
Explore a world of elemental spirits and adventure in the latest Mana action-RPG.
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
Genres
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 | $23.99−60% | 2.7Kreviews | 78% | — | $1.4M |
| $59.99 | 5.4Kratings | 85% | — | 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 834 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
半額セールだったので購入。全体的にグラフィックはかなり綺麗です、キャラの3Dモデルも良くできていました。しかし評価できるのは見た目だけで、肝心のゲーム部分に細かい不満が大量にあり、特にユーザビリティが酷すぎてストレスが溜まりました。個人的な好みの話を言えば、シナリオが一番酷いかも…登場人物に全然感情移入できなくて制作者が泣かせたいシーンでも1mmも涙腺が緩まなかった。
Visions of Mana marks an important return for a series that has long carried a devoted following but has struggled to find its footing in the modern RPG landscape. Square Enix approaches this new entry with a clear intention: revive the charm, warmth, and elemental fantasy that defined the Mana identity, while presenting it through contemporary action-RPG systems and richly rendered environments. The result is a game that feels like both a tribute to its lineage and a cautious step forward, embracing accessibility, visual vibrancy, and fluid combat while maintaining the gentle, almost storybook-like tone that the franchise is known for. The story centers on Val, a young Soul Guard chosen to escort his childhood friend on a pilgrimage connected to the world’s elemental balance. What begins as a ceremonial journey gradually unfolds into a wider conflict involving the fading power of the Mana Tree and forces seeking to disrupt the natural harmony that sustains the world. The narrative evokes classic JRPG motifs—prophecies, elemental spirits, chosen guardians—but it delivers them with a soft-spoken sincerity rather than bombast. The tone is optimistic, comforting even, and while the story does not push boundaries or strive for deep philosophical tension, it maintains an earnest emotional core. Characters interact with warmth and camaraderie, carrying the kind of lighthearted charm that characterized older Mana titles. However, this gentleness sometimes comes at the cost of depth; several character arcs feel underdeveloped, and major story beats can resolve too quickly or predictably. Where Visions of Mana finds its strongest footing is in its action-RPG combat system and character progression. Combat is fast, colorful, and dynamic, blending real-time movement, quick attacks, aerial combos, and ability-based techniques tied to elemental classes. Each character can shift classes based on elemental affinities, providing access to distinct weapon types, attack patterns, and support skills. This flexibility encourages experimentation, letting players tailor party roles to suit their preferred playstyle—whether focusing on raw damage, crowd control, healing, or hybrid builds. The system flows smoothly, with battles rarely dragging and enemies often encouraging tactical positioning rather than button-mashing. There are occasional frustrations with the camera or the visual clutter created by overlapping effects, but overall the combat proves to be one of the game’s most consistently enjoyable elements. Exploration aligns with this design philosophy by combining semi-open world zones with a sense of gentle adventure. Each region is vibrant and inviting, filled with treasures tucked behind cliffs, puzzles gated by new abilities, hidden pathways, and optional challenges. The environments are lush and varied—sun-drenched plains, glowing forests, desert expanses, and floating islands—each rendered with a painterly touch that blends modern visual fidelity with nostalgic aesthetics. While the game does not embrace fully open-world freedom, the areas are large enough to encourage curiosity without overwhelming players. There is a rhythmic pleasure in revisiting earlier zones once new traversal skills are unlocked, revealing secrets that were inaccessible before. This sense of light, organic exploration captures one of the most beloved qualities of classic Mana titles: the joy of wandering through a magical world simply because it feels good to be there. The audiovisual presentation strengthens this connection to the series’ roots. The orchestral score, blending lively field themes with serene ambient tracks, reinforces the emotional tone of each region and echoes the musical lineage established by earlier Mana entries. Sound design enhances both combat and exploration, from the satisfying sweep of elemental attacks to the quiet rustling of creatures in the distance. Visually, the game presents one of the most striking interpretations of the Mana aesthetic to date: soft, colorful, almost fairy-tale-like environments that feel comforting rather than overwhelming. This cohesion of sound and art direction helps the game maintain a distinct identity even when its gameplay mechanics echo broader action-RPG trends. Despite its many strengths, Visions of Mana occasionally falters in pacing and structural ambition. Several dungeons repeat visual motifs or lack memorable set pieces, and certain sections feel like transitional filler rather than meaningful narrative or gameplay progression. The story maintains a slow, steady warmth but rarely escalates into moments of dramatic tension, leaving some players wanting a more impactful emotional payoff. There is also a recurring sense that the game plays things safe—mechanically solid, visually appealing, but rarely surprising. While this restraint helps maintain the series’ gentle tone, it also limits the title’s potential to reach the same heights as more daring or narratively complex JRPGs. Even with these limitations, Visions of Mana succeeds in reestablishing the series as a relevant and enjoyable presence in today’s RPG landscape. It delivers a pleasurable blend of responsive combat, uplifting aesthetics, welcoming exploration, and heartfelt characterization. It may not redefine the action-RPG genre, but it doesn’t need to—its strength lies in how confidently it embraces the Mana legacy while offering a polished, modern framework that opens the door for new players. For those seeking a colorful, comforting adventure with satisfying action and a world worth wandering, Visions of Mana offers a beautifully crafted return to form and a hopeful foundation for the franchise’s future. Rating: 8/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 Sep 2: 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/day in the week to Aug 4 → 1.43/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, German, Spanish - Spain, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
| $23.99−60% |
| 1.1Kratings |
| 76% |
| — |
| 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 836 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Tried to run the game 4 times. It either crashed or froze every single time. I hate Square Enix. I'm getting a refund.
A relatively-basic, but well-made Action-JRPG with semi-open world elements. It's not really doing anything plot-wise that you haven't seen in classic RPGs, but that's fairly standard for the Mana franchise. That said: the gameplay is fun (they've made a lot of improvements since Trials), and and the characters are entertaining. Overall, a solid game that I'd recommend to any fan of the franchise or old-school JRPG fan.
Skills/abilities/spells/passives/Team Comps galore! Banger music tracks and amazing credits song. Sidequests, map markers, special areas, timed trials, post-game unlockables! BUT... Really slow start. Combat is an absolute slog in the beginning and not much story stakes until like... 65% in. Despite my gripes with the combat, AI, story, and some character development, it was fun, and if this is how the Mana series ends, well, I wouldn't be mad.
the story and writing are pretty terrible
at best this game is worth $20. would avoid and just spend your money elsewhere.
Honestly incredibly vanilla and boring. The gameplay and combat are very basic, the story is a genuine slog and the characters are walking mediocre stereotypes.
As much as I visually like the game, everything falls short on the main thing, and that is combat. Combat is soooo repetitive, same combos every single time even when fully upgraded. Not to mention you unlock a few more skills after finishing the game once and doing a "NG+". The trailers do a poor job at showing what combat is actually like. You have combos to knock enemies up and follow it up in the air, keeping them there but the mechanics make it where your attacks won't push your character forward to connect every attack. If you played games such as Devil May Cry or Genshin impact you will know that no matter what, you will always be next to the enemy either by a combo or simply because the game is designed to help you stay next to the enemy to keep on slashing attack after attack, but not here. You have a momentum on the ground, knock them up and there's no follow up... you have to walk forward, jump and try to catch the enemy in the air, otherwise the enemy will just fall to the ground and this will lead you to start the same combo again. Its horrendous I have no clue what the devs were thinking. Otherwise, spoiler alert, the story is quiet grim and dark compared to the contrast of the bright colors and happy smiles you see throughout the game. Children are deemed sacrificial to keep an ecosystem alive and people cherish their demise lmao wtf japan. Children go as far as wishing to be sacrificed and get sad if the fairy doesn't pick them from the lot. Anyways I have to give it a thumbsdown because the combat, the main thing about the game, is so painfully boring and unsurprising you'll be forced to embrace it just to see the story through. "Here's a free movie ticket, but your seat will have spiky bugs that will crawl on your ass and you'll be force to stand up and shake them off every few minutes!"
jeu fini à la pisse. Je comprends la logique de mettre autant de pv que ça sur les ennemis. Je suis lvl 20 je dois tuer un boss lvl 15 20 min pour le tuer tellement qu'il avait des pv à non plus finir. On était 4 lvl 20 à le frapper sa barre de vie ne descendait pas Aberrant. Le pire c'est que le marchand ne vend même plus des armes pus puissante que celle que j'ai vu que j'ai acheté toutes les meilleurs armes qui vendaient aberrant. Je comprends pas l'amusement la dedans. C'est vrai que frapper 30 min un boss lvl 15 quand t'est lvl 20 c'est amusant oui bien sûr tous les jours. non je trouve pas ça amusant tout le contraire je trouve sa nul à chier. Donc si vous aimez les jeux ou il faut frapper pendant 30 min le même ennemi qui a 5 lvl de moins que toi pour le tuer allez-y ce jeu est fait pour vous autrement aller sur un autre rpg si vous aimez pas ça. Parce que la totalité des ennemis sont de gros sacs à pv sur ce jeu.
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.
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