3 endings. That's where the story really shines. Side quests are nice little side stories fleshing out the characters. Co-op feature is a nice little addition. P2 can control the fairy. Sadly it's only couch co-op. Some negatives about the game: Companion chatter can be annoying. I reduced it at it was fine for the most parat. Some puzzles are too simple. Some bosses get repeated a few times. More enemy & boss variety would be nice. Increasing difficulty doesn't actually make the bosses harder to fight, just gives them more health & makes them do more damage. My biggest gripe with this game is that the actual world is pretty small. And by the time you get to the 4th time period exploring the same map over again gets repetitive. There are some differences between the time periods but not enough to make exploring them feel refreshing. That being said, this is probably the most fun i've had in a game so far this year. If you're planning to play this game please reduce the companion chatter. The games description of the difficulties is quite accurate so decide based on that. (I went with hard) And please do yourself a favour and don't just stop at the "bad" ending. Play through all 3 of them. It's worth it.
Il est temps pour moi de tirer un trait sur cette histoire. Et quelle histoire ! Même si le jeu a ses défauts, comme le fait que les quatre cartes soient les mêmes ou presque, que la première partie de l'histoire est assez lente ou que les musiques sont bonnes sans être inoubliables, cela serait occulter tout le reste. Elliot est un très bon jeu, avec un gameplay très appréciable et facile à prendre en main. Que cela soit avec les pouvoirs de notre petite Faye, la garde parfaite, les diverses armes (si on zappe l'arc, le reste est bien plus plaisant à jouer), tout est mis en oeuvre pour passer un bon moment. Le point fort du jeu est dans seconde et troisième partie. Quand vous pensez avoir terminé le jeu, c'est à peine si vous en avez fait 50%. Mais surtout, tout se dévoile ensuite, l'un après l'autre. Que cela soit au niveau de l'histoire, des liens entre les personnages, des moments forts. Le jeu est un repaire de plusieurs petites pépites éparpillées et quel plaisir immense que de les découvrir, les unes après les autres, au fil de l'aventure. Soit, le jeu n'est pas parfait, mais là où réside sa force est dans ce qu'il raconte et en cela, quel bonheur. Je le recommande chaudement.
Menuda decepción con este juego, eso si, aviso que solo he jugado durante unas 14 horas, pero es que no loe he aguantado mas. Los diálogos son ridículos, muy, muy infantiles. Las mecánicas demasiado repetitivas, muy parecidas a los últimos Zeldas, pero con mucha menos complejidad. El mundo no me llama nada la atención, y encima, el pixel art en este juego no es lo que mejor le va. Pienso que un diseño artístico al estilo dibujo a mano o cell shading le hubiera venido mejor. El combate si es correcto tirando a bueno, pero muy repetitivo. Pero lo que peor he llevado son los diálogos entre acompañantes y entre los personajes del juego, totalmente ridículos. En fin, le doy un 5 por el combate.
The game had a somewhat slow start for me, but after talking to every NPC as I progressed and getting backstories, mini-lore dumps and hints as to things that has happened in the world? I can say that this game became one of my favorite titles for the year. I played through on the Hard difficulty and the gameplay may feel a bit clunky trying to control the Fairy and Elliot at the same time at times in combat especially later when fights get a bit more challenging. But you don't necessarily *need* to use her for most if any encounter other than to make things a bit easier for yourself if you do get the hang of it. Got through the game and through to the true ending in 34 hours of play, which for most is definitely not worth the price. I bought in at full price just because I was looking for a JRPG to scratch the itch I've been having and it did not disappoint after letting myself get properly immersed. Unless you're a JRPG junkie, I suggest waiting for a sale before purchasing this title and for those that are, you won't regret a bit of it once you get immersed in the world.
C'è una linea sottile, e a volte pericolosamente sfocata, che separa l'omaggio nostalgico dal plagio privo di anima. È un confine su cui molti sviluppatori odierni camminano in un equilibrio precario, rischiando costantemente di inciampare nel citazionismo fine a se stesso. Eppure, a volte, emerge un'opera che non teme quel confine, ma lo utilizza come fondamenta per costruire la propria, spiccata identità. Oggi non siamo qui per stilare pagelle o emettere sentenze numeriche. Da videogiocatori che hanno visto scorrere parecchie generazioni di console, sappiamo bene che il valore di un'opera non si racchiude in un voto. Siamo qui per fare un viaggio. Un viaggio che, ironia della sorte, parla proprio del tempo. Parliamo di Adventures of Elliot. Per comprendere il respiro di quest'avventura, dobbiamo prima guardare al linguaggio che utilizza per comunicare con noi. L'impianto visivo sfrutta quella tecnica HD-2D che, sdoganata ormai da pilastri del calibro di Octopath Traveler, è diventata molto più di una semplice firma stilistica. È un vero e proprio manifesto programmatico. Scegliere l'HD-2D oggi significa prendere la pixel art del passato e iniettarvi tecnologie di rendering contemporanee: illuminazione volumetrica, profondità di campo dinamica, effetti particellari complessi. Il risultato in Adventures of Elliot è sbalorditivo. Non stiamo guardando il Super Nintendo per come era davvero, ma per come lo ricordiamo. Gli scorci offerti da questo mondo evocano un'epoca d'oro che non c'è più, riuscendo però nel difficile compito di ammodernarla. La "quality of life" è eccellente: la navigazione dei menu, la fluidità dell'engine e l'assenza totale di input lag rispondono a standard odierni, azzerando le frizioni tipiche del retrogaming nudo e crudo. E c'è un aspetto, quasi intimo, che ha radicalmente ridefinito il mio modo di vivere questa avventura. Ho affrontato questo viaggio quasi interamente in portabilità, alternando le mie sessioni tra Steam Deck e ROG Ally. È una considerazione che ritengo fondamentale, perché credo fermamente che sia proprio in questa dimensione, racchiuso nello spazio di uno schermo tra le mani, che un titolo come Adventures of Elliot dia il suo assoluto meglio. C'è una sinergia magica, quasi magnetica, tra la densità dei pixel di questa pixel art moderna e la fruizione in mobilità. La splendida direzione artistica e i giochi di luce sembrano quasi brillare in modo diverso su questi pannelli, e la fluidità millimetrica dell'hardware moderno esalta ogni singola transizione. La natura stessa dell'esplorazione si sposa alla perfezione con i ritmi del gaming portatile, trasformando l'esperienza in un microcosmo privato, senza che il gioco perda un briciolo della sua epicità da grande schermo. A fare da collante a queste diapositive incantate c'è un comparto sonoro che sfiora l'eccellenza. Le musiche non si limitano ad accompagnare l'azione, ma si fanno vera e propria architettura invisibile, restituendo alla perfezione quell'atmosfera magica che permea ogni singola schermata. Ma l'estetica, per quanto sublime, da sola non può sorreggere il peso di un'avventura. Il cuore pulsante del gioco batte al ritmo degli Zelda a 16-bit, un'ispirazione così palese e orgogliosa da non nascondersi mai. E lo fa muovendosi all'interno di una visuale isometrica che diventa il nostro palcoscenico per un level design che ruota attorno a un'intuizione affascinante: il viaggio nel tempo. La mappa di gioco è una e una soltanto, ma noi la attraversiamo viaggiando attraverso quattro epoche distinte, partendo dal presente e scavando in tre epoche passate. Per chi ha memoria storica e ha consumato i polpastrelli sui tasti del Game Boy Color con Oracle of Seasons e Oracle of Ages, il richiamo sarà potente. Ma attenzione, il salto temporale qui non è un semplice gimmick visivo, è il fulcro del puzzle solving e del pathfinding. Il tempo modella l'ambiente e cambia la topografia: un albero piantato nel passato diventa un ponte nel presente; una frana antica sblocca un percorso futuro. Non stiamo parlando del classico backtracking tedioso, ma di una progressione quasi da metroidvania, dove l'ostacolo non si supera solo sbloccando un nuovo oggetto, ma manipolando la linea temporale stessa. È un ecosistema ludico che ti invita a esplorare ogni anfratto, spingendoti naturalmente a voler completare il gioco al cento per cento, raccogliendo ogni collezionabile in una quarantina d'ore di puro appagamento esplorativo. Questo equilibrio si riflette in modo sorprendente anche nel combat system. A un primo, superficiale sguardo, il game loop degli scontri potrebbe sembrare affetto da una certa ripetitività, limitato a pattern d'attacco basilari. Ma è un'illusione calcolata. Lentamente, l'arsenale si espande e il sistema rivela una notevole profondità tattica. Gli sviluppatori hanno fatto un lavoro certosino sulle hitbox e sui frame di invincibilità delle schivate. L'introduzione di nuove armi ti costringe a gestire il crowd control e lo spacing dei nemici in modo sempre diverso. Lo swap rapido dell'equipaggiamento permette di concatenare l'uso degli strumenti, trasformando un combattimento semplice in una danza fluida e reattiva, dove il feedback dei colpi a schermo restituisce sempre una sensazione di impatto e pesantezza. Non stanca letteralmente mai. Un tempo, quello di gioco, che si dilata solo per nostra scelta, perché l'avventura in sé ha il pregio della sintesi. Il pacing narrativo è calibrato al millimetro: puntando dritti alla storia principale, l'epopea si chiude in una ventina di ore scarse, senza mai ricorrere a fetch quest riempitive per allungare il brodo. E a proposito di narrazione, il racconto ha il coraggio di abbracciare la forma della fiaba. Parte in sordina, tranquilla, per poi regalare momenti di un'intensità sorprendentemente toccante. La scrittura mantiene un bilanciamento invidiabile: non sfocia mai nel dramma pesante o nel melodrammatico a tutti i costi, e si guarda bene dal diventare una farsa. Si prende sul serio quanto basta per farti affezionare a comprimari e antagonisti. Una trama così stratificata culmina in una scelta di game design precisa: tre finali differenti. Una diramazione che si chiude nel true ending, accessibile solo dopo aver vissuto gli altri due. Questa struttura non è un mero espediente per alzare il contatore delle ore, ma arricchisce la mitologia del gioco in modo organico, offrendo una catarsi profonda e totale. In un'industria che spesso urla per attirare la nostra attenzione con open world sempre più sterminati ma proceduralmente vuoti, opere come questa ci ricordano il valore della coesione e del design artigianale. Adventures of Elliot non ha inventato la ruota, ma ha saputo farla girare con la consapevolezza, il metodo e la maestria che appartengono solo ai grandi cantastorie del nostro medium. GRAFICA: 89 SONORO:85 GIOCABILITA':86 LONGEVITA':88 TRAMA:82 ATMOSFERA:88 VOTO: 87
It's good but not $60 good. Also your sidekick character is hella annoying.
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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