
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% | 2.1Kreviews | 77% | — | $1.1M |
| $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
If you enjoy ARPGs and enjoy anime aesthetic, you'll dig this game. Good English and Japanese VA work and the colors are dope.
Personally, I find the music and visuals in this game absolutely stunning, though I realize how subjective those things can be. It’s a feast for the eyes and ears. However, the story is where things fall apart. It feels like there’s a very dark core hidden beneath the vibrant, high-fantasy JRPG aesthetic, but it's not executed well. The battle system also has some baffling design choices. You are only allowed to use a limited number of items from your inventory per battle. This makes playing as a magic user a terrible experience. Once you run out of mana-restoring items (even if you have plenty left in your bag), you are literally helpless. This is exactly what happened to me during the final boss fight.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.1M | 854 | 76% | $34.99 | |
| $1.1M | 1.3K | 62% | $39.99 | |
| $1.1M | 2.4K | 85% | $19.99 | |
| $1.1M | 3.6K | 90% | $19.99 | |
| $1.1M | 3.5K | 99% | $9.99 | |
| $1.1M | 5.5K | 91% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.1M | 12.5K | 87% | $14.99 | |
| $5M | 3.7K | 88% | $59.99 | |
| $1.1M | 3.1K | 90% | $17.99 | |
| $1.1M | 1.6K | 47% | $14.99 | |
| $700.8K | 5.2K | 83% | $7.49 | |
| $209.8K | 316 | 73% | $29.99 |
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 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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
A worthy new entry in the Mana series and a no-brainer if you liked the Trials of Mana remake. The combat and progression systems take a while to shine, but the story hook is strong and the characters, though lacking in depth, are generally likable. Be advised the English dub is incredibly obnoxious. Change to JP dialogue. You're welcome.
fun
TLDR: This does for the Mana series what The Force Awakens did for Star Wars. While the game has basically rid itself of the combat clunk many of the games used to have, its also very button mash friendly even on Hard Mode. It also made the strange decision of limiting fast travel to the current continent...making revisting areas for things such as Nicollo's shop more involved than it needs to be.
Mah boy Val deserved better :c
I may edit this review later, even if I'm unsure I'll keep playing. To sum it up until now, VoM plays like an occidental open world. Yes it is pretty, but combat is boring, slow, and there are THOUSANDS of collectibles and chests all around the map and playing this game feels like grinding stuff in any random UBI Open World games I totally loathe. 90% of the experience so far are cinematics, fetch quests, and running around a beautiful but empty map, opening treasure chests with nothing interesting in it. I want to keep going, but it is painful for me. BONUS : No Widescreen support :(
(game complete review at 38.8 hours) (short version) A perfectly picturesque plot, visions of mana's strong story, outstanding score, and enjoyable combat keeps the player engaged for the entire play-through. The biggest weak point of the game is the reward system which starts to feel stagnated around chapter 5. Though in all honesty this is also where most of the cracks start to show. Full AAA pricing in my opinion is pricey, I would recommend waiting for a sale until it is $40 due to Visions falling to many typical JRPG shortfalls. At $40 Visions is well worth the price. WHERE IS THE MULTIPLAYER!? (not screaming but honestly why not? That would have made this game 1000% better) (long version) Overall Visions of Mana (VOM) is an enjoyable game though it suffers from typical JRPG short falls, if I had to list the qualities that are most impressive from top to bottom I'd start with the musical score, the music is outstanding from start to finish in VOM. Second place would fall under the full voice cast, they do a great job and I never once felt the need to push the "A" button to advance the dialog. Third place would be the story, it is engaging and honestly I don't think you really need to do any side quests to keep within level difference. (At the end the final boss was 11 levels above me and I was able to defeat it with a satisfying challenge). Lastly (but not least) the combat is satisfying from the first sword strike to the last spell cast, I never found wanting for combat enjoyment and mostly played as a spell caster, spells are very satisfying to use as are the mana vessels. Now for the down side; On the down side I'd rank the reward system to be the biggest detractor in the game, quests often don't feel very rewarding and the items you can buy are often ignored because they're really not all that interesting until about 75% through the game, an idea of this comparison is an ability that lets you do 10% more damage at 100% health (woo?) compared to an item that lets you cast any spell of a domain for free during a mana break (wow!). The issue is 95% of your items/abilities are lack luster and forgettable so I just stopped looking. Secondly, many things are locked behind hidden progression, this is unfortunate because (while story fitting) it hides the possibilities from you making me feel like all items will be just lack luster and again caused me to stop looking. In addition to this areas are hard locked (I don't know if they ever open up and now I don't care b/c I finished the game) I'd much rather that they soft locked an area behind levels differences vs a hidden locked door, that way I could explore them if I chose. Thirdly, the combat circle is often a pain in the butt, it's easy to have a monster knock you over to the edge and cause an accidental escape from battle causing the fight to reset (this happened to me about 5 times) it is infinitely frustrating when it does happen, and even caused a game over for me when a boss essentially "got me against the ropes" and nuked me due to bosses having collision. Not a game breaker but just irritating. Fourthly, chapter 5 is where the cracks start to show, as I understand the development team was dissolved either prior to release of VOM or shortly thereafter which makes me wonder if chapter 5 was when it happened, especially the boss fights around 60% through the game, it starts out very interesting and game dynamically changing (the first fight with the earth boss) but after that it basically just becomes a face roll. This is unfortunate because if they would have kept up like they did with the first one VOM would really have been something special. Lastly, VOM has many JRPG tropes, (I won't list them b/c if you played JRPG's you will notice them) but unfortunately these tropes often are the downside of JRPGS. Lastly lastly, no multiplayer? Honestly? That was the biggest mistake you could have made, the reason the orginal secret of mana was so insanely exciting beyond the outstanding gameplay, was that it was the first 3 player multiplayer rpg that ever existed.
这剧情唐完了,完全理解不了这群神人的逻辑
this is one of the prettiest games ive ever played through. stylistically it really is breathtaking.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.