
Vestaria Saga II continues the adventures of Zade, bringing the tales of him and his companions to a thrilling, satisfying end. They will encounter allies both new and old while uncovering more mysteries behind the vile Margulites and their plan to plunge Vestaria into a new age of darkness.
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 255reviews | 89% | — | $138.4K |
| $19.99 | 7ratings | 78% | — | 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.
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Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Full disclosure- I cleared the original Japanese release of this game multiple times and was fortunate enough to be one of the English beta testers during which I played this game again… a lot. I’m incredibly familiar with it and am about as big of a fan of this game as you can get. As for if that means my opinion is valuable here or if I’m too biased to give a fair assessment, I leave up to you. This is one of my favorite SRPGs that I’ve ever played, which honestly surprised me. Sure, it’s a game from the creator of Fire Emblem with his distinct style which I’ve grown to love, but limitations with SRPG Studio typically hold games made with it back from being great, and there are a few maps with objective types I find uninteresting. The main draw that I’ve found is instead from the units you control. Everyone is just so fun to use, and they all feel distinct from each other (with the exception of 3 duos). There’s a character who debuffs nearby allies but earns gold if he levels up. There’s an archer with strong 7 range sniping. There’s a guy with a cliff-climbing horse. There’s a girl with a 1-5 range refresh staff?! There’s a playable dragon who only sticks around since you pay for her meals. Not that wyvern rider or manakete nonsense, just a straight up fire-breathing dragon! The list goes on. There isn’t a single dud in the playable roster. This is a design choice I really enjoyed. Having so many fun and useful characters available at any point makes good sections great and prevents otherwise boring sections from actually getting tedious. Although the reason the game was made like this might turn some away- the unique unit availability situation. Units in this game are not usable in every chapter. The party will often split up, with characters only able to be in one of the groups. Early, which characters go where is already predetermined by the story. Later, the player is able to choose the majority of the groups themselves. The main character himself, Zade, is only usable in 16 of the 26 maps in the game. So, to avoid throwing you to the wolves with a bunch of untrained scrubs, there just aren’t many scrubs to begin with. While I find this to be an elegant solution in its simplicity which also encourages you to constantly utilize strong equipment rather than hoard it, I recognize that players looking to “Build their army” and turn a legion of villagers into battle-hardened warriors won’t get that here. There’s some of it, but the limited availability works against the payoff. Only being able to deploy Ezrel in half of the late game maps didn’t stop me from turning him into a beast though. One of the many reasons why units are so good is because of the changes this game received when it was updated from being a side story to a sequel. Basically, it was made easier with more useful items and higher experience gain. The current version also allows you to save whenever you want, unlike in Vestaria Saga I, which limited saves to every 5 turns. Having played both versions, I can say with confidence that making the game easier was for the better. The save system will probably be controversial, and while it’s not my favorite save system ever, it works in context. It lets you be much more experimental with your play, and I don’t miss the frustration from resets that lose a ton of progress. While I did get a kick out of the butt-clenching situations that arise in Berwick Saga when you’re clawing your way to that next 5 turn save, there really just aren’t enough tightly time-constrained scenarios in Vestaria to make that system worthwhile here. And yeah, you are expected to use the saves a fair amount, so I don’t think this is a good game to play without resetting. But then again, Ironman players are gluttons for punishment so maybe that’s actually appealing. There are a few chapters that an Ironman player is likely to struggle with, namely Ch. 15 and Ch. 23, which also happen to be my least favorite maps in the game (yes this is the map design segue). Chapter 15 is the only chapter that got harder in the new version of the game, as mounted enemies universally got the canto ability ala Fire Emblem 4 or Path of Radiance. It usually doesn’t matter, but Ch. 15 was clearly designed with the powerful lance enemies not being able to move away after attacking you in mind. Ch. 23 is really long and has a ton of reinforcements. It’s a poor execution of an interesting premise Kaga originally used in FE5. But when this game remixes other map ideas, they usually turn out pretty well! For instance, Ch. 17 is an actually good take on the siege concept from VS1’s Ch. 11, and I absolutely adore Ch. 24 despite its clear similarities to VS1’s Ch.20, a map I can’t stand. There are a variety of unique objectives, situations, and events throughout the game which I was impressed with. Even after going through this game 6+ times, they still managed to tickle my brain. And now, the presentation! Well, it’s an SRPG Studio game alright. You can look at the pictures; graphically it’s nothing special. They did make the most with what they had, so at times the maps as a whole really come together. Also, the music is enjoyable, even if most of it is reused from VS1. Of the new tracks, my favorite is Karajan’s battle theme. SRPG Studio does have the benefit of making the gameplay snappy though. Saving, loading, skipping, and moving is all done like that. Menuing could be improved a bit though, as I find VS1’s menus to be overall more useful. While VS2 streamlined the Conversation Guide, the Stockpile no longer lets you filter by item type. It’s organized by Item ID which is ordered by item type, so axes for instance will all be next to each other, but there’s no individual tab to view only axes which is annoying when you have over 100 items in there. But the game isn’t any less playable for it. The weirdest menu is the one for choosing the language when starting the game. It’s cool that the JP release is easily accessible now, but the selection implementation is super jank and adds unnecessary loading time. I recommend going into the file directory to get around it, but it's absurd that the game startup made me consider that in the first place. Speaking of the language, it’s finally time for the translation! The translation itself is mostly what you’re paying for, as the original JP release was free, although I’m not sure what the status of the JP distribution is currently beyond being bundled together with the English version here. And the translation is great! I dig the prose and enjoyed (proof)reading it. There are some cool lines that stuck with me even though the larger-scale fantasy politic worldbuilding stuff in the story is not my cup of tea. Fortunately, you can skip cutscenes if you want, just make sure the setting is enabled. Oddly enough, I liked how the military strategy laid out in the dialogue tied into the gameplay; it's done particularly well in this title. The cast itself is a good mix of likable and unlikable, although I could do without some of the “Kagaisms” that always seem to pop up in his games. If the cast is lacking something imo, it’s a new standout lovable character. Karajan almost fits this for me, but a lot of his appeal is from gameplay rather than his personality imo; most of my favorite characters are returning ones from VS1 even if I like a lot of the new faces. In other words, Cezar is still the best one. I enjoyed seeing Zade again, and it’s nice to see where he is now compared to the first title, and how he adapts to having a new set of companions. The odd mix of new and old characters make this a worthwhile sequel that you could jump into even without having played VS1. Overall, highly recommend this title. There’s a lot of interesting concepts here and it plays very smoothly. Hope this helps anyone looking at the game!
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Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
There is a reason that this game has less than 140 reviews on Steam as of me writing this despite it being out for half a year and only costing $20: it's not for anyone but die-hard Kaga fans. Ambush reinforcements that attack the same turn they enter the map, RNG-based skills that can completely nullify attacks and force you to reload a save, massive maps that quickly devolve into slogs; the basic formula for doubling, as well as many other basic gameplay elements, is not explained in the game; questionable map design in terms of either being choke-point central or wide open fields between choke points; a story that, as expected of Japanese SRPG's, is only serviceable, much like the generic fantasy setting; units are arbitrarily picked for who can move past broken bridges and who can't (why can't my mage draped in cloth not make the jump, and yet my axe-wielding, burly fighters can? My limber little assassin can't make the jump either for some reason); no difficulty selection, so you can't just turn on easy mode when a level is really giving you trouble; the game's "fullscreen" option, which has you pressing F4 after Googling for how to enable it, isn't quite right, and I feel eye strain when I play. On the bright side, the characters are what I truly do enjoy about this game, the interactions and friendships fun, and the game lets you savescum to your heart's content for those really "clench" moments, and the few maps that are well designed are definitely fun. I wish I could have more positive things to say, but I guess I now know why FE almost died before Awakening: esoteric doesn't entail correlation with quality.
I had very high expectations for VS2 after the first game and it easily surpassed them. I dare say this is Kaga's best. There is not a single chapter in this game that did not have me enthused. It's all killer, no filler.
[h1]Do not buy this game, you cannot beat it.[/h1] By no means is this a bad game, it's actually great. However, there is a bug still present as of October 2025 that [b]renders the game impossible to complete.[/b] The bug, "Error: singleton\singleton-itemcontrol.js Line 394: Type mismatch" occurs whenever you trade an item from one unit to an empty inventory slot of another unit, and it crashes the game (you can't fix this by editing any game files or by attempting it on the Japanese version). In both Vestaria Saga 1 and 2, trading an item with another item or using the stockpile to deposit/withdraw items can circumvent this bug. However, in Vestaria Saga 2, you will not be able to progress past Chapter 23 due to this bug. Chapter 23 is a prison map with over 6 cells that need to be opened in order to progress, and there's an enemy who drops "Emma's Ring of Keys" when killed. They function as a Master Key but can only be used by Emma, who happens to be in one of the cells. [b]Emma has an empty inventory. She cannot use a weapon to kill the enemy herself, and the bug means you cannot trade the keys to her without crashing your game, rendering it impossible.[/b] This bug has apparently been present since [b]December 2024,[/b] and there have been no attempts made by the developers to fix it. As long as this bug persists, I cannot recommend this game.
Old school fire emblem fans, this is a must buy. Part 1 is fantastic, be sure to play that one first. Support this small indie developer. These are the only guys still making the SNES/GBA style Fire emblem games anymore. Great gameplay, every move counts. Characters are well written (except for some weird translation issues), and very long campaign.
Don't buy this game, The game have a huge bug, that you cannot transfer itens to empty slot and the game crash when you try to do it. This bug, makes the game awful.
伟大的作品,另外1作的重置在得到了强力帮助后已经完成并放出,在X上可以找到。3希望有生之年能够见到吧。 维斯塔利亚传说本身是加贺昭三的兴趣作品,没有商业化的打算。根据他的博客,这个水平的游戏如果雇人的话,每人每月工资大概80万日元,起码雇3个人制作,制作出来光人力费用就3000万日元。而steam上的定价假设3000日元一份卖一万份的话,交完税也只有1800万了。 关于交换物品会出错的bug,应该是win11系统出现的,根据X上@ひさよし 的投稿,在注册表中添加一个reg文件就可以解决。 我自己刚遇到这个bug就用这个方法解决了。文件链接为: https://x.gd/pS2bq。
2025年2月時点ではアイテムの受け渡し不可バグがあります。交換は出来るのですが、ただ渡そうとするとゲームが落ちます。掲示板を見る限り2024年12月にはこのバグが発生していたようです。 このバグにより終盤のあるステージ(23章)が絶対にクリアできません。したがってエンディングにたどり着くことも出来ません。 クリア出来なくても良い、という人以外は買ってはいけません。
This is probably one of the most hilariously unbalanced SRPGs to ever exist. You've got immortality knives, up to 4 dancers on one map (plus dance staves), brave weapons on every unit, save states to reroll growths and attacks, and nearly every unit having their own personal weapon that makes them unique, (some even get two!). It is therefore a testament to Kaga's skill in map design that even with all of these tools, the Vestaria saga 2 remains one of the most challenging SRPGs I have puzzled my way through. Other indie SRPG devs wanting to emulate Fire Emblem and Kaga better up their map designs and side objectives, just saying. :3
Improves on the original, which was already one of the better SRPGs I've played, and continues to be heavily designed around the best parts of Fire Emblem 4 and 5. Vestaria Saga II manages to improve on the original, which was already one of the better SRPGs I've played, and continues to be heavily designed around the best parts of Fire Emblem 4 and 5 with the story focusing on multiple war fronts and family and political relations and the large maps offering a variety of side and varied objectives. There are a lot of memorable stages in the game with one of the best having you assault a fort heavily defended by accurate and heavily damaging ballistae with a variety of other units supporting the inside and outside defenses of the fort. What and how quickly you do certain things can effects how easy or difficult the battle becomes. If you saved a character in a previous chapter the battle starts asking you to pick from two characters to support you with one being able to destroy northern ballistae and the other having a staff that can silence enemy mages armed with with long range status effecting spells. Getting through the northern ballistae with a ranged or flying unit by making use of characters with magic that can give characters an extra turn or just by trying to dodge or tank a ballistae hit or two can allow them to destroy three engineer units across a river trying to repair it so enemy cavalry can get across to flank your army, with the units leader being someone who can be turned into an ally later. If you destroy all the engineers before they can repair the bridges the cavalry has to retreat. Intercepting a shipment of gold stops the fort leader from paying his powerful mercenary guards he surrounds himself with who will leave him. Killing a unit occupying a town to deliver people to a group of demons in the hills will prevent the demons from aiding the fort. Killing the knight occupying another town quickly enough will free the families of a group of farmers being forced into joining the forts militia and will have them either never spawn as enemies or if they have spawned as enemies will cause them to flee the map. The southern ballistae will hit and kill almost anything they fire at but just because of a named unit with high stats and a passive command skill increasing the accuracy of the other artillery units, fighting your way through a group of assassins in the corner of the map leads you to their fort where you can pay them to sneak in and assassinate that artillery commander. Even the usual terrible end game is made more interesting here. In something like a Fire Emblem game you often get some awful chapter where you fight the evil dragon god by attacking it with your lord/lords newly acquired super weapons in what is usually a very poorly thought out or arena like stage. Here you still attack the evil dragon god with your lord's newly acquired super weapon but the dragon is taking up 1/5 of the map, in a map that is bigger than most Fire Emblem maps. The dragon has multiple horn, scale, tail, leg, etc parts that can all have their own attacks and ranges. You are attempting to hold out for the lord character to arrive while defending three different NPC characters (a fourth one doesn't need defending) who each have their own armies of NPC defending them already all while a large army is amassing to the south of you but that you can get to kill off 1/3 of their numbers and temporarily put another 1/3 to sleep with different actions. It is a very easy map if you have kept certain NPCs alive and made a certain decision at an earlier point that will give you powerful characters to control to defend an area you would otherwise have to quickly run a group across the map to defend but is a much more interesting ending than most games in this genre get. It being a sequel with many returning characters it handles the power of the characters in the best way I think possible. The level cap is just 30, promoting does nothing but gives you additional stats boosts based on the class and can slightly raise some stat caps but most units don't even promote because they come in their advanced form. If they are in their advanced form they take an XP penalty from battles. Most of your characters start off as promoted units just with a lower level and more stats to gain but you get access to a lot of abilities right from the start and the larger variety of weapons those promoted classes can equip(you start off with the swordmaster who can wield swords and great swords who can attack first while defending, possibly land an additional hit for every attack he makes, and who gets an increased critical hit chance, and who also starts with a terminal illness doing 1 damage to him every turn). In addition to the various characters to recruit narratively, by capturing them, or by fulfilling certain conditions there is a large number of side characters that you can keep alive by doing different actions in battles or making different decisions when choices come up who may come back to aid you in later chapters or show up in story events with their roles or other side characters living or dying based on who you keep alive. Sometimes doing something that gets a character killed might both be mechanically easier and also get you their equipment to use but might cause you to face other enemy units later, while saving them might have them giving you items or teaching you a passive skill as well as showing up to join you or as an NPC leading other NPC characters later on in large battles. Even the characters that join you are split into different groups automatically or based on who you choose to send to each stage and some leave your party to join other characters and wars that are being fought by your allies from the previous game. Near the end when one character leaves another will go with her but if you had gotten her killed earlier on then you would be be able to keep the other character for the remaining chapters. Even with the limitations of it being a freely available game in Japan and with a limited number of people working on it the soundtrack is still very good and while the animations and artwork isn't the most detailed the character portraits remain good and the attack animations flowing into different attacks when you are able to get off more than one attack usually still looks a lot better than some of the more repetitive animations of similar titles. There are some limitations to the design, the same ones the first game had, the resolution is low, hitting F4 is the only way to fullscreen the game, there is no Steam cloud save support or achievements, it crashes every now and then, the ESC key will close the game if you are playing on the keyboard and expecting that to open menus, using a controller works well enough but it doesn't always respond to lighter stick movements in some directions that should be more than enough to move the cursor and is in other directions. Mechanically as good as the design can be for a lot of the stages it was good to see a change to being able to save whenever you want as opposed to every five turns like in the previous game, there are a lot of events or things you can activate that will completely screw you over if you didn't know what was going to happen or if you are just trying to do things like capturing certain characters for recruitment and trying to weaken instead of kill them. Hopefully Kaga continues to work on the other two games in the series and they also see an official translation. Screenshots: https://x.com/Legolas_Katarn/status/1820355080232833423
Players by region
Where this game's players are, estimated from review languages.
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