
After his assassination, the will of the late king decrees the next monarch to be elected by the people. Forge bonds and win over a kingdom divided in this award-winning fantasy RPG with turn-based and action combat, party customization with powerful Archetypes, and hours of exploration.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
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.
Reviews, worldwide (the counter carries no country): 19.71/day in the week to Aug 10 → 20.43/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 2,400 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.
About

From the creative minds behind Persona 3, 4, and 5 comes Metaphor: ReFantazio.
Brace yourself for the next evolution of fantasy JRPG with Metaphor: ReFantazio, available now. Winner of 50+ awards, with a free demo that carries save-data to the full game. Enter the royal tournament to fight for the throne and for the future. Control your destiny, face your fears and awaken magical “Archetype” powers that lie dormant in your heart. Team up with a compelling cast of characters and embark on an immersive journey that promises hours of captivating exploration, dynamic turn-based with a blend of real-time combat, and exhilarating discovery.

Key Features:
- ATLUS' Newest Fantasy JRPG: A mysterious & exciting story unfolds in a world where people must fight their own anxiety. Join the high-stakes Royal Tournament that promises hours of captivating exploration and discovery.
- Award-winning Art Direction: Ride your “gauntlet runner” to faraway dungeons & towns across an expansive world. Discover beautiful landscapes accompanied by captivating music, immersive UI, & anime cutscenes.
- Innovative Battle System: An exhilarating turn-based combat system with a blend of real time action. Party customization through "Archetype" powers provides the freedom to personalize your adventures.
- Time Management System: Go on quests, dungeon dive, & hunt for treasures by day. Strengthen relationships, build bonds, & increase virtues by night. Choose your actions wisely, time management is key to achieving your goal.

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 | 43.2Kreviews | 90% | — | $48.5M |
| $69.99 | 22.5Kratings | 94% | — | 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 1807 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The very first thing that struck me about Metaphor - the voice acting - is a perfect encapsulation of why this game is so good. Within minutes of starting, I knew I was in for a real treat. See, my biggest grievance with high fantasy settings is a long-standing one: the studios’ neverending compulsion to cast American actors who “can do accents”, which end up being serviceable at best and inevitably ruin any sense of believability or immersion. Hearing *actual regional British dialects* throughout this game was a huge breath of fresh air - the characters are superbly cast, and are completely brought to life by their accents and speech quirks. The fact that a character’s social class and tribe can be discerned from their spoken dialogue is a brilliant touch, and that’s just one of many flourishes that make the world feel real. Voice acting of this calibre could have carried Metaphor on its own, but it didn’t even need to; it’s just the first sign of how much love and care was put into this game. Of course, some of the credit has to go to the localization team for their work on the script; the difference in writing quality between this and any of the previous Atlus games is enormous. After a marathon of cringing my way through the dialogue in the Persona series, it was incredibly refreshing to play a game that felt like it was actually made *for* an English speaking audience. The art and visuals are top tier. For me, this is the only game that has even come close to the amount of sauce in Persona 5. Out the wazoo. Somehow, they’ve done it again. The character designs, the portraits, the menus and UI, the gorgeous world and its watercolour skies - everything here really is the cream of the crop. When it comes to gameplay, Metaphor manages to strike a delicate balance between the Persona and Shin Megami Tensei series. The developers’ “best of both worlds” approach is clear: the social bonds and daily activities from Persona make the perfect foil to the more gameplay-focused dungeon crawling sections. This will come as no surprise to fans of the Persona series - alternating between the two is a formula that it has employed for some time - but the intricate battle systems in Metaphor set it apart as a much more engaging experience. Notably, the Press Turn system from the SMT games makes a return, which is the best RPG battle system I’ve had the pleasure of using. Perhaps the most interesting twist is the introduction of “Archetypes”; rather than fusing Personas or recruiting demons, the game uses a modular specialization system similar to the one used in the Digital Devil Saga games. Having these skill trees to endlessly tinker with just feels *good*; getting to sink your teeth into a more complex system like this feels like a perfect match for a game that could easily last 100 hours of playtime. Despite the many Persona comparisons, Metaphor still manages to feel genuinely new and different. This game has a palpable freshness to it, even in spite of the typically cliché-ridden setting. It manages to evoke a sense of wonder that I haven’t felt from a game in a long time. It’s no more than an honest, immersive experience, played completely straight but with enough novelty that it demands attention. It wormed its way into the back of my mind; throughout the day I would catch it whirring, like a background process trying to solve the problem of what exactly this game is. I found that unusual, because there *is* no problem. Metaphor isn’t a genre-defying masterpiece, nor is it trying to be one. All pretense aside, it is basically just a Persona game, and the story isn’t necessarily an outstanding one. That’s exactly why it’s special; it excels in spite of its circumstance, and it sets itself apart by being made with soul. Choose any emphasis: It’s *just* a good-ass game. It’s just a *good-ass* game. It’s just a good-ass *game*.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 3: 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.
Latest in each market: best JP #40, worst FR #93 · 10 markets collected
US · last 30 days
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, Japanese*, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Spanish - Latin America*languages with full audio support
| $69.99 |
| 4.1Kratings |
| 88% |
| — |
| not modelled |
| $39.99 | — | — | — | 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 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolute fantasy. Highly underrated, great story, music and gameplay.
[b]Overall: [/b] 5/10 Metaphor is basically a medieval Persona with less gameplay options actually and a story that wants to be taken seriously but only pretends to. [b]Music: [/b] 6/10 Music, voice-acting, effects, they are good but nothing memorable. Especially when the battle tracks are basically the same and less inspiring than the ones in Persona. [b]Visuals: [/b] 7/10 It’s fine, nothing awe-strucking. Some designs are good, others feel like they could have done much more and simply decided not to. [b]Gameplay: [/b] 4/10 Grind, grind, grind. And then bosses that don’t follow the rules of the game. Technically you have turn icons per units, or two per bosses. We’ll, nevermind since the bosses always use one icon to use a skill to get four more icons, so yeah, that is their gimmick basically. Have more turns, spam attacks. Misses make you lose turns, however if the bosses misses it doesn’t lose turns as they should, they lose less. Besides that, the gameplay is basically do or die. Instead of being able to change at will, during a fight, between different options. Once you start a fight, that’s what you are stuck with, wrong composition? Run and try again. Want to swap someone mid fight to take advantage of something? Nope. The bosses entered a new phase and it would be useful to adapt? nope. Everything else is the same, you have a calendar, and stuff to do in the meantime. [b]Story: [/b] 3.5/10 The reason I rate it low is simple, the story wants to be taken seriously, then it simply does not try. Sure, there are elements here and there like sacrifices, losing the will to live, nobles being apathetic. Whatever, once the protagonist talks about their utopia and gives a half-assed one line speech, people see he is right and that’s about it. There are a few decent plot twists, and followers have more interesting stories in general, but it is clear that an in-depth story is something the writers don’t know how to do.
良い点 ・世界観やストーリーは中々良く出来ている ・男性キャラはかっこいい。モンスターも良いデザインだと思う ・キャラが強くなっていくのはとても爽快感がある ・部分的にだが過去作からのシステムを良く継承していると思う 悪い点 出来る限りプレイヤーの時間を奪うように設計されているように思える ・バトル速度の変更が出来ない事、演出無し倍速戦闘なんてものはない (魔法等の演出はかろうじてスキップ出来る部分はある) ・マップ移動や戦闘に入る度に読み込みが発生するがバックグラウンド再生は出来ないようになっている ・6キャラ×約40種類のジョブチェンジシステムのようなものの演出をほぼカット出来ない。7~10秒ぐらいの演出を獲得する度に何度も見る事になる。 ・獲得経験値は多いとは言えないし倍速戦闘もない為レベル上げにとても時間がかかる。 その他多くの部分で妙に時間がかかるような作りとなっているように思えた (個人的に男性キャラに比べて女性キャラのデザインが少し微妙に思えた。人によるとは思うが) 現在100時間以上遊んだものの気軽に人に勧められるようなものではないと思った 良い部分は確実にあるし面白い作品ではあるものの もう少し気軽に快適に遊ばせて貰えたら良いのではないかと感じた
As much as I love ATLUS and their wide catalogue of RPGs (Megaten is one of my personal favourite series ever), I went into Metaphor: ReFantazio with a clear, unbiased mind. While I had heard of the many accolades the game had received, I had kept myself entirely in the dark prior to playing so I could get an optimal first playthrough, free from the thoughts of anyone else. I am happy to report that Metaphor may be one of the best RPGs I've ever laid my grubby little hands upon. I think the full price is justified, as this game was made with such love that it deserves to be rewarded for how amazingly put together it is. The basic combat is your classic bread-and-butter, and dear god is it a great combat system. Like many other SMTs in a post-Nocturne world, combat works on the "Press Turn" system. You get as many moves as you do active party members, and hitting weaknesses grant extra moves while missing attacks or hitting immunities make you lose moves. I could go on and on about how it may be one of the best systems for an RPG ever, especially since the enemies are wholly capable of using and abusing this style of combat against the player party if you let them. Bonus points if you are playing Hard difficulty or above, where every encounter is granted +1 Press Turn icon as a difficulty modifier. It doesn't let you play stupid. You must also abide by the rules of combat, lest you get sweeped within an instant. One of the first major bosses required me to switch up a lot of my character's gear and abilities so they could resist attacks, as weakness exploits were leading to me getting wiped out swiftly. Even with that in mind, the game is not unfair by any stretch of the imagination. If you take the time to learn the tricks of the trade, you will have loads of fun. Of course, the basic system is only part of combat, as you can mess with things such as the tactics menu to direct your party members strategically. Or you can hop between the front and back lines, swapping damage for defense. It all comes together into one perfect package, and you will absolutely enjoy it It might be one of the most gorgeous games I've ever had the pleasure of laying my eyes upon. Just something about the grittiness of the character portraits and the world they live in tickle my brain in all the right ways. The environments make me want to scream because I can't handle how beautifully put together they. The Tradia Desert, as desolate and death-ridden as it is, still has a macabre beauty to it. Or Akademia, for being just a small section of disconnected library, takes my breath away with its ethereal yet simple charm. All these places look amazing. Same with the characters designs. The main cast all pop, and really stand out against the more drab, dark fantasy background. The luscious locks of Louis, or the plaid jacket of the MC, stick out loudly and proudly without looking strange in context of the setting. Since Metaphor is its own entity, separate from a beast like Megaten, it gets to experiment with more fun, radical designs that could not exist within those worlds. One benefit of the beautiful graphics of Metaphor is that they helps sell and reinforce the narratives that exist within the world. For example, the hub city of Grand Trad, even if it is only a few streets and shops, feels lively. The infrastructure looks extravagant, yet at the same time not over-designed. The hustle and bustle is real within the city. Business is always booming, and the streets are littered with many different colorful characters. On the other side of the coin, the oppression felt by the shunned clans of peoples is palpable. There is a very clear presence of some species in the nicer areas of the city, while the ones that are frowned upon through no fault of their own are relegated to back-alleys and the such. These areas are darker, with grime and decaying carcasses strung about. Both these elements, of the ideal fantasy world mixed with the crushing reality of disparity between groups, work hand-in-hand to build a living, breathing environment. While discussing the story isn't really an option, as a good story is the backbone of any RPG worth its salt, Metaphor knocks it out of the park. I do appreciate its eagerness to tackle very real social problems (it even opens with a disclaimer to not actually attack authority or religious figures, which made me laugh in surprise). Metaphor does not shy away from showing the problematic parts of society, such as blatant racism, instead hoisting them forward and forcing the player to engage with these elements through story and gameplay alike. I also love the final objective being so concrete right from the get-go. Having such a clear goal instantly is a real boon, where some games love to meander or let the story slow burn until a real end-goal appears at some point into the future. It's not that one way of writing is better than the other, but it is something to keep in mind if you have a preference! I also love the writing surrounding these characters, it is simply to die for! Even within the first few hours, I can get a good idea of the characters, what their struggles are, and I can relate to them. They feel... real, in a way. Even within the complete fiction of Metaphor, I think the characters feel real and relatable. That is, apart from their high degree of eloquence, which could only exist in fantasy or within the far past (even if the characters are mesmerizing to listen to, the English voice work was excellent). I'm only about 10 hours in, and have only cleared the first major dungeon, but I have nothing but praise for this part. Hopefully, as my thoughts and feelings on Metaphor develop in the future, this point still rings true! (I have played a lot more. Haven't finished the game, but gotten pretty far. This point still rings true.) And of course, it wouldn't be an ATLUS RPG without a killer soundtrack, spearheaded by the legendary Shoji Meguro. It seems that no matter what he touches, he is able to will up a cornucopia of bangers from start to finish. Any mood, for any occasion, has an associated song attached to it. My personal favourites, besides the god-tier boss themes, are the Akademia theme and the battle theme for an advantageous battle. They get the blood pumping real quick I understand why Metaphor was nominated for GOTY now. I could honestly argue it deserved it. It is... incredible. Don't hesitate, just get it (even full price is worth it I fear)
Note, I beat the game on hard. I think anything positive I have to say about the gameplay applies to the appreciated high amount of difficulty. This might just be the worst written game ATLUS has ever made. This is coming from someone who thinks Persona 5 is an extremely poorly written product, and also criticizes Persona 3 harshly even though I mostly like it. The game is severely bloated, with almost zero depth to the story. Plot points happen rapidly with no time to establish tone. Characters are all one note with no depth, being driven by a single very basic core character concept and nothing else. Meanwhile the second half of the game feels severely unfinished. The plot suddenly moves so fast that it feels like what writers call the 'turning points' or 'setpiece moments' of a story mindlessly strung along each other with no attempt to make a rational plot connecting everything. The game does have a point. Spoiler alert, it is criticizing people who angrily rage at specific demographics due to their own legitimate poor experiences and do nothing but spread hate. It is not specifically about racism. It is not really about Trump or any other right wing figure. It's a very deep criticism of Gen Z and Millenial political rhetoric, both left and right. It's about anti immigration. it's about incels and feminism. It's about anti semitism and virtue signalling. It is about realizing that the anger and fear over what distresses you IS harmful to indulge with and letting that drive how you interact with the world both harms yourself and increasingly drags society to hell as we all normalize hate. But acknowledging things objectively, letting them drive you to be a better person and allowing that to drive you to actually help people idealistically, is how you actually become someone worthy of respect. Basically hold onto your fantasy (idealism, hope, morals) and try and make it reality, regardless how flawed the idealism feels. The fact people miss this is only a little bit because they are illiterate (when you get an archtype, it literally gives a giant speech saying something like "Thou art one who would temper anxiety into strength" like ffs it's spelling it out for you) but because the game is seemingly terrified of expressing this clearly. When you get to the big plot twist of the game, there's a few lines that take this entire concept and spell it out as clearly as it can to you. Generally in this kind of fiction, you stop trying to word around the concept. But suddenly everyone starts ranting on about making fantasy a reality. The game just doesn't want to make a political statement in a game that is fundamentally about winning an election. This means when you finally go to face the big bad, and he finally explains his motives. He just seems wildly more intelligent than the entire main cast combined. Because he has views, he has ideology. It's insane, but it's not literal 3yo buzz words on loop. This leaves the game feeling like a 20 hour game that takes 80 hours to finish and has absolutely no literary value. The entire cast sucks so it's not character driven. The big thematic moral of the game isn't even explored and is barely stated. And the big plot turns are rushed and messy. The gameplay is pretty good on hard. It's probably the best balanced game ATLUS has made in decades and an enormous upgrade over Persona 5. The follower buff system is drastically better concieved than Persona 5 and the game does a great job of making you feel always rushed but not pressured. Dungeons are the best they've ever been, and it feels like someone on the dev team saw the same criticisms I had with Persona 5's god awful dungeons and made it their job to fix them all with this game. The side dungeons are copy pasted but mechanically are better than the best Persona 5 dungeons. The main dungeons are all full of unique mechanics and the new Dark Souls inspired encounter system, while easy, allows much more engaging and interesting than Persona 5s pretty looking hallways and auto ambush free win button. I hope they reuse this system for Perona 6 because it's just such an upgrade. The OST is incredible, but feels too small. Many cutscenes feel like the wrong track is playing. If it was a bigger soundtrack, I'd probably call it the best soundtrack Meguro has ever made, and that man is a legend. Basically, the game is a really hard sell. You either hate it because the story is unbelievable garbage, or you like it because the gameplay and soundtrack is great.
Pales in comparison to Persona 3,4 and 5 in every way. Dull world, poor writing, utterly uncompelling narrative and plot. Everything you enjoyed in Persona actually feels like a chore this time around.
Loved this game, felt difficult but I really liked what they did with the archetypes ! Story was great Music was great Ambiance was great Happy ending... So overall a very good game !
顶着这样的垃圾技术力,我们ATLUS凯子还能自觉花费将近100个小时通关,该说是品味好呢还是🗡️呢…😞 一款24年末发售的游戏,质感做得跟2012年的老游戏没两样,真得“感谢”ATLUS,直接带我梦回十四年前🙂 ATLUS真没必要碰这种题材,剧情虽说算不上彻底崩盘,但整体质量实在拉胯,槽点多到我都不知道从哪儿开始吐槽。
Metaphor, özellikle başlangıcı ve sonu göz önüne alındığında muazzam bir oyun; rahatlıkla en sevdiğim ilk 10 oyun arasına girebilir. Ancak yan içeriklerin yeterince tatmin etmemesi ve temponun zaman zaman beklenmedik şekilde düşmesi biraz sinir bozucuydu. Yine de yaratılan evren tam aradığım tarzda bir fantezi dünyasıydı ve her şey oldukça yerindeydi. Hikayenin gidişatı bir noktaya kadar tahmin edilebilir olsa da araya serpiştirilen plot twist'ler (ters köşeler) oldukça başarılıydı. Oynanış tarafında ise Persona 5'in üzerine çok şey katıldığını rahatlıkla söyleyebilirim. Archetype sisteminin, Persona'ların aksine parti üyelerimizi dilediğimiz gibi özelleştirip onlara farklı roller atamamıza imkân tanıması harika bir detay olmuş. Bu oyuna dair hislerimi detaylıca anlatmaya kalksam bu metin epey uzar; o yüzden kısaca oyunu çok sevdiğimi ve herkese kesinlikle tavsiye ettiğimi belirteyim. xD Oyuna Puanım: 9/10
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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