
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 1343 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
La verdad esperaba algo mas, pero me mantuvo entretenido y enganchado también por la nostalgia de estar en Aincrad. Y los personajes del anime. A pesar de las criticas si te lo puedes permitir lo vale, te da mucho para jugar y un buen reto si juegas en modo Hardcore.
Having English VO in a Sword Art Online game is awesome, and we need more of it. This is the first thing you read because it matters that much to me. Alejandro Saab and Kieran Regan in particular did amazing jobs. So did everyone else, but those two in particular went above and beyond in my eyes. TL;DR: Good game with flaws. With a bit of more time in the oven it could've been great. I hope we get another in the series. Feels like the dev team really do care for the source material, and did try, but didn't have enough time and experience to flesh things properly. They got pretty close though. I'm gonna keep this as spoiler free as possible and sort it into sections. Story: 7.5/10. I liked it, but it feels like it was cut short of dev time. Ends on a cliffhanger that I hope gets resolved. Ideally in another game so that it can get the treatment that I think this dev team can give it if allowed to by the publisher. The characters could feel flat at times, but elements of them are great. Character quests for our party companions would've been a great addition that is sorely missing, (they exist for original SAO characters like Asuna and Kirito, so it's not that they can't.) Or dialogue within safe zones similar to Fatal Bullet. It's also weird how some characters just disappear from the story only to show up and do/say one thing. You'll know what I mean if you play. -0.5 for the silent protag. At least give me actual dialogue options like Fatal Bullet or Integral factor. Combat: 6.8/10. I don't feel I can give it a full seven due to how 'normal tier' enemies are handled, but I struggle to think of a way it could've been done differently without becoming tedious. I don't think there is a perfect solution with the current method they use for encounters. It also feels like there is a point where the game balancing fails and you just become stronger than it expects, even without an absurd of extra leveling. Attack clarity is also sometimes an issue. Souls-like, if a bit derivative. It's not flashy, and felt a little clunky to get used compared to others in the genre. Has attack commitment which can be an adjustment if you are used to more flowy combat, but does feel fine once given time. At times bosses will adds swarm you to the extreme. That's no fun, but can get the blood pumping. I really enjoyed the final boss in particular. Very Hard felt reasonable to me, but I wouldn't ever even bother with the Death Game modifier with how some enemies can cheese you sometimes. If you do, maybe externally back up your save in case. Art direction: 8/10. It's starting from a great base with SAO, and no matter your thoughts on UE5, it is visually impressive, certainly the best looking game in the SAO franchise, which usually languish on actual fidelity despite good art. The characters look good, the enemies look good, the world looks amazing (read Exploration for more on that.) Exploration: 5/10. Yes, it's Aincrad floors 1 & 2, (About 30%-40% of each) but it's not an actually open world. It's quest based zones within a (fairly well designed) map. There are already mods to fix this, but I do kinda understand why they made this decision as the world is pretty linear. While I said it's fairly well designed, it is also incredibly empty save for enemies. Not much to do other than admire the impressive setpieces and terrain. The chest loot is usually only battle items or a blueprint for a weapon you already have 20 of cause it drops so often from mobs. Only rarely will you find a blueprint for armor. This disincentivizes exploration in a game that sorely needed more reasons to do it. Another sore point of this is dungeons. Yes, they are randomly generated, but the loot is equally lacking and there are not enough rooms for the generator to pull from so they all end up feeling the same. Pro tip, ignore every enemy and run north. You'll find the next level pretty quick. This is more an issue in gaming as a whole, but Echoes of Aincrad suffers from it bad so I have to mention it; if you hit a button or kill a boss that unlocks something, the game makes sure to give you a 3 second long cutscene so you know about it, even if you're right next to it. A voice line would've been less intrusive and done the job better. It also sometimes doesn't give you enough of the souls-like stable shortcuts and sidepaths. Weirdly the second floor was better about this? Character Creation: 5/10. It's acceptable for what it is. Lacking a way to alter your character later. More options would also be nice. Armor transmog is enough to make up for this slightly. P.S. Do the side quests, one on the first floor will take you to an area that will have you wondering why the main story never took you there because of how well made it is.
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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% |
| 535ratings |
| 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
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.
素材がいいだけにもったいないゲーム。デスゲームモードだけは評価する。
2 floors (what about the 100)
あまりにも雑な仕様で酷かったです。
Really enjoying the game, They are looking for feedback to improve the game. But honestly ive been glued to deathmode since release maybe Im an adrenaline junkie but its fun give it a shot. dont listen to the haters at least try the demo.
Pros: -Combat/Skills -Costumes/Gear choices -Visuals (most of the time) -Story Cons: -Ally AI -Bouncy and repetitive mobs -Game crashes -Instand death My rating 5/10. If they polish it and add additional floors and stuff, could me a great game.
The game is so repetitive, the same maps and monsters with different skins. It does have some fun combat at points but overall is not worth the time or the price currently.
Went in blind, expected a 6-7/10 and got exactly that. I really do like this game. It's pretty much what my dream game's been for around six years. That being said, there are some problems with how it is handled. Characters: Character customization is lacking. The lighting in the creator is god awful--if I pick purple in it, it shouldn't show up as red in the game. There's also the fact that you cannot customize your character once you've finished creating it. This would be fine, even acceptable, under normal circumstances, but the fact that the creator is so bad makes it incredibly annoying. I'm thankful I started with the demo and didn't have to replay the prologue, but many others likely didn't get the chance or decided not to transfer progress and had to wait 2-6 hours before getting access to the character creator again. Not only is the character creator lacking, but the MC is a mess. If you've played other games from Bandai Namco such as Fatal Bullet or God Eater, you're probably familiar with the concept of a silent protagonist being steered in a direction, regardless of dialogue choices. Keep that image in your mind, and make it 100x worse. The MC has NO dialogue options (excluding the one-off here and there), impactful or not. You get four, sometimes rotating, options: "Nod", "Shake head", "Tilt head", "Look down at ground". I criticized Fatal Bullet's dialogue choices not having any weight, but they would have been better than this. Your character, by default, is essentially a doormat with no emotions--or perhaps someone who struggles to understand emotions, as they might smile at tragedies. Speaking of your character being a doormat, I don't even think I can consider them to be the main character at this point--in truth, Iori is. She gets to narrate, to explain what's happening, and forgets your existence throughout the game. Oh, remember how you did this quest with her and another character in the prologue? Yeah, she doesn't remember you being there and will act as if you weren't at all. Oh, someone you knew before meeting her died? Yeah, she'll act like you've never met them, and tell you how to spell their name when looking them up. It's truly incredible how you are sidelined for so many pivotal points that should absolutely matter for your character. The developers claimed to have wanted to focus on the emotional aspects of Aincrad's first two floors, but it's hard to see that when there are things like this that completely take away from the story. World Design and Character Management: I love the choices made. The environment is gorgeous compared to Fatal Bullet, and there is an ever so subtle weather system and day-night cycle. That being said, it's quite empty. This sentiment is only worsened by the way character management is handled. Town hubs have it the worst. The first two have almost no life to them with the exception of general NPCs walking around. I followed a couple in the Town of Beginnings, thinking maybe they'd stop at a market stall, but no. They walk in circles or straight lines and don't interact with the environment. I wouldn't expect this from a lot of games, but when there's only four things to do in hubs, I'd expect a little more life put into what are essentially walking set-pieces. If the game is supposed to cover the grief and outrage and whatnot from being trapped in a game, I think seeing a couple of player-NPCs sitting down on a bench or near a terminal with their heads in their hands can add to that just enough. The character management mechanic is fine on its own. If you've dabbled in Monster Hunter, Dragon's Dogma, or Cult of the Lamb, you might understand the "go out on quest and return to upgrade your skills or weapons, and prepare for the next one" concept. I'm not usually a fan of this, but it can be done right and Echoes of Aincrad... struggles with it. While it acts as a way to encourage you to return to town, it limits what you can do while on quests: there is no weapon or armor changing, or crafting resources while in the field. You can't even do anything at the bonfires--sorry, terminals--other than return to town, rest, or teleport. This could be fixed by adding NPCs near checkpoints, or even a small village you pass through that has a forge and an item shop, but those aren't in the game as of writing this. In fact, the quest fields--which aren't open world and instead are limited areas of the map--have only so much to do. You can: fight enemies, fight enemies to unlock a puzzle, look for lore flags, and open chests--which usually just have a fire stone or a rock or something, not anything useful. This creates a repetitive gameplay loop that has no change. If there was one thing I could add, it'd be surprise encounters during quests: a player calling out for help against other players or monsters. Overall, as said in the beginning, I like this game. But, unless you are a fan of roguelikes/roguelites and are an even bigger fan of the SAO universe, I wouldn't recommend it, especially when priced at $70. Even if you do fall into the categories I mentioned, play the demo first. This is something I'd grab on sale.
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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