
Forspoken follows the journey of Frey, a young New Yorker transported to the beautiful and cruel land of Athia. In search of a way home, Frey must use her newfound magical abilities to traverse sprawling landscapes and battle monstrous creatures.
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.
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.
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, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $20.99−70% | 8.6Kreviews | 63% | — | $3.5M |
| $69.99 | 19.7Kratings | 69% | — | 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 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Forspoken is an ambitious new title from Square Enix, combining fast-paced magic combat, parkour-inspired movement, and an expansive open world. Set in the mysterious land of Athia, the game follows Frey Holland, a young woman from New York City who’s transported to a fantastical world, where she’s thrust into a battle against an encroaching evil force. With gorgeous visuals, a unique traversal system, and an intriguing premise, Forspoken promises a lot. But does it live up to its potential? Let’s dive in. The story of Forspoken centers around Frey’s unexpected journey into the world of Athia. A displaced New Yorker, Frey is suddenly granted magical powers by a sentient bracelet named Cuff. With no clear purpose or way back home, Frey must navigate Athia's fractured land, battling corrupted creatures and uncovering the mystery behind the realm’s downfall. The narrative starts with a bit of a mixed bag—Frey’s sarcastic attitude and self-awareness at first feel like a breath of fresh air. She’s relatable and full of personality, offering some much-needed humor and charm in a world that could otherwise feel too serious. However, as the plot progresses, it falls into familiar RPG tropes, and the storyline becomes somewhat predictable. Frey’s character arc is largely centered around her own growth, learning to embrace her new identity as a hero, but at times, the emotional stakes feel a bit disconnected from the rest of the world-building. Athia is a lush, visually striking realm with diverse environments—from mystical forests to ruined castles—each region has its own identity. However, the world itself doesn’t always feel as alive or vibrant as it could be. The world-building is intriguing on paper, with the ancient land, once ruled by powerful matriarchs known as Tantas, shrouded in mystery, but the overall narrative doesn’t quite do justice to Athia’s rich lore. Instead of diving deep into the world’s history and mythology, the story tends to gloss over it, focusing more on Frey’s personal journey. Where Forspoken shines is its innovative combat and traversal mechanics. The game blends magic-based combat with parkour-inspired movement, allowing Frey to run, leap, and glide across the environment at breakneck speed. The magic combat system is incredibly fluid, with Frey wielding different elemental spells—fire, earth, water, and air—each with its own strengths and playstyle. The variety of magic attacks is fun to experiment with, offering everything from long-range projectiles to close-quarters area-of-effect spells. Additionally, you can unlock powerful "spell chains" that combine various magic types, giving the combat a dynamic feel. The action is fast and satisfying, and the abilities feel empowering as Frey leaps through the air, dodges incoming attacks, and fires off devastating magic blasts. The parkour mechanics, powered by Frey’s newfound magical abilities, also contribute to a sense of speed and fluidity as you explore the world. Frey can sprint, leap off walls, and glide across vast landscapes, making traversal an exhilarating part of the game. This system feels particularly rewarding as you zip across Athia’s open world, effortlessly avoiding obstacles and covering large distances with ease. However, while the combat and movement systems are undeniably fun, the overall gameplay experience can sometimes feel repetitive. The open world is filled with enemies to fight, resources to collect, and side quests to complete, but many of these activities feel formulaic and lack depth. The world is vast, but it doesn’t always offer the most engaging exploration or variety in objectives. The side quests, in particular, often suffer from being simple fetch tasks or minor battles that don’t add much to the story or world. Visually, Forspoken is stunning. Athia is beautifully rendered, with lush landscapes, towering ruins, and magical environments that feel alive and brimming with detail. The magic effects—particularly the spell animations—are spectacular, with fiery explosions, shimmering water, and earthen shields all bringing the world to life in exciting ways. The fluidity of Frey’s parkour movement is seamlessly integrated into the environment, giving a sense of immersion as you race through the landscape. The character models are highly detailed, and Frey herself looks fantastic, with expressive animations and facial details that help convey the emotional weight of her journey. The motion capture work is excellent, and the game’s cutscenes are cinematic and visually impressive. However, there are moments where the visual polish doesn’t quite hold up—particularly when it comes to the world’s performance. The world can sometimes feel barren, with stretches of empty land between locations that feel underdeveloped compared to the detailed environments you’ll encounter during the main story. Additionally, the game can occasionally suffer from frame rate dips, especially during high-intensity combat sequences or when transitioning from one area to another. The soundtrack of Forspoken, composed by the talented Garry Schyman and others, is a blend of orchestral grandeur and electronic beats, which complements the high-energy combat and the magical world. The music intensifies during key battle sequences, and the calmer tracks create a nice contrast during exploration, but they don’t always have the staying power of some other open-world RPG soundtracks. The voice acting is solid, with Frey’s sarcastic wit and emotional growth being well-portrayed by her voice actress. The dynamic between Frey and Cuff, the talking bracelet, provides some of the game’s best moments of humor and levity, although Cuff’s tone can occasionally feel jarring against the game’s more serious moments. The writing is witty, but there are instances where the banter feels forced, detracting from the immersion. Forspoken offers an exhilarating combat system and a visually stunning world, but it struggles to maintain consistent pacing and depth throughout its narrative and side content. The traversal and combat are undoubtedly the highlights of the game, with Frey’s magical abilities providing a refreshing and dynamic way to approach both combat and exploration. However, the story and world-building could have used more development, with the game falling short in terms of narrative depth and side content variety. While Forspoken has all the ingredients for an incredible open-world RPG, it occasionally feels like the game struggles to find its footing. For fans of fast-paced action combat and visually captivating environments, Forspoken offers plenty of thrills, but those looking for a more nuanced, fully fleshed-out experience may find themselves wanting more. Rating: 7/10
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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 Aug 28: 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.
Reviews, worldwide (the counter carries no country): 0.89/day in the week to Aug 4 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
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, Arabic, Japanese*, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
| $20.99−70% |
| — |
| 83% |
| — |
| 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 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]A misunderstood gem hidden behind launch-day memes.[/h1] [b]👍 THE GOOD:[/b] ✔ Incredibly fluid magic parkour and movement. ✔ Deep, tactical elemental combat system. ✔ Rewarding character growth arc if you stick with it. ✔ Post-launch patches fixed early performance issues. ✔ Rewarding exploration made fun by unlocking new parkour powers. [b]👎 THE BAD:[/b] ✖ No gear dismantling or transmog (wastes upgrade materials on new looks). ✖ No base outfit changes (stuck in a black hoodie and white sneakers all game). ✖ Rough dialogue and pacing in the first few hours. ✖ The open world can feel a bit empty at times. ✖ Quality-of-life flaws and UI clutter. ✖ Overpriced (Buy on discount) ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━ [h2]🔮 The Combat & Magic System (The Game's Peak)[/h2] If you judge this game purely on gameplay, it is easily one of Square Enix’s finest. The magic system is brilliantly designed around four distinct elemental playstyles that each offer unique utility while maintaining a cohesive structure: [list] [*] [b]Earth (Versatility):[/b] Your baseline toolkit, excellent for general crowd control and adaptable combat. [*] [b]Fire (Strength):[/b] Pure, aggressive close-quarter power. It lets you summon an offensive fire domain to burn enemies down. [*] [b]Water (Artillery):[/b] Long-range, tactical, and defensive. It allows you to create a protective water domain to heal and regroup. [*] [b]Lightning (Speed & Illusions):[/b] High-mobility, rapid-fire strikes that utilize illusions to trick and manipulate the battlefield. [/list] The synergy between these elements makes you feel like a "magic ninja" once you start fluidly swapping spells mid-parkour. [h2]🏃♂️ Movement & Technical State[/h2] I played the demo on PS5 at launch and remember the movement feeling somewhat janky. The developers clearly put massive work into patching the game. Today, running and jumping across the map feels incredibly smooth, responsive, and genuinely fun. [h2]📖 Story & Character Arc[/h2] Yes, Frey is annoying at the start. However, she actually has a meaningful character arc. She grew up orphaned and abandoned in New York, so her defensive, abrasive attitude is a realistic coping mechanism. As her powers and responsibilities grow, her personality matures. It’s a shame many reviewers quit before seeing her actual growth. [h2]💔 The Verdict: A Lost Potential[/h2] It is a genuine tragedy that Square Enix shut down Luminous Productions due to poor initial sales. This game established an incredible baseline for a brand-new IP. If they had been allowed to address the quality-of-life flaws in a sequel—rather than killing the studio and forcing us to just stick to repetitive Final Fantasy releases—a second game could have been a masterpiece. It is a niche title, but absolutely worth buying on a sale if you value pure, high-octane gameplay. [b]Rating: 8/10[/b]
Good gameplay if you don’t mind doing “Death Stranding” levels of running around with fast paced combat, yet weak/boring storytelling. Crazy thing here is that despite all the weirdness, the world-building is kinda good when you give the index a try. I had fun overall thanks to how the magic works here and how it makes you feel like an overpowered spellcaster, and I can understand the main character’s quirky personality given how she got sent to Caelid of all places. But I cannot recommend this game given than on the “Hardest” difficulty I was able to complete it on less than 25 hours… DLC included. Unless you can get it for like less than 5 bucks I guess. Shame, perhaps with a little more love, this might had actually turned into a banger magic rpg...
ass
Ne vous fiez pas au "bad buzz" toxique qui a entouré la sortie de ce jeu. Après l'avoir terminé, mon constat est clair : Forspoken est une excellente surprise pour qui sait regarder au-delà des préjugés. Ce que j'ai aimé : Un gameplay riche et gratifiant : Le système de combat est loin d'être basique. Le switch entre les différentes palettes de sorts est fluide et bien pensé. On finit par créer des combos magiques dévastateurs qui ont une vraie "gueule" visuellement. Le Parkour Magique : C'est sans doute le point le plus fort. Les déplacements sont d'une fluidité incroyable, on ressent une vraie liberté de mouvement qu'on ne trouve nulle part ailleurs. L'intelligence du monde ouvert : Certains se plaignent du "vide" sans comprendre que c'est le thème même du jeu : un monde dévasté où l'humanité a presque disparu. Il est donc normal que la capitale ne soit pas bondée comme Tokyo... Techniquement, ces grands espaces sont indispensables pour profiter pleinement de la vitesse incroyable du parkour magique. On ne fait pas du 100 km/h dans des champs blindés de rochers, d'arbres ou de points d'intérêts tous les 10 m, ça deviendrait une corvée. Une vraie ambition technique : Contrairement à certains jeux encensés par la critique qui se contentent du minimum syndical (graphismes datés, donjons couloirs, optimisation médiocre, copier-coller de l'existant, VO anglaise bâclée...), on sent ici un travail de qualité fait par des passionnés. Les effets de particules, la mise en scène et le doublage intégral montrent que le studio a voulu proposer un vrai blockbuster. Les problèmes de performances du début ont été gommés par les MAJ et l'incorporation du Frame Gen. Les graphismes et les menus donnent une atmosphère, une identité particulière, originale et plaisante. Une héroïne humaine : On a beaucoup critiqué les dialogues, mais ils sont cohérents avec le vécu de Frey. Sa désinvolture est une armure émotionnelle qui se fissure au fil de l'histoire. Ça peut sonner faux au début, mais ça devient vraiment poignant à mesure que Frey se retrouve impliquée dans la tragédie d'Athia. Sa façon de parler un peu crue vient de sa vie difficile à New York. C'est une dinguerie de ne pas comprendre ça... Côté Boss et Scénario : Dire que les boss n'ont pas de design, c'est faux. Les Tantas sont très stylisées, le boss de fin aussi. Le dragon est un dragon, c'est la base de la fantasy ! On ne reproche pas à Game of Thrones d'avoir des dragons pour faire l'expert ultime... Quant à l'histoire, le lien avec certains personnages est original. C'est de l'Heroic Fantasy : on veut voir l'héroïne accomplir des choses extraordinaires. Faire "clamser" le héros avant l'aboutissement (par exemple) serait juste décevant pour les fans du genre. Les bémols : Le début est un peu lent, mais après la première Tanta, l'exploration décolle. Le jeu laisse le choix entre flâner ou foncer sur l'histoire. Certes, les activités secondaires sont parfois répétitives et le prix de départ (80 €) était élevé (mais il n'y a pas que Forspoken !). Certains jeux à 80 € aujourd'hui ne valent pas la moitié de ce prix : mise en scène médiocre, vieux moteur recyclé, aucune prise de risque... et pourtant ils sont encensés. Bref... 80€ c'est trop cher, peu importe quand, peu importe le jeu, là-dessus, je suis d'accord avec la plupart des gens. Mais si vous le trouvez à un juste prix aujourd'hui, c'est une pépite. Conclusion : Il est triste de voir un studio couler pour avoir tenté de créer une nouvelle licence ambitieuse pendant que des jeux plus pauvres cartonnent. Si vous aimez la magie, l'atmosphère, la vitesse et les histoires de résilience, donnez sa chance à Frey. Ce jeu a du cœur et des tripes.
The combat is so fun and building the character is really unique. Never played such a fun parkour story. The story is good but kinda obvious as far as trying to hide a twist. It kinda feels like the character has do delay all common sense to fall into the traps they do. but the game is fun, worth it.
Dude this game gets hate it does NOT deserve honestly got stuck playing for 6 hours and havent even scratched the surface!!! Must have for RPG fans that love to have a little bit of everything!
通关剧情了,剧情含女量很高很友好(除去几个男角色有点烦人),剧情是很典型的女主成长并找到身份归属的故事线,其实看片尾CG感觉是有第二部的(但是看这个游戏评价…很难说),结尾的结尾突然给我转折一下,我还是有点无语住了。(在隐藏部分会说) 黑色全是剧透了,慎点 [spoiler]此游又可命名为《芙蕾:我的妈妈和我的三个教母》,其实说四个妈妈也无所谓,毕竟芙蕾都继承了所有人的魔力。但是剧情上让我有点吃屎的就是最后臂环又可以聊天了,,,如果说游戏转折之前,和臂环聊天我还觉得可以接受,那么知道真相后还和这臂环聊天就给我恶心感,真的很想吐。不知道制作组怎么想的,谁家女主还能和杀母仇人悠然自得聊天啊? [/spoiler] 接下来是拉踩吐黑泥,关键字:龙 [spoiler]都是重要之人变龙,牢任在王泪里甚至都不愿意让塞尔达有攻击辅助,只让她当个垫背+道具采集器;但是这里你就可以在龙背上,和重要之人一起攻击BOSS,高下立判了。没错,我对于王泪削弱塞尔达就是这么恶心,从23年通关的那一刻让我恶心得直接把switch卖了,甚至现在回想起来我都觉得王泪对于塞尔达太不公平了[/spoiler]
The negative reviews have a point. The dialog is beyond cringy. Common sense for human interaction is out the window, not in an endearing way, but a painfully awkward and tactless way. The first two hours are horrendous. Boring and confusing plot points to push the story along. Over-explanation of obvious game mechanics. Little to no explanation of other nuance (like leveling up spells). This is a positive review, though. After the slow start, the game really opens up. Stick with the story quests until you kill the first big bad. Lots of space to roam around in with enemies and activity points. I completely disagree with the comments saying the open world is barren. The traversal mechanics as well as the spells and smooth flow between attacks. Chaining together active and passive magic and different types of magic is super fun. I keep finding myself coming back to this game for how fun it is to play. TL;DR - First two hours are boring and not fun. After you get past some of the main story the open world becomes really fun to explore and really fun to play.
The fluid combat and over all traversal mechanics are some of the most fun in a video game I've ever had the fortune to experience. The combat and parkour traversal meld together to create something seamless and spectacular to play. The designs of many of the enemies are very interesting to look at and fighting groups of them when you have all your magic at your fingertips, makes for some very enjoyable and visually stunning fights. The VFX and effects of everything magic is magnificent and dazzling. I particularly love olas's magic aspect, the green course through fights was mesmerizing to me. I did quite a lot in this game, and the main reason I continuously played it so much was because of these mechanics that made you feel free and fast when wandering the world. Supplementing this were how powerful you can get, and really make you feel as though you've grown, it is very rewarding. There are also some very nicely designed cloaks and necklaces you can adorn the main character Frey with. The majority of the cloaks are very distinct, with many having intricate patterns and appearing in a few colors; red, blue, white, rose, gold, etc. Unlocking them to wear is a fun challenge and adds to the exploration. The necklaces follow the same form, they are pleasing to the eye, some are more ornate than others. I am glad I decided to put so much time into this game, it was an enjoyable experience and I will come back to play it again, the developers did an amazing job with making the game that you play, move, control and experience fun at it's very core. I wish they would continue and build on what they have here. Not many other games offer freedom of action like this, the flow has been carefully crafted and created, and you are able to feel it.
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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