
Build your Deck from over 10,000 cards and take on the most iconic Duelists from the Yu-Gi-Oh! universe. Relive the stories from the original Yu-Gi-Oh! animated series through Yu-Gi-Oh! VRAINS!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
12 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.
Reviews, worldwide (the counter carries no country): 1/day in the week to Sep 2 → 2.29/day in the week after.
About
Genres
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 | $39.99 | 4.9Kreviews | 83% | — | $5.4M |
| $39.99 | 2.9Kratings | 86% | — | 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 863 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
やっぱり遊戯王の拡張世界に基づいて遊戯王プレイヤーの為に作ったゲームです。子供の頃にアニメを見たりゲームをしたりした人なら、遊戯王の進化を懐かしく遊ぶことができます。クラシックなデッキから複雑な5D'sのデッキまで作成でき、圧倒的なデッキも作成できますがそれらでマルチプレイはできません。公式大会と同じく強欲な壺や天使の施しなどのカードは禁止されていますが、ストーリーモードで自由に作成できる可能性があります。シーズンごとにまた楽しめるのが最高です。 高橋さんに、この名作を作れるのを感謝感激!語彙力皆無。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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12 on sale3 answered “not sold”0 we did not ask
The 3 “not sold” markets are read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price in those. The 12 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): 254/day in the week to Jul 15 → 1.43/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, French, Italian, German, Spanish - Spain, Japanese
Hours played at review time, across 868 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While the online is basically dead I still think this game has one of the best offline Yu-Gi-Oh experiences right now. No pay-to-win, a very long campaign, and nice card opening mechanics make this a really relaxing card sim. However, I would really have wanted them to put a little more effort into making the duels feel unique (more settings, animations, voice acting?) but by then they were all in on Master Duel. I would say if you're super serous about building meta decks this isn't for you, but if you just want to play a few duels for 30 min before bed or during lunch it's a great time.
This is actually kind of bad. Legitimately annoying to play with how it locks you into things and doesn't let you read half your cards and the ruling for a lot of cards is just wrong. EDIT: It somehow gets worse the more you play. It's missing a lot of card for archetypes, so don't get your hopes up on recreating a deck or using the game to test out decks. Any deck you make in this game really only has it's place in this game. The game kind of renders funny, like it can't physically support resolutions greater than 720p. And there are still incorrect rulings on some cards. I get that it's a lot of cards to program but also don't re-release the same bugs from previous games and call it an evolution.
Eben klassisch Yu-gi-oh^^
ภาพรวมเกม : เป็นเกม Yu Gi Oh ที่รวมตัวละครในอนิเมะ ทั้ง 6 ภาค ตั้งแต่ ภาคแรก-ภาคvrains ความคิดเห็นส่วนตัว : จากที่เล่นมาเกือบ 80 ชั่วโมง (เก็บ 100% แล้ว) เกมนี้เป็นเกมที่เหมาะเอาไว้เล่นขำๆ มันไม่ได้มีเนื้อเรื่องจริงจังแบบ tag force เหมาะเอาไว้ให้แฟนๆ Yu Gi Oh ไว้จัดเด็คเล่นให้หายคิดถึงเฉยๆ ข้อดี - มีโหมดให้เล่นเยอะ ในโหมดCampaign มีด่านให้เล่นเยอะมาก ชนะแต่ละตัวละครก็จะได้ recipe เด็คของคนนั้นเอามาจัดเด็คเล่นได้ - มีการ์ดเยอะมากให้เราจัดเด็คได้หลากหลายรูปแบบ ข้อเสีย - กราฟฟิคตกยุคสุดๆ อนิเมชั่นมอนสเตอร์ทำออกมาได้แย่ - ค่อนข้างน่าเบื่อถ้าเล่นไปนานๆ บอทค่อนข้างเก่ง(มือใหม่อาจจะสู้ยากหน่อย) - เปิดการ์ดได้แค่ทีละแพ็ค เปิดทีละเยอะๆไม่ได้ เปิดซองได้การ์ดครบ 3 ใบ แล้วยังมีโอกาสได้ซ้ำ ซึ่งรู้สึกว่าเปลือง point ในการเปิดแพ็คมากๆ - โหมดออนไลน์ถือว่าร้างแล้ว ไม่มีคนเล่นเลย สรุป : ถ้าชอบ yu gi oh มากจริงๆก็ซื้อมาเล่นได้ แต่ไม่ค่อยแนะนำให้ซื้อเท่าไร ไปเล่น duel link ไม่ก็ master duel ยังดีกว่า
Playing this purely for nostalgia's sake as I loved playing and watching Yu-Gi-Oh as a kid! Plenty of tutorials but play to suit your gameplay style. Rather than let you build your ideal deck right out of the gate, Legacy of the Duelist requires you to build a library of cards through booster packs that are purchased with in-game currency, to build up the cards quickly, you can quit a game and still get rewarded with card currency. Unlocking certain characters i find abit challenging as certain styles that I hate using: Link Summons and Synchro Summons aren't my forte and that can be challenging when trying to unlock characters I still need to unloc. Still recommend this game :)
If you're like me, someone who played the game about 2 decades ago and felt like trying out the game again today, this is actually a great way to get started. It starts from way back in the era where you'll feel comfortable and the campaign gradually takes you from one generation to another while adding some interesting support cards here and there. It's a very nice way to get into it, and it includes tutorials to help you figure out how to play the mechanics you may not be familiar with. I genuinely had a great time playing through the game, the UI works really well both for playing and deck building. I went in expecting to get overwhelmed quickly with the new mechanics, but I was surprised to find that the new mechanics themselves aren't very complicated. Whenever I finished a tutorial (there's one at the start of all 6 generations to get you up to speed) I would be like "Huh, that's it? Okay." Here's how I feel about how the game progressed through the years based on my experience playing this. At the very start, the game was iconic and cool as hell, but very imbalanced in obvious ways and they still had to figure some things out. Then they started fixing some issues, like making it so that fusions and ritual monsters are worth using, they added more 1 tribute monsters that were worth playing so that not every deck is stuck running Summoned Skull, things like that. Normal monsters became less interesting since a lot of effects are too good to pass, but then they added things like synchro summoning, which could use normal "tuner" monsters, and other effects that work only with normal monsters, like Advanced Ritual Art. I found that pretty clever because it kept a type of monsters that would quickly become useless in a state that belongs in some good decks, and it even allowed you to still put a Blue Eyes White Dragon or Dark Magician in your deck for an actual reason. On top of Synchro, adding XYZ really brought up the game to a state where decks could make solid plays a lot more consistantly, but it still felt like yugioh. It felt like an improved version of the game even, since you would brick a lot less often, and compared to how often you'd end up with barely any options back then other than praying for the heart of the cards to give you the top-deck you need, I was very much okay with that. Then came out Pendulum monsters. I was very open minded given my experience up to that point, but that's when it started to feel like, it was just too much for very little gain, and I don't mind that the cards were bad or weak, I mean that from a gameplay perspective, making a good game is always a matter a balancing "how fun" and "how complex" is it becoming. Pendulum monsters didn't really make the game more fun, but it made it a heck of a lot more tedious to play. With every card having 2 essays to read just to open play patterns that have you play solitaire a bit longer before you end up with a board, I would consider that mechanic a huge fail. The game was better without it imo. Then I reached the end of the campaign with VRAINS, which technically brought us the Link summoning mechanic. In reality, the game still sprinkles link monsters (and even synchros and XYZ) here and there ahead of time just so you get to play with them just for fun, and honestly I think that's cool. I actually enjoyed using some link monsters, even though I was not really trying to make actual links between them, I just liked how they gave me more options to turn useless monsters on the field into something cool from the toolbox deck *cough* I mean the extra deck. The issue is that along with link summoning, VRAINS brought the game to a new level of speed, complexity, and non-stop interactions. When a typical game would last maybe 8-10 turns back then, it went down by a small notch with the new mechanics that I enjoyed, but now the game is essentially decided on turn 3-4, sometimes pretty much on turn one. The term OTK (one turn kill) is common place when talking about modern decks. That's almost a benchmark, like if your deck can't OTK, you're probably doing something wrong. Let me put it like this... Getting started in old Yugioh: You could take pretty much any deck, draw your first hand, look at the cards and be like "okay, I know how to use these, let's play." Then your opponent would play a card you don't know, that's fine, you look at the card, within 5 seconds you know everything about it and you keep playing. You know you have a monster that can beat it, or you have a card that destroys monsters so you know you're okay. They added a set card on their back row? Oh maybe they have a trap, you'll have to think about that, they could kill your stronger monster or maybe counter your spell card. That was the extend of how complex the game was, and that was okay. You didn't need to know much to get started. You'd just put the cards you thought were cool in your deck to make it your own and played them out against whatever came up and it was all good fun. Getting started in today Yugioh: If you picked up a random hand from a deck you don't know, you would start by saying "Give me like 10 minutes to read all this" and then you would be like "Okay so I guess this probably has a couple different targets in my deck because it's suppose to search stuff, but if it ends there it's kinda weak so there's probably more to that. Oh right, let me check my extra deck, give me another 5 minutes." Don't worry, your opponent is patient. So then you're like "Okay so this guy needs that type of monsters to syncrho summon, I have a tuner but not that type, I can search a specific type of monsters but only if X is happening, maybe I could get to X if I had Y.... oh right I have a link monster that I think does Y, yeah it does that. Okay I think I'm ready, I'll just play this monster, to search something, okay I'll get that thing that can be special summon for some reason, and then I can turn those into the link monster, and hum.. oh yeah now I have Y so I can do X, and now I'll..." but then your opponent stops you "Ah sorry, I discard this card and counter that." and you're like "What? okay, then huh.. I'll set these 2 cards and end my turn..." Then your opponent starts his turn and plays a card that searches his library for a big monster that looks impossible to summon, you have a card that can counter an effect one time, but maybe it could be useful for something else. There's no way that monster will come out right now, right? Do you use it? Because from that point he'll play solitaire for 15 minutes and by the end of it all your set cards will be destroyed and they will have a Godzilla with bees in its mouth equiped with farts of fire which he can activate whenever you blink to make you punch yourself in the face, unless you counter just the right thing, so good luck. The majority of cards belong in only one deck, like its own "tribe", but there's essentially only 3 type of cards anyway. There's the broken cards that win you the game, there's the "get to the broken card" cards which play some role in the 10-20 steps process to get to the broken card, and there's the disruption, AKA "hand traps" because playing a trap is too slow, they'll have won before you even set it down. Just for fun, here's a comparision with a card from MTG. Name: Aerial Responder Effect: Flying, vigilance, lifelink. If this was a yugioh card, it would read like this: Name: Aerial Responder Effect: This creature can't be blocked except by creatures with flying and/or reach. Attacking doesn't cause this creature to tap. Damage dealt by this creature also causes you to gain that much life. This card cannot attack or tap to activate effects the turn it's put on the field. This game was fun, but it really took a wrong turn at some point imo. Maybe some people do prefer it like this, but I feel like it should just be another game entirely. I now understand why people say it doesn't feel like Yugioh anymore.
I think I have over 200 hours in this game on the Nintendo Switch. I bought it on that platform when it first released. Easily my most-played Yu-Gi-Oh! simulator in fifteen years. Huge card variety and plenty of single-player content. I stopped watching the anime after 5D's so the story summaries for the later series are cool. Got to know the characters behind the archetypes through those. The multiplayer is less active than either Duel Links or Master Duel. Those are the games for the competitive card battlers. Legacy of the Duelist is closer to the YuGiOh RPG games of the GameBoy Advance or DS eras. I can start it up in on slow evenings and grind some campaigns duels. Or spend currency on a bunch of packs for an archetype I've never played before. Throw a custom deck together and maybe play with it for a day before looking up a guide and seeing how the experienced players build it.
the best game but nobody play because dont jhave option p2w and you must have skill but many dont have nad fpr that is the best game
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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