
Developed in cooperation between Square Enix and Team NINJA (Koei Tecmo Games), STRANGER OF PARADISE FINAL FANTASY ORIGIN is a hard-core action RPG that takes the FINAL FANTASY series in a new direction. Experience the boldest and most merciless battles in FINAL FANTASY history.
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.
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.
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.
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 884 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Its hard to get into... a bit of a slow start, the story requires you to know that this is a extension of another FF title, and the controls are a bit wonky. You got to learn like 24 buttons just to fight half way effectively. BUT once you get into it the game is a grim dark FF title and that's kinda rare. the controls become more intuitive after about 2 hours and this might be cause the game is designed for controller and not keyboard and mouse; but whatever... It gives you 4 characters early but you can never use more than 3? what's up with that? and only the main character can switch classes and learn new jobs? or am I missing something? I do recommend it if you're a fan of FF and the lore as well as the asthetics. Just know what you're getting into.
Probably the worst FF story ever, not very interested in Jack at all. It's a good hack and slash tho. Really fun if you put it in hard mode and turn your brain off. I'd give it a sold 6
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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 |
|---|---|---|---|---|
| $1M | 2.9K | 86% | $14.99 | |
| $1M | 1.6K | 89% | $14.99 | |
| $1M | 491 | 83% | $49.99 | |
| $1M | 4.1K | 97% | $6.99 | |
| $1M | 935 | 73% | $29.99 | |
| $1M | 1.9K | 91% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $935.4M | 1.2M | 93% | $59.99 | |
| $809.7M | 1.2M | 96% | $59.99 | |
| $94.1M | 132.1K | 84% | $39.99 | |
| $12.7M | 33.7K | 78% | $19.99 | |
| $3M | 3.9K | 67% | $39.99 | |
| $1.5M | 2.4K | 77% | $24.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 25: 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): 1.89/day in the week to Aug 4 → 3/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 2,419 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, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Is it playable, sure. Is it entertaining, yes. The story is awful. I approached it like it was going to be campy. No it's just bad and kinda stupid in places. Just platitudes and generalizations. Will I finish it, probably. I'd give it a 6 out of 10. Maybe wait till it's on sale.
I can't explain this game, it's so weird, this is one of those games that makes you wonder how a dev team worked on this for so long, play it with a friend or two and just.. witness
Bastante aburrido y repetitivo, la historia no tiene ni pies ni cabeza
игра овер крутая тим нинжа как обычно красавчики, единственное че задушило эт искать сайд миссии. комбат система ахуительная реально испытывал кайф экспириенс при игре
peak game
[i]Stranger of Paradise[/i] stands as one of the most bipolar experiences I've had with a Team Ninja game. It encapsulates both the best and the worst of the studio's design philosophy, all wrapped up in a [i]Final Fantasy[/i] package. The combat is, as always, the star of the show, and [i]Stranger of Paradise[/i] does an excellent job of streamlining it. Enemy design strikes a satisfying balance between challenge and accessibility, never demanding absurd reflexes while also avoiding becoming too tame or unthreatening. At the same time, the game cleverly leverages its [i]Final Fantasy[/i] identity by using the Job system to create a progression path that steadily introduces new mechanics and abilities over the first 10–20 hours. This addresses one of [i]Nioh[/i]'s biggest shortcomings, where new mechanics were often piled onto players at a breakneck pace, quickly becoming overwhelming for newcomers. Boss design is another highlight. Much like the regular enemies, [i]Stranger of Paradise[/i]'s bosses strike an effective balance between spectacle and fairness, featuring movesets that are intimidating and creative while remaining entirely beatable with the tools the game provides. This is another step up from [i]Nioh[/i], whose bosses often demanded either extensive buildcrafting or rigorous practice to overcome. Unfortunately, this is where the game's strengths largely end. Everything beyond the combat represents Team Ninja at its least disciplined, to the point where it significantly undermines the overall experience. Presentation is probably the weakest aspect. Given Team Ninja's track record, I wasn't expecting cutting-edge graphics or exceptional art direction, but the visuals here are genuinely poor, surpassing even [i]Nioh[/i]'s drab and indistinct presentation. The colour palette is excessively dark, even by Team Ninja standards, yet it's frequently paired with environments drowning in bloom and overexposed lighting, making it difficult to see where you're going. While some of the later stages ease off on this somewhat, the level design itself never improves over the studio's previous efforts. Confusing layouts compound the already poor visual clarity, making navigation even more frustrating than it was in [i]Nioh[/i], because this goes beyond being merely unattracitve and into the territory of genuinely tiring to look at, making an already repetitive journey feel even more exhausting. The story is equally abysmal. It combines the worst aspects of both Team Ninja's and [i]Final Fantasy[/i]'s storytelling into something even worse. Despite all the memes surrounding the protagonist's abrasive personality and the constant fanservice references to other [i]Final Fantasy[/i] titles, the actual narrative is emotionally lifeless, populated by poorly established characters with weak motivations, all tied together by a paper-thin plot that undermines the themes it's trying to convey. Yet the game insists on placing the story centre stage, even constructing gameplay mechanics around the convoluted twist it reveals at the end. This is ultimately the story's greatest flaw. It feels as though the writers started with the ending twist and worked backwards, building every preceding narrative beat solely to support that reveal. As a result, everything surrounding it feels hollow and underdeveloped, leaving the entire story feeling structurally unsound. My biggest criticism, however, is the late-game progression. Team Ninja ARPGs have always been big on buildcrafting, which is one of their main appeals. But [i]Stranger of Paradise[/i] handles it in the worst possible way. After finishing the main story, progression grinds to a halt as the endgame begins gating meaningful content behind mandatory grinding. The Bahamut DLC immediately demands hours of repetitive farming before it allows access to its single new boss fight, and things only get worse from there. The subsequent DLCs funnel you into the roguelite dungeon mode while layering increasingly restrictive progression gates on top of one another before you can access the new equipment and content they introduce. At the same time, the new stages and bosses become so overtuned that they stop being mechanically demanding and instead devolve into little more than stat checks. This abrupt spike in grind is so diametrically opposed with the smooth progression curve of the base game, that I can't help but wonder whether it was designed more to pad out multiple DLC releases than to provide meaningful gameplay progression. Eventually I bypassed the grind simply to see the remaining content for myself. Once I did, I quickly discovered how little content had actually been locked away: roughly five new bosses and a single poorly put-together level. This only reinforced my suspicion that the progression system existed primarily to artificially extend the game's lifespan. In the end, [i]Stranger of Paradise[/i] left me feeling more disappointed than impressed. For all its flaws, the combat is genuinely excellent, and the progression system supporting it makes the main campaign smoother and more approachable than Team Ninja's previous titles. Unfortunately, the post-game grind and stingy DLC content distribution do so much to sour that goodwill that I ultimately stopped engaging with the game altogether. Like most Team Ninja titles, [i]Stranger of Paradise[/i] is still well worth considering for its combat alone. But between the poor production values, the stilted narrative, and the severely flawed endgame progression (which is itself locked behind the Deluxe Edition upgrade, by the way), it by no means justify the price tag, and would be a much better purchase at a high discount.
final fantasy but dark souls, and im not a big ds guy but ill let this slide
难度设计比仁王好多了,对新手友好。动作系统也不错,简化,就是不知道为什么,好无聊;;;;剧情莫名其妙,而且画面巨垃圾,对比前面几作一点进步也没有,眼睛瞎了,玩不下去
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.