
With the fate of the world uncertain, follow the journey of Urpina, Taria, Balmaint, and Leonard as they call on their might and set out to carve a new future. Take charge and shape your own adventure with ultimate freedom of choice.
Modeled estimate, not a reported figure. How we estimate →
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
Genres
Sums Steam only; PlayStation, GOG, 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 | $8.99−70% | 274reviews | 78% | — | $52K |
| $29.99 | 743ratings | 89% | — | not modelled | |
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
This game is dangerous addicted once you understand what the heck you're suppose to do. (which is never)
戦闘に特化したゲーム 戦闘システムにハマれば楽しめると思います 普通のRPGを期待しないでください
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.11/day in the week to Aug 4 → 0/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English**languages with full audio support
| $29.99 |
| 13ratings |
| 94% |
| — |
| not modelled |
| $8.99−70% | — | — | — | 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 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一周目了,放一段时间再继续。 沙加果然是JRPG的顶峰。 感谢汉化组。
面白かったです。
+ Amazing strategic combat system, only beaten by Emerald Beyond in my book + One of my favorite soundtracks + Open-ended stories that resolve differently depending on where you go and what you do + Status ailments are very useful even on bosses + Doesn't require grinding. but you can if you want + Highly challenging with options for adjusting difficulty - Visual Novel like presentation can be a turn off - Only human characters playable This game is 90% about combat with minimal exploration, but the combat is good. I think this game will look a lot more appealing if you're already familiar with the SaGa series. Consider Romancing SaGa 2: Revenge of the Seven as an easier entry point
虽然说是18年的游戏,但是放到现在来说还是挺不错的,缺点就是太贵了
最喜欢的沙加系列,好玩
独一档体验的回合制rpg游戏,经费用在刀刃上的优秀作品 本作是老游戏复刻,当时的开发经费也不多,所以地图探索、剧情演出方面的确相当简陋。完全没有的地形设计、副本式的遇敌方式、PPT式的剧情过场形式、缺少亮点的剧本故事,加上老旧的贴图质量,本作的确很难对上大众轻度玩家的口味。但在游戏性方面,在局内战斗和角色培养方面,本作完全称得上精美 局内战斗部分,本作采用时间轴+共享bp资源的战斗系统,全队最多能上5人,根据速度快慢排布先后顺序,可以各角色同时使用低bp技能、也可以单角色使用高bp技能其他角色全防御,同时敌方也使用一样的战斗系统。在此基础上,本作有两个特色亮点:一是连击系统,可以额外合击一轮敌方单体,下回合技能消耗大幅降低,收益颇丰。想用好连击系统,就需要玩家对时间轴具备良好的调控能力,除了对角色运动性的调整外,各技能自带的调轴能力更加常用,一次合理的技能安排,能当回合内打出多次额外攻击,或者下回合全员使用高bp高伤害技能、继续打出连击效果,正确的策略能带来明确的正反馈;二是预备技的设计,尤其是先制技,是高性价比的伤害技能,也是大范围调轴的工具,给了玩家在回合制游戏里与敌方行动进行交互的能力。敌方同样也可以使用连击系统和预备技,玩家也需要准备防守策略,并且敌方小怪的攻击伤害都不低,玩家唯一明确的优势就是信息优势(可以先看到所有敌方单位的行动意图再决定自己的策略),信息优势必须配合正确的局内战术才能起效,因此本作的局内战斗压力不小,同时正确的思路带来的正反馈也是非常巨大的 角色扮演方面,本作的可玩内容非常丰富。角色的属性是固定的,战斗后只会提升HP值,可培养部分主要集中在技能、头衔、装备和阵型上。技能跟着武器种类走,有一套新技能闪悟机制,后续可以提升熟练度、降低消耗提升威力,每类武器的技能数量都不少,buffdebuff技能齐全,并且角色属性不同适合技能也有差异,可选项很多且基本全都有用。头衔本质是被动技能,分为角色自带的专属头衔和学习技能解锁的通用头衔,后者能鼓励玩家根据角色定位进行培养,多换武器闪悟技能。装备数量也很多,角色属性固定的情况下装备的选择和强化非常重要。阵型靠新队友和新头衔获得,并且适配不同的恩宠,在高强度战斗中这些提升也很重要。除此之外,几十个可入队角色,成倍数的丰富了角色培养的可玩性,且部分角色的入队是互斥的,选择合适的队友也是玩法之一。本作的敌人采用动态等级系统,而技能闪悟、装备升级、头衔阵型恩宠获取都会增加战斗次数,错误的培养路线会让战斗实际难度越来越高,因此角色培养的挑战性也比常规rpg游戏更高 游戏性方面还是能挑出一些毛病,一是技能闪悟路线、属性对技能的影响方式、装备的获取和强化路线、头衔阵型恩宠的获取方式、角色的入队条件等等都需要玩家自己试出来,而可玩内容多、战斗难度不低的情况,没有外部攻略资料的话一周目爽度会打折扣;二是连击系统的额外合击对象不是由玩家自己决定的,貌似角色智力属性会影响ai的选择,但本作局内战斗强调策略,不能自己选就很不爽;三是没有地图传送功能,重复跑图比较多 总的来说,沙加绯红的游戏性在rpg游戏历史中也是t0级别的,游戏流程可长可短,无论是速通主线还是多战斗多培养都有不一样的乐趣。鉴于本作系统与常规rpg的差异不小、难以路径依赖,更推荐rpg老饕来尝试
90/100 故事打完也有些摸不着头脑,可以招募大量队友,养成多样,战斗系统出色,利用多样化技能改变出手顺序,分割战场敌人、连接队友打出连携技策略性十足,隐藏要素多。游戏整体很贫穷,可以说将重心都投入到战斗中,但一些流程设计拖累了整体节奏,刷杂兵战获取素材和属性枯燥乏味,并不能很好地体现战斗设计,本作其实应当继续精简无意义的框架,所谓的开放世界、跑图交接任务等不相干设计一并删除,专注于持续地战斗和“解题”。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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