
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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 1831 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这游戏带给我的震感程度不亚于6年前在ps4上第一次玩ff7 remake,当然仅限前中期,后期它给我的失望程度也不亚于ff7 rebirth 在游戏初期,它从种族、阶级、信仰、民生等多个角度与玩家探讨社会、宗教甚至是哲学议题,以一款jrpg来说是非常大胆的一步,但可惜的是起点越高、步子迈得越大,跌落时就会越惨。且不说前期红毛女、歌姬等人觉醒剧情写的太过仓促,等到后期你跟我说主角根本不是白手起家汇聚伙伴消除歧视草根革命的人设,而是靠宣传自己是皇家血统来为自己争夺王位正名,甚至声称自己“永远不会撒谎”的路易都要向国民隐瞒自己真正的种族以此来笼络民心,你们口口声声说要改变国家让种族平等,可自己却无法言行一致。主角能走到最后跟路易决战,可以说有一半因素是因为他有两位知识渊博的老爹和精通魔力的精灵老妈,他们用自己的生命为主角铺路,这种血统论的走向在jrpg里已经太套路了,当然在看到主角团为了续写幻想继续旅程的结尾,旁白诠释“幻想”题材背后的含义时,还是有那么一丝感动,只可惜成也jrpg,败也jrpg 至于战斗方面,回合制部分依旧做的很有挑战和趣味性,可以说集atlus游戏之长,特别是前期缺魔法时,在迷宫每场战斗精打细算,最后boss房前存好魔法或是找个小怪群靠阿基态免费回复都是不错的手段。可是在战斗外角色攻击、翻滚的手感仿佛回到了2010年左右国产单机仙剑之流的水平,简直让人无法相信这是2020年后制作出来的游戏。最后队友的阿基态不能随主角解锁也是非常逆天的设定,新队员入队,几十种阿基态要一个个激活、一个个练级太折磨了 Ui设计、美术风格和音乐水准是唯一没法黑的地方,毕竟这么多年的老资历,这部分再做不好这品牌还有哪些凯子能买单呢 7/10 总体来说是个前中期十分惊艳,后期让人有些失望的作品,还是那句话,成也jrpg,败也jrpg,哎
𝐹𝑎𝑛𝑡𝑎𝑠𝑦 𝑙𝑖𝑣𝑒𝑠 𝑜𝑛 BEST GAME EVEEEEEEEEEEER As usual with Atlus the ost (I adore my ipod fairy companion), visual style, and UI are magnificent I loved every part of this game from the start up til the end, main cast is just amazing same for side characters (one of the few games where i didn't want any character to shut up and that's common on me lol) Gameplay is something at the level of persona 5 in terms of how much fun you can get (more fun imo cuz the difficulty is not a walk in the park as p5) tho the side dungeons are not that great and are 100% straight to the mini-boss in most cases (even with this I never fell burn out like with mementos, tartarus or all the dungeons in p4) As for the story and main villain.... 100/10 Not many games keep me hyped and playing for hours just to see what happens nexts nowadays but this one did OVERALL HOBRA MAESTRA 10DE10 Y GOD, I LOVE GALLICA SO MUCHHHHHHHHHHHHH
Media

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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
Игра полная ♥♥♥♥♥, я так устал когда её прошёл, ещё эти ♥♥♥♥♥ последние заезды 5 раз в конце
It's an okay game, but the gameplay isn't very intuitive. If you've played the Persona series, you'll probably find it easier to get into. The Archetype battle system is quite interesting, and the combat itself feels fresh and original. However, all of that is undermined by how completely useless melee attacks are. Why include them at all when combat is almost entirely dependent on Archetypes, which constantly consume MP? If you run out of MP, you're basically out of options...not even your melee-focused characters can save you. On top of that, the game feels incredibly mean-spirited when it comes to recovery points. They are few and far between, and because the game is constantly pushing you to manage your time efficiently, you can easily end up five hours into a dungeon or quest only to realize you didn't buy enough MP recovery items. At that point, your only realistic option may be to reload an old save and start over. In a game with this much dialogue, that's an especially painful realization. If you decide to play this game, make sure to buy MP replenishment items whenever you get the chance. Otherwise, you'll likely struggle with resource management throughout the game. Overall, it's a no from me. That said, if you're a Persona fan and enjoyed those games, you'll probably have a much better time with this one. Just wait for a sale instead of paying full price.
Игра огонь! Не жалею потраченного времени
弱智剧情,战斗臭不可闻,游戏还能越做越烂的
[h1] Just play Persona instead [/h1] I wanted to like this game, and it has some really cool stuff to offer that is unfourtantely mired in a lot of bad design choices and horrid pacing. I'm not the first to say this but Metaphor is just worse Persona is every way, The unique world is interesting but not enough to justify the lacklustre Archetype system or the plot that takes 10 hours to get going on an interesting premise only to abandon that premise 2/3rds of the way in for the most cliche thematically defeating reveal [Spoiler] The Nobody Mc was actually the most super special boy all along who has the special blood that gives him the divine right to be King and we will just maintain the royal family status quo and not really address the inherent issues with the system [/Spoiler] . The entire game feels half baked but coated in excellent production quality so you don't notice until you've taken a few bites.
Mais uma canetada da Atlus, vale muito a jogatina!
fantastic world filled with wonders and whimsies that you can easily sink hours into.. fantasy is everything
Based on it's widespread praise, I'm actually shocked how much I disliked my experience with ReFantazio. While the narrative and characters may be above average for a jrpg, I found it's combat mechanics incredibly unfun due to how snowbally and one-sided they were. Which ever team went first won, likely finishing their opponents before they even got to take a turn. This happened to every enemy I attacked in the overworld, and occasionally if one got the drop on me it would happen to me too. Furthermore I found it's narrative and character writing undercut by the boisterous gamification of character relationships. A vulnerable and heartfelt moment would be interrupted by blaring trumpets and a giant image of clasped muscular arms (Dillon, you ♥♥♥♥♥♥♥♥♥♥♥♥♥♥!) interposed over it, with the text "Character relationship level +1! Level 3 reached! +10% cooking speed! Incredibly obnoxious and distracting. Even if you want to make some number go up somewhere to incentivize the extrinsicly motivated to talk to your npcs, please don't do it like this. That's the whole review, the rest of this is just going to be me breaking down the specifics of my gripes with the combat mechanics, because they're so uniquely terrible in a way I've never seen or even concieved of before, and I just need to vent my thoughts. In traditional gameplay, mechanics like attacking an enemy's weakness are incentivized by dealing more damage, while an occurance such as missing an attack is undesirable because... you've missed your attack, and dealt no damage. ReFantazio needlessly feels the need to double down on these relationships, making attacks against an enemy weakness not only deal double damage, but also cost half an action, letting you act again. Meanwhile hitting a resistance doesn't just deal half damage, it also takes two actions, causing your next character to skip theirs. This makes an optimized team that exploits enemy weaknesses x4 as powerful as a neutrally effective one, and 16x as strong as trying to fight through a type disadvantage. *Sixteen times* Think about how large that gap is, the result of doubling the intensity in both directions, positive and negative. Obviously the game's balance cannot accomodate such a wide gulf, and so type match-ups become essentially the only thing that matters. Add to this the fact that you can get an entire free turn at the start of combat based on overworld interactions with the enemy, and mobs are getting annihilated by my team taking 8 double damage attacks before they even get to move. However, these mechanics apply to the player as well- your characters have weaknesses the enemies can hit, and the enemy can get a full free turn over you if they're the ones who instigate combat in the overworld. You cannot survive combat beginning with your team taking 8 double damage attacks before you get to press a button, and so I almost never had an experience I could honestly call a "fight". Just one side obliterating the other in an overwhelming pre-emptive strike, one way or the other. But it gets worse, I mentioned missing an attack earlier. This doubling down doesn't just apply to weaknesses and resistances, but mechanics like missing and crits. Crits take half an action, missing an attack takes *two*. (I guess their teammate is too busy gawking at the fumble to move this turn.) This doubles the influence of random chance on the combat balance compared to traditional turn-based games, a decision I absolutely loathe. Because a miss takes two full actions, while hitting a weakness takes half of one, missing a super-effective move can essentially cost you 4 attacks total. Attacks that would have done double damage. See how severe this is? Wait until a boss lands some lucky crits and stacks addition attacks on top of the extra damage from the crits to instantly swing the fight. Furthermore, the game has multi-character, collaborative supermoves that cost multiple actions, and these multiple actions also interact with this system. Missing a 2-action attack consumes all four of your actions, skipping your turn entirely. Obviously with how snowbally the game's balance is, the prospect of a boss getting two turns in a row without player intervention is a death sentence. I think I finally lost all patience with these dubious balancing decisions when I encounted an enemy boss designed around buffing it's own evasion. A notoriously obnoxious strategy, just making you miss all your attacks, escalated by the game multiplying the severity of this happening. I looked through my available tools to find a countermeasure, maybe I had some sure-hit attacks, maybe I could boost my accuracy or remove enemy buffs. I had, at this stage of the game, only a single way to interact with this boss' mechanic: a 2-action supermove that lowered enemy evasion. Ok. Every time it raised it's evasion I'd just spend half my turn lowering it again. I go into combat, I use the move- It misses and skips my entire turn. The supermove meant to lower enemy evasion doesn't have a bonus to it's accuracy. It can't hit evasive enemies. Actually pretty funny, in an absurd way. Not in an enjoyable way, but in a way that keeps me thinking about it long after I've pressed 'uninstall'.
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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