
In this non-linear RPG, rule and expand the Empire of Varennes across multiple generations. Discover a vast array of story experiences as you fight the Seven Heroes in an epic battle that plays out over thousands of years.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
No United States chart position — it charts only in the markets below.
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

Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99−60% | 4.8Kreviews | 93% | — | $1.9M |
| $19.99−60% | — | — | — | 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.
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 863 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
EDを迎えた時、拍手しながら涙を流し「最高でした」「ありがとう」、と ただその二言を呆然と繰り返すだけのbotになっていました。 発売当初、たった数時間早くプレイ出来るというだけでCSのDL版を購入。 PC版と併せて200時間超の5周しているにも関わらず、EDでは感極まってしまう。 随分と時も経過しましたが、未だロックブーケとRoSに魅了されたままです。
Romancing SaGa 2: Revenge of the Seven is a game that constantly hints at greatness but rarely delivers on it. While the remake’s visual overhaul is undeniably attractive — lush environments, crisp character sprites, and a stable framerate — the beauty is only skin-deep. Beneath the polish lies a frustratingly uneven experience that feels more like a relic than a revitalization. The game’s much-touted open-ended structure quickly becomes its own worst enemy. Instead of feeling like a world of possibilities, the lack of direction often leaves you wandering aimlessly, unsure if you’re progressing or just wasting time. The “Inheritance” generational system is conceptually intriguing, but in practice it’s clunky and poorly explained, forcing players to rely on external guides to understand core mechanics like enemy scaling or missable classes. Narratively, the game is paper-thin. The premise — seven legendary heroes turned villains — has potential, but the story is delivered in sparse, disconnected fragments. Towns feel lifeless, with NPCs offering little more than shop menus and the occasional bland line of dialogue. Even cutscenes, while voiced, are surrounded by long stretches of silence from the world’s inhabitants, making the setting feel oddly sterile. Combat, though serviceable, suffers from pacing issues. The hybrid of real-time and turn-based elements feels awkward, and the balance swings wildly — one moment you’re slogging through damage-sponge enemies, the next you’re one-shotting entire groups. Without clear feedback on weapon proficiency or skill growth, experimentation feels more like guesswork than strategy. Ultimately, Revenge of the Seven is a remake that mistakes fidelity for improvement. It preserves the quirks of the original without smoothing over its rough edges, leaving newcomers alienated and veterans wondering why more wasn’t done to modernize the experience. For every moment of charm, there are hours of tedium — and in 2025, that’s a hard sell. Verdict: A beautiful but shallow remake that fails to make its case to anyone but the most die-hard SaGa fans.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.9M | 2.2K | 84% | $29.99 | |
| $1.9M | 10.3K | 97% | $5.59 | |
| $1.9M | 28.1K | 77% | $4.99 | |
| $1.9M | 8.8K | 69% | $7.99 | |
| $1.9M | 4K | 95% | $19.99 | |
| $1.9M | 1.4K | 97% | $26.24 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $615.2K | 3.2K | 84% | $7.99 | |
| $8K | 19 | 84% | $8.99 | |
| $3.9M | 3.8K | 78% | $29.99 | |
| $2.9M | 2.6K | 95% | $49.99 | |
| $2.3M | 8.7K | 95% | $7.19 | |
| $1.2M | 791 | 81% | $29.99 |
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 2: 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): 1.78/day in the week to Aug 4 → 2/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, German, Spanish - Spain, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 866 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
現代作らしく遊びやすい各種カスタマイズがありながら、原作のテイストを損ねずにきちんと「ロマサガ2してる」。 SFCリアルタイム世代の「マスクデータやバグ等に悩まされずにもう一度ロマサガ2をやりたい」と、 ロマサガ未経験者の「どんなものなのか試しにやってみたい」の双方を高レベルで満足させる神リメイクだと思います。
こういうリメイクでいいんだよオブ・ザ・イヤー2024
神ゲーすぎたので聖剣伝説3も買いました(リメイクの開発元が同じ)
由于一周目内无法获取所有队友且不能开极难和浪漫难度,导致全成就无法达成,因此不得不开多周目拿白金。 一旦你开了二周目,恭喜你,你将品鉴到全世界最傻逼的周目继承机制,我愿称之为JRPG界浓墨重彩的一坨臭屎: ①所有技能不继承。想要你辛辛苦苦闪悟的技能?带着你那低的要命的闪悟率一队5人各个年代重新闪悟去吧,如果一不小心把战斗次数刷高,那么年代也跳了、队友也拿不到了、任务也消失了、怪也打不过了。尤其浪漫难度下怪物血量是原版3-10倍,伤害也提升很多,前期小怪都能一巴掌一个杰拉尔。 ②所有法术不继承。想要你小心翼翼舔图收集满的法术?重新跑一遍一摸一样、堆满怪的地图搜刮箱子找你的法术去吧。本作地图堆怪堆得满满当当,且遇怪方式只能主动遇袭或绕后敲闷棍,很难说跑酷和刷怪哪种方式更有乐趣可言。 ③所有考题不继承。成就“浪漫沙加2专家”要求通过所有考试,但其实有隐藏条件,必须在一周目内完成。提醒一下。这傻逼考试一共33场,且一旦你某些支线没通、某些职业没收、某些地区没解放那么考试本身都解锁不全,更遑论还要一周目内全通过。就算你这周目过了32场(本人就是),下周目补上没考的那场也是拿不到成就的。 ④队友能力继承,但队友本身不继承。最忍俊不禁的一集。想要自己重点培养的队友?可以啊,重新开图、跑图、通马桶。古早RPG经典一个选择不对某些角色就永久不能入队或者物品永远无法获得的优良传统在本作体现的淋漓尽致,在本作优(操)秀(蛋)的年代继承机制下,想要某些队友入队就需要跑满大半张地图或跨三四个世代等等很苛刻的条件,等做到这些要求,拿到职业之后也没爽几下这周目又几把结束了。 综上,二周目继承(大嘘)数据之后,队友是要重新收的、建筑是要重新升的、地图是要重新开的、技能是要重新闪的、法术是要重新拿的、连考题也是要重新考的。重复性工作这一块。 我真心诚意佩服那些能为了白金刷3周目4周目这游戏的勇士,你们拥有这种毅力这辈子干什么都能成功的。
ロマサガ2原作未プレイです。 プレイ開始時は(安っぽい画面だな…)と思いましたが、いざ難易度オリジナルを初見でプレイしてみるとゲームバランスが絶妙で、ボス戦はほぼすべてギリギリ倒せるか倒せないか、倒せなくても見切りや技、仲間構成を見直せば突破できるというコマンド式JRPGのお手本のようなゲームでした。 安っぽく感じた画面作りもプレイしているうちに気にならなくなり、最終的には平成初期のゲームっぽさと令和のゲームっぽさの折衷案として腑に落ちるようになりました。 自由度に関しても「自由過ぎてどこへ行ったらわからない」といった事もなくふんわりと導線が敷かれているので、それに従えば自然な流れになりますし、慣れてきたらそれを無視して好きな場所へと足も延ばせる良い塩梅です。 ※2周目以降の難易度は7英雄アビリティが強烈すぎて大味なのが玉に瑕ですが。(ロマンシング裏ボスを除けば、総合的には1周目オリジナルがたぶん一番難しい)
令和の現代にロマサガ2をリメイクしたとして、面白い作品に出来るとは思えないな……。なんて思っていました。全くの杞憂でした、びっくりしました、こんな素晴らしいRPGに仕上げてくるなんて。練り上げられたバランス、テンポの良いバトル。原作うんぬんを語る前に一本のRPGとして満点の出来栄えです。スーファミ版の味わい深いイベント各種はきちんと再現され、制作スタッフの圧倒的な原作愛が伺えます。このゲームに出会えて良かった。何より、ずっとロマサガ2を好きでいて良かった。心に残る体験となりました。
很好玩,已经快成为心中新的jrpg的一座大山了 很难想象是93年的游戏再重置改进 是一款自由度极高非常高的jrpg,技能靠领悟而非固定等级学习,战斗阵容搭配无限制,十几种不同效果的战斗阵型,几十种各种特效的被动自由搭配,没有等级,越刷级,怪越强,战斗强度弹性。 故事线推进靠自己选择(其实就是开放世界),选择又决定故事结尾(甚至涉及部分boss战的地点或开战可能,部分职业的获取),故事推进没有主次之分,可以先打A,再打B,也可以先打B,再打C 角色建模讨喜,最后的结局也很感人浪漫 其实SE一直给demo试玩是挺良心的,但是这游戏的demo是把游戏里面最无聊的地方给你玩了然后结束了,精髓是在二代皇帝的继承故事线的自由推进和极意化后技能搭配 如果是想玩高自由度的jrpg,浪漫沙加2绝对是好选择
初めてのロマサガでした! ムネアツ展開のストーリーに「うおおお!これからこのメンツでラスボスまでいくぞー!」と思っていたら… ”~〇〇年後~” えっ!? …なるほど、未来のストーリーを一度見せておいて、そのあと現在に戻ってストーリーが進んでいくんですよね…? と強く願いつつプレイしていましたが、結局戻ってくることはなく…。 正直あまりに初期メンツに気持ちが入っていたのでここで放心状態の虚無になりかけました…! ですが、それでもこの世界の行く末を見届けたいという気持ちでプレイしているうちに、気づいたら「命と技と歴史をつないできたんだ」というこのゲームならではの体験を楽しめるように。 年代ジャンプがあるからこそのスケールの大きい変化や感動もあり、魅力的なキャラクターにたくさん会えて、お気に入りのゲームのひとつになりました! 難易度ノーマルでプレイしましたが、攻略なしにはとても難しい難易度でした…! その分どうしたら勝てるのか頭を使う遊びごたえを感じました。 ストーリーやアイテム、キャラクターも取返しのつかない要素が満載なので、気になる方は攻略を調べながらでいいんじゃないかな…と個人的には思います。 年代ジャンプするたびに装備や先達の技をつけなおすのはちょっと大変だったかな… 閃きや弱点を突いた時の爽快感が気持ちいいです! 初期メンツに思いを馳せながら最後までプレイしたらもしかしたら少しだけ報われるかもしれない…?ので、是非最後まで走り抜けてみてほしいです!
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.