
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 | 5.3Kreviews | 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 1338 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is at best a PSP game. The grind is for nothing. I playing this trash for completion now. I can't leave it but holy crap is it boring. I have fallen asleep playing. If you want to play it hope it drops on switch 2. The story also makes no sense. Kirito is the LONE swordsman, why the hell is he my partner in crime. Save your money please!!!!
【プレイ状況】 ・SAO知識はアニメの二期?までとミームくらい ・デスゲームモード&ベリーハード(攻略情報等なし) ・主なコンテンツはクリア済(あとはトロフィー埋めくらい) ・ナーヴギア4台目 ・キーボード・マウス 【プレイ前に気になっていたこと→実際にどう感じたか】 ・ボリューム(二層までしかないと発売前に少し話題にあがっていた) →自分にはちょうどいい量だった。というのも1層をクリアする頃にはロストすることが怖すぎて、 (これが100層までなくてよかった……)と思うようになっていたから。 1回脳を焼かれてからは強気にサクサク進められたけど、サブクエなどの回収まで含めると十分な量に感じた。 ・体験版で感じた独特な操作性(主にカメラ) 水平方向の移動がダイヤル式で、マウスだと動かした距離とカメラの回転が合わない。 デフォのキー設定が微妙すぎる。 →慣れた、その程度の問題だった。けど最初に自分に合う操作設定を見つけた方がいい。 【感想】 粗削りのゲームという印象がプレイ中も残り続けていたが、このゲームにはプレイヤーを楽しませようという工夫がたくさんあり、純粋にゲームとして面白かった。一方で、そういうところに目がいくのはデスゲームモードという集中した状態でゲームをプレイできたからというのが大きい。デスゲームモードがデフォルトで最初から選べないのは、ミドルユーザーへの配慮なのかもしれないが、良いゲーム体験だけを別売りで出して味気ない部分をフルプライスで提供しているようなもので、ゲーム会社ってこれでいいのか? って、なっちゃうよね~ この下は少しでも攻略要素に触れたくない人に配慮 [spoiler] このゲームとにかく数値が怪しい。それが全体のゲームバランス、そして体験を乱しているように感じた。 パートナーキャラでいえば、イオリは書いてあること自体は強いが効果範囲・回復量と速度の値が低く、そもそもの片手剣スキルも弱い(スケールも微妙なので最後まで弱い)ので使う理由がウルトくらいしかない。 一方でアルゴは書いてあることは弱いがバフの値が大きく短剣スキルも優秀で最後までダメージが出ている。 自分は、タンク役として期待していたエギルはサポートスキルの効果範囲が狭いせいなのかアグロを引ききれていないし、斧のソードスキルのダメージが低すぎて絶望的だった。 プレイヤーの使いたいキャラや武器が数値のせいで端に追いやられるのはアニメ原作のゲームとしてはきついことなんじゃない? 個人的に一番ゲームに影響を及ぼしていると思うのは武器のモッドの値。 自然に考えるなら弱いベースタイプには低ティアのモッドが、強いベースタイプには高ティアのモッドがつくべきだが、ベースタイプとモッドの関連性がないことが最初から最後までゲームとかみ合わなかった気がする。 序盤は状態異常がとんでもなく凶悪だったが、これを解決するには高い値の耐性モッドが必要になる。序盤からモッドのガチャをお祈りさせるのは本当にデザインしたくてやったことなのか? モッドの値を制限していれば敵の状態異常の値も制限できるしアイテムの重要性も上がる。そっちの方が難易度として自然だと思う。 中盤までにモッドが揃うと戦闘は単調になるし、武器の高レアドロップもただの色でしかなくなる。敵の強さも途中で跳ね上がったと感じたが、これはデザインとして合ってないんじゃないかと思う。スケールの良い武器と悪い武器で明らかに差が開き始めるから。 ベースタイプとモッドの値に関連性があれば、中盤からモッドの値に気を遣うようになり、だんだんとスケールを感じやすく(調整しやすく)なるはず。敵の強さのインフレは緩やかで済むし、高レア武器が落ちたときに良いモッドがついているかもとワクワクできる。一番はモッドのティアや数を参照してアイテムレアリティを決めることだが、ベースタイプを参照すると決めたなら工夫してデザインする必要があった。例えば特定の高レアモッドを持つ武器は色や演出を変えたり、低ティアモッドしか持たない武器は拾えないように設定できたりなどは現状でもほしい。 [/spoiler] って細かいコトをぐちぐちと言ってしまうほどには楽しかった。次回作出てくれ~!!
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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
Echoes of Aincrad, in its current state, is a solid 4/10. The game feels bare and like it was rushed to release. I really wanted more from this game and it currently barely delivers. The enemies are all the same 4 or 5 with different "variations", the world feels pretty empty and the chests, in said world, all have terrible loot like a bomb stone when you just used one to get to the chest. Progression, combat and sword skills all feel nice but its grossly underutilized when you're running around for almost an hour. The dungeons are only slightly better and it's not by much. Most of them feel pretty much the same but the loot from chests is a lot better. There are also unique ambushes in these dungeons that are fun at times. Unfortunately that doesn't matter when half of the enemies phase under floors and stay there. The bosses in these dungeons are also just reskins and don't give you anything but the same Annealed Blade you just grabbed 3 minutes ago. When I played the demo I was under the impression that it was like this because it was "the beta" in SAO and like the full release of it, there would be more at launch. Unfortunately I was wrong because there are no NPC's outside of towns, no random world events, no free exploration and no secret gear or skills to try and find. Couple that with the fact that there's somehow ONLY TWO FLOORS out of the 100 in the game and you get this. I understand that asking a studio to make 100 fully explorable and unique floors, WITH the brand new story they're using is a huge ask, let alone a huge idea but at least 5-10 would've been nice. I don't know what the future of this game is going to be like but I hope they add more to it because this shouldn't be selling for $70 USD.
《艾恩葛朗特 回荡新声》作为万代南梦宫在《刀剑神域》游戏化道路上的又一次全新尝试,发售前可以说击中了无数老粉丝的中二之魂。经历了神话、夺命凶弹、彼岸游境等一系列魔改剧本和玩法探索后,这款作品极其固执地将时钟拨回了最初的起点,游戏打着重塑原点的旗号,试图用现代次世代技术重新解构川原砾笔下那个最浪漫也最残酷的世界,然而在剥开那层粉丝向的华丽糖衣后,它依旧在核心玩法和粉丝情怀之间展露出一些尴尬! 在玩法内核上,本作最大的改动在于彻底剥离了后续作品中那些花哨的远程魔法、神圣术或者枪械,将战斗逻辑纯粹地收拢回了初代的纯物理剑技上。游戏极大地强化了单手剑、细剑、双手巨剑等不同武器的手感差异。每一发剑技的释放都伴随着标志性的光效和强烈的顿挫感。本作取消了无脑乱按的割草设计,如果你在剑技释放完的收招硬直中被敌人攻击,会受到极高的反击伤害。这就逼着玩家必须像原作中那样,通过精准的闪避、格挡,以及利用同伴切换来消除硬直、延长连击条。在某些时刻动作爽感和荣誉感确实不错。 然而,作为一部披着现代化外衣的漫改作品,《艾恩葛朗特 回荡新声》骨子里依然流淌着极其顽固、甚至有点恶意的日式传统刷子RPG的血液。 为了模拟原作中攻略组在野外爆肝练级的氛围,游戏数值曲线陡峭得近乎不近人情。每一层的推进都需要玩家在枯燥、重复度极高的迷宫区里反复击杀一模一样的换皮怪物,去刷取掉率极低的强化素材和极品词条装备。在原作设定里,玩家每天面对的就是升级、打怪、寻找更好的装备,然后挑战下一层。这种循环本身就是SAO世界的重要组成部分。《回荡新声》没有试图加入太多复杂机制,而是选择围绕这个核心做的。不过这种用粗暴的数值门槛硬生生拖慢玩家攻略速度的设计,放在如今这个讲究强驱动、快节奏的时代,对于非核心粉丝或者路人玩家来说,很容易产生极强的审美疲劳和坐牢感。 此外,关卡本身的结构也展现出了极大的重复性。高度公式化的流程、过多的跑图我想再燃的情怀也会被机械的操作消磨掉大半。 剧情方面,游戏最大的优势和限制其实都来自《刀剑神域》本身。熟悉原作的玩家会发现,游戏中的很多设定都能够唤醒当年的回忆。艾恩葛朗特篇之所以经典,并不仅仅因为死亡游戏的设定,而是因为在危险环境下,角色之间建立起来的关系。玩家不是简单地为了通关而战斗,而是在一个无法退出的世界里寻找生存方式。 《回荡新声》对于这种感觉有所体现。相比后续越来越宏大的世界观,艾恩葛朗特时期的故事更加注重人与人之间的联系。冒险伙伴之间的交流、攻略过程中的压力,以及面对BOSS时的紧张感,都比单纯的大规模战斗更有味道。 当然,如果不是SAO粉丝,可能会觉得部分剧情展开比较普通。毕竟游戏依然依赖原作世界观,如果不了解桐人、亚丝娜以及艾恩葛朗特的背景,很难完全感受到其中的情怀价值。 从玩家角度来看,《艾恩葛朗特:回荡新声》是一款优缺点都比较明显的作品,也是一部典型的粉丝向垂直特供品。玩法上极其死板的公式化流程,枯燥重复的流程都注定了它无法成为一部出圈的现象级作品,只有剧情上能稍微引起一些粉丝共鸣,如果你只是个单纯想找一款丝滑RPG的普通玩家,那还是非常不建议入手! [b]欢迎关注 U_U鉴赏家培养计划[/b] 关注U_U鉴赏家,开启精彩游戏之旅。
Meh
Le jeu fait rêver mais n'est pas assez travaillé le mal et la cause est surement Bandai qui se dit c'est un jeu SAO les fans achèteront et raison par la preuve moi XD. Plus sérieusement le le jeu est un couloir je le ressens comme ça tu vois le monde autour de toi sans possibilité d'explorer "vous sortez de la zone de quête" déjà qu'il y a que 2 étages LAISSE MOI EXPLORER. Le système de combat est sympa. Je ne regrette pas mon achat je voudrais que d'autres développeurs fassent des jeux SAO.
Ce n'est même pas le minimum syndical. A part l'aspect esthétique, n'importe quel jeu gratuit sur téléphone fait mieux.
this will be my first review of the game. cause most reviewers here are just straight up people that didnt do there research into the game. all this was known before the game came out: we knew there was no online, there was no open world fully, we knew there was no affection, we knew it was only 2 floors THAT WAS STATED THE FIRST THING THEY SAID this is just bdsp over again people dont listen. ill make a new review which is an actual review not someone who doesnt do there research. cause heres the fact people dont hear about: your going out of bound... your going out of bound... theres NO GAMES that allow you to go out of bound. most games even makes your character die for going out of bound. would you have prefered that?
PEC
4 out of 10 was ok till i was forced to lose to the middle aged man in a duel, got his life to one hp then hit him 40 more times just to discover that I'm not allowed to win, this game isn't very in depth, you get asked questions and the answer you give doesnt matter, it's not open world so that sucks and it only goes to floor 2, monsters are all the same and the maps are set up in a puzzel manner to make the maps seem bigger. npc and monsters freeze and fall into the floor, the game isn't free roam, no matter what you pick your mc gets the same response, but the straw that broke the camels back, the duel with the middle aged man, i got him to one hp the landed 40 more hits until all my items were depleted just to notice that you are forced to lose the duel. this is not a game its a movie, in games you have choices in movies you dont. there are no choices as you advertized. I want a refund. I gave you a chance and you failed to make a playable 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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