
Step into Aincrad, a world of beauty and danger where every battle could be your last. Create your hero, choose your gear, and master combat by building synergy with your partner, leveling up, and unlocking special abilities to expand your horizons.
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.
About




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, 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 | $69.99 | 5.2Kreviews | 48% | — | $14.9M |
| $69.99 | 5.8Kratings | 71% | — | 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 1337 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This included spoilers for the beta and early game. One thing that bothers me heavily in games is when you are given choices and they do not matter. I said no [shakes head] when Iori asked to follow me and they did anyway. I said no when they asked to be friends. They requested me anyway. It should not be an option if they are going to railroad it. Character customization should happen when you’re going through the Beta yet be limited. This implies no sliders, body type one or two with a preset voice, and one short/long hairstyle to choose from. When you enter the full game it would make more sense that you have been you when it comes to the full customization. Otherwise, at this stage it invalidates Iori and they sound like a “pick me” when they state "I thought you guys would hate me because I am not actually a guy” and cry about it. Seventy five percent of the town of beginnings turned from females to males in the classic mirror scene. Also, the female hairstyles are a joke. Please consult at least one female and add some decent ones there are so many cool styles you could do. The design, ui, combat system, animations, and world itself is breathtaking. I love how expansive it is and it really brings into perspective why it took them several months to clear the first boss in the story. It is clear with the detail how much time and effort was made. In the map, there are a few issues. I despise the chests on the map, it would be cooler to find them or without your partner/other npc’s with you announcing a chest is nearby. Same with every material having an icon over them. There needs to be a toggle to turn them off. It would contribute immensely to exploration. The enemy pathing is bugged where they stand still. For the price point, boars should not be glitching into stone walls. With quality of life, I would love to be able to simply sit on benches or chairs and just take in the beautiful world even for a moment. Also depth added to forging/crafting (minigame?) or an animation for immersion. Us overworlders are given SO much col. It sounds weird complaining about having too much currency but it does not feel balanced. For having this much col, it makes me wonder if on potential future floors we will be able to buy housing. I could easily afford Asuna’s and Kirito's home fully furnished on Floor 22 with how much my low level character has at this point. On that note, I am a bit sad we can’t go into random buildings at all along with no cooking recipes. In the future, this game would be killing it as a coop. Instead of having a partner, a friend or two could easily fill in the positions to enjoy Aincrad together and keep it balanced. Maybe require solo for Death Mode so mechanically it stays fair? I love the variety of random npcs they really make the world feel alive. It would be neat if you clicked on some and they had a mumble, few words, or sentence of dialogue. It is a bit uncanny valley like compared to how talkative your partner is. While this may sound critical, it is because like many others I love the universe and all many players want is a solid SAO game. This has the structure to do so and I truly hope the Devs continue to work on it.
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 1: 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.
Genres
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, Indonesian, Spanish - Latin America, Thai, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese +2 more
| $48.99−30% |
| 532ratings |
| 70% |
| — |
| 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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
if your into sao like i am, stay away from this one. the devoloper made a mockery of both the anime and manga that this game is based on.
2012年播出的超酷的动画《刀剑神域》终于在2026年,出了画面超棒的游戏。和以往动漫改编的游戏不一样,它具有一个真正的游戏的品质和体验。这个游戏我特别喜欢玩,这是正统的JRPG风格还有日式的幻想传说般的故事背景。这是我最近体验的最好的新游戏了。 还有我感觉简体中文圈子的评测评论里面好多都是水军枪手喷子一类的,不像是真的游戏玩家。我一般看评论都看英文日文或繁体中文,我觉得这样更能了解玩家的真实感受。从简体字圈子脱离出来,将有助于摆脱无知与欺骗的深渊。 如果一款游戏你看着觉得你喜欢适合你,你就买它然后玩,只要自己开心就好了。我原来玩了赛博朋克2077,美国末日2,这些被网络喷子和评论贬低的游戏,但是发现这些游戏非常的有意思。从那以后如果自己想玩什么就买什么,别人怎么评价一款游戏跟我一点关系都没有,我也不会在乎。我只在乎我喜欢。,
Dogs ♥♥♥♥
Всем привет, долго думал что написать и как преподнести отзыв и думаю что определился. Считаю что данная игра, потрясающая база для создания великолепного продукта. Сам я прохожу игру с одной жизнью и на максимальной сложности, считаю что именно в этих условиях игра ощущается лучше всего и рекомендую тем кто знаком с подобными играми проходить её именно так чтобы получить эмоции от игры. Когда проходишь игру впервые и не знаешь чего ждать от боссов и врагов, они дают проср4ться и пятнадцать раз притормозить и перекачаться) Я не буду описывать минусы игры из-за их субъективности, но хочу написать свои пожелания которые я бы хотел видеть в игре в будущем: 1. В игре нужен кооператив, раз уж в игре реализован постоянный напарник, ну сделайте Вы хотя бы ко-оп на 2их, где каждый будет выбирать разного напарника(с блокировкой уже выбранного другим игроком). Таким образом станет интереснее бегать и изучать мир игры вместе. 2. Спрячьте сундуки, чтобы мы не знали где они находятся, так Вы поспособствуете изучению игрового мира игроками. Указав их местоположение Вы по факту сказали большинству игроков - бегай по этим точкам и больше никуда не ходи, там ничего нет. Убрав сундуки и при наличии коопа можно будет ценой безопасности и беготни в паре, разделяться и изучать мир, а потом ставить друг-другу метки на них. 3. Нужна возможность посещения бесшовного игрового мира. Вы же и так сделали систему скалирования противников под уровень персонажа игрока, в чем проблема выкинуть игрока в открытый мир и пусть идет куда захочет. Сюжетку оставьте так раз уже реализовали, просто добавьте при взаимодействии с камнем телепортации в городе вариант выхода в открытый мир, рядом с выбором телепорта в другой город и выбора задания. 4. В игроком мире не хватает событий, он просто красивый и заполненный мобами. Ну добавьте Вы в даже в те же локации для заданий других НПС, стражей которые охраняют ключевые точки за городами, и игроков которые стараются качаться и зарабатывать ресурсы. Ну пусть им можно будет помогать, получать от них награды. (Молчу про то что можно было бы реализовать их убийство и становиться ПКшером, но раз по лору наш герой добрый, то убийство НПС и других игроков не в его характере, так-что пусть будут неуязвимы для нашего ГГ) 5. Я хочу видеть в игре редкий легендарный дроп. Хоть рецепты, хоть сразу оружие/броня, но чтобы она падала не с сундука который показан на карте, а с конкретных противников. Ну например - рапира-волка, которая падала бы с волка элитного на первом этаже с мелким шансом и была бы легендарным сильным оружием. В Ваших же интересах дать игрокам мотивацию ковырять врагов, помимо кача ради кача. Кач ради уровня с системой скалирования уровня и так бессмысленен, т.к. как сильнее не становись, враги один хрен становятся такими же сильными как мы, звучит как бесполезность. P.S. Я благодарен создателям игры за то что они уже сделали, мне нравится, мир красивый, интересный, мне сражаться не надоедает, за сюжетом наблюдать интересно, но я очень надеюсь что Вы читаете отзывы и собираете обратную связь. У Вас есть очень хорошая база для создания более лучшей версии текущей игры. P.S.2. В голове ещё куча мыслей и идей, относительно боевки, внешности персонажей, озвучки, прокачки, крафта. Возможно я позже дополню этот отзыв. Там вот в игре есть проблема с деньгами - их дофигища, их некуда девать. По хорошему сильнее бы цены у торговцев задрать если не планируется вводиться что-то новое для их траты, а то я грущу когда мне с сундуков падают деньги, т.к. это один из бесполезнейших ресурсов в игре. В подземельях можно лабиринты сделать мелкие не на 4 ячейки а на 6-8, как в лабиринте, в нем гораздо интереснее пробегается чем в обычном подземелье на 4 блока карты. P.S.3. Я не прошел игру до логического конца, хоть и близок к нему, но прошу прощения если что-то из описанного уже реализовано и откроется мне позже. Ещё и половина мыслей в процессе написания вылетели из головы. Спасибо что дочитали, хороших Вам игр и приятного времяпрепровождения <3
单机游戏削弱NMLGB啊?QNMD平衡性挑战,有过强的你不会把其他的加强吗,什么叫削弱SP获取和伤害倍率?真是CNM了
幾乎全都在跑圖,路上找寶箱大部分都是雜物,幾乎沒有實用的東西,除了有些裝備設計圖,但很少完全不值得去找不如直接去看攻略找,後面幾乎都直接衝主線,完全沒有探索的想法
After around 20 hours on the highest difficulty, without permadeath, my overall impression of Echoes of Aincrad is unfortunately quite negative. The biggest issue is the exploration. The game is presented as an open world where you can explore the different floors of Aincrad, but in practice everything is heavily restricted. Each quest only gives access to a limited area, which completely removes the feeling of freedom and discovery I expected from a SAO game. Exploration itself is also unrewarding. You mostly run toward markers to reveal areas and points of interest, but most of them are pointless and chests usually contain useless rewards. The map is also difficult to read, especially when dealing with multiple vertical levels. The enemy variety is extremely poor. You spend hours fighting the same boars, kobolds, wolves and similar creatures, while the very high enemy density makes the repetition even more noticeable. Combat also lacks clarity. In many situations, dodging feels far more reliable than parrying simply because attacks and encounters can become visually confusing. Other major issues include: Too many frustrating and sometimes inexplicable invisible walls. Very repetitive and forgettable dungeons. A completely silent protagonist who mostly nods during conversations, making many interactions awkward and making it difficult to care about the characters. Side quests that are mostly generic and uninspired. Empty, lifeless towns that give you almost no reason to explore them. What disappoints me most is that exploration should be at the heart of Aincrad. Discovering unknown areas and finding dungeons should feel like an adventure. Here, almost everything is handed to you through markers, with very little environmental design encouraging genuine exploration. There are still a few positives. The visuals are nice, Aincrad itself is represented fairly well despite feeling empty, and the NPC/Switch mechanic is a good idea, although it feels underused. Overall, there are some good ideas here, but the game fails to deliver the sense of adventure, discovery and freedom that I expect from Aincrad. Considering the repetitive content and overall quality, the asking price also feels far too high.
deberia ser mundo abierto y multijugador, seguire ilusionado para que un dia ocurra, un verdadero SAO como de beria ser, espero que algun dia llegue ese juego
O jogo é muito bom e o mapa e grande, mas eu acho que ficaria melhor se tivesse um modo multiplayer ou Coop, ia dá mais ânimos pra muitos jogadores, e só tivesse tbm o PvP pra queles que querem ser mais radical, com um sistema pra indicar se o cara é um caçador de jogadores ou não, deixaria o jogo mais interessante.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 772 | 86% | $59.99 | |
| $8K | 43 | 77% | $9.99 | |
| — | 0 | — | — | |
| $3.3M | 13.8K | 81% | $14.39 | |
| $1M | 2.1K | 83% | $24.99 | |
| $357.6K | 1.1K | 69% | $15.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.9M | 40.3K | 95% | $9.99 | |
| $15M | 30.9K | 93% | $14.99 | |
| $14.9M | 33.4K | 90% | $19.99 | |
| $14.8M | 27.6K | 92% | $19.99 | |
| $14.8M | 36.2K | 94% | $24.99 | |
| $15.1M | 18.6K | 81% | $17.49 |