
The latest entry in the character collection and football simulation RPG series, "Inazuma Eleven!" With an original story featuring new main characters, over 5,400 players from across the series' history to collect and train, as well as exciting online tournaments, you can play the game your way!
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.
About
O smoldering clouds, let INAZUMA's lightning split the sky!
The newest title in the hyperdimensional football RPG series "Inazuma Eleven" is finally here!
A new story featuring a new protagonist, over 5,400 characters to collect and train, as well as an intense competitive mode; there is no shortage of activities to enjoy!
■ Story Mode
This new story takes place 25 years after the first Inazuma Eleven.
In search of a world without football, protagonist Destin Billows enrolls at South Cirrus Junior High. Meanwhile, within the prestigious Raimon Junior High - renowned as the top team in the nationals - rises a Football Monster named Harper Evans.
When these two cross paths, a tale begins to unfold...
■ Chronicle Mode
A roster spanning over 5,400 characters from previous entries in the series!
Relive past Inazuma Eleven matches with Victorio, the boy who came from the future.
Take on various teams, collect and train characters, and build your ultimate dream team!
■ Bond Station (Kizuna Station)
Freely arrange nostalgic objects from the Inazuma Eleven series to create your own "Bond Town"!
Customize your avatar, invite friends over and enjoy socializing and playing matches together!
Your custom made avatar can also be used in matches!
■ The Ultimate Anime Experience Brought to Life by MAPPA
In-game anime cutscenes were made in cooperation with animation studio MAPPA!
With the longest anime runtime in the series' history, the story's intensity will reach new heights.
Genres
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, Nintendo 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 | 12.1Kreviews | 89% | — | $22.7M |
| $79.99 | 15.2Kratings | 92% | — | 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 978 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I gave up on this game before the galaxy update fyi so if anything that is written here is no longer accurate please tell me. I like many people had awaited this game for years, I have played every other Inazuma Eleven game without missing any, watched every episode and spin off of the anime again and again I even bought the deluxe edition and everything. Unfortunately I cannot recomand this game to both new players and fans alike. I'll list things that I like, that I dislike and the dealbreaker for me that makes this review a negative one. First the good: - The game looks good, the models are good with more body variety than in prior games and the new animations are just as polished as the old ones - The music is great - The new gameplay during matches is satisfying and a welcome change from the gameplay of the DS/3DS games. Clearly one of the saving grace of this game. - The amount of content is quite impressive (in pure numbers that is) - The "everyone is here" selling point is mostly respected (the few non returning characters/moves are missing for purely legal reasons) - the dubbing during matches is nice Now the bad: - A bunch of kits are missing - The new story mode is quite boring, the story itself is good but I'm not a fan of the minigame heavy aproach that the devs took during training segments - The scouts (aka players that aren't from a team you've not seen in the anime) have basicaly no moveset to speak of (just one basic skill and one special move) whereas they had full ones in the prior games (including keshins and rare moves on some wich made for a realy nice surprise when you found one); that wouldn't be much of an issue if it wasn't for the biggest problem of this game that I'll touch on in a bit. - The online mode has no matchmaking (or at least very bad matchmaking), if you're starting expect to get jumped by someone with a max level every every now and then), and that's when you don't run into someone with a team with full custom leveled up movesets that they built when the game had duplication glitches. - There are no scout teams at all. The competitions routes of the old games being replaced by the chronicle mode means that you won't see an original team made of scouts. - The new passives are poorly balanced and creating your "dream team" that will win you anything in ranked is more or less impossible at high. The meta is to focus on the singular specific passive that's currently broken (and the characters that have it) and start from zero when it gets gutted next patch. Not like the old games had a varied meta but I was expecting more since Victory road has a propper online mode - The new skill tree type progression for your players if good on paper but is also very limiting as you need to sacrifice a "blank slot" (that you'd use for a special mechanic like a keshin) to give a player a type of move that dosen't fit their position (like giving a dribbling move to a goalkeeper). Imo the old "six move slots by player that can be any you want" was better - The chronicle mode is very reppetitive with the need to play the "scenario" and then play the match again with your team gets old quick especialy since your team gets overleveled very quickly - You only have a few (like 8) possible generic formations for your team in this game when you could have anime acurate ones in the old games and each important team had their own formation plus a few generic ones. Yes some of those where silly and not very usable but at least they gave your team (and your opponents') more of an identity Finaly the dealbreaker: This game is a grindfest, everything costs so much and there are so many currencies (don't have the exact number but it's in the 15-20 range) that you need so much of to buy anything. You basicaly need ten times too much of everything to buy even a basic special move or tactic. Most of my time in this game as been spend grinding either chronicle mode or free matches to get new moves for my characters. The only way I can rationalize that this is the case is that the game started development as F2P with micro transactions (and at this point I would have liked it better if this was the case). Take every negative points I've mentioned and add to it that you won't get that special move or player you like without spending hours playing a singular game mode on repeat until the rng drop of the currency you want decides to be generous enough to let you buy one move you want (wich you need multiple of to level it up). It's even worse than the gacha of IE3 and the player cards from the GO games because now every single aspect of this game feels like it was made to waste your time. In the GO games wich were the grindiest games before Victory road, specifics teams, gear or players often needed multiple items that could be obtained in friendly matches or in specific places in the overworld to be recruited but at least you had those items ad vitam once you got them once and the special moves/gear while more limited and/or rare (as in not every move having a teachable item form meaning some moves couldn't be thought or only thought a few times by savefiles kinda like in old pokemon games) could all be bought with one singular curency when found in a shop or found in chests. The new gacha system wouldn't be too bad if it wasn't for the fact that player rarity was a thing and that you needed even more currencies (yes plural) just to level that up on top of having to level up their regular level, their special moves and so on you get the idea. TLDR You'll like Victory Road if you like doing the same thing over and over and have the next ten years of your life to commit to it and it alone or if you completly disregard the online mode and only play with important characters without wanting to change their movesets. I hope the currencies of this game gets some sort of overall to be closer to the old games as it is in my opinion a marathon worth of steps backward even when compared to even the very first Inazuma Eleven that came out 18 years ago. It drags all the other systems of the game down with it and makes it feel like your time isn't respected.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
| $69.99 |
| 312ratings |
| 90% |
| — |
| not modelled |
| $69.99 | — | — | — | 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 980 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I used to fall in love with every game Level5 released. Such wonderful handcrafted games full of effort and passion. Whimsical worlds, lovable characters, beautiful soundtracks. Inazuma Eleven might still be my favorite franchise of all time. But it seems Level5 has now entered an era of huge delays and soulless AI slop. Looking at other releases like Fantasy Life and Professor Layton, it seems they dont know what made these games great or how to even make games like these anymore. It seems like they just cant seem to get a single thing right anymore. After going through development hell for 10 years they released a game where all the beloved RPG mechanics have been swapped out for gacha nonsense. The balancing is wonky. The upscaled models dont look great and the different generations of models look incoherent and just dont blend well together. The new content is quite lacking. Less than half of teams have any new moves or backstory. The bulk of the game consist mostly of insane amounts of grinding. It is quite easy, even for a casual player, to come up with improvements to the game. With the new gacha system and the ability to have thousands of variants and builds, how there is no favoriting system absolutely boggles me. I waited another 6 months after release for improvements. But each "DLC" I am more and more confused by the things that Level5 are choosing to focus on. I just dont feel like praising each small step taken, when there is no focus on fixing bigger issues. Well, I guess ill see you in another 10 years
ヒノ・キンウン「正義ビルドの出番は終了〜」 キャプテン みなさん オレもイナイレ、離れるでやんす。 風丸さんが言ってた通りでやんす。 いくら厳選やっても、日野坂の思いつき調整には かなわないでやんす。 もし、新しいビルドを構成したとしても また新しい思いつきナーフが現れるかもしれない。 キリがないでやんす。 自分、もう限界でやんす。 すみません キャプテン 今までありがとうございましたでやんす。
I loved that game but level-5 just abandonned it for ia slop of games and they promised 5 year of support for the game only to announce a sequel rather than making an actual dlc. There is no efficiency with ia, only bad product.
It's tragic that I should love this game. Level 5 clearly put a lot of work into it and it would be my favorite game in the series. The story mode is fun and engaging but over all Victory Road does a lot to waste your time There are a dozen and one different in game currencies that take forever to grind out, which you need to level up your players, increase their rarity, equip them, give them the techniques you want etc. Why are there like 7 different shops, all with different currencies, split across story mode and the main menu? Everything takes too long and saps the fun out of a game that should be a fantastic team building game/ collectathon with them bringing back pretty much every character from throughout the the series. I have spent hours running this game in online mode not even playing myself but letting commander mode take the reigns cause I needed some kind of resource. They are making this currency available to grind offline though that doesn't really address the underlying issue. I don't want to mindlessly grind for hours or worse have the game play itself on the second monitor because I can't be bothered to. Just to be able to build a team I can have fun with. Ironically I would have likely played this game for far longer making teams of silly guys if they didn't try to stretch out your playtime so much. This is the price of every modern 70$ needing to check all the triple A boxes like oh look at the graphics and "you can play it for hundreds of hours" I am only posting this review in hopes that this and other negative feedback from the community may make them rethink the in game currencies, rarity system and gacha mechanics. I am thankful they aren't milking us fans for money like other gacha games but I don't enjoy having my time wasted either. Again this game has an incredible foundation and if it was quicker to acquire and level player this would be one of my favorite games of all time Update after another 100 hours: With the help of a save file editor I now have Acquired most of the 5457 characters and increased their rarity to legendary, say for the 500ish recruits from Story mode. Mind you that is 100 hours with infinite resources purely sitting though the Gacha and "Rarity up" animations with a turbo on my controller clicking through it. Imagine how long that would have taken if I had to grind for the resources in between. Imo a completely unreasonable time investment. I have come to realize though that it is partially my fault for treating this game like a collectathon when that is not what it is currently. However, I still want to mention that there are no good ways to get specific characters that you want. Unlike the scout system in the older games where you at least know what to do if you want a specific character. I think the best way to play this to just play with the players you are given and swap them out for ones you like, got from the gacha. Personally though I find the rarities get in the way of the fun. If you pull a green rarity player and want them on your already upgraded team you have to: spend a bunch of resources (spirits beans and what not) and then invest the time to level them up or spend more resources in exp orbs. Just annoying honesty, if I was still paying regularly.
Levante, se anime, venha com a gente! Super onze vai jogar (hey!) Super onze, mais um desafio (vamos!) Olha que jogada genial (é legal!) Nós vamos ter que jogar Só assim você vai crescer Até se doer a gente aguenta (aguente!) Todo medo a gente vai vencer (vai vencer) Tenha o seu próprio estilo Acredite sempre em você! Eu jogo aqui, treino aqui, conquisto aqui Estamos treinando como um forte dragão (dragão) Com habilidade de um samurai Enfrentando no campo uma batalha em busca do gol Levante, se anime, venha com a gente! Faça do gol um momento de ternura! Levante, se anime, venha com a gente! Vamos todos juntos nessa grande aventura! Levante, se anime, venha com a gente! Super onze, é outra dimensão (campeão) Vamos lá, super onze em busca do gol
日野がその場のノリでアプデの度に毎回毎回毎回毎回余計な要素追加、簡悔調整をしてユーザーが永遠に振り回されるゲーム 長く遊んでもらえるゲームという目標を膨大な周回量、素材要求でユーザーを物理的に拘束することで達成しようとしてくる狂気 ヴィクトリーストーンというオンライン専用素材(←こんなものが存在することがおかしい)の入手量と要求数があまりにも厳しすぎることで炎上し、オフラインでごくわずかにドロップするようにしたにもかかわらず、すぐさまオンライン大会限定素材を実装 オンライン大会限定技、アウェイユニフォーム、限定キャラ等で釣って半強制的にユーザーを参加させるも大会システムそのものが崩壊しており談合が最適行動になり、放置やオウンゴールでの嫌がらせ、チート、切断のオンパレード まさに地獄の光景 ここまでやってきたが限界 このゲームは終わりです レベルファイブにまともな対人要素作れたことなんて一度もないんだから、大人しくキャラゲーに振り切ってくれ もしこのゲームを今更買う人がいるなら連射コントローラーかマクロコントローラーで放置する環境がないと自分が好きなチームを完成させる前に気が狂うので注意
Sinceramente, debo comentar como fan de la saga desde que tengo noción, más como desahogo, pero también como reseña. El juego es una puta mierda. Hablando claro. Es un desastre insalvable de malas decisiones de principio a fin. Lo único bueno es que están todos los jugadores (lo cual no importa porque todos los scouts son absolutamente nefastos y es mejor llevar a los mismos 5 de siempre) Vamos por partes, la historia: El modo historia está al nivel de un relato de Wattpad. No tienen la decencia de presentarte ni 11 jugadores, te presentan 6, de los cuales tienen desarrollo 4. Luego te dan a elegir otros 11, de los cuales 2 son obligatorios, y tiene historia UNO. Las historias son lamentables, Briar es literalmente el mismo dilema que tiene Axel reciclado, Cedric tiene una calidad de escritura al nivel de un paquete de Cheetos, Cade es un insulto a lo que pudo ser su personaje, Raika es igual de interesante que el papel de un Sugus, y Thierry... ah sí, no hace nada. Porque este modo historia, si tiene algo, es escasez. Te bombardean a cinemáticas los primeros 3 capitulos, y luego tienes una por capitulo, COMO MUCHO. El equipo principal tiene menos de la mitad de las técnicas que tiene el Raimon en IE1. Hay jugadores como Cedric que no tienen NI UNA técnica nueva personal, 0. Y los equipos nuevos, más de lo mismo, todos los jugadores tienen las mismas dos o tres técnicas repetidas, y la gran mayoría no son ni nuevas. La historia se caga en todas las bases sentadas del universo, hace como que GO no existe, se carga al 80% de personajes que hacen una aparición. Y si al menos el gameplay del modo historia fuese bueno, pues okay... Pero no, es lo peor. Ve aqui, habla, farmea 1 hora para llegar a unos requisitos mínimos de poder porque el juego te tratas como si fueses retrasado y no quiere que pierdas, ten 1 partido de 10 minutos con tus migajas de narrativa, y farmea 1h y media otra vez. Te dan la historia a cuenta gotas, que encima de mala, es muy escasa. El capitulo donde eliges a los opcionales es INFAME, asqueroso, te tienen jugando 70 minijuegos SEGUIDOS, y eso es el capítulo. Porque sí, así se farmea, haciendo minijuegos repetitivos o jugando con equipos perdidos de la mano de dios, que no tienen ni una triste técnica nueva, y a los que avasallas con 3 tiros todo el rato. Todo, el rato, no aprenden mas tecnicas, el equipo principal tiene 3 tiros. 3. Tres. Los mismos que tenia el Raimon en el PRIMER partido del Occult. El modo crónica es un añadido así que no lo voy a criticar, podría no estar y está, oye, al menos. Hay que tener muchos huevos para jugar 200 partidos pero es dificil hacerlo de otra manera. El gameplay en general del juego, después del modo historia, es lo peor. Se siente como volver atrás de Inazuma Eleven Strikers, un juego que tiene mas de 10 años. El juego se basa en lineas de pase y movimiento en tiempo real, así que debería ser fluido, no?... Debería serlo, pero no lo es. Los personajes se mueven de manera ortopedica, las animaciones fuera de duelo son, por increible que suene, peores que en un juego DE LA WII. Las batallas de foco son aburridisimas, cortan completamente el poco dinamismo y velocidad del juego (que recordemos, es un RPG de futbol, debería ser rapido y fluido, no tardar 3 segundos en dar un pase donde te quedas quieto vulnerable a entradas). El tracking del balón funciona horrible, a veces los jugadores pasan, dejan de correr, se va fuera, no va nadie a por el balón. Un caos. Recordáis cuando en los Inazuma de Nintendo, utilizabas los pases y el buen movimiento para evitar duelos contra jugadores que no podiais regatear? En este no puedes, tienen un boton para entrar automáticamente en duelo con quien tenga el balon en un radio igual de grande que un tercio del campo. Y si de alguna manera llegas a porteria, viene lo peor. A quien cojones se le ocurrió que el juego vaya de encadenar tiros. Te cargas la mecánica de los tiros encadenables, haciendo que TODOS sean encadenables, y que por algun motivo puedas encadenar una tecnica con un tiro normal. De hecho, puedes simplemente marcar con tiros normales porque el portero tiene una barra de vida permanente (similar a Captain Tsubasa Rise of New Champions, pero ahi no habia cadenas, POR ESO TENIA SENTIDO). El area de tiro lo puede activar cualquiera de los dos jugadores, los defensas ya no existen, son solo muros. Muros de bloqueo y contratiro, olvidate del 90% de tecnicas de defensa, el juego ahora va de bloquear. Le han quitado toda la parte divertida a las cadenas y las técnicas de bloqueo, y es que eran algo inusual, no el eje del juego. La mecánica de la tensión es una porquería, ya no hay PTs, no hay motivo para cambiar a un jugador si está cansado, porque no se cansan, ni PTs, ni PEs, no hay necesidad de cambiar al portero tampoco. De cosas como las stats de los jugadores, la tabla de habilidad (que te obliga a poner tecnicas de cierta categoría), las rarezas de gacha, las configuraciones (justicia, brecha, etc.), y otras mecánicas del juego como los Basara no voy ni a hablar porque tienes que haberlos experimentado para entenderlos, pero son una basura infame. Básicamente, el juego tiene una historia terrible con un gameplay aún más terrible, con un modo online donde todo el mundo lleva los mismos jugadores (porque son estadisticamente mejores que todos los 5000 PERSONAJES que hay), no existe el contenido endgame ni la dificultad contra la IA (a diferencia de Go que tenia cosas como la cadena del abuelo, los torneos de IE3). De hecho la IA es muchisimo mas facil que en todos los demás juegos, y para rematar, donde tienes que farmear como un esclavo para conseguir cualquier cosa: Mejorar a los jugadores? Farmea alubias, conseguir tecnicas? Farmea objetos/espiritus. Claro, no podian poner una tienda con una moneda y ya, como en todos los demás Inazumas, aqui tengo que matarme para que me den un drop concreto que es azul oscuro y no azul claro. A todo esto que he dicho, sumale el lag que hay en el online, y el resultado es Victory Road. Si eres muy fan de la saga, lo recomiendo, tener a tu elección a los 5000 jugadores y todas las tecnicas es un sueño hecho realidad y puedes hacer tu equipo soñado de verdad, con todas las variantes que hay, y mecánicas extintas como el cambio de rol (aunque la armadura y el miximax, POR DIOS SABE QUE, no sean obtenibles para todos) Si quieres un juego que sea objetivamente bueno, no compres esta mierda.
가격좀 쳐 내려 시발아 너무 비싸 유입이 안들어오잖아 가격때문에
The name of the game is [u] content [/u], so if you like what's in the game, it's going to be worth it, even at full price. But, you need to know that the actual gameplay loop is [i] very [/i] different from what you'd see if you watch a quick gameplay video. [h1] Regarding the Chronicle Mode, with ~120 opponent teams and 5400+ unlockable characters, [/h1] those numbers are completely true, but in order to include so many levels, each one was cut down to about a minute of diologue before the main match. After each match, you receive 5-10 character "drops", which allow you to add characters from the opponent's team to your own customizable team. The drops can also be used as materials to make your players stronger. Overall, it felt like [u] playing through an MMO by myself [/u], grinding the same levels repeatedly in order to get materials for characters and moves I liked. I enjoyed it, [i] but was surprised by how little the actual soccer matches play a part in the gameplay, compared to the drops you get for completing them. [/i] Yes, you play soccer to progress, but given how every level is practically the same, progression doesn't matter nearly as much as assembling your dream team. [h1] The online multiplayer does not work whatsoever. [/h1] In my almost 150 hours, I could not get the online multiplayer to work even once. First of all, about 60% of the time, you will not be able to find a match at all. It didn't matter that I played this game on release, or that I have crossplay turned on, or that I'm in the region with the highest number of players (Japan). 20% of the time, you'll be matched with someone who is afk from start to finish. DId they disconnect? Who knows! But the remaining 20% is where you realize that it's a [b] BLESSING [/b] that you can't find a match. Matchmaking isn't decided by your team's power level, but rather your "rank", which goes up as you play multiplayer. This means that each rank is allowed to have players with mega ultra juiced-up teams, since [u] their rank is only determined by how many ranked matches they've played. [/u] Enjoy watching a simple kick from them shred your goalie's entire keeper power. DO NOT BUY THIS GAME FOR THE ONLINE MULTIPLAYER! [h1] Speaking of which, don't buy this game for the story mode. [/h1] There are only [u] 6 [/u] story-progression matches. For reference, the original trilogy had you do 16, 22, and 28 matches. Victory Road has 9 chapters, and for the first 3, you don't play any soccer. You play some weird turn-based rock, paper, scissors game, which is awful and boring because, as you can imagine, [u] rock paper scissors does NOT work as a turn-based game!! [/u] In between those 6 matches, you're grinding exp on 2-button minigames to level up your team enough to challenge the next opponent. I've read other comments praising the characters for being interesting, but I strongly disagree, since most of them had no depth, or backstories, or even much dialogue at all. Most can be summarized by 1 single character trait, which to be fair, was the case in the original IE trilogy. However, having simple, stock characters doesn't work when Victory Road only has 7 main protagonists (15 in IE1). Furthermore, there's so few soccer matches to distract you from the lack of character depth, so you spend most of the 25 hour story watching plain characters spout generic, overused, and tired dialogue at each other. But don't have too much fun, or you might forget to do your turn-based rock paper scissors to level up!!!!!! :( [h1] There's a few more features to this game I haven't mentioned: [/h1] [list] [*]There's an Animal Crossing-esque mode where you can decorate your own town with buildings and funiture, then visit other players' towns. I have yet to see another player with a visitable town, and the decorations cost the same currency as things like new moves and powers for your players, so just forget about this mode. [*]The Chronicle Mode lets you play every story match from all 8 previous Inazuma Eleven games/series!! (although the story behind each match is compressed down to <1 min). As someone whose introduction to the series was Victory Road, this was really great! I fell in love with the franchise, and in addition to getting me into other titles in the series, this excitement also served as a boon that kept me interested through all ~120 levels. I am not sure if this excitement would last nearly as long for a veteran of the series. [*]As much single player content there is, it is all very very easy. In my 150 hours and hundreds of matches, I think I only ever lost a single player match twice, mainly because I didn't check what the "special win conditions" were. Don't expect any fast-paced challenges in this one. [/list] ------------------------------------------------- So, if you read all this, it might sound like I hate the game, but I don't. I think it's complicated, because so many features (town-building, turn-based RPS, and the ENTIRE ONLINE MULTIPLAYER), are just write-offs due to how they barely function at all. But, even excluding all that, there's about 100 hours alone in the chronicle mode, where you can mess around with different players, in every match in the history of the franchise. I had fun, and I think 150 hours justifies the full-price purchase I made. But I also think that a lot of players would not have that same fun, so it's important to know what those hours consist of.
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 |
|---|---|---|---|---|
| $949.4K | 461 | 48% | $59.99 | |
| $1.1M | 6.8K | 72% | $9.59 | |
| $250.4K | 1.9K | 83% | $5.99 | |
| $972K | 2.1K | 91% | $9.89 | |
| $19.3K | 63 | 48% | $9.99 | |
| $22 | 1 | 100% | $0.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $22.8M | 36.1K | 79% | $29.99 | |
| $22.7M | 13.1K | 63% | $59.99 | |
| $22.6M | 40.8K | 92% | $24.99 | |
| $22.8M | 27.3K | 91% | $49.99 | |
| $22.5M | 12.2K | 62% | $39.99 | |
| $22.5M | 21.6K | 80% | $29.99 |