
On the outskirts of town lies a mansion said to house the entrance to a maze overflowing with treasure. Do you wish to discover the magical mysteries hidden inside?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Genres
Sums Steam only; PlayStation, 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 | $49.99 | 601reviews | 82% | — | $729.4K |
| $49.99 | 874ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really hope the story links together properly both sections... because the 2nd act was a pain to deal with and so far I am really lost. Fingers crossed. Just for the 1st act, this game is quite enjoyable, but let's see what the 3rd act and post-game have to say before I decide on a final review.
結論、面白いゲームではあるが、明らかに中途半端な出来で出しているのが非常に惜しい。 [h3]探索 [/h3] 序盤はメトロイドヴァニアのように、新しい要素によって行けなかったところが行ける。そして、また新たな発見や報酬がある。それらの繰り返しが非常に冒険心をくすぐられた。 しかし、中盤からになると、ダンジョンの仕様変更によって、それら楽しみが消えてしまう。終盤は面倒なギミックのオンパレードと、目新しさのなさで、もはや作業と化してしまった。 [h3]ストーリー [/h3] 多くの謎と伏線がちりばめられており、次々湧いて出る疑問、疑念にわくわくした。 最終版ネタバレ [spoiler] …が、その伏線回収が終盤になるにつれ、徐々に雑に回収されていくようになった。特にひどいのが、真エンディングやグランカテドラルだ。あまりにも雑に回収されていくせいで、頭から次々と疑問符がでるし、もやもやとしたままになる。挙句には、あろうことか主人公が、まさかのラスボスがしようとしたことと、ほぼ同じことをしでかす。さすがに「嘘やろ…」とつぶやいてしまった。[/spoiler] お願いします日本一様、どうか我々に完成されたゲームをお恵みください。 せっかく枠組みは面白いのに、あまりにも、もったいなさすぎます。 これが本当に、愛と勇気の冒険譚なのですか?
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
| $49.99 |
| — |
| — |
| — |
| 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 65 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
前作が後半が結構よかったから、楽しみにしてやったけど。 今作は特に理不尽が多すぎる。 ・意味不明なくらいの敵の大暴れ(レゾナンス?とかなんとか) ・ドラクエでいうところのザラキ的なものを連発 ・カウンターで一発死(ただの雑魚戦)※自動先頭もできない。 こちらがいくらLvを上げようがすぐやられてる。 っていうか、とにかくUIがひどい(確認ダイアログが多すぎでマジでうざすぎる)、 カーソル位置覚えとかオプションあるけど、道具の順番、結魂書とかは、決め打ちでいいだろ。 攻撃力順や、防御順、道具は種類順で固定でいいんだよ。 なんで、武器で攻撃力順で揃えたら、一般道具もそれでソートされるんだよ。 ⇒誰だこれ作ったやつは、なんでそうなるんだ? このシリーズはこれで卒業です。もうしらん。 おそらく、終盤だと思うけどやる気が全くなくなった。 これは、マジで最悪買わなきゃよかった。こんな不満が出るゲームは初めてかもしれん。
not quite as excessively video-game-system-y as the disgaea games but great fun
Labyrinth of Galleria: The Moon Society is a captivating dungeon-crawling RPG that embraces complexity while delivering a memorable blend of fantasy, mystery, and strategic gameplay. Developed by Nippon Ichi Software, Inc. and published by NIS America, Inc., the game serves as a spiritual successor to Labyrinth of Refrain: Coven of Dusk while refining many of its predecessor's ideas into a larger and more polished adventure. It presents players with an intricate underground world packed with hidden dangers, rewarding exploration, and an emotionally driven narrative that gradually evolves from an intriguing premise into a surprisingly compelling tale. The adventure centers on the mysterious Galleria Manor, where an immense labyrinth lies hidden beneath its walls. Players guide magical puppet soldiers under the command of a powerful witch as they descend into increasingly dangerous floors in search of powerful artifacts and forgotten secrets. Although the premise initially appears to focus on treasure hunting, the narrative steadily reveals deeper mysteries involving the mansion's inhabitants, supernatural events, and personal tragedies. The story unfolds at a measured pace, allowing its characters and world-building to develop naturally before delivering emotional twists that give genuine weight to the lengthy campaign. Exploration is the game's greatest strength. Each section of the labyrinth introduces new layouts, environmental hazards, hidden passages, puzzles, and increasingly dangerous monsters. Rather than relying on repetitive dungeon design, the game continuously expands its mechanics, encouraging players to think carefully about navigation and risk management. Secret rooms, optional objectives, and valuable treasures reward curiosity, making every successful expedition feel meaningful. The sense of gradually mastering each sprawling dungeon creates a satisfying rhythm that keeps exploration engaging throughout the adventure. Combat revolves around tactical preparation instead of fast reflexes. Players assemble squads of customizable puppet warriors, organizing them into larger formations capable of handling a wide variety of combat situations. Every class fulfills a unique role, and the flexibility to experiment with different builds, equipment, skills, and formations gives battles considerable strategic depth. Tough encounters often require adjusting party composition instead of relying solely on higher character levels, making thoughtful planning an essential part of success. The numerous customization systems allow players to create highly specialized teams suited to their preferred style of play. Character progression is remarkably detailed, extending well beyond simple experience gains. New abilities, powerful equipment, magical pacts, and advanced customization options become available throughout the journey, constantly encouraging experimentation. The game offers enough variety that players can spend hours refining their party while searching for stronger gear and more efficient strategies. Even after dozens of hours, new systems continue to appear, preventing progression from feeling stagnant and maintaining a strong sense of long-term investment. Visually, the game combines colorful anime-inspired artwork with darker gothic environments to create a striking contrast between beauty and horror. Character portraits are expressive, enemy designs range from charming to grotesque, and each area of the labyrinth possesses its own distinctive atmosphere. While the dungeon environments occasionally favor function over spectacle, the artistic direction successfully reinforces the mysterious tone that defines the entire experience. The user interface also handles its numerous gameplay systems well, presenting large amounts of information without becoming unnecessarily overwhelming once players become familiar with its layout. The soundtrack complements the adventure with atmospheric compositions that shift naturally between quiet exploration, dramatic story moments, and intense battles. Voice performances add personality to the game's cast, strengthening emotional scenes and helping players become invested in the unfolding narrative. Together, the music and voice acting create a memorable atmosphere that enhances both the eerie mysteries of the labyrinth and the emotional impact of its story. The game's biggest challenge is its accessibility. Its many interconnected mechanics, extensive tutorials, and deep customization systems create a steep learning curve that may discourage newcomers to the dungeon crawler genre. Progress can also feel methodical, requiring careful preparation, repeated exploration, and frequent party adjustments. Those looking for a streamlined or action-oriented RPG may find its deliberate pacing demanding. However, players who appreciate thoughtful strategy and intricate progression systems will likely consider these complexities among the game's greatest strengths. Labyrinth of Galleria: The Moon Society stands as an excellent example of a modern dungeon crawler that successfully balances challenging gameplay with rich storytelling. Its expansive labyrinths, rewarding exploration, highly customizable party system, and emotionally engaging narrative combine to create an experience that remains consistently rewarding across its lengthy campaign. Although its depth demands patience and commitment, those willing to embrace its layered mechanics will discover one of the most satisfying strategy-focused RPGs available. It is a game that respects the player's intelligence while offering countless hours of meaningful progression and discovery. Rating: 8/10
太好了,谢谢民间汉化。一出完整民间汉化我就买正版支持了。1代是ps4上少有的让我流泪的作品。震撼我心灵的故事。二代等了6年一直没看任何剧透。说好的2021年出汉化呢?日本一的游戏又能刷,又有故事又有音乐。没有比这更好玩的drpg了。 请日本一公司每个游戏都出中文。中文市场这么大,为什么要放弃。 "That's great, thank you for the fan translation. Once the full fan translation is out, I’ll buy the official version to support it. The first game is one of the few PS4 titles that brought me to tears. The story was truly soul-shaking. I’ve been waiting 6 years for the second game and have avoided any spoilers. Where's the promised 2021 Chinese localization? Nippon Ichi's games have replayability, a great story, and music. There’s no better DRPG than this. Please, Nippon Ichi, release Chinese versions for every game. The Chinese market is so huge, why let it go to waste?" "素晴らしいです、ファン翻訳ありがとうございます。完全なファン翻訳が出たら、公式版を買ってサポートします。1作目はPS4で涙を流した数少ない作品の一つです。心に響くストーリーでした。2作目は6年間待ち続け、ネタバレを一切見ていません。2021年に出るはずだった中国語版はどこに?日本一のゲームはリプレイ性もあり、ストーリーも音楽も素晴らしい。これ以上楽しいDRPGはありません。どうか、日本一のすべてのゲームに中国語版を出してください。中国市場は非常に大きいのに、なぜそれを無駄にするのでしょうか?"
니폰이치의 불운의 수작 여단시리즈 그 2번째작품 전작의 여운이 남아있는 상태에서 한다면 상당히 저평가 받을수 있는작품 전작을 너무 잘만들어서 비교를 안할수가 없는 불운의 작품이 아닐까싶다. 다만 전작의 명성을 빼고봐도 상당한 수작에 드는건 그래도 니폰이치가 저력이 있긴한거같다.. 대부분의 불호의 원인이되는 2장 ~진엔딩 까지의 던전구조 전작은 스토리와 탐험 두마리토끼를 모두 잡앗다면 갈레리아는 탐험부분은 배제하는게 좋을거같다 다행인점은 1장은 그래도 던전파트는 잘만들엇다정도.. 루프란을 재미있게 즐겼다면 갈레리아도 먹어보길 권장하지만 루프란만큼의 재미는 보장하기 힘든게임 그래도 스토리는 맛있으니 한번 먹어보자
俺はランダムドロップのアイテム集めを強制されるゲームが世界で一番嫌いなんだ!という人はクリアを諦めた方がいいです。 私はそれで止めました。
前作をやっていたのでシステムへの理解が早くできた。完全クリアまで80時間ほど。個人的にはかなり好きだけど人を選ぶ百合グロエロ描写ありの3DRPG。 シナリオはかなり素晴らしい完成度で後半に伏線が一気に回収されていく道中の細かい部分に無駄がなかった最高のシナリオ。ネタバレや事前情報無しの場合と、1度クリアしたりネタバレなどでシナリオを知っている状態だと得られるゲーム体験が変わってしまうほど。 もし初見で遊ぶ人はいるなら極力攻略を見ないで遊んで欲しい。 前作ルフランと比べると納期やコストの問題もあってかダンジョン体験の質が低く、様々な別世界がある前作がおかしかったのかもしれないけど色々な世界を探索できたルフランと比べると非常に残念。 コンテンツの水増しがかなり目立ち最初に入ったダンジョンを何度も往復して探索させたり、100階以上あるランダムなダンジョンを進ませたりなど、 この景色飽きたとか、この敵見るのも飽きたというくらいには、往復や使い回しが非常に多い。 またボス敵のグラフィックも固有の物が少ないので道中の盛り上がりに欠ける。 ダンジョン探索はやっぱりルフランの方が楽しかったと言えるほどにゲーム体験は良くない。 戦闘は前作同様にかなり大味で高火力ドナムをぶっぱで雑魚は片付き、ボスは先制スタンハメが最適解になってしまう。1部ボスは耐性あげて戦うよりもスタンハメ前提のような高火力全体攻撃を何度も放って来るので近接攻撃特化やカウンター型、回避特化も可能ではある。 キャラ強化、育成はは純粋にパワーアップしていて、前作であった魂写しで他のクラスの全てのスキルを覚えられるようになっていてやり込める日本一らしい育成が楽しめる。 ただし、ユーザビリティが悪くて、 スキルが毎回全部外れて毎回付け直さないといけないのと過去にどのファセットになったか分かりにくくプレイしていて面倒だなって感じる事も多い。 過去にそのキャラでなったことのあるクラスにはなんか印付けたりアイコンなりで対策はあったと思う。また、魂写しの画面でキャラクターのステータスから過去のファセット履歴が見れればいいのにそれは出来ない為、ちゃんと育成したいなと思うと急にストレスが溜まる。 ちゃんと時間かけて完成したガレリアで遊びたかったなと思えるほど、ダンジョンのギミックは増えてるのに変わり映えしない景色と使い回しでがっかりする。 やり込みの育成強化要素やシナリオなどを含めて総合的にはオススメ出来るけど、めんどくさい事や周回作業に耐えられるゲーマー向け。全てが終わったあとに読み直すとしっくりくる部分が多いシナリオは本当に面白い。 次回作はシナリオライターの人が会社辞めちゃってるから無いと思うけど出たら嬉しいな。
跟一代比起來略遜一籌,劇情整體偏黑暗但還不錯,最大的問題是實在太農了,不農怪甚至連第二篇章都進不去,更別提起碼要花30小時的最終迷宮了,如果是喜歡一代想來玩二代,可能會有一點點失望
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 |
|---|---|---|---|---|
| $729K | 10.3K | 97% | $4.99 | |
| $728.9K | 1.8K | 79% | $9.09 | |
| $728.7K | 1.8K | 85% | $14.99 | |
| $728.5K | 1.5K | 82% | $11.99 | |
| $730.3K | 1.5K | 90% | $19.99 | |
| $728.4K | 1.3K | 61% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.8M | 913 | 75% | $59.99 | |
| $489 | 1 | 100% | $19.99 | |
| $62 | 3 | 0% | $0.99 | |
| $59.8K | 136 | 69% | $24.99 | |
| $2.9K | 12 | 100% | $7.99 | |
| $888 | 3 | 100% | $9.99 |