
Unlock 16 characters, expand your shop, enchant your gear, and defend against waves of enemies in this fast-paced, anime-themed Strategy Defense RPG! Become Mindy's savior and help her escape her never-ending nightmare.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
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 2,402 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
Winged Sakura: Mindy's Arc is a fast-paced, anime-themed Strategy Defense game with RPG mechanics that tells the story of Mindy Akumori, a weak girl who is suffering from amnesia. The story takes place in an unknown dimensional world where Mindy is trapped inside a mysterious building. The building contains a Sakura Platform that allows her to teleport to various locations within the dimensional world, known as Entrances.
In this era, Sakura (also known as Cherry Blossoms) are magical flowers that grant humans the ability to become Sakura Contractors, giving them extraordinary powers. If the Contractor dies, the Sakura dies. If the Sakura dies, the Contractor dies.
Will Mindy recover her memories? Will she survive and make it back to her world alive? Help Mindy and become her savior.
A Brand New Innovative Defense System: The characters (Spirits) you summon onto the battlefield are stationary and only remain active for a few seconds. You have complete control over each Spirit's target, but they disappear if an enemy collides with them.
Strategic Pause: Plan your moves, queue up actions, and take all the time you need. There's no rush. Enjoy the game at your own pace.
Leveling Up System: Unlock a total of 16 Spirits and level them up to 99!
Skill System: Customize your playstyle with a skill tree featuring 12 Active Skills and 8 Passive Skills. Experiment and discover the build that's right for you.
An Expandable Shop System: After successfully completing a level, the shop has a chance to permanently unlock a new item. Expand the shop until you've unlocked every item in the game!
Crafting and Enchanting System: Enchant your equipment up to a maximum level of 99! Discover crafting recipes and create powerful items for all of your Spirits.
Survival Mode (End game content): After completing the main game, put your skills to the test in our endless Survival Mode. A total of 4 additional Spirits can be unlocked in this mode. Are you good enough to conquer the challenge and unlock all 16 Spirits?
Steam Leaderboards: Compete against other players and show off your skills. Do you have what it takes to earn a place on the Insane Mode Leaderboards? (An internet connection is required for full Steam Leaderboards functionality. Steam Leaderboards can be disabled in the in-game options.)
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jogo é bem divertido para quem conhece e gosta do estilo.
Waaaaaaaaaaaaaaay too much grinding required. A lot of designers somehow grossly underestimate the balance of a game. This is because they forgot what the purpose of any game is. As soon as your game is underbalanced to the point that the player has to grind so much that it's not FUN anymore, because the player can't WIN, you've failed.
100
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Indonesian, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Thai +3 more
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Too grindy
ultimate grind fest
横版点击塔防游戏。LSP可能要会失望,二次元视觉小说的剧情对话,算是一本正经的游戏。一张图图反反复复用好几关。因为之前也有玩过该厂商另一款迷宫逃脱类的二次元游戏。都是无汉化偏冷门的独立游戏。
有卡 有成就 没中文 樱花战记(附赠内容) 随游戏附赠一幅 28 英寸 ×16 英寸、300 像素 / 英寸的 CMYK 规格图片,内附订购与打印指南,助你自制专属的 28 英寸 ×16 英寸挂轴,仅供个人使用。 游戏介绍:樱翼:明迪篇 这是一款节奏明快的日式动漫风格策略防御游戏,融入角色扮演机制,讲述了失忆且体弱的少女明迪・阿久森的故事。故事发生在一个未知的异次元世界,明迪被困于一栋建筑内。楼中设有樱花传送台,可将她传送到异次元世界各处的传送入口。 在这个时代,樱花是蕴含魔力的花朵,能赋予人类成为 “樱花契约者” 的能力,觉醒非凡力量。契约者与樱花性命相连 —— 契约者身死,樱花便会凋零;樱花枯萎,契约者也将殒命。明迪能否找回记忆?能否顺利生还、重返自己的世界?快来成为她的守护者,助她渡过难关。 核心特色 创新防御系统:召唤至战场的灵体单位固定站位且存续时间有限;你可精准操控每个灵体的攻击目标,但灵体若被敌人触碰则会消散。 策略暂停机制:可随时暂停规划战术、预排队列指令,无需仓促决策,按自己的节奏享受游戏。 灵体养成系统:共 16 种灵体可供解锁,等级上限高达 99 级,可自由培养强化。 技能树系统:含 12 种主动技能与 8 种被动技能的技能树,可随心搭配,打造专属战斗流派。 可拓展商店系统:通关后商店有概率永久解锁新道具,逐步解锁游戏内所有商品。 锻造附魔系统:装备附魔等级上限 99 级;收集配方可为灵体打造各类强力装备。 生存挑战模式:通关主线后解锁无尽生存模式,还可在此模式中解锁 4 种特殊灵体,挑战解锁全部 16 种灵体。 Steam 排行榜:支持与全球玩家比拼排名,挑战极限难度榜单(需联网,可在游戏设置中关闭排行榜功能)。
A horizontal row tower defense where you summon temporary defenders (instead of permanent towers). The story is okay I guess for an anime plot. It's more like an introduction to the world and characters because there's a lot left unresolved (though to be fair, there's a sequel). And sometimes characters prioritize certain things or have fun at others' expense (which based on your tolerances/personality can be received well or poorly). Gameplay:[list] [*] Each level contains waves of enemies that come in on a timer. You can send the next wave in early but get no reward (other than having your current summons be able to fight multiple waves for energy & time efficiency). When you win the battle you gain XP and up to 6 items/item components for crafting/selling. [*] You have two main resources: Spiritual Energy (purple) and Energy (blue). S. Energy is used to summon temporary spirit defenders. Energy is used to cast spells. You gain both passively but you also gain S. Energy by defeating attackers. [*] Spirits have cooldowns (so you have to wait between summons) and staying power (how long they stay on the field before disappearing). The majority of spirits only attack their current row. Spirits also attack with a element (which make them better/worse against various enemies) and may have other properties (some spirits can pierce through shield-wielding enemies). [*] You summon spirits in response to the wave of enemies. For example, you'd use anti-shield against advancing shield enemies and then a regular DPS summon to take out the unshielded enemies behind. Or you'd use your own shield summon to stall and group up a bunch of fast-moving enemies and then use an AoE summon to take them out. There is tactical pause on most difficulties but in Insane you have to rely on mouse dexterity to summon things quickly enough. [*] Spells are pretty simple. You have 4 spell slots and choose between damaging spells, energy conversion spells (between S. Energy and Energy), and utility spells (freeze enemies, pause summon timer, reset spell cooldowns). [*] Late in the game you get access to freely toggle transformation which drains S. Energy (and dispels the transformation when too low) but also massively boosts your spirits' power. [*] As you get XP both you and your spirits level up. Your spirits get stat boosts while you get a skill point every two levels. The skill tree unlocks spells and eventually strong passives (like improved transformation and gain energy per kill). [*] Spirits have two equipment slots for a weapon and a trinket. Equipment give stat boosts but they come in various tiers (White/Green/Yellow/Blue/Purple/Orange). You use the crafting system to upgrade tiers and also to boost items to +99. However, the + modifier isn't kept when you upgrade tiers (so don't bother spending too much unless you need to get stronger immediately). [*] There's so much grinding. You have to grind levels for crafting recipes & shop item availability. And then it's really expensive to craft and upgrade things. And you want to delay grinding as much as possible because later levels give you so much more value than earlier levels. [/list] Worth a look if you're interested in row tower defense with a lot of grinding and upgrading possible and can tolerate the anime story & aesthetic. Other thoughts:[list] [*] I'm glad they let you disable leaderboards. I got tired of grinding and just did a money cheat. [*] I appreciate that they let you rebind all of the keys and that there are a good amount of options to customize. [*] The UI buttons are pretty big (which makes it feel like it would play well on a touchscreen device). [*] I wish the item list didn't autoscroll when selling (because it can make you sell something you didn't mean to). At least there's a buyback option. [*] Also when selling, I wish the description box was smaller/placed elsewhere so that it didn't cover the next item to be sold. [*] I wish inventory was compacted (5 silver rings have a single box instead of 5 individual boxes) and with smaller boxes (so you see more items at once). [*] It's really annoying that crafting things to the next tier (like making a yellow weapon from two greens) makes the item lose the upgrade modifier. It should at least take the average of the modifiers. It just forces you to grind even more. [*] Similarly, selling an upgraded weapon should give you more money back. For example, a +0 Crossbow sells for the same as a +99 Crossbow (despite all of the money you put into it). [*] I wish that you were guaranteed (or at least had a much higher chance for) a Data Fragment Reward on a no leak clear to cut some of the grinding. [*] I wish that when you sent a wave early it would give you the cooldowns, Energy, and S. Energy that you would've gotten normally by waiting it out. [*] I appreciate there is a slower enemies option (that seems to have no penalty) which cuts some grinding because you can more easily make story progress (which gives you access to levels with more XP/more coins/better equipment rewards). [*] There is one main room and 3 side rooms but two of the side rooms do absolutely nothing. It would've been nice if there was some point to the rooms but it would also be annoying if they further split up the features (The main room lets you do levels and change options while one side room lets you save, shop, and set skills/spirits). To be honest, it would be easier to just have access to all features in the main room). Maybe one of the rooms should have went to the level select while the other went to survival mode? [*] There's fanservice built in (Why does sealing the contract involve kissing? Some CGs have random from-below angles?) [/list] Bugs:[list] [*] If you back out of a level description while hovering over the rewards then go to level 7 (which makes you hover over the rewards) it shows the reward set of the previous level until you move the cursor away and back again to refresh it. [*] In survival wave 120 Cecilia zoomed off the left side of the board and never returned, forcing me to quit and start from wave 106 (I loaded from autosave and it kept my survival progress which was a nice surprise). [/list]
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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