
Explore a world of elemental spirits and adventure in the latest Mana action-RPG.
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.
About
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $23.99−60% | 2.7Kreviews | 78% | — | $1.4M |
| $59.99 | 5.4Kratings | 85% | — | 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 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Woa, what a great albeit bumpy ride this one was. Regardless, has a good story and even better gameplay so the absolute core 2 things are in place and thus a thumbs up is well deserved. However, the game is horribly uncanny at times and seems to be for many people as well given its rather mixed reception. So it was to me as it was my first of Mana series. This uncanny repertoire involves: story starting off with overly willing and joyful characters to be SACRIFICED, everyone except elders looking like girls, tiny wings and tail is enough to deem someone dragonfolk, big wolves having spikes in place of paws...at that point my suspension of disbelief was in full force so I started ignoring such details. Needless to say to sink into the world actually takes initial effort, which I suppose many won't achieve in 2h refund window. But stick with me! As said the biggest visible reason of people bouncing off and refunding is the premise of the story which, in the end, is worth gritting one's teeth and applying hard that suspense of disbelief to explore it. Plot is certainly a slow burn and we don't receive confirmation on the final outcome until the post-credits epilogue. This is a very much an anime plot with ever increasing stakes, sudden villains, chopping through nearly entirety of mythological bestiary, character introspections and uplifting monologues not necessarily getting anywhere as until credits it's not so certain are the protagonists convinced enough to change the world or sacrifice themselves for the sake of tradition...even if at that point it would be plain stupid to do so. So, yes. There is a good ending to this, just the setting we start in is like wet towel to the face as to Western folk it's hard to grasp an idea that "this is the culture in this universe/setting" and to just roll with it. If I'm not mistaken in the East individualism is not as strong so concept of sacrifice for sake of the community/world is not that outlandish. Knowing this the setting and premise makes sense, hope it helps you too. It's just hard to digest and likewise doesn't surprise it's a quit moment for many. Gameplay is amazing. Exploration is a little simplistic as everything notable is marked on the map (except Lil Cactus that is the actual treasure hunt) but enjoyable. Combat is just lovely - real time action, combos, multiple weapons per character, MANY customization options with the Elemental Vessel system. If you get bored with a character's play-style you can just alter it into something brand new. On top of that there is a hefty ability seed system with too many options, stats to balance...it can get super complex if you desire to delve into it and if not the game is still beatable with ease (also can adjust difficulty at any time if desired). In short - it's a joy, works well, lots of options, easily the highlight of the game. Graphics are stylized eye-candy. It's great, nothing more to add, see for yourself. Now about the actual bad part - the side content, that is the side-quests, are utter ♥♥♥♥♥♥♥. Far too many of them, new ones appear after each story quest always scattered across entire world even when you're about to beat the game. Idea of toning down the side-chores as story reaches its climax seems to be foreign here. And they really are chores - Fedex type quests, extermination, visit X locations around the world to pick up something off the ground...just the most basic you can think of in terrifying quantity. None of these quest have any truly interesting story behind them, even the chained ones. Very basic slice-of-life things unfit bothering a convoy of Alms on a critical pilgrimage. But maybe I am weird and don't find someone's painter family story interesting. Most of them can be ignored as rewards are pitiful but closer to the end of the game we start getting missing best weapons (only some of them are in the Ruins) and very one-of-a-kind ability seeds so by the time every sensible person would stop paying attention to side quests due to the bore they will suddenly miss out on a lot of gear. What makes them all the more terrible is the Fast Travel in here as, as said, quests appear literally everywhere and send you literally everywhere as well. Fast travel here has 4 types: 1. Open map and go to any selectable point in your current area 2. Go to the save point to select fast-travel and there you can go anywhere on a given continent...why is this a separate thing? 3. Once unlocked you can go to a shore to summon a ferry, that takes you to a new fast-travel map where you manually swim to anywhere that has a shore. (that's already 2 loading screens and may need to fast travel from the new continent too) 4. Once unlocked you can summon air transport that will take you again to special map but you can go anywhere from here. (regardless, it's still 2 loading screens) In short - getting anywhere to even do those lazy quests will get you from about as many loading screens as doing anything in a Bethesda game...or maybe just Starfield, because their games typically have one open world with no loading screens. It all makes the game feel and drag far longer than it actually is. It took almost 70h to 100% but with the bore of doing side quests for the sake of completion...that felt as if I was stuck there for over a 100. Not the best aftertaste, though, sure, self-applied. Kind of. That will be all from me. 2 very solid points making it worth checking out although requiring some trust to get better at first and one very big gripe that thankfully can just skipped (if you don't mind a rain of quest markers in every town after a while...). It's a crazy anime story worth seeing with stunning visuals and interesting take on mystique and spirituality I personally even manage to relate to. It is difficult to recommend something that you will have to just "trust me bro" that will be worth it but alas, I suppose sometimes I have to as credit will be given where it's due.
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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 Sep 2: 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/day in the week to Aug 4 → 1.43/day in the week after.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
| $23.99−60% |
| 1.1Kratings |
| 76% |
| — |
| 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 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
おすすめしない ストーリー 最初から最後まで全く盛り上がることもなく終わる 所々スキップしても全く問題がないくらい平凡で眠くなるストーリー 戦闘 カメラワークが糞過ぎ スキルが増えて言って爽快感が増すとか楽しくなるとかそういうのもなかった 最初から最後まで同じ感じ BGM 一部印象に残るものがあるものの全体的に普通 フィールド 探索はだるい、幼児の知能テストくらいの意味ないギミック システム とにかく全てにおいて10年前のゲームじゃないかという感じ クラスも組み合わせなどで上級職もないのでわくわく感もない サブクエストもお使いはまぁサブクエストとして割り切れるが 同じキャラクターから何回も受注することになるクエストなどは報告してから 再度町を出入りしないと受注できないとかそういう細かいところがだるい ファストトラベルもMOD入れないとやってられない 聖剣伝説が好きですという気持ちがある人じゃないととてもじゃないけど続けられない 唯一褒めるところがあるとすればクリア後のストーリーがDLCではなくプレイできるということ ただ私はモチベが続かなかったので通常のストーリーをクリアして終わりました
Visually one of the most beautiful JRPGs, but the story and gameplay are weak and boring.
単調なゲームで驚きはありませんでした。 聖剣伝説3のリメイクが面白かっただけに非常に残念でした。SFCの聖剣伝説2と聖剣伝説3もプレイ済みです。 良かった点 - グラフィックが綺麗 - シリーズおなじみのキャラが登場すること - キャラが可愛い イマイチな点 - UI/UX - 魔法やアイテムの使用などが直感的でなく、一般的なゲームの操作性と異なります。 - アビリティの付け替えも面倒でした - 全ての処理が完了しないと次の処理が進みません。例えば、戦闘終了後に宝箱を開けようとしても経験値清算が終わるまでは開けません。リングコマンドも同様で、10秒くらいたって反応することがあります。 - 戦闘面 - ひどく単調です。戦略性は感じません。戦闘中に装備の付け替えができないのも面倒でした。 - ロックオンカメラの追従性は酷いです。 - シナリオ - 基本的に予想通り話が進んでいきます。エンディングも納得できるものではなく描写不足です。これで終わり?という印象を持ちました。 - ムービーが多すぎます。エリア移動は必ずムービーを挟みます。少し進んですぐムービーの繰り返しです。 総じてフルプライスで買うゲームではないです。 往年の聖剣伝説ファンがセールの時に買って気軽に楽しむゲームと感じました。 聖剣伝説のファンとしては、スクエニの看板タイトルになれるようなAAA級の出来を次回作では期待します。
I was highly disappointed to find out that the game is basically poor mans version of Final Fantasy 10. Story and motivations are weak. Game play is weak, definitely not Secret of Mana or Trials of Mana. You don't feel progression in equipment. World is large an beautiful, but you effectively have secret things squirrlled away only to be the 150th piece of candy (lowest healing item) so you never feel like you're accomplishing anything worth while. Side quests are so lame, and the rewards even worse. The characters are shallow and seem to either chatter banal things at you the entire time you're playing or they are only talking to point the story to the next way point. They aren't believable. But the worst atrocity. You are literally go through 3 minutes of cut scene, are given back control of your character for 5 steps to the next way point, only for the game to take back over for another cut scene. What was the freaking point of giving me back control? Some dialogue you are allowed to hurry up with button mashing, others you are forced to listen to characters slowly, overly deliberately state their lines, then pause and wait for the next person, and so on. It's so freaking obnoxious. I really wanted to lick this game. It's pretty, it's Mana, but it's not fun. For the record, I've owned and played every FF, DQ/DW, and Mana game all the way back to the very original NES game. 11 hours in and I gave up out of boredom, frustration of over cut scenes, and being irritated at the very weak story.
엄마! 나는 커서 세계수에 인신공양하는 마나의 아이가 될거에요!
If you told me this game was made in the late 90s or early 2000s, I believe it. Cause this game is straight fire!!! Gameplay: Simple and Clean Story: The writer wrote fire on paper! Graphics: GORGEOUS! Price: I got my monies worth!
・全体的にゲームのテンポが悪く、結構な苦痛を感じます ダッシュ中は宝箱などを調べることが出来ず一度立ち止まる必要があります 戦闘終了のリザルト中は走る以外の行動が出来ません。宝箱を開けたり、移動用の乗り物の呼び出し、メニューを開いたりも出来ません。そして、地味に長い 移動用の乗り物も呼び出し時に専用モーションが挟まり、全体マップに移行する場合は更にロードが挟まります。3番目の乗り物など呼び出し時にイベントスキップの長押しが出来るレベルで長い。高速移動用も戦闘をしたい場合は乗り降りする必要があり手間 ファストトラベルもかなり不便。どこでも開けるマップでは同マップ内、セーブポイントでは同大陸内しか移動出来ません。サイドクエストでは割と大陸間移動をさせられるのでかなり面倒。
-- Durchschnitt ★★★★★☆☆☆☆☆ 5/10 -- Nach langer Pause kommt mit Visions of Mana ein neuer Teil der Hauptreihe aus der Mana-Serie und erzählt eine brandneue Geschichte um Seelenwächter Val, die Gruppe Geweihten der Elemente der Welt und deren Reise. Die Welt und die Charaktere sind liebevoll gezeichnet und folgen dem Grafikstil des Remakes von Trials of Mana. Dank moderner Grafikengine sieht auch die Welt besser aus als in jedem anderen Teil der Reihe. Besonders hervorzuheben sind die vielfältigen Möglichkeiten die einzelnen Charaktere anzupassen und sie mit Fähigkeiten der acht Manageister auszustatten. Hierdurch und durch die freie Zusammenstellung der Gruppe durch jeweils drei aus fünf spielbaren Charakteren erhält das Spiel eine großartige Dynamik. Zahlreiche Referenzen auf andere Teile der Reihe zaubern vor allem Veteranen der Reihe ein Lächeln aufs Gesicht. Leider wird der Spielspaß durch eine Vielzahl an Faktoren getrübt. Eine Fülle an verschiedenen Angriffskombos, Zaubersprüchen, Spezialattacken und die Unterstützung der Elemente gestalten zunächst theoretisch Kämpfe sehr abwechslungsreich - auch wenn die Kamera im Eifer des Gefechts nicht immer mitzukommen mag. Die große Fülle an Fähigkeiten, von denen aber immer nur eine kleine Auswahl gleichzeitig zur Verfügung steht, wird schnell bedeutungslos, da vor allem Offensivzauber klar normalen Angriffen unterliegen. Ausserhalb von Kämpfen gilt es eine scheinbar große Welt zu erkunden. Wahlweise zu Fuß, auf dem Rücken hundeähnlicher Kreaturen oder sogar in der Luft. Die an sich interessanten Reisemöglichkeiten sind auch dringend nötig, führen einen die reichlich verfügbaren Nebenquests doch gerne mal vom einen Ende der Welt ans andere. Die Belohungen dieser Nebenquests sind jedoch wertlos, was den Sinn der Quests zunichte macht. Weiter gibt es eine große Anzahl an Schätzen und Kampfherausforderungen zu finden, die teilweise nur mit der Macht eines passenden Manageistes erreichbar sind. Letztere kommen auch in bestimmten Situationen zum Einsatz, in denen eine Elementarmacht genutzt werden kann, um blockierte Wege zu öffnen oder gar durch alternative Zeiten zu reisen. Diese Puzzles sind von der Grundidee her großartig, in der Ausführung aber trivial und langweilig. Visions of Mana zeigt hier eine Fülle kreativer Ideen, denen es allen an der Ausführung oder am Feinschliff mangelt. Storyseitig verfolgen wir in Visions of Mana die Reise mehrerer Auserwählter, die ihre Reise zum legendären Manabaum antreten und dort ihr Leben zum Wohle der Welt opfern sollen. So legt die Grundidee ein recht düsteres Fudament, das Menschopfer zum Fortbestehen der Zivilisation fordert. Wo es zunächst verständlich ist, dass ein solches schwieriges Thema Lichtblicke und Auflockerung benötigt, weiss Visions of Mana den Ton nicht zu treffen. So taumelt die Geschichte zwischen absurd und infantil und verliert sich teilweise in reinster Idiotie. Wenn wiederholt ein Bösewicht gestellt wird und die Gruppe aus dem Nichts verlauten lässt "Oh nein, er konnte entkommen", wenn der besiegte Bossgegner auf einmal erklärt, er habe gewonnen, dann ergibt das eifnach wenig Sinn. Der Umgang mit der Tatsache, dass die Auserwählten dem Tode geweiht sind ist weder für den Spieler noch für die Charaktere innerhalb der Spielwelt zwingend logisch oder nachvollziehbar. Die Erklärungsversuche zur Motivation der einzelnen Charaktere wirken öfter holprig bis unbeholfen. Anstatt tief in das am Anfang gelegte Fudament einzutauchen, wird im Verlauf des Spiels ein stereotypischer Antagonist aus dem Hut gezaubert, dessen Motivation sich wohlwollend nur mit "simpel" beschreiben lässt. Um das Kleinkindniveau abzurunden treffen die Helden sogar auf eine Spezies, die sich ausschliesslich in "Gaga-Gugu"-Lauten verständigt - samt Ingame-Wörterbuch. Somit stellt sich zwangsweise die Frage, für welches Publikum dieses Spiel eigentlich gemacht wurde. Auch vorherige Teile der Reihe haben sich nicht immer ganz Ernst genommen, verrückte Dinge getan und mit einer Portion Humor die Geschichte aufgelockert. Dort passte aber das angepeilte Niveau, was in Visions of Mana leider nicht gelingt. Die sich durch das Spiel ziehenden Unzulänglichkeiten trüben nachhaltig den Spielspaß. Weder kann die Story überzeugen, noch das Kampfsystem, obwohl beide eigentlich auf sehr solider Basis starten. Dadurch kann das Spiel nur eingeschränkt empfohlen werden - und das obwohl das Spiel so vieles so richtig macht. Schade
What a beatiful mess. This is the first time I played a game where, for every aspect of it, there was something a loved and something a hated. Also, very overpriced, only pick during a sale. I never played the old Mana games but wanted something simple to play in-between sessions of more intense games like DOOM ou RE, and this game did the job. Story The story is a little darker than the other Mana games. The Mana Tree is dying and a group of choosen people (the alms) need to travel to the Mana Sanctuary to sacrifice themselves and recharge the tree and give the world more time. I found the story to be actually interesting but something that botters me is how the people of this world not just accepted this cycle as normal, but are actually happy when their brother ou daughters are choosen to be alms. I can understand the idea of getting used to how the world works and stop fighting it...but to be happy that you kid got sacrificed? I expected that to be just a thing in the starting village, since it was a tribal, isolated village, but no, everyone in that world thinks like that. Combat Simple but fun, has more skills than Trials and weapon diversity. Just two problems. One problem is that, for a combination of reasons, hitting enemies with melee attacks is way harder than it should. The character don't move foward when attacking, heavy attacks send most enemies flying away and the hitboxes are smaller than you expect. The camera also doesn't help much. The second problem is the skill tree. It's more like a skill list. Every class has a list of active and passive skills that need to be unlocked in order. Active skills can be used by any class, but passives are restricted. This gives the false idea that you have a lot of options, then you realize that most skills are just stronger versions of the basic ones. Exploration / World / Characters This game is beatiful. That was one of the main reasons I picked it. Sure combat is repetitive and most items you get from chests are useless, but the scenery compensates that. There is a lot of variation, from jungles to snowy mountains. As you progress in the game you find items that unlock both combat and exploration abilities, like creating floating bubbles or tornadoes to reach higher places. Now the characters....are something else. They range from gorgeous to horrifying. Most female NPCs also have weirdly tilted eyes, almost like the elves from Skyrim. The cat-people looks like they were designed for one of those furry hentai games from itch.io. The "water people" have squirel tails for some reason. In terms of personality, they have the classic J-RPG/anime stereotypes that you can guess just by looking at them. Not great, but not horrible. Other Stuff Some people may want to know that Square Enix hired a chinese company (Net Ease Games) to make this game, who gave the job to its japanese subsidiary Ouka Studios. Then they just closed the studio shortly after this game release.
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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