
Choose between Yuito and Kasane, elite psionics each armed with a talent in psychokinesis and their own reason to fight. Complete both of their stories to unlock all the mysteries of a Brain Punk future caught between technology and psychic abilities.
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.
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
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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.39−82% | 18.2Kreviews | 80% | — | $4.3M |
| $59.99 | 9.3Kratings | 88% | — | 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 872 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Тот кто настраивал последние уровни, сдохни в муках ♥♥♥♥
if genshin had only 2 characters with somehow even less weapon variety that being only 1 weapon. do your research the review amount isnt bc its niche and cinema its not good
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.3M | 6.4K | 88% | $29.99 | |
| $4.3M | 4K | 87% | $29.99 | |
| $4.3M | 9.8K | 85% | $15.99 | |
| $4.3M | 6.7K | 97% | $24.99 | |
| $4.3M | 20.4K | 98% | $9.99 | |
| $4.3M | 7.3K | 97% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.1M | 2K | 59% | $59.99 | |
| — | 0 | — | — | |
| $11.7M | 4.1K | 47% | $69.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $12.6M | 12.5K | 90% | $29.99 | |
| $859.7K | 4.8K | 79% | $7.99 |
Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 21 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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: English*, French, Italian, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese, Simplified Chinese*languages with full audio support
| $59.99 |
| 5.5Kratings |
| 84% |
| — |
| 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 877 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Огонь
起初以为是个魂游,没想到是个日式动作RPG,所以像这种典型日式“你打你的,我打我的”的战斗模式并不能激起我太多的战斗热情,况且玩久了会发现此游所谓的技能其实更偏“附魔”这种感觉,玩久了翻来覆去就那么几招容易生腻。 既然战斗吸引不了我,那就看看剧情吧。但这剧情我真是忍受不了一点。先不说男主线是否谜语人,不好好说话(我觉得这反而是最小的问题),关键是人物行动毫无逻辑可言,故事内容分段也跳脱严重。比如剧中男主看到父亲正倒在某人的“刺杀”下,他没有第一时间愤怒砍向行凶者我倒也佩服他在这种情况还能冷静下来,可行凶者转身对男主说“我要取你性命”都主动打过来了,男主还在淄哇啦乱叫“啊,快停手啊,快冷静下来好好谈谈啊,为什么要杀我啊吧啦吧啦“。大哥,正常人看到自己父亲还躺在地上尸骨未寒,”行凶者“还这么硬气上来就怼脸,是我还正愁找不到理由砍死你呢,你他妈还能还能跟对手说不要打架?能有点行动逻辑吗? 玩到这里我就对此游剧情不抱幻想了,结局留下的bug你也别多想,反正编剧把该死的写死了,该活的活了,包饺子皆大欢喜,徒留我在屏幕前看完剧情大脑混乱,无能抓狂——浪费我20个小时就让我看到这样一堆狗屎剧情,只能差评到底来泄愤了。 剧情上还有个跳脱点不得不提就是好感度系统,作为日式RPG必不可少的环节,硬插在此作中却显得格外突兀。因为游戏将好感角色设立了两个不同”阵营“,这就导致前面剧情两方刚大打出手不死不休,然后休息环节马上又跟你发短信说放下立场好好聊聊,或帮我个忙,或帮我解个心结。某些角色的好感系统在游戏的前半时间并不适合出现,但又迫于游戏内容只能硬塞进去,使得玩家更加觉得出戏无法代入角色。 目前花了20小时体验的男主线,但已经如此坐牢的情况下,我现在真的在犹豫要不要体验女主线。有鉴于男主线中女主的侧面表现,我也很难对她自己的剧情有什么更好的表现有所期待,大概率是那种小仙女思维,话不好好说强行制造冲突,看着只会让自己的厌蠢症更加恶化。还有关键的一点我花了100块钱买的完全版(主要看评价也都是好评没那么不堪就买全套了,没人告诉我这游戏剧情这么屎啊),到目前为止我还没体验到DLC带来的好感剧情,我心有不甘——不体验这钱就白花了,但要想看又得坐牢继续玩下去,难受。 鉴于这些年对这些日式二次元游戏的失望——弹丸论破V3,战场女武神4,二之国,破晓传说,AI梦境档案,绯红连结,我现在对二次元剧情愈发祛魅了。好像也就嗜血代码,伊苏7,勇者斗恶龙11堪堪合我胃口。日式剧情的辉煌期看来真的早已过去了。
[h1]Scarlet Nexus – 100% Completion Review[/h1] [b]Playtime at Review:[/b] 67 hours [b]Completion:[/b] 100% Achievements [b]Final Score:[/b] 8.5 / 10 [hr][/hr] [h2]First Impressions[/h2] When I first started Scarlet Nexus, I had that feeling of: [i]"I hope I didn’t waste my money on this."[/i] But after finishing [b]both routes[/b] and going for [b]100% completion[/b], it turned into a much stronger experience than I expected. [hr][/hr] [h2]Story[/h2] The biggest strength of the game is its [b]mystery-driven storytelling[/b]. During Yuito’s route, the game constantly raises questions: [list] [*]What are the Others really? [*]Why does Kasane want to kill Yuito? [*]What happened to Naomi? [*]What’s Karen really planning? [/list] That sense of mystery keeps you engaged, while Kasane’s route provides answers from a different perspective — a structure that works very well overall. That said, the story does [b]miss some opportunities[/b]. For example, Naomi’s transformation is tied to an unnamed soldier, which makes the moment feel less impactful than it could have been with a stronger antagonist. The game also leans a bit too heavily on the [b]"we don’t have time to explain"[/b] trope, which can feel forced at times. Personally, I also think [b]Karen’s motivations could have been more directly tied to his love for Alice[/b], rather than just grief and regret. [hr][/hr] [h2]Characters[/h2] Between the two protagonists, [b]Yuito ended up being my favourite[/b]. His personality felt more natural, and his gameplay style was easier to connect with. Kasane is an interesting character, but during Yuito’s route she comes across as distant and stubborn, which makes her harder to relate to at first. Even after seeing her perspective, [b]Yuito remained the more enjoyable character overall.[/b] [hr][/hr] [h2]Combat[/h2] The combat system is one of the game’s strongest aspects. The [b]SAS system[/b], which allows you to borrow powers from teammates, makes combat feel dynamic and flexible. My favourite combination was: [list] [*]Duplication [*]Pyrokinesis [*]Sclerokinesis [*]Hypervelocity [/list] Stacking these abilities together makes you feel incredibly powerful. Yuito’s combat also felt [b]smoother[/b], while Kasane’s range sometimes felt slightly inconsistent. [hr][/hr] [h2]Completion Experience[/h2] I went for [b]100% achievements[/b], which took around [b]67 hours[/b]. Most of the time was spent: [list] [*]Completing both routes [*]Finishing Bond Episodes [*]Collecting and giving all gifts [/list] The biggest issue here is [b]repetition[/b]. Playing through the game twice can feel draining, especially when combined with bond and collection systems. [hr][/hr] [h2]Final Thoughts[/h2] Scarlet Nexus ended up being a game I enjoyed [b]far more than I expected[/b]. The world, characters, and mystery kept me engaged, and the combat system is genuinely satisfying. It’s not perfect — pacing and repetition hold it back — but it’s still a [b]strong action RPG with a lot of personality[/b]. [i]A story built on questions… that doesn’t always land every answer, but keeps you invested until the end.[/i] [hr][/hr] [h2]Final Score: 8.5 / 10[/h2]
скарлет нексус это самая клишейная скучная репетативная анимешная отрыжка разрабы также те же, что и у гад итер 1-2, код вейн (двухи в том числе) да-да, те самые великие рукожопы из DIMPS (плюс ещё несколько обезьян разрабов тейлс оф игр), которые перебежали в эдакую нонейм дочерку-студию от бандаев у них всё настолько тяжело с самоповторами что в итоге в каждую свою вонючую игру воткнут тонны бестолкового галдежа и в конце обязательно речи про СИЛУ ДРУЖБЫ (это просто обязаловка). боевка ну теп ок, всё пердит свистит, но анимации без геймплея и переход в ульт форму идут по полгода, я какбе играть в игру хочу, а не смотреть говёное аниме. крч понятно почему мне резко захотелось этот кал дропнуть в 22ом году, изза зачистки беклога захотелось доесть побыстрее последнюю миссию (да, реально, прям перед ней отпуск на 3 года), да и там ПОБЫСТРЕЕ ну никак с великим бестиарием игры - сорняки, летающие какахи, летающие камикадзе, мобы люстры которые уходят в 100 блок от твоих атак если ты близко и не подбежал с абилкой ускорения или телепортации, че ещё нууу боссы потом становятся чуть ли не в каждом энкаунтере вкупе с другими боссами, там олень какойто, крокодилы сраные (до трёх штук за раз), последняя миссия тянулась с боевыми энкаунтерами настолько долго, что мне плохо стало. главный злодей кста эт взрослый дядя с характером школьника эджлорда, НО СИЛА ДРУЖБЫ (упомянуто повторно, ЭТО ОЧЕНЬ ВАЖНО) героев игры просто РАЗЪЕБЁТ ВСЁ И ВСЯ НЫЫЫА ХЫДЫЩЬ. и он кароч потом получил фразу что надо больше не бузить а то разрушишь себя и он такой поплакал и крч стал добрым и пожертвовал собой ради спасения мира, а потом игра такая НУУУУУ))))) ГОТОВ ЗА ВТОРОГО ЧАРИКА ИГРУ ПЕРЕПРОЙТИ РАДИ ДРУГОЙ КОНЦОВКИ?????? самый главный тильт у меня по персонажам это вторая протаг касане, у нее тыща процентов умственная отсталость, характер должен быть холодным типа, но сценарист видимо на своей жопе сценарий писал и диалоги остались на этапе набросков (места не хватило). Чарики в пати эт вообще тупо однопространственные боты, которые чисто в себя включают один архетип и даж с повышением отношений особо сильно не меняются/не раскрываются. катсцены кста оформлены на 80% из паверпоинт слайдов, теп никаких там вам лайв2д или анимаций каких при переходах годных, тупо слайды. а на этом всё.
Пока проходил пролог, думал что мне это напоминает Это что-то между Nier:Automata и Punishing Gray Raven По силе лора и юмора первое, по стилю игры второе(музыка прям вкатила какое-то Tehno Lo-Fi) И да повествование идет как новела иногда переключаясь на кат-сцены, но выглядит прикольно
セールで2500円で買ったからか満足でした。 アクションRPGだと思って買うとがっかりするかもしれません。 実態はアドベンチャーにおまけでアクションがついてくる感じです。 というのもレベルも装備すらもまったく意識せず最後まで行けちゃいます。(ノーマルでクリア) 敵の種類も10数種類しかいません。同じパターンが繰り返されるので(マップも)、 1巡目は楽しいのですが、繰り返されると飽きてきます、、(このマップもこの敵も3回目だぞ、、って) ストーリーもビジュも世界観も素晴らしいので、次回作に期待です!次はアクションRPGでお願いします。
A really fun action game with likable characters and a cool story. My only problem is that you have to do 2 complete playtroughs to see everything.
[하지 말아야 할 사람] 1. 정가에 구매한 사람 도전 과제 올클 난이도 : 상(뭔가 귀찮은게 많음) JRPG중에서도 할만한 편에 속함 주인공 및 주변 인물 맨탈 갑임
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.