The battle system, part by part
How you get a Vision
Find a Sanctum
Most of the 26 Vision crystals wait at Sanctums of Light placed around the world, in the description Square Enix gave on 24 August 2026 (Final Weapon). A few come another way: two with the story in chapter 1, seven from side quests and one from an optional battle.
Answer for the hero
At a Sanctum you answer three short questions that walk through that hero's story. There are no wrong answers: the launch guides agree that what you choose changes nothing.
Bond with it
Skills unlock through affinity progression: the Vision ranks up as the character wearing it fights, and a stronger bond unlocks further abilities. Before launch, Furuya said the team kept Vision perks from being game-changing so that a long-time fan is not meaningfully ahead of a newcomer; in the released game the quiz answers make no difference at all.
Equip it and build around it
One Vision per character, with abilities transferable to other Visions inside a cost limit. Awakening it with magicite across three stages raises what it can do.
Outside the battles
- A world map with random encounters, towns and dungeons holding enemies, puzzles and hidden chests — as previews of the gamescom build describe it.
- Chapters: the story runs eight chapters, with a trophy for clearing each. The first is Tailing the Truth; the second, Eternal Blue, is where the gamescom build was set. The launch guides put the story at about 40 hours and everything at 50 to 60; one launch review took 45 hours with every side quest on its map.
- Square Enix's PlayStation Blog post names chocobos, airships and "an evolved job system based on visions" as classic elements present.
- VICE's July report lists twelve Legendary Arms as ultimate weapons, Tablet Shards that unlock rewards, and Adamantite materials for forging. The launch guides count 12 Legendary Arms and 99 Tablet Shards.
- Side activities in VICE's report: Colosseum battles, a Mog Tag minigame and a Jump Rope minigame, with towns carrying their own activities.
- Nakashima has said in an interview that Rain, Lasswell, Nichol, Jake and Lid have side quests that depict those characters' backgrounds and pasts and show how their relationships evolve. In the game these are the character substories, one per party member; they open late, from chapter 5 to chapter 8, and each gives a permanent stat bonus.
- The collectible counts in the launch guides: 26 Visions, 9 Espers, 12 Legendary Arms, 99 Tablet Shards and 15 Cave Masters. A count of ordinary side quests that two guides agree on, we have not found.
The endgame content
| What | How it is described | Source |
|---|---|---|
| Cave Masters | Powerful monsters that preside over the many caverns and reward magicite when beaten. Square Enix's August details called them Mighty Foes; there are 15. | Square Enix's 24 August 2026 details, via Final Weapon; the count from the launch guides (named in the note below) |
| Secret Dungeons | Optional high-difficulty dungeons unrelated to the main story. | Final Weapon |
| Gilgamesh | The recurring bladesman, fought more than once, with a final encounter on "a distinctly big bridge". | Press reports (named in the note below) |
| Ultima Weapon | Called "the most formidable of foes", requiring thorough preparation. It is the end-game super boss, open once the story is finished. | Press reports (named in the note below) |
| Sephiroth | An optional fight with a special reward for beating him, which Square Enix describes as part of the game. It opens in chapter 5, once you have the airship, so it is not in the demo; what the reward is, is in the spoiler note below. | Square Enix's PlayStation Blog post and press release; the launch guides (named in the note below) |
Sephiroth's reward
What the hands-on writers thought before launch
| Source | What they liked | What they did not |
|---|---|---|
| CGMagazine (gamescom, about one hour) | Called the outlook "very promising" and singled out the HD-2D depth from camera angles and elevation. | Raised no criticism. |
| RPGFan | Praised the HD-2D handling of camera angles and elevation beyond what flat pixel art manages. | Noted enemy weaknesses have to be found by trial and error. |
| GosuGamers (TGS) | The music, to the point of staying on the victory screen for the extended fanfare; called the turn-based combat a solid compromise for a series that has moved to action. | Said the CG 3D cutscenes during summons and cameo abilities "felt very ill-fitting within these aesthetic trappings". |
| Player2 (about one hour) | Found it a workable entry point for newcomers and left wanting to play the games it references. | Described the pixel art transitioning to full 3D for Vision sequences as jarring. |
| RPG Site (demo, version comparison) | Called the game a solid experience on Switch 2, PS5, Steam Deck and ROG Ally. | Said the font is "very stale and sticks out". |