Sonic Frontiers on Steam - User reviews, Price & Information

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Experience Sonic like never before!

Sonic Frontiers is a great soundtrack, open world and adventure game developed by Sonic Team and published by SEGA.
Released on November 07th 2022 is available only on Windows in 12 languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese and Korean.

It has received 24,480 reviews of which 22,196 were positive and 2,284 were negative resulting in a rating of 8.9 out of 10. 😎

The game is currently priced at 59.99€ on Steam, but you can find it for 15.10€ on Eneba.


The Steam community has classified Sonic Frontiers into these genres:

Media & Screenshots

Get an in-depth look at Sonic Frontiers 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 Ryzen 5 1400
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 660, 2 GB or AMD Radeon HD 7870, 2 GB
  • DirectX: Version 11
  • Storage: 30 GB available space
  • Additional Notes: 720p Low @ 30 FPS. Requires a CPU which supports the AVX and SSE4 instruction set.

User reviews & Ratings

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

June 2025
Sonic Frontiers is probably the most ambitious 3D Sonic game we've had in years. I liked it, even though I wouldn't call it great. But it finally feels like Sonic Team is starting to understand what makes Sonic interesting in 3D space, even if the execution isn’t fully there yet. Movement is the highlight. Just running around the open zones feels good. It’s smooth, fast, and customizable, and the fact that you can adjust how Sonic controls is one of the smartest things they've done in a long time. I actually enjoyed just drifting around hills, launching off ramps, and experimenting with tricks, even if there wasn’t always a reason to do so. Combat was better than I expected. It's flashy and surprisingly deep for a Sonic game. Of course, it’s not Devil May Cry, but it’s more involved than just homing attacks. Parrying, combos, and finishing moves add a nice layer, especially during boss fights. The Titans are ridiculous in the best way possible. The open zones are a mixed bag. There’s something exciting about being dropped into these giant landscapes with rails floating in the sky and random puzzles scattered around, but the novelty wears off fast. Most puzzles boil down to the same handful of mechanics repeated again and again. By the second island, I knew exactly what I was in for, and by the third, I was just pushing through. That’s the biggest issue with Frontiers. Repetition. Every island follows the same loop. Explore, do puzzles, fight enemies, collect memory tokens, do Cyberspace stages, collect Chaos Emeralds, fight the Titan. Repeat. Five times. With no real surprises. Cyberspace stages also felt undercooked. They’re short, easy, and clearly reused level layouts from past games. The physics feel stiff compared to the open world, and the level themes are copy-pasted across the game. It’s fun for a bit, but there’s no flair or variety to keep it interesting. The story takes itself way too seriously. I appreciate the effort to give Sonic and his friends more depth, but most of the dialogue is bland or awkward. The lore dumps are delivered like anime monologues, and the emotional beats feel disconnected from what’s actually happening on screen. Still, I had fun. Sonic Frontiers, for all its flaws, kept me entertained. The music is incredible. The boss fights are insane. And it’s the first time in a long while where I felt Sonic had real potential again. Not just as a mascot, but as a game series that could finally evolve. It’s not a masterpiece. It’s not even that polished. But it is a step. And for Sonic, sometimes one good step forward is worth more than another forced sprint in the wrong direction. If Sonic Team builds on this, we could be in for something great. But as it stands, Sonic Frontiers is a decent game with good intentions and a lot of filler. Worth playing, just maybe not all at once. Also use mods!!!, ill happily recommend my setup
Expand the review
June 2025
This ended up being my first Sonic game, and it 100% delivered. This game got me interested in the whole franchise, and I'm beyond addicted.
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June 2025
I'm very conflicted about this title. As a Sonic fan, I like it. As a person who plays games and makes them sometimes, I really don't. I would not recommend this title whatsoever to anyone that does not have previous investment in the series. This is a highly experimental title in its structure, and I'm very sure it was used primarily as a stepping stone to improve the engine for the release of Shadow Generations. As a Sonic fan, this game tickles a lot of itches particularly well in the platforming department. There's a lot of callbacks and character moments to relatively niche lore, always appreciated. The variety of movement types is pretty boundless, spin and drop dashes included later. Another Story allows for multiple playable characters, and adding what is almost another whole game's worth of content in my opinion. The music is stellar as always, not a bad song on the track. Lots of vocal tracks and a variety of genres presented. Art style is pretty cool too, everything feels like it fits in the world. Sometimes solving puzzles in creative ways made me feel pretty smart, though more on that later. The idea of open stage isn't too bad, the execution also not super terrible. Sort of enjoyed some of the puzzles, though wish more of them chained together seamlessly (say, like a regular stage, perhaps). Minigames were fun additions to the story elements, even if they felt a little out of place. Actual stages for the most part were reasonably challenging and not too gimmicky for the main game. Different opinion on Another Story, actually only played the first one and found out the rest were mainly gimmick stages, was burnt out at that point and just skipped them. Despite that, if you're here to play a Sonic game, this is absolutely a Sonic game. This is where the 'saying nice things about the game' section ends. As a developer, there is a sinkhole the size of Space Colony ARK of issues and technical problems. Pop-in is probably the worst offender, because it's near impossible to see where some of the paths lead to get critical items to progress story, since they're out of vision range. I'm reasonably sure cyloop was pitched as a Pokemon Rangers-esque feature, and in the end result is used more often to unload assets with a much lower-overhead marker. Bouncing off terrain as you run is commonplace, turning a straight line into a 'oh, I guess I'm tricking now', as you try to figure out which button you need to press to exit the differing fall state. Running up walls you shouldn't be able to so you can skip platforming sections is a common thing to do when you can't figure out how something works. Any time you touch the boundary base of a surface at the edge of the map, you have to watch your character slide down it into the abyss at a painfully slow rate. Speaking of waiting, this game loves unskippable cutscenes that play every time you have to retry something. There's an immersion breaking black-screen pause IN THE MIDDLE OF A CUTSCENE to show yet ANOTHER UNSKIPPABLE CUTSCENE. I think the worst part about all of this besides the loading is not knowing when there's going to be a QTE in the middle of it, since they're used incredibly sparingly. There's even a loading time for YES/NO prompts in the game. Like the menu shows up and you can't click anything until a small icon pops up to let you. I do not like the combat in this game. I have this gripe about a lot of beat-em-ups, but this the type of game where only one or two attacks are relevant, unless there's a gimmick enemy, because Cross-Slash deals the most damage for the least input. Combine this with occasionally janky targeting, relatively uninuitive indication of gimmicks on occasion, and the absolute terrible boss fights, and you have a very frustrating hard-mode experience. Completed the whole game like that by the way, except for two tower challenges in Another Story because they were simply so boring and frustrating I didn't feel like bashing my head against it any longer. If the game focused super heavily on cyloop and not on spamming X until you feel like a combo move, I would have liked it quite a bit. There's a reason people didn't like Werehog. The boss fights seemed cool until I actually played them. Honestly I was hyped for more time as Super Sonic, since most secret bosses on DS were good. They are not great here. Extremely reliant on parry, which doesn't seem to function like a normal parry. The game says it's not time-based (it is), in Another Story you're required Perfect Parries, and its not ever evident if sidestepping an attack is better or required over parrying. Bosses love unskippable cutscenes, sometimes for their attacks, and getting knocked back (frequent) causes your camera to entirely turn around from the boss. This can lead to getting follow-up attacked while you couldn't control your character because the camera needed to orbit behind you again, great stuff. The lock-on is functionally worthless for attacking and is only useful for centering the camera. And many other issues that are enemy or boss specific. Lets talk visuals, since we're in a related topic. This game can be so incredibly visually loud for all the things that DO NOT MATTER. I'm looking at you, Sky Serpent boss. When the rings start popping out, they don't damage you. They do however, obscure the missiles you need to parry in order to beat the boss, when getting hit by them due to camera angle was already an issue. Didn't even know I needed to parry the missiles the first time by the way, since there's no parry indication for what attacks are or aren't (or when). However, for something like how to get to a specific collectible, the game does not indicate where the start point for that collectible ever is (in open zone). The camera is also an issue, as sometimes it won't orient properly when entering an open-zone puzzle from anywhere but the start. Or you'll get locked into a camera angle you didn't want because you're passing *through* a puzzle in open-zone. There's a lot of hidden rules about how aerial moves, like only one double jump, but not everything actually resets it, and only one air boost, but different things reset the air boost and double jump (besides touching the ground of course). Considering the open-zone scoring stages, really wish they had considered the Rush formula. But I guess then collecting Ubisoft open-world items wouldn't have the same draw if getting a bigger boost-gauge was tied to performance. Last thing before I end this. Another Story is good content. It is arguably has better pacing, content distribution, and depth than the base game. You do have to beat the base game to access it. There's one major problem though, the difficulty jump when playing on Hard is insane. I don't mind repeating stuff, I have and will look up guides for puzzles I can't solve, but genuinely the platforming difficulty change is insane. I just avoided combat encounters altogether in the open-zone (they weren't required to beat Another Story either). Some of this is mitigated by unlocking different character abilities, but SEGA was very intentional about which characters are allowed to complete which challenges. Still don't know why breakable items were colored pink when Amy's puzzles are also colored that though, kind of a 'duh' decision in my opinion. Another Story almost made the mediocrity of the base game seem better by association. Until I did the final boss.
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Jan. 2025
One of, if not, the best Sonic game we ever had. The gameplay is really fun, the visuals are also really good, I love the realism vibes from this game. The story is also pretty good, really nice to see the characters maturing up (we REALLY needed to see that, especially with Sonic and Amy :sob:). Another thing I want to talk about is, THE MUSIC. The OST of this game did NOT need to go THIS HARD. I really love the Titan Themes so much, I always get shivers anytime I hear any of them. Kellin Quinn really did a good job on the vocals of these songs, Undefeatable and Find Your Flame being my favorite songs from the game. Good job Sonic Team! please keep up with this formula and improve it more and more 🙏
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Sept. 2024
Incredibly flawed but also really fun game. i mean i love the open 'zone' shit, i love unlocking the maps. i love the super sonic bosses and the titan fights like it all is just. so cool. i mean thats the best way to put this game, after years of 'the meta era' (the worst one) having sonic be like. cool and acutally taken seriously again is just so great to see. even though the dialogue is clunky and theres some... strange choices (amy) i really like the angle that the story takes, i really like Sage too, shes a great character, almost akin to SA2 Shadow. I know its not a lot of comptetiton because most other vilains are gods that dont talk or EGGMAN, but still. OST is great too. Despite that theres also a lot of flaws. Cyberspace stages are by far the worst part of the game and they control just. awful, which is odd because sonic in the overworld controls great! The voice performances aren't stellar and the dialogue is written awkardly at times... we spend so much time with these characters but we don't learn anything new about them... plus the realy weird abundance of references. The game kinda tries ... too hard to 'fix' sonic. But i guess at at the same time, look at Forces, every character NEEDED fixing lmfao. I also think the last island of the main story... SUCKS! the Final Boss is the easiest one, and the End is a quick time event. The island itself basically requires you to just go to big and fish for the memory tokens. And that minigame sucks! At least the alternative story, which in my opinion is the Real Ending, does a better job at that.. Overall i think this game is not flawless, and quite unpolished. But so is almost every sonic game? This game in a way helped save the perception of Sonic so much (alongside the movies), it gave back that feeling of the Adventure era, it made him COOL again. I love Sage, I love the OST, i think sonic controls amazingly in the main parts of the game and im so happy to just... see then acknowledge how they can move forward from BALDY MCNOSEHAIR! With a bigger budget and half a year more this game coulda been maybe even the best sonic game... Sure, a game like sonic rush is a 'better game' but Frontiers realy does stick with me much much more... Plus, the hype for the game was unreal too... I don't think we'd be as back as we are now (Sonic X Shadow Gens, movie 3, ect) without this game Its not like Forces where they had some cool potential and did nothing with it and wrote dialogue that made me want to off myself, they had a lot of potential and love and you can see a lot of the effort into it, even though it doesnt feel fully realised... but for what it is, i really like frontiers
Expand the review

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Frequently Asked Questions

Sonic Frontiers is currently priced at 59.99€ on Steam.

Sonic Frontiers is currently not on sale. You can purchase it for 59.99€ on Steam.

Sonic Frontiers received 22,196 positive votes out of a total of 24,480 achieving a rating of 8.87.
😎

Sonic Frontiers was developed by Sonic Team and published by SEGA.

Sonic Frontiers is playable and fully supported on Windows.

Sonic Frontiers is not playable on MacOS.

Sonic Frontiers is not playable on Linux.

Sonic Frontiers is a single-player game.

There are 3 DLCs available for Sonic Frontiers. Explore additional content available for Sonic Frontiers on Steam.

Sonic Frontiers does not support mods via Steam Workshop.

Sonic Frontiers does not support Steam Remote Play.

Sonic Frontiers 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 Sonic Frontiers.

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 29 July 2025 00:23
SteamSpy data 29 July 2025 10:36
Steam price 31 July 2025 04:26
Steam reviews 30 July 2025 04:02

If you'd like to dive deeper into the details about Sonic Frontiers, 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 Sonic Frontiers
  • SteamCharts - Analysis of Sonic Frontiers concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Sonic Frontiers compatibility
Sonic Frontiers PEGI 7
8.9
22,196
2,284
Game modes
Features
Online players
151
Developer
Sonic Team
Publisher
SEGA
Release 07 Nov 2022
Platforms
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