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Metaphor: ReFantazio on Steam

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After his assassination, the will of the late king decrees the next monarch to be elected by the people. Forge bonds and win over a kingdom divided in this award-winning fantasy RPG with turn-based and action combat, party customization with powerful Archetypes, and hours of exploration.

Metaphor: ReFantazio is a rpg, turn-based combat and jrpg game developed by ATLUS and published by SEGA.
Released on October 10th 2024 is available on Windows, Steam Deck and Steam Machine in 12 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil and Spanish - Latin America.

It has received 25,278 reviews of which 22,497 were positive and 2,781 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 69.99€ on Steam, but you can find it for 18.69€ on Instant Gaming.


The Steam community has classified Metaphor: ReFantazio into these genres:


Here is the detailed breakdown of supported languages for Metaphor: ReFantazio:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Traditional Chinese
Russian
Japanese
Portuguese - Brazil
Spanish - Latin America

Media & Screenshots

Get an in-depth look at Metaphor: ReFantazio through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5-3470 or AMD FX-6300
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GeForce GTX 750 Ti, 4GB or AMD Radeon R7 360, 4GB or Intel Arc A310, 4GB
  • DirectX: Version 11
  • Storage: 93 GB available space
  • Additional Notes: 720p @ 30 FPS. A CPU with AVX support is required. Microsoft no longer supports Windows 10 or older versions.

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

64 hours played
Sept. 2026
This is my personal favorite of Atlus' releases. Although the Persona series is the poster child of the studio, after playing persona 3,4, 5, and shin megami tensei v, i got really tired of the highschool setting with the same-ish persona monsters. They're great games, but metaphor hits the spot for me and is in general the most memorable one, second to only the ending of persona 5 royal. The artstyle imo is very appealing, and i love the archetype system over the persona system. The medieval setting is also very fun, and the main antagonist is my favorite villain of all the atlus games. While i do still want more persona games, personally I do hope they release games that stray away from the personas and its mechanics that we already see a lot of.
80 hours played
July 2026
The very first thing that struck me about Metaphor - the voice acting - is a perfect encapsulation of why this game is so good. Within minutes of starting, I knew I was in for a real treat. See, my biggest grievance with high fantasy settings is a long-standing one: the studios’ neverending compulsion to cast American actors who “can do accents”, which end up being serviceable at best and inevitably ruin any sense of believability or immersion. Hearing actual regional British dialects throughout this game was a huge breath of fresh air - the characters are superbly cast, and are completely brought to life by their accents and speech quirks. The fact that a character’s social class and tribe can be discerned from their spoken dialogue is a brilliant touch, and that’s just one of many flourishes that make the world feel real. Voice acting of this calibre could have carried Metaphor on its own, but it didn’t even need to; it’s just the first sign of how much love and care was put into this game. Of course, some of the credit has to go to the localization team for their work on the script; the difference in writing quality between this and any of the previous Atlus games is enormous. After a marathon of cringing my way through the dialogue in the Persona series, it was incredibly refreshing to play a game that felt like it was actually made for an English speaking audience. The art and visuals are top tier. For me, this is the only game that has even come close to the amount of sauce in Persona 5. Out the wazoo. Somehow, they’ve done it again. The character designs, the portraits, the menus and UI, the gorgeous world and its watercolour skies - everything here really is the cream of the crop. When it comes to gameplay, Metaphor manages to strike a delicate balance between the Persona and Shin Megami Tensei series. The developers’ “best of both worlds” approach is clear: the social bonds and daily activities from Persona make the perfect foil to the more gameplay-focused dungeon crawling sections. This will come as no surprise to fans of the Persona series - alternating between the two is a formula that it has employed for some time - but the intricate battle systems in Metaphor set it apart as a much more engaging experience. Notably, the Press Turn system from the SMT games makes a return, which is the best RPG battle system I’ve had the pleasure of using. Perhaps the most interesting twist is the introduction of “Archetypes”; rather than fusing Personas or recruiting demons, the game uses a modular specialization system similar to the one used in the Digital Devil Saga games. Having these skill trees to endlessly tinker with just feels good ; getting to sink your teeth into a more complex system like this feels like a perfect match for a game that could easily last 100 hours of playtime. Despite the many Persona comparisons, Metaphor still manages to feel genuinely new and different. This game has a palpable freshness to it, even in spite of the typically cliché-ridden setting. It manages to evoke a sense of wonder that I haven’t felt from a game in a long time. It’s no more than an honest, immersive experience, played completely straight but with enough novelty that it demands attention. It wormed its way into the back of my mind; throughout the day I would catch it whirring, like a background process trying to solve the problem of what exactly this game is. I found that unusual, because there is no problem. Metaphor isn’t a genre-defying masterpiece, nor is it trying to be one. All pretense aside, it is basically just a Persona game, and the story isn’t necessarily an outstanding one. That’s exactly why it’s special; it excels in spite of its circumstance, and it sets itself apart by being made with soul. Choose any emphasis: It’s just a good-ass game. It’s just a good-ass game. It’s just a good-ass game .
77 hours played
June 2026
If I had to describe Metaphor to someone who's only played Persona: Metaphor is like if they took everything you dislike about the Persona series, got rid of it, and improved the gameplay. That's not to say that Metaphor doesn't have its fair share of issues, (it really does) but it was a great experience nonetheless. First things first, Metaphor looks amazing. There's not much I can say since the UI, the character designs, Archetypes, enemies, etc. speak for themselves. Personally, I think that although Metaphor does suffer from a lower graphical fidelity and being made with an older engine, its incredible art direction largely makes up it. Not to mention, Metaphor also sounds amazing. The OST is so, so good. In terms of gameplay, it's a mixed bag but still a lot of fun. Dungeons aren't a mindless corridor simulator and instead, there's parrying, dodging, combat, puzzles, and the occasional jumpscare. It's engaging and sometimes difficult, and quite far removed from Persona in that regard. When it comes to turn-based combat, Metaphor can be very unforgiving with its RNG, and that's why there's a "retry" button, the auto-save feature, as well as multiple opportunities to save when inside a dungeon. That also means you can take breaks when dungeons are long. Unfortunately, this does make the game much, much easier, so while Metaphor technically suffers from the same issue that modern Persona games do, it's still harder. Regarding the Archetype system, there's an illusion of freedom. I love the freedom that the game gives you to experiment with different Archetypes and party members to find out what works, and that's why it's such a shame that they almost entirely strip you of it at the end. Without spoiling anything: there are Archetypes that you're heavily incentivized to play endgame that require other specific Archetypes to be leveled, largely limiting your autonomy. Any previous Archetype lineages you were playing that aren't needed for endgame are rendered useless or very subpar. Other than that, the Archetype system works well for most of the game and every party member gets some use. Among all of the ATLUS games I've played, Metaphor has the strongest cast by far. I adored every follower link and finished them all (which can very easily be done on your first playthrough). As Metaphor doesn't have a romance system, it allows you choose both male and female characters for special events, which was a welcome surprise, as you can't in Persona 3 Reload/FES. I also didn't feel that any party members were sidelined after their main arc like in Persona 5 (Royal). Aside from good writing, a part of what made the characters so great was the voice acting. I cannot stress this enough: Metaphor's English dub is phenomenal. Stewart Clarke absolutely killed it as Strohl, and the variety of accents is so fun. The villains are loveable, the side characters are loveable, and of course, so is the main party. My main issues with Metaphor boil down mostly to quality of life. The inventory system is cumbersome and unintuitive. While navigation isn't the worse, it feels awkward that travel between big areas like cities and dungeons is conveyed with a map, whereas travel within an area is a list of names. These are minor issues, of course, but there is quite a lot of them. The list extends to time-gating, lack of guidance, the imbalance of Royal Virtues, and so on. Regarding the story, Metaphor is extremely ambitious, so it deserves credit where it's due. Trying to provide commentary on class inequality, systemic oppression, populism, and racial prejudice in an 80-hour game is not easy, and it certainly does it a lot better than some other ATLUS titles, but it is far from perfect. It wants to be provocative while still being palatable, so the message falls a little flat. And in terms of pacing, it can feel chaotic and all over the place at times. However, despite its flaws, it manages to be moving and inspiring, and I can't stop thinking about it even months after playing. It has humor, emotional moments, plot twists, and a lot more to offer. On the whole, I honestly haven't enjoyed a game this much since Persona 4 Golden. Every minute I was playing Metaphor, I was practically begging for it to never end. I had post-game depression before I'd even finished it. Although it leaves much to be desired, overall, it's an excellent game, and I would highly recommend it.
325 hours played
May 2026
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☑ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☑ Kids ☑ Teens ☑ Adults ☑ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☐ Workable ☑ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☑ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☐ No Story ☐ Some lore ☐ Average ☐ Good ☑ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☑ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☑ Worth the price ☐ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☑ 10
138 hours played
May 2026
This is my first real experience with an Atlus game with this kind of combat system. I did play some Persona here and there, but I never really got that far. First off, the game is very cutscene and story heavy, at some points even so far that you'd have to be in a Visual Novel mood to really get trough all the reading. The story is pretty good though, so I don't mind. Without spoilers, it delves in the ideologies on how to run a country and everything with it, and how to win the people over. I have no overall issues with the story, but I did feel that certain topics and other character development parts got repeated a tad too much. This might be the case because there is tons of miss-able dialogue in the game if you choose other things to do, so that might be more experience based. Overall presentation is absolutely amazing. UI design especially is one of the best out there, and on par with the recent Persona games. The soundtrack is unforgettable and absolutely fits the game. The visuals have an amazing style, with very fantastic vistas, and enemy design, while nearing the end of the game get a bit overused, are still great to look at, especially the non-beast ones. The aspect I probably have the most issues with is the overall gameplay. Out of combat its basically a time managing game, where you choose what to invest in in the limited time you have. I don't have too much issue with this, only that some activity are just obviously more important than others so there isn't that much choice involved unless you want to nerf yourself. Also maybe a nitpick, but some activities also don't feel like they should take an entire afternoon/night. The combat I have more issue with. This combat system is known for how punishing it can be, which I like and respect to some extent, but it misses the mark in some crucial areas. The way they did bosses is great. You can optionally before a quest, Try to gather some hints and tips on their weaknesses, and prepare yourself for the battle, making them a lot more do-able, albeit still quite hard depending on your skills and levels. However, for normal enemies, That isn't really there, and makes it more of a guessing game. Not all strengths and weaknesses are obvious, and since even normal enemies can kill you in one or two turns, dying just for experiment sake is something you are doing quite a bit. To counter this, quite early in the game you unlock something that makes you able to restart a battle from the beginning without repercussions, and also remembers the strengths/weaknesses from an enemy. This kind of feels like it goes against the whole battle system, and makes me wonder what even the point if it is. Another factor of the combat is the overworld combat. Its a very basic action combat system meant just to get an advantage or disadvantage in the turn based combat system, or to instantly kill enemies much lower level. There is a dodge with I-frames, and a single attack button. Its clunky, but It works for its purpose. The problem is, is that you don't get any leeway. Get hit once, which is bound to happen, and you get into a disadvantage. which means the enemies get a turn first to wail at you. With how ruthless the combat system is, that could be enough to really screw you over, and might even make the fight not worth it or unwinnable. What baffles me the most about this is while we get a broken "start battle from beginning" option, there is no way to restart out of this situation, or just even a simple "load from checkpoint" option. You either die on purpose or sometimes just alt-F4, which might even be faster depending on the battle. If you hit an enemy enough times it gets stunned and you can battle it with an advantage. That means you deplete a good chunk of his health, and the enemy starts in a stunned stage. Stunned enemies take an extra turn to get out of stun. This is a huge advantage, so to balance that they made it so that an attack against the enemy also has a chance to get them out of stun, so the enemy doesn't waste a turn. This would be fine, but the option to restart the battle has no drawbacks here either, making it so that you just retry the battle hitting the enemy and restarting the battle if it gets out of stun, effectively just wasting your time until you get lucky. Its not all negative though, the combat opens up a LOT while progressing in the game. There are a lot of archtypes and you can custumize a lot of things how you like. It might just take a lot of grinding to get to the build you want, but the combat improves (or just wastes less of your time) in the later sections of the game I have no idea if SMT/Persona did this combat system any better, but I have quite the few problems with how it works in this one. So much so that I just recommend not bothering with the harder difficulties, which I think is not what a game should strife towards. All in all, I would still recommend the game. Maybe not full price, but the rest of the game is good enough to make it a positive experience and outweighs the problems I have with it. I clocked in 90 hours on my save file when I beat it, so be prepared for a long one.

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Frequently Asked Questions

Metaphor: ReFantazio is currently priced at 69.99€ on Steam.

No, Metaphor: ReFantazio is currently not on sale. You can purchase it for 69.99€ on Steam.

Yes, Metaphor: ReFantazio received 22,497 positive votes out of a total of 25,278 achieving a rating of 8.72.
😎

Metaphor: ReFantazio was developed by ATLUS and published by SEGA.

Yes, Metaphor: ReFantazio is playable and fully supported on Windows.

No, Metaphor: ReFantazio is not playable on MacOS.

No, Metaphor: ReFantazio is not playable on Linux.

Yes, Metaphor: ReFantazio is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Metaphor: ReFantazio is playable and fully supported on Steam Machine.

No, Metaphor: ReFantazio does not support VR.

Metaphor: ReFantazio is a single-player game.

Yes, there are 8 DLCs available for Metaphor: ReFantazio. Explore additional content available for Metaphor: ReFantazio on Steam.

No, Metaphor: ReFantazio does not support mods via Steam Workshop.

No, Metaphor: ReFantazio does not support Steam Remote Play.

Yes, Metaphor: ReFantazio is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Metaphor: ReFantazio.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 27 September 2026 12:02 UTC
SteamSpy data 15 October 2026 17:03 UTC
Steam price 26 October 2026 20:08 UTC
Steam reviews 21 October 2026 08:02 UTC

If you'd like to dive deeper into the details about Metaphor: ReFantazio, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Metaphor: ReFantazio
  • SteamCharts - Analysis of Metaphor: ReFantazio concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Metaphor: ReFantazio compatibility
Metaphor: ReFantazio PEGI 16
Rating
8.7
22,497
2,781
Game modes
Features
Online players
1,753
Developer
ATLUS
Publisher
SEGA
Release 10 Oct 2024
Platforms
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