
Trials of Mana is a modern revival of the 3rd game in the seminal Mana series. The game, originally released in Japan as Seiken Densetsu 3, has been fully rebuilt from the ground up in 3D.
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.
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
Sums Steam only; PlayStation, Xbox, App Store, 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 | $14.99−70% | 5.8Kreviews | 91% | — | $1.4M |
| $49.99 | 7.3Kratings | 93% | — | 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 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pro: Es un excelente remake del original de SNES con muchas mas opciones y variantes. Las voces en japones le dan bastante carisma al juego y tienen más interacciones que las voces en inglés. Los combates son electrisantes y probar cada clase de pj lo vale. Malo: Para cuando saques la ultima clase solo te queda 1 jefe, debería tener boss rush.
Long in the domain of fan translations, we finally get Seiken 3 remade as a modern action RPG. With mod support, and excellent Steamdeck compatibility, this is one not to miss.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 4.6K | 88% | $12.99 | |
| $1.4M | 1.4K | 63% | $24.99 | |
| $1.4M | 4.5K | 80% | $9.99 | |
| $1.4M | 987 | 63% | $59.99 | |
| $1.4M | 1.9K | 90% | $19.99 | |
| $1.4M | 2.7K | 78% | $23.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.2M | 3.3K | 64% | $34.99 | |
| $729.8K | 4.1K | 79% | $7.99 | |
| $12.2M | 9.3K | 80% | $49.99 | |
| $3M | 10.3K | 89% | $14.99 | |
| $58.8K | 920 | 91% | $2.99 | |
| $5.6M | 7.1K | 90% | $39.99 |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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 19: 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): 0.78/day in the week to Aug 4 → 1.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
| $14.99−70% |
| 1.4Kratings |
| 84% |
| — |
| not modelled |
| $9.99 | 76ratings | 76% | — | not modelled |
| $49.99 | 48ratings | 92% | — | not modelled |
| $14.99−70% | — | — | — | 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 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
有点折磨,虽说是老游戏重置,高情商经典复古,低情商过时难熬,很难把这个游戏推荐给现代的玩家。 战斗虽说是arpg但是a的成分感觉很少,更像即时rpg,所有角色的操作基本没差别,主要看build,但是我觉得也难说,我通关能玩到的build也就感觉大同小异,没看到什么op配置。 说到build的不得不提吸引我来玩的转职系统了,build是建立在最初选的3个角色和他们转职上的,我打一个周目说实话根本就看不出后续有什么build,角色一开始就定型了,转职还麻烦,这个游戏不是说转就转的,必须到特定地点才能,1转是剧情到特定地点的时候等级差不多刚好能转职了,2转要转职道具,然后这个道具就头疼了,说是38级2转,我到42+级多打了两个大图才2转了第一个人。 然后就提到这个道具了,没玩过原版,就从这个重制版的角度说,他不是刷刷刷或者什么的问题,他是刷或者开报销开出个单抽券,然后你用单抽券去抽这个转职道具,会重复,并且只出1转职业对应的2转道具,就是说他1转有光暗职业分支,然后我1转选光,抽卡出来的2转道具就是给1转光职业使用的,我用职业重置变成1转2职业,我再一看说我之前开出来的转职道具全没法用。 那可能有人要问了这个抽卡券怎么弄,教程上说会掉落,我没见过,全部都是宝箱里开的,但是宝箱数量有限,我刷通了全宝箱大概也就10个左右的2转道具。这个2转道具是专门的一个奖池的,还有装备道具池的卡券,注意毕业装是这里抽的,我真吐了3个人每个人武器都不一样,我硬是一个人的武器拿了5把另一个1把都不出,这个卡券也是说会打怪掉,有普通、银、金、彩券4种,打怪只掉过普通的,而且出率我感觉打10把给一个就不错了,开毕业装基本得抽金和彩的,我都不知道是不是se把什么手游要素搬进来了,真的恶心。 至于职业重置道具,不好意思我一整个周目就看到一个,在见最终boss前的一个地图就宝箱给了一个,我根本没法用这一个道具去判断还能组什么build,队伍里3人呢,重置一个有何用,况且我重置完了还发现没另一个分支的2转材料,我卡都抽完了你和我说要重新抽卡拿材料?当然了我也保不准这build能有多大差别,电表倒转是没看到的,能形成一种体系我觉得都谢天谢地了,进图还是aaa拿sp放技能,真有差别吗,我不看攻略但是看剧透,来个多周目大手子告诉我有差别吗? 再说队友,弱智ai吧,他知道解机制,他去解机制吧,解两下不解了原地发呆,他解不了机制吧,他也不会躲伤害范围外,就硬站那红圈吃满伤害。ai行为可以调,可能我没调明白吧,或者我就该熟练换人手操不弱智,但是我换人了原本操控中的队友会去干嘛我也不敢想。角色放必杀要用普攻打sp点,然后sp满了就纯浪费,满sp基本总比必杀需要的多1格,1格正好也可以丢个小技能,但是我会看到我设置的sp25%以上全力放必杀或者不管sp全力放必杀的队友,sp400%了都不肯丢一个必杀然后在那激情反复横跳。我早就想抓ai打boss摸鱼了,经常镜头一转ai就跑的远远的反复横跳,绝对不是去躲伤害,boss倒地了输出时点了哪有往地图边缘跑的? 还有顶级自动锁定,玩的时候没去在意这个设置,没有去点硬锁定,普通的按一下攻击,然后角色就对着空气方向乱挥,用方向摇杆都扭不回来的,攻击方向一定是自动锁定的方向。当然还有难评的硬锁定,一群小怪的时候经常锁定到远的身上,切换目标还得按右摇杆,很多时候感觉不如不锁,但是这游戏视野很窄,有些怪会大幅位移,有些还会飞高高。 剧情没有任何感觉吧,非常的薄弱,非常的平淡,到结局的时候没有一丝兴奋或感动,没有克服千辛万苦后的成就感,也没有拯救世界的史诗感。拿个同样se的重置游戏,也是剧情薄弱的对比,浪漫沙加2到最后我看着一路收集过来的队友们向我打招呼,到我把王冠放在王座上告别皇位,我能感受到一路都有队友与我同心协力,完成了宏伟史诗。圣剑传说3我就只能看到,不知道干了什么的人,压根没见过的人,我废了老大力气去救的人,带着一群路人复制人,跟我说啊你拯救了世界,冒险结束啦,很空虚,肉眼可见的空虚。 原味老游戏也好,重置的老游戏也好,我也断断续续玩了一些,有的会给我超越时代的震撼,有的会给我经得起时代考验的感动,也有一些在原本古老的剧本上大刀阔斧使那简单的故事也更符合现代的叙事审美。圣剑传说3,我查了下资料说是也补充了一些废案,拓展了一些剧情,但是我还是感受不到他剧本的魅力。 游戏完全通关最少需要3个周目,一个周目对应一个势力的boss,基本上选了哪个主角然后最终boss就是主角对应的,至于不对应的那两个,光看剧情里只言片语也猜到要干嘛了,就跟特摄剧里一样,我选红战士拍单元剧,红战士的宿敌把黄蓝战士的宿敌都干翻了,然后出来和红战士对决,甚至不是宿命对决,我不到最后我都不知道这boss是谁,就全程在反派干部的嘴里听到几句,然后换个主角那就换个boss,换个旗下反派势力,我属实是没精力再打了。 还有个后日谈,后日谈也是追加一个新的boss,然后主要先开新的转职,再就是一个究极长的地图素材复用迷宫,把整个游戏里的地图全缝进去做的一个超长迷宫,我已经打的快昏过去了,可能这迷宫就是给我体验4转职业强度的,但是说实话我感觉没变强多少,还有那365里路等着我,打这一路小怪之前有多难打4转后还是多难打,我这还是开的简单,普通的一只小怪我都得打两套,真的折磨好吧,时间充裕还能体验慢生活的可以玩玩,但凡有点急的我觉得还是玩点别的吧,jrpg那么多,好玩的多打一周目都比来这常常咸淡来的好。
要游戏性没游戏性,要轻松没轻松,要诚意没诚意,要便捷没便捷。唯一值得说的是美术,毕竟我也是被美术吸引过来的,可是现在二次元游戏美术都很好,这个所谓的有点也就不足为奇。一句话,别买
Buen remake del clásico de Super Famicom, pero echo en falta que incluya multijugador cooperativo como el original.
打着哈欠玩完第一章,挺无聊的游戏,无论是剧情还是战斗,还有无比弱智的AI,反正缺点挺多,即使打骨折也不建议非情怀党入手吧,困了。
game is way better than i expected. i was worried about the difficulty (might be to easy) the thing is you have a lot of dmg but so does the enemy so its kinda fair. i heard once you finish the game you unlock a new difficulty too.
holy is quitting out of the game a task playing it on a x box controller. Have to hit start, than x, than pick back to main menu, than b, and than select exit game. Alt F4 is faster why so many steps.
キャラのデザインにひかれて購入 クリアまでプレイしたがキャラのよさ以外にいい点がほとんど見つけられなかった。グラフィックが現代寄りになった分どうしても今のゲームと比べてしまってゲーム部分の悪さが目立っているように感じた。
出生即暴死的圣剑5时代回来。 当时玩这个游戏(主要是柰子)的体验真是无与伦比, 没想到和网易合作直接把圣剑IP砸穿了,令人唏嘘。。。
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.