
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
「クラスでハブられてたオタクには無茶苦茶刺さるであろうゲーム」です。 ※後半に少しネタバレ要素があるので注意 自プレイヤーがデスゲームを体験するという部分だけは良かったと思います。 恐らく多くの人もその点に関しては同意でしょう。 オフラインじゃねえか!というツッコミはとりあえず横に置いておきます。 悪かった点は山ほどありますがシステムやバトルまでアレコレ言っても仕方ないので、 この根本的な設計思想での致命的な問題点を上げます。 『プレイヤーをモブどころか幽霊扱いしすぎ』 この一点に付きます。まず私達プレイヤー、一切言葉を喋れません。 生まれつきなのかフルダイブ不適合なのかは知りませんが、 うんうん、ぶるんぶるん、ニッコリ☻くらいしか表現出来ません。 誤解を恐れずに言えば聾唖者扱いです。 ガラケーの絵文字でももう少し感情を伝えられます。 肝心なことは大体イオリが全て代弁してくれます。相棒というより通訳です。 何となく何言ってるかを勝手に察して意を汲み取って、曲解して会話してくれます。 フィールドでもダンジョンでも殆ど一本道なのにプレイヤーを残して仲間が先行します。 サポートメンバーに原作キャラを選ぶと仲間がプレイヤーを置き去りにします。 目的が同じで行動は共にしてるけど『仲間ではないよ』と言われてるかのようです。 原作者の意向なのか製作者の見せ方の問題なのかは分かりませんが、 正史改変になりそうなことは一切するな、喋るな、構うな、関わるな、 カメラを構えて視聴者に徹しろ、と『念押し釘』を乱打されてるかのようです。 この製作思想がハッキリわかるのがタイアップ動画のunanswered butterflyです。 ゲームタイアップなので仲間メンバーが出てきます。私達や君達以外の全員が・・・ キャラ作成が異なるので描写は無理だけど、言及くらいあってよくない? 「あの人が居れば・・・」とか一言でもさ。販促動画じゃないのあれ。 アニメでも「あの人はギルメンじゃないから」とやんわり刺されます。 正史には一切関与しない救世の剣士クエストを追わせる辺り、 第一層攻略戦で戦場カメラマンをやらせる辺り、 とにかく原作には一切関与してほしくないのだと思います。 例えばリズベットとアスナの出会いは正史に言及が無いので、 二人を引き合わせた役を貰うくらい良くない? 実際は二人を同時にフィールドに出しても会話もしない、目も合わせない、 まるでコピーロボットを借りて来たかのよう。 タイアップ動画では既に二人が絡んでるけど、ゲームでは他人のフリ。 別にプレイヤーが関与しても不自然な展開にはならないのに。 ストーリーの大筋に文句はないんだけど、この 「正史からの徹底排除」を自然に見せる為のせめてもの工夫や努力が、 製作者サイドの姿勢に一切見えないのが、この作品の一番の欠点だと思います。 とにかくキャラでストーリーを動かすのではなく、ストーリーありきでキャラの首根っこを掴んで無理やり動かしてたので不自然さが際立ちました。 ここからは若干ネタバレを含みます。 ↓ 多くの人が疑問に思ったキャラがサーユとカルでしょう。 βプレイヤーだとバレたくなくて逃げ回ってたサーユを、イベントに無理やり乗せる為に「結構厳しいフィールドの最奥」に『ソロで』行けたことにします。 モンスターが徘徊し、手前にはボスが居ます。 お前どうやってそこまで行った・・・?と思った人は一人二人じゃないでしょう。 カルに至ってはデスゲーム開始から「今忙しい」ボット化。 正式版で会おうぜ!からのエアフレ、そして二度と会う事はありませんでしたとさ・・・ βテストで仲良くなった人達の中で、イオリとアルゴ以外は殆ど絡むこともないままに 物語から強制退場します。ワイズマンの事なんてもうみんな忘れてるでしょ。 絡むことが一切無いから何の思い入れも感慨も湧かない。 ただただ理不尽を演出する為だけのオリキャラ使い捨て。 「見せたいイベントだけが決まっていてそれを繋ぐ経緯の表現をサボってるゲーム」 これがシステムやバトルや町やフィールドの描写、武器や防具の使用バランス等々 全てに表れているのだと思った。 そこまで言っといて、なんで最後までやったの?と思うでしょう。 9000円が惜しかったからです。2000円だったら途中で積んでたと思います・・・ 原作者はこれで良かったのかな?と。 ファンをモブ扱いするくらいならプレイヤー視点は最初から拒否した方が良かった。 ちなみにバグがウザいのでsave data.savを毎回バックアップ取ってました。 そんなことを客にさせるようじゃ話になりませんよ・・・ 今後続けるなら原作者含め基本思想から改善する必要があると思います。 多分続ける気は無いと思いますが・・・
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.9M | 40.3K | 98% | $14.99 | |
| $14.9M | 33.4K | 90% | $19.99 | |
| $15M | 33.7K | 85% | $19.99 | |
| $15M | 27.2K | 93% | $14.99 | |
| $14.8M | 31.3K | 94% | $19.99 | |
| $14.8M | 27.6K | 92% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 773 | 86% | $59.99 | |
| $21.2K | 48 | 79% | $19.99 | |
| — | 0 | — | — | |
| $4.3M | 18.2K | 80% | $14.39 | |
| $989.9K | 2.1K | 83% | $24.99 | |
| $357.4K | 1.1K | 69% | $15.99 |
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
真不会做魂类就别学人家做,做得跟坨屎一样,BOSS动不动就压起身,全屏照,各种粪,心思全花在自以为很精巧的地图上,各种跑各种绕,哪怕你他妈保守一点弄个ARPG,搭上这代的画质都能算得上中等质量,还有这逼价格,当给你妈买棺材板了
This review is being written as I play the game, so whenever I feel like adding something to it when playing, I do it: Initial thoughts... No initial character customization. Apparently need to get to that point. MC is not voiced? Not fully... Only combat dialogue/commands. Either commit to voice acting fully, or drop it completely for player possible immersion. If you're going to make a silent protagonist, commit to it. Don't half as.s it. Combat is alright. Cut scene incompetence is a thing. And it sucks. This game needs a dialogue QA pass. Really. It seems like it was written by an AI, or by a person who forgot that they wrote something and then they write it again. Learned twice that one of the companions wants their brother to play. Twice. In a quick succession. Wtf? Game makes a lot of things way too long. There's a reason why is there a rule of 3. If we repeat the same encounter more than that amount of times, we get bored/sick of it. Often, when they are some cut scenes, I'm like - did this need to be a cut scene? Did we need to see these enemies spawning for 3 seconds, without any dialogue or explanation? No. We didn't. It's wasting players time. Thing is - gameplay is enjoyable enough to the point of defending itself. So if there's as little interruptions to it as possible, and letting us just smash monsters, then it's good. I am (now) like 3 hours in and I found myself already skipping dialogues when I feel it's just a pointless, repeated yap without any substance. That long of a prologue BEFORE being able to customize how our character looks really discourages from next playthroughs. Especially since the game states that we won't be able to change our character looks afterwards. (and that was just the 3,5 hours long prologue) ______ Right after the prologue ends we have a long cut scene establishing what is going on. And then we have a trailer (as another in game cut scene) in game that REPEATS that. I mean really. Who thought it was a good idea? It's like the entire QA team didn't spot it. Or someone decided to ignore it only to put minimum effort into story, dialogue and information sequencing to push out this game asap. Ffs. End then we have a time skip for no reason where we apparently didn't do anything during the time passed? Really? Another dumb decision by whoever designed it. We need to talk about the setting. The premise is inherently good. High stakes. You have everything ready on the plate to make some interesting side stories. Or just let players mess around in it. Why are you messing it up by employing 5 year olds as writers? It is sad when AI can write the game better than your own writers. I could write it better... The reveal about one of our companions during prologue is corny and obvious. And I'm so on board. Weapon types do feel different from each other and have different impact. Also - fairly good viscerality of attacks. For a setting that claims to have no magic, that healing circle that we can step into and regen our health casted by one of the companions looks hella sus.. Growth points... First I get 3 per level. Then 2. And I checked on Reddit, and later it's just 1. So... afaik the enemies level scale up, but we stop scaling so well. What's even the point in leveling up then? Apparently we can't change our gear while in the open world. Which is... dumb. There's no gear stations, no checkpoints where we could change it. We need to always go back to town and always go to our room... Also no way to level up (spend growth points) aside from going back to our room! WTF?! NPC companion world exploration dialogue - actually fairly helpful without being too spammy (so it's not a constant 'wolves hunt in packs, Arisen' like in Dragons Dogma). Also they actually hold their own and can deal solid damage. Good job on the companions that way. That weapon stowing animation... really? Couldn't you have animated that properly instead of the sword magically appearing on our back? No new upscaling technologies? DLSS? FSR? You guys heard of that? I mean, come on... The game doesn't look bad, it just looks very 2016. It's 2026. So... it's not an open world game. It's a fake open world game. It gives you access to areas you are supposed to run through, but try to step outside and explore how you want to explore, and the game is like - nope. You are back to where we want you to be. Which is too bad cause for the most part the exploration is actually good. 7 hours in. Enemy variety so far... not great. Okay, it's kinda bad. Met like... 4 main types? And then variants of them that either looks the same or just have bigger models with tiny differences. So... I remember when before like... 2002... enemies did not have a finite aggro range. It was simply because the technology wasn't that advanced... In here I found that enemies will chase you literally forever. Or until you/your companion kills them. Wtf? Boss killing animations are legit.
DeathGame Mode is a must. Completely changes how interesting and engaging the game feels. DGM changes it from an easy running simulator to a actually fun experience
Don't bother.
Todo hecho a medias aprovechando la ip de sao, es malo con ganas
NOTE:1/10-Une énorme déception point je finirais pas le jeux tellement il me déçoit énormément La seule chose qui les sauvent du 0/10 c'est le faites qu'il ont quand même mis le premier étage et l'animation de kayaba comme dans l'animée sinon ces nul ensuite je vais clair c'est probablement le pire jeux SAO que j' ai pu faire comptant que j' ai pu faire hollow fragment alicyzation lycoris qui sont vraiment super beau a faire et la on nous vend le château d'aincrad pour faire du chiffre et faire croire aux fans que l on va enfin kiffer pour nous mettre une bouse en plein visage et te dire tu le veux le château alors tu paies 70 euros et si tu veux le reste tu paies le dlc donc tu sort 110 OU 120 euros de ta poche pour de la merde que je finirais pas le principal problème des boss répétitifs nul sans vrai technique ou design qui mérite d'être apprécier un aincrad bas de gamme ou on t'oblige a faire les quetes qu'il te propose et bien sur tu n'a pas le droit de visiter la map comme tu le souhaite la découverte et la visite des étages ou autre vous pouvez en rever mais tres loin la disucssion avec les png est inexistante de fou limite ne sert a rien et pour la ville n'en parlons pas vous avez quoi une auberge un coffre pour remettre vos stuff une forge et une vendeuse de potions voila ce que vous avez dans la ville et les combats mais bordel quel fraude votre personnage va a deux a l'heure vos esquive sont lentes vos competences sont tellement limitée et bien sur si vous voulez avoir l'arme de kirito c'est bien sur payant et pas en battant un boss ou autre sinon ca serait pas drôle ensuite vous finissez le premier étage vous battez meme pas le boss vous devez combattre les sbires sans jamais pouvoir kiffer combattre le boss Les seules chose bien sont la synthèses des armes pour avoir plusieur compétence sur l'arme ou plutot des passif et par contre 90% de vos boss sont des loups des sangliers un ours et un rats voila vos boss Voila mon avis en tout cas bandai ont reussis a me dégouter de ce jeux au point ou je le désinstalle sans le finir car il me décoit tellement c'est juste vendre le jeux et faire du profit en vendant de la merde voila ma note 1/10
Meh
Hot garbage. I could write a lengthy review going into the details of what makes this game a horrible experience for any SAO fan, but I wouldn't say anything others haven't said before me. I even doubt that the devs, or whoever designed this game, have ever touched a single MMORPG, much less read or seen a full season of SAO. Steaming hot garbage. That being said.. If you don't know what SAO or an MMORPG is, but you like JRPGs, buy this when it's on sale. You're the only one who can be pleasantly surprised, and I envy you for that.
Echoes of Aincrad è, paradossalmente, il miglior gioco ambientato nell’universo di Sword Art Online. Non perché faccia qualcosa di eccezionale, ma perché gli altri titoli hanno fatto peggio. E già questo dice molto. Dopo 120 ore, completamento al 100% in modalità morte permanente, livello 200, tutte le armi e le EX-MOD massimizzate, ogni area esplorata e ogni missione completata, posso dire di aver visto praticamente tutto quello che il gioco ha da offrire. Ed è proprio questo il problema: ho visto tutto… troppo presto. Il primo elefante nella stanza è il bilanciamento. Siamo al secondo piano su cento e il personaggio è già livello 200. Nell’anime Kirito era livello 96 al piano 75. Qui invece siamo in modalità “power fantasy accelerata”, con una progressione completamente fuori scala. Se davvero l’obiettivo è arrivare a 100 piani nel lungo periodo, questo sistema rischia di implodere su se stesso. E no, non è una sensazione: è un problema strutturale. A peggiorare le cose c’è il level scaling dei nemici. Tradotto: puoi diventare più forte quanto vuoi, ma il mondo si adegua e ti riporta sempre allo stesso livello. Risultato? Progressione piatta, senso di crescita quasi nullo. Sarebbe stato molto più sensato bloccare il livello in base ai piani, invece di trasformare il gioco in un tapis roulant numerico. Il gameplay però funziona. È divertente, fluido e sorprendentemente poco ripetitivo… almeno all’inizio. Il problema è il design delle missioni, che dopo un po’ diventa una parodia di sé stesso: vai da A a B, uccidi il boss (nel 98% dei casi), raccogli il drop, torna indietro. Fine. Ripeti per decine di ore. È il classico schema MMO, ma senza la componente MMO che lo rende tollerabile. E qui arriviamo a una contraddizione enorme: questo gioco nasce con DNA da MMO… ma ti costringe a giocarlo come un single player limitato. Non puoi fare missioni in solo come vuoi, devi passare da un hub per entrare nelle mappe, le aree sono vincolate alla missione selezionata e non puoi nemmeno esplorare liberamente il piano. Esci dall’area? Vieni riportato dentro come un bambino che ha provato a scappare dal recinto. Mancano anche diverse meccaniche fondamentali per chi conosce SAO: Niente cambio equipaggiamento libero nelle mappe. Niente vera gestione della rigenerazione. Nessuna possibilità di diventare red player. Sistema di dialoghi inutile: scelte che non cambiano nulla ma allungano il brodo. Protagonista muto con mobilità cervicale discutibile. Il tutto condito da un buonismo a tratti imbarazzante, con dialoghi che sembrano scritti da un generatore automatico di “potere dell’amicizia”. Sul lato tecnico, il finale di partita ha iniziato a mostrare crepe evidenti. I crash sono diventati frequenti, in particolare usando oggetti come le bombe per distruggere muri o bruciare sterpaglie, e durante le abilità combinate con il partner. Non è chiaro se sia un problema di ottimizzazione generale o legato a specifiche configurazioni hardware, ma la frequenza con cui si presentano li rende difficili da ignorare. E poi ci sono i comandi. Definirli macchinosi è un complimento. Hanno deciso di usare praticamente tutta la tastiera, ma il vero problema non è la quantità: è la logica. La stessa azione è spezzata in più input inutilmente complicati. Esempio reale: selezioni un oggetto con click, spazio o invio… poi devi premere E per confermare… e infine tenere premuto R per la conferma definitiva. Tre passaggi per fare una cosa che in qualsiasi altro gioco richiederebbe un solo tasto. È il tipo di design che non aggiunge profondità, aggiunge solo attrito. Sul lato contenuti, invece, il gioco non è povero: 20-21 armi per categoria. 10 abilità per arma, tutte portabili al livello 5. Progressione strutturata in modo chiaro (sblocchi + potenziamenti). Buona quantità di equipaggiamento (armature, guanti, pantaloni, oggetti speciali). Qui si vede un sistema solido, anche se poco valorizzato dal resto del design. Molto apprezzata la possibilità di usare costumi sopra l’armatura. Meno apprezzato il fatto che questa cosa non valga per armi e scudi. Una scelta strana, facilmente migliorabile, magari con tinture o personalizzazione estetica più profonda. La storia è… ok. Il fatto che tu non sia un personaggio canonico ma “te stesso” funziona meglio rispetto ad altri giochi SAO. Però finisce troppo in fretta: circa 35 missioni principali, che si esauriscono quando il gioco dovrebbe iniziare a ingranare davvero. Nota positiva importante: la localizzazione in italiano. Non è scontata oggi, e qui è fatta bene. Alcuni problemi segnalati anche dalla community: Struttura troppo guidata e poco libera. Endgame debole rispetto al grind richiesto. Sistema di progressione poco coerente. Mancanza di contenuti social o co-op in un gioco che lo richiederebbe naturalmente. Problemi tecnici intermittenti, soprattutto nelle fasi avanzate. Sul famoso discorso dei 100 piani: al momento siamo a 2. Anche ipotizzando aggiornamenti costanti, il ritmo attuale non giustifica troppo ottimismo. Senza un cambio di passo, il rischio è che il progetto resti incompleto o perda interesse prima di arrivarci. Prezzo: 70–110 franchi. No. Non oggi. Per valere quella cifra servirebbe: Un vero open map per piano. Libertà totale di esplorazione. Missioni meno schematiche. Progressione ribilanciata. Almeno qualche piano in più. Co-op reale e integrata. Interfaccia e controlli completamente rivisti. Così com’è, il gioco è divertente. E questo non è scontato. Ma è anche incompleto, sbilanciato e pieno di scelte discutibili. Lo consiglio? Sì. Lo consiglio a prezzo pieno? Assolutamente no.
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.