
Break the spell that's sealed away your past. Customize your party's equipment, skills, and spells, and fight in strategic battles. Trials of Kokoro is an RPG and Visual Novel that merges exciting turn-based combat, detailed party management, and a captivating storyline.
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.
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.
About



Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Having played the awesome prequel "Trials of Guinevere", which I really liked, I can promise you that Kokoro is worth playing as least as much, if not more. (That said, there's no need to play ToG before ToK - they tell different stories set in the same world.) Though the game is played differently - it's not an RPG, but a visual novel with RPG elements - it's a strong spiritual decessor. And it looks much more polished, you can definitely tell that the developer put even more effort into making a quality game here: the visuals are very pleasing and work well together, the UI and other systems are more refined and the mechanics have more depth to them. The music also fits the game very well. The world of Vitaria is so vast and there's so much to it, one can only marvel at it and the well-crafted story taking place within it. You'll see for yourself when you play it. Again, the strong point for me in this game is the likable characters and their dialogs. They are very vivid, plain fun to read, and every character has their own quirks that makes them interesting and lovable. Highly recommended!
I loved this game! If you love statistical strategy combat and visual novels this is a perfect marriage of the two. The range in the combat in terms of elements, options, approaches, and scenarios, truly makes for an engaging battle system that scales as you grow with the game. Combat progression is such a delicate balance, often pitting too challenging with too easy. Here, you can tell the care taken into balancing each fight. I loved that it never felt unattainable and the dynamic of each fight made for a good challenge. You play up to 4 characters and support characters are also included. Again, this is a strong point. Most NPCs are infamous for getting themselves killed or being incompetent. This game does not suffer from this and is quite refreshing to see NPCs handle their own and be a relief at times in their support of your own party members. Equally, difficulty ranges from easy to veteran so there is opportunity in replay to maximize mastery of the battle system. But if combat is not your thing, then there is a story mode that allows you to solely focus on plot development. There’s something for everyone. With that said, let us now discuss the story and the characters. This is the second entry in the World of Vitaria series and the lore continues to be expanded on. This narrative truly is strong in conveying information, showing rather than telling in such a way that feels immersive and realistic (people talking about world-related things because it’s actually applicable. No obvious info dumping segways or things of the sort.) Character development is progressive; no static characters outside default enemies though even they have backgrounds fleshed out in the Bestiary which I found to be a neat feature and a good indicator of your progress in the game. The storyline is very engrossing and touches on many internal issues and concepts I find important to today’s collective consciousness. Another focus by this dev, per the prior game, real-life issues are discussed respectfully and handled with realism, a concept usually sanitized or glossed over in mainstream media. As for the world itself, Vitaria is a vibrant place and there is much depth involved in its lore. The storyline is very fulfilling but there are definitely many loose ends ripe for a sequel (or prequel ;) As for my critiques, may sound cliche but I wish things were more fleshed out. Some minor pacing issues and differences imo on introductions of certain characters, this being a more personal preference as the game conveys what it needs well in its own respect. Another is the use of “a few hours later” cuts. This verbiage is not necessary as omitting it would have presented a more cinematic take outside perhaps a single cheeky use for reference. I honestly had no issues with the combat, as I said it was very well balanced and each character’s build/options are packed with amazing variation that allows for a range of play styles. Hint systems and clues are fair and are hard to miss so battles are not blind all the while engaging you to utilize your skill. Lastly, I’d like to state the music and sound selection is phenomenal. Magic is a strong suit for this game and is beautifully executed and rich in conceptualizing. Each element is distinct and it was fantastic to see all the little details involved. All in all, Trials of Kokoro is a strong entry into the World of Vitaria series and is a must-play for those who love compelling narratives and tactical battle systems.
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Hours played at review time, across 35 reviews with recorded playtime.
Full disclosure: i know the Dev IRL and have played his previous games. I did not receive the game for free., Trials of Kokoro is a turn based game that uses an action battle system. It is an rpg/visual novel on rails. ToK is the follow up to ToG and is a complete departure from the previous games playstyle so if you played the first its important to know that. I enjoyed both styles, but preferred ToK's style more in most ways. I played on the second hardest difficulty and so my review will be based on that experience. Im going to stat with the strongest part of the game in my opinion. Combat. Like it ToG every fight (mostly) that you are in matters. There is no grinding, no mindless button mashing. Combat is approached in a thoughtful manner, and each fight sans a few specific fights in a later chapter, are fun and challenging. I enjoyed learning the fights, figuring out how certain skill interacted with certain mobs, and experimenting during combat to see what i could get away with. The fights are tight, but forgiving enough to allow for adjustments on the fly. There are three battle types: Stand alone fights, Chain and Boss. Stand alone fights are what you'd expect, no need for real detail about them. The chain fight system was really cool, it basically was fighting waves of enemies that that got stronger, but felt that the player was heavily in the driver seat on those by the last round of the fight, since buffs persist, and would have liked a little more balance/challenge along those lines. Boss battles were fun and generally had unique mechanics to them as you would expect. Most were tuned tight, but again with enough wiggle room, especially moving into late game, to not get overly punished along the way ( i did die on a few of them though so that was cool too). I will say that i felt that there was a bit too much hand holding with explaining mechs in each fight, and would have preferred it to be a bit more vague in the explanations. Overall, battle was fun and engaging with room for exploration and the healing/rest system was a cool add too. Music/Art/Presentation: I thought this was great. Dev took great care in choosing and plotting out all these things. Overall i dont think I'd change anything here. Like a really great comic book/manga with a back ground score. Story/Pacing: This was my one gripe about the game, but let me explain. It was mainly the pacing that caused me issues, due to it being jarring/sudden at times. And sometimes story was delivered and packed into spots that seemed odd. I feel like adding an extra act in the middle just to break up some of what was going on would have helped here maybe? Or it could just me being picky. i dont know. Thats not to say i didnt appreciate the story though, because despite having some tropes, Dev did subvert my expectations with multiple characters. Which really was the strength of the story. There were three characters whose story lines were very cool conceptually and made me smile. Looking forward to the third game when Dev gets around to it. I dont really like point scores so my take way is this: Time well spent, never felt like a chore, had me wanting to play again when I couldn't, and would play again happily.
TL;DR: There is a lot of passion put into this game and the fact that ToK is so unknown is a loss for the gaming community. The gameplay is completely linear, which for some it may be a negative, but believe me that the developer made the best out of it and almost every battle feels unique and special. The characters are endearing and you can feel their growth as the story progresses. Probably my favorite part of the game. Quality of life features could have been improved though, especially in the menus. Like if I buy a new piece of armor, I would like the option to immediately equip it. The battle system is pretty much the classical turn-based RPG formula. Each character has a clear role and they complement each other pretty well. It feels quite polished and the overall experience was pretty fun for every battle. I think in part this is thanks to the fact that the number of battles is predetermined, so the developer was able to fine-tune the battles and make each of them feel challenging but rewarding. I really enjoyed the game and I hope with time it will become more well-known.
An unusual, but nice little combination of turn-based combat and a VN to read, Trials of Kokoro may be a little saccharine (and I personally wish it had a little more personality to its writing), but it's earnest and quite endearing. Likeable characters, lovely art, some nice music and surprisingly involving fights and equipment flinging. Pick it up on sale if you're unsure, but it's a nice little adventure that gets better as it goes on. 7/10
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Players by region
Where this game's players are, estimated from review languages.
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