

Metaphor: ReFantazio
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.







01About Metaphor: ReFantazio
Metaphor: ReFantazio combines a fantasy journey with turn-based battles and real-time action. You explore towns and dungeons, complete quests, and shape your party through different Archetypes. A time-management system divides activities between day and night: pursue quests, search for treasure, strengthen relationships, or improve your abilities. The gauntlet runner serves as a mobile base while traveling. The Steam PC version supports single-player, full controller play, and Steam Cloud. Rating: 89% positive from 25,543 reviews. Supported interfaces: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Russian, Portuguese-Brazil, and Spanish-Latin America.
Credits
Lowest recorded in 36 months
$20.812026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-15
02Before you buy
Play mode and control
The Steam PC version is a single-player RPG with full controller support and Steam Cloud.
Languages
Interface text and subtitles are available in English, Simplified Chinese, and Traditional Chinese. English audio is available.
03Frequently asked questions
How does Metaphor: ReFantazio play?
You explore towns and dungeons, complete quests, and fight in turn-based battles blended with real-time action.
What are Archetypes?
Archetypes let you customize party abilities and build different team compositions.
What is the story about?
The story follows a royal tournament in which you compete for the throne and the kingdom’s future.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It's essentially a Persona game set in a fantasy universe and one of the best games this year has to offer. Also the game works well on Steam Deck , just make sure to change rendering scale to 100% and Ambient Occlusion to off.Show moreShow less
Unable to play this game in offline mode on the steamdeck, was looking forward to progressing during travel. Blocked by the DRM saying I needed to go online to validate my copy of the game and refusing to launch. This is a single player RPG with optional online elements, why is this even blocking to launch. Steam is the DRM in-case people have forgotten, there shouldn't be another DRM layer that denies access to the game for customers due to not being online. As long as Steam validates the account & purchase no other DRM should deny access. I'd imagine there's a setting for the check-in prompts that's set too aggressively given I was playing on the steamdeck prior within the previous week. All I ask is for the function that disables the game due to lack of check-in to be removed, It's just punishing paying customers who may not always have internet access.Show moreShow less
Well, if you're into JRPGs, then you gotta try this one out. Yes, it is pretty similar to Persona/SMT, same devs, after all. But Metaphor has lots of unique things under its belt as well, like party formations, archetypes being a lot more thought out mechanically than personas, real-time combat before the main turn-based one where you can stun the enemy. But the best thing about Metaphor is that you don't need to go to school, awesome.Show moreShow less
Heads up before buying. I would give a mixed review because of two really annoying things, but that is not an option. In the year 2024, 70€ won't get you any anti-aliasing, but you'll get heaviest motion blur effect ever. Consider that before buying if you are sensitive for motion blur stuff, like i am. There is no option to turn it off or to even tone it down, but luckily there are mods to fix both (Link in the comments). Hope they patch these things later, this is a job for the devs and not the players. I will change this review to a positive one if it gets eventually fixed. Edit: 24.10.2024 Antialaising is now implemented with the latest patch, goob job Atlus. Now it just needs an option to turn off that horrible motion blur and it's good to go.Show moreShow less
Before Metaphor: P3 - best story P4 - best cast P5 - best gameplay After Metaphor: Metaphor best everything! + best pacing I like persona music a little better, but this is a nice change up to fit the different setting. Sci-fi/space persona next please!Show moreShow less
I finished Metaphor yesterday. I beat Expedition 33 about a month ago and 100% it. It was my first 100% game since Ghost of Tsushima. E33 really got me excited to get back into completing long single player story games. For Metaphor, I completed the game with all but ng+ achievements, my team has every single archetype unlocked, and the rewards for doing that. I spent about 5 hours yesterday in the last dungeon farming that, just in case I got the energy to do ng+ and 100% the achievements. Right now I can't say I feel like doing that. The dungeons are some of the most boring I have played in any game. It's square rooms connected by a corridor with an occasional hidden room that is accessed by a hole in the wall 95% of the time. Most of the places you explore are drab empty caves. The characters are completely one-dimensional. Every single person you spend considerable time with in this game has one life event that completely defines who they are as a person. The only growth any of them have is overcoming that singular setback. Every person who joins your team, or is an ally to your team, has the exact same ethics and world outlook. There is never any tension in the party, and the main character says one line per discussion and every one around him fawns over how amazing he is. I picked up this game because after playing through E33, and loving the layers and layers of philosophical questions it has you sit with, I wanted another game that pulled me in like that. So I looked at the 2024 awards and Metaphor won best narrative. Ok, great, I love turned based games, grew up with them, but hadn't really thrown myself into long story/world building in a while just because I haven't wanted to commit the time. I have absolutely no idea how this game was even in consideration being nominated, let alone winning it. The story presents the player with a society struggling with grief and how dealing with it in unhealthy ways, or ignoring the cause completely, results in a society disconnected from one another, who are fueled by hatred of their differences in race, class, religion. Which is for sure an important message. But it is told in such a childish and surface level way... for hours and hours and hours. I would have absolutely loved for the game to had gone in-depth and actually explored these subject matters, I think they are important, specially in today's climate. But the writer(s?) are afraid to really dive into it. The antagonist doesn't even disagree with the need for equality, because doing so would require the writers to write arguments for racism, segregation, class systems, etc., which just seems just way too complex for them to do, considering what we ended up with feels like a story written for 12 year olds. Seriously, if you spend any time consuming media that routinely addresses these topics, this game is going to feel like it's written for pre-teens. I heard, before starting the game, that Louis is one of the best written bad guys in a video game in a long time. I was excited. It turns out Louis is that college freshman trying to argue with the entire class about why everyone should be a Libertarian despite every person in the class immediately explaining why his arguments don't work as soon as you think about them. Not to mention you fight Louis like 4 times and every time he just kinda, walks away... or ends up inside his ship, or is deus ex machina'd 3 times by characters that are also deus ex machina'd. Yet following each encounter he speaks as if he won the last fight (he clearly doesn't). There are basically no twists in the story at any point, except maybe two, and that's from showing you two people hanging out together when you then learn they don't, or just simply not giving you information until the reveal. The rest of the story plays out extremely by the numbers and is predictable to any one able to stay awake. It's 7 party members and a handful of allies who all have the exact same thoughts. The group dialogue is like a CW superhero show where everyone is in a single room and each member says one sentence to form a complete thought. It is insane to me that in 30+ years of video games with huge, meaningful stories, that this game's story is lauded. Not to mention it's a game about how racism is bad, and yet all the humanoids (non-animal people) are white... there's one non-white person with voice dialog.Show moreShow less
The art is pretty, the music hits just the right mood, the voice acting is great, and the gameplay is similar to Persona 5 while still changing things up to feel fresh. If you're on the fence, try out the demo - the amount of gameplay is more than generous and will give you a sense of whether you'll like the gameplay or not. Take notes, Ubisoft. This is how you innovate gameplay even when you're using the same core mechanics. Atlus killed it with this one. GOTY.Show moreShow less
I really wanted to love this game. It started out quite strong, and the first 15-20 hours or so were super fun, addicting, and fresh. An interesting setting, premise, and really strong opening dungeon led me to believe I was in for a treat of a JRPG experience. Not to mention the really solid feeling turn based combat and the Final Fantasy V type job system which were awesome. I was hooked on this game for a while. The first month or so of in-game time is pretty great! After the second main dungeon though, the game started to show many flaws that rendered it a complete boring chore. I noticed that all of the side quest dungeons are basically repeats of one another, and don't offer anything interesting in terms of layout or setting/theme. The combat system starts showing its cracks once you unlock the main archetypes. The upgrades of them in their lineages are just that, pure number upgrades; instead of doing medium damage as a Warrior, now you do heavy damage as a Swordmaster, for instance, and that's pretty much it. The "real-time combat" featured is very barebones, feels super clunky and awkward, and bogs every encounter down to three predictable outcomes: 1. Stun the enemy and steamroll them completely/kill them outright without entering turn-based combat at all if they're lower level than you (this part is good/saves time!) 2. Initiate turn-based without stun, and hope you had the right party setup... 3. Get hit by the enemy and get completely steamrolled by them. At the start of the game this felt fresh because you could mix and match archetypes a bit more freely and actually have fun synergizing characters the way you wanted, but later on, the game basically requires you to fight enemies according to their "weakness" and nothing more. If you have the wrong archetypes and/or skill setups for an enemy weakness going into an encounter, the game forces you to either waste your time getting killed by the enemy so you can change your party around and then retry (there is NO WAY to exit to the menu during a battle or option to recompose your party setup when using the Retry Battle feature!!!), or restart the game entirely and try again. This wasted SO MUCH of my very valuable time on this earth, and made me go from loving this game to not even wanting to open it. In terms of everything beyond the combat, shortly after recruiting the fourth party member, I realized I was spending 90% of my play time staring at the text box at the bottom of the screen, reading what felt like literal filler dialog with almost no meaning behind it. I realized that I didn't care for ANY of the characters AT ALL, and reading their dialog was doing nothing for me. All of the characters feel very one-note, and they barely interact with anyone outside of the protagonist or villians; there's barely any party banter in a 100+ hour RPG! I started skipping a lot of the endless and pointless unvoiced dialog, and found myself missing nothing from doing so. Barely anything happens on screen during most of the endless dialog sections; characters rarely move around and the camera angle doesn't change. This plus the lack of voice acting for most of the dialog left me utterly bored out of my mind for most of the "gameplay". Reading lots of dialog is usually fine for me when the game is well-written. This starts out pretty well written with the exposition and setup, but very quickly devolves into characters repeating the same things over and over and over again, and the narrative themes are very heavy handed. There is no conflict with the party towards the protagonist or each other, and the protagonist is barely a character at all; it is baffling when everyone talks about how amazing and great he is, despite him doing absolutely nothing special or interesting at all. The Social Link scenes all felt generic and one-note as well, and again, they are mostly unvoiced where you stare at the dialog box while absolutely nothing happens on screen in 3D. My final issues stem from the graphics and performance. This game is UGLY. The environments are an eye sore to look at. The game runs horribly on the Steam Deck, a system which should have no trouble running a game that looks this bad, meaning it is not optimized well. There is some genuine good character and world design here (Louis and the Humans/the Gauntlet Runners are AWESOME), and the UI is gorgeous, but that's about where my praises end for this game's presentation. Beyond this it looks like a generic anime. Overall, this game started for me as a great time and quickly devolved into an utter bore. Try out the demo before buying, I wish I had!Show moreShow less
I went in to Metaphor knowing almost nothing about it, and ended up being surprised by a personal contender for game of the year. The game is beautiful, moving, and has a delightful cast of characters. The combat mechanics are also fantastic (I'm always a sucker for a FF3/5 style job system). This game recaptured a love for optimistic JRPGs that I haven't felt since playing Skies of Arcadia as a kid. 10/10, would highly recommendShow moreShow less
This one was hard to review negatively. Unfortunately, the more I played it, the more I realized the game just wasn't cutting it for me. I will try to refrain from making obvious comparisons to Persona 5 and other ATLUS games as I think the game deserves to be judged on it's own merit. Much love to the developers either way, since various interviews have showcased that they are truly passionate about this project. PROS - The setting and core plot ideas are amazing. While we all know most gamers don't want politics in games, I think medival fantasy is a great setting to write political intrigue as it just tends to give birth to spectacle. - Very likable cast of characters when looked as individuals, despite a clear lack of chemistry between them. - Some of the best bonding scenes across both Persona and other games with similiar mechanics. - The villian is fun to watch despite clearly being painted as a bad guy who we are not meant to sympathize with. - Significant lack of "anime" moments. No sexual harassment gags, no squeaky mascot character and no romancing of every female character under the sun. - Harder difficulties are actually challanging and fun without being overly grindy. - Proper MP management in dungeons is very real and core part of the gameplay. - No random encounters. Being overleveled lets you one-hit kill mobs. - The calendar system works really well with the road trip mechanic. - Way easier now to tell how close you are to maxing out a social stat. - No more need to guess what a character wants you to tell them for a significant gameplay advantage. CONS - The badly made job system. The other main reason I bought this game simply because it used the job system. I find that most if not all of my favorite RPG's use some manner of this system. It is such a ripe ground for creativity giving rise to some fantastic gameplay in games such as Bravely Default, Crystal Project and Final Fantasy 5. Even Etrian Odyssey, a game made by Atlus with a way more restrictive job system feels more fluid and interesting than whathever the goal of this was. While I said I would refrain from comparisons, it really feels like they tried to shoehorn in systems from Persona that really just don't work well when paired with a job system. Shin Megami Tensei games were always about the quick and rapid adapting to whathever you are currently facing, while this feels like neither that nor a more deep system. The game could have just had one big skill tree and it would have been functionally the same. - Oversimplified jobs that don't make use of their simplicity. Most jobs I wouldn't pick because "Hey this seems like it would work well with this other job" but because "Hey I need to hit this weakness for this upcoming boss". And just when the game was starting to feel like it is opening up for proper creativity of the player, it start locking you in by giving you character exclusive jobs and skewing stats so far for one character in one thing that it feels like you are doing yourself a disservice if you are trying a different strategy from the intended one. Barring a few exceptions, most of the jobs don't have interesting gameplay goals individually, other than just "Hey I hit fire weakness". The job "upgrades" are equally lame, with the sword master and cleric taking the top spot in that regard. Nothing wrong with such a simple system, but once again the game doesn't feel like it does anything fun with its simplicity either. - Questionable UI I don't necessarily dislike most of the menus, there are some great quality of life stuff such as being able to see which followers want to talk to you and if you have any available quests with just a few button presses. Being able to see if the enemy has any stealable items on them is also great. However the way you change jobs and most importantly how you change the inherited skills for each job drove me absolutely mad. I am all for style but surely there was a way to not make me have to hover with my left stick over nodes to learn a new skill. The navigation itself is not hard, you get pretty familiar with where everything is pretty quickly, but it just doesn't feel snappy enough. It actively discouraged me from experimenting with other jobs. The job nodes could have also been expressed in more interesting ways other than vague icons you can barely read on smaller resolutions. - Lack of interesting activities To move on from the job system nitpicks, the scope of activities you can do outside of combat is very minimal. Almost all non dungeon activities serve the purpose of increasing your social stats, which are then used to level up your follower. However, with the smaller follower cast this also meant that the majority of your time you ARE just picking social stat options, and once you max those out there is not much to do other than do some small start increasing activities. The followers mechanic could have been scrapped alongside the calendar system to allow the story room to breathe for more subtle character development and interesting interactions. Urgency can be done without a calendar system, you just have to try a little harder. - Party members This one boggles my mind. Without trying to spoil much, I understand that some people join you party pretty late into the story for plot reasons. However, pairing this with a job system that requires long term planning and decision making really doesn't mesh well. You are left with half the cast having mastered 10+ jobs while the new character has just mastered their first. The game also gives you an incentive to use the new characters in your battle party as benched characters do not get the full EXP unless you are near to maxing out their follower rank beforehand. Once again a case of it feeling like the gameplay was a secondary thought to the story. A smaller nitpick but it feels like Eupha didn't even need to be part of the story. Her character development during her dungeon feels weird and forced, and she ultimately has no reason to follow the main cast around. Which is weird because that same part of the story could have been used perfectly to add in the last party member into the story. - Dungeons and uh... Dragons ? This was the last straw for me. I have played plenty of games where all the dungeons boiled down to simple corridors, It's not a huge dealbreaker usually, but here however, this kind of lazy development feels even worse. The game goes out of its way to give you plethora of optional dungeons that sound really interesting when told by an NPC... Only to find out it is a copy paste of the same dungeon a while back. Other than the rare "human" monsters, the majority of monsters are also uninspired. Goblins, dogs, moths, skeletons, wasps and plants recolored 50 times over. Credit where credit is due, they at least try to make them stand out gameplay wise with various conditionals to how their AI behaves. This actually brought the fun of the system back a little bit to me and I genuinely wish to see more of that in future games. All in all, if they weren't going to put any effort into the dungeons, I would have wished it WAS randomly generated so that it at least could be different for every player. In the end, when I stepped into another optional uninspired corridor dungeon, with 10 mob spawners placed just to pad out the gameplay, I realized that the combat really wasn't the focus of this game and that nothing was driving me to continue it. Conclusion Unfortunately the game falls just short in all aspects to such a degree that the small annoyances turn into big ones, ultimately making me dislike it overall and dropping it about 70% into the story. The developers clearly put love into the setting of the game, but I can not say the same for the gameplay itself which feels like it was an afterthought.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
