
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
the story and writing are pretty terrible
As much as I visually like the game, everything falls short on the main thing, and that is combat. Combat is soooo repetitive, same combos every single time even when fully upgraded. Not to mention you unlock a few more skills after finishing the game once and doing a "NG+". The trailers do a poor job at showing what combat is actually like. You have combos to knock enemies up and follow it up in the air, keeping them there but the mechanics make it where your attacks won't push your character forward to connect every attack. If you played games such as Devil May Cry or Genshin impact you will know that no matter what, you will always be next to the enemy either by a combo or simply because the game is designed to help you stay next to the enemy to keep on slashing attack after attack, but not here. You have a momentum on the ground, knock them up and there's no follow up... you have to walk forward, jump and try to catch the enemy in the air, otherwise the enemy will just fall to the ground and this will lead you to start the same combo again. Its horrendous I have no clue what the devs were thinking. Otherwise, spoiler alert, the story is quiet grim and dark compared to the contrast of the bright colors and happy smiles you see throughout the game. Children are deemed sacrificial to keep an ecosystem alive and people cherish their demise lmao wtf japan. Children go as far as wishing to be sacrificed and get sad if the fairy doesn't pick them from the lot. Anyways I have to give it a thumbsdown because the combat, the main thing about the game, is so painfully boring and unsurprising you'll be forced to embrace it just to see the story through. "Here's a free movie ticket, but your seat will have spiky bugs that will crawl on your ass and you'll be force to stand up and shake them off every few minutes!"
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 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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Visions of Mana is a game of almosts and I don't mean it's almost 10/10 I mean it's almost ok. For example the story is almost ok if it didn't play out like every other JRPG trying to copy the FFVII formula. Swap Sephiroth for Daedolos and it's pretty f***ing clear from chapter 1 who's going to die off during the story. You see it worked in FFVII because the player spends a huge chunk of time doing goofy stuff with she-who-must-be-killed-off like cross dressing, stamping all over her flowers, rescuing her from a lab. In Visions of Mana they-who-must-be-killed-off is literally an NPC on the side lines of the battlefield. And the only build-up we have is an end of chapter spiel about everything that happened in the chapter... Which brings me to my next point. The dialogue is endless drivel that repeats itself over and over so much that I ended up skipping most of the dialogue in the second half of the game and still understood what was going on. The story has this over emphasis on explaining everything, like everything needs a reason or a backstory or worse a fetch quest to make sure loose ends are tied up. "Hey did you hear about the [b]Rabbites[/b] down the road? Man I was just walking down the road and saw these [b]Rabbites[/b]. They looked pretty menacing so I avoided the [b]Rabbites[/b]. I'm worried about other merchants who might walk the road, what if they run into the [b]Rabbites[/b]... You know, the [b]Rabbites[/b]. The [b]Rabbites[/b] down the road... Go kill the [b]Rabbites[/b]" [i]Our hero valiantly wonders down the road and slays all the [b]Rabbites[/b]...[/i] "Oh hey it's you did you kill all the [b]Rabbites[/b]? I was walking down the road again and didn't see a single [b]Rabbite[/b]. You see this isn't just the road I walk every day, this is the road I take when I need to reach the market. I used to walk this road every day with my pet [b]Rabbite[/b], until one day [b]Rabbites[/b], something something [b]Rabbites[/b]. then [b]Rabbites[/b], more [b]Rabbites[/b] f***ing [b]Rabbites[/b]. Thanks here's some gold... But that piece of gold there is special, you see it's shaped like my pet [b]Rabbite[/b]..." AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHH [i]Our hero valiantly pulls the power cord out of their computer[/i]. The soundtrack (I don't normally review these) is almost an absolute banger. There are some parts of the game especially the boss battle against The Gary where there's actual power metal. The only problem is these moments are short and fleeting so you don't get to spend much time bathed in them whilst slaying the [b]Rabbites[/b] down the road! It's almost as if they're doing it to make you buy the Soundtrack. The combat system is very basic. Use element X against element Y, or use element X class strike against element X in which you will do 3x it's HP as damage anyway. Hell you can use a class strike against an enemy that is immune to the element of the class strike and you'll still kill it. The problems were blaringly obvious from the start when I could cheese a lvl 50 dungeon at level 14. Those enemies are the median point on the damage/progression table and their damage couldn't one-shot me, so god forbid, and I was right, enemies above lvl 50 are equally as trivial. 8 elements, 8 Alms and the game gives us 5 characters max and only 3 in combat. There was so much opportunity for diversity and depth but it was all thrown away for what? To have a meaningless, obvious and contrived plot devices? I give it a positive review because at the end of the day I don't regret the time spent. It's a wholesome story and the game feels like it would serve as an entry point into the RPG genre. It's nice to play while having a video playing in the background. I'll give credit where it's due, [b]the level designers for this game did a fantastic job.[/b] Every area looks great and unique. The weather and atmosphere is carried really well. And when the budget started running out and the later stages of the game got smaller they made the effort to keep those areas interesting... Except for the part where they just repeated half the locations to create a bigger dungeon before the final boss.
at best this game is worth $20. would avoid and just spend your money elsewhere.
我不会用你和原神对比, 你不配。
Skills/abilities/spells/passives/Team Comps galore! Banger music tracks and amazing credits song. Sidequests, map markers, special areas, timed trials, post-game unlockables! BUT... Really slow start. Combat is an absolute slog in the beginning and not much story stakes until like... 65% in. Despite my gripes with the combat, AI, story, and some character development, it was fun, and if this is how the Mana series ends, well, I wouldn't be mad.
Excellent jeu dans la lignée de la saga des "of mana" avec des références sur les anciens jeux de la série
I love this game. It's not the greatest for a Mana game (Secret of Mana will always be my favorite), but it's a solid entry in the series and a fun overall game. Highly recommend for long time fans or for anyone looking for an entry point into the series.
Honestly incredibly vanilla and boring. The gameplay and combat are very basic, the story is a genuine slog and the characters are walking mediocre stereotypes.
If you remade Secret of Mana in modern times, you would get this. Its not a 10/10, its more of an 8/10, but it feels like a 10/10. Secret of Mana is a classic, and because of that it gets some leeway and its short comings are disregarded. Visions has some short comings too, but it still maintains the same feel and charm of the SNES classic. I enjoyed my time and never got bored. I even did a bunch of side quests. It felt like an honest to goodness return to form to the old style of games where you just sit down and have fun. The best part for me was trying to beat the lvl 50 enemies while under lvl 20. The option alone made me think of ways to somehow win. I really hope this was a sign we'll get more Mana in this way.
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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