
Welcome to the charming world of Eastward - population declining! Journey through a society on the brink of collapse. Discover delightful towns, strange creatures and even stranger people! Wield a trusty frying pan and mystic powers on an adventure into the unknown…
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 364/day in the week to Jul 17 → 1.57/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
Eastward is a beautifully detailed and charming adventure game, from Shanghai-based indie developers, Pixpil.
In the near-future, society is starting to collapse, and the human population is at an all-time low. A deadly toxic presence has spread across the land, destroying and devouring everything in its path.
Those who could escape the miasma flocked to underground villages to start a new life. But for a hardworking miner and a mysterious young girl, the hope of a thriving outside world beckons…
Escape the tyrannical clutches of Potcrock Isle's subterranean society and join Eastward’s unlikely duo on an exciting adventure to the land above! Discover beautiful yet bizarre settlements and make new friends as you travel across the world by rail.
Contains adult humour and some mature themes.
Discover the wonderfully weird world of Eastward. Climb aboard the cross-country railway which spans this decaying continent, stopping off to explore its bustling towns, curious campsites and shady forests.
Fend off peculiar monsters and ferocious bosses with John’s weapon of choice - be it a flamethrower, cog-shooter or your trusty ol’ frying pan. Feeling merciful? Try temporarily stunning them with Sam’s kinetic blast.
Switch between John and Sam to solve environmental puzzles and fight your way through formidable dungeons. Separate the duo to unlock hidden paths or stick together as you traverse a perilous landscape.
Get to know a quirky cast of characters with oodles of personality! Immerse yourself in a heartwarming story-driven adventure, packed with fun and wacky humour.
Create deliciously authentic Eastwardian cuisine using (mostly) fresh, organic ingredients from toxic forests, potcrab farms and abandoned malls. These delicacies will grant health bonuses, power boosts and secret boons.
Bop along to a wonderfully upbeat soundtrack composed by Joel Corelitz (Death Stranding, Hohokum, The Unfinished Swan), with sound design from Irish studio, Hyperduck Soundworks (Dust: An Elysian Tail, Kingdom Rush)

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 866 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]风来之国(EastWard)一场充满遗憾的奇幻向东之旅[/h1] 我相信大部分的玩家大多是被风来之国独特的像素风吸引而来,我也不例外。 但是游戏中种种令人不快的设计与剧情安排使得这场向东之行在结束后没能给我留下太多值得回味的闪光, 只有一种如释重负的感觉。 [h2]写给考虑入手的新玩家[/h2] 如果您只是一位被本作独特的像素美术风吸引而来的玩家,并且想体验一段温馨奇幻的向东之行。 那您可以考虑在促销期间入手,并只体验本游戏的前四章节了,可以说本作几乎所有的精华都集中在前四章了。 后续的章节能很明显感觉到赶工感。 [b]以及,本作对键鼠的适配极为糟糕,建议备好手柄。[/b] [h2]写给有像我一样有完美主义的新玩家[/h2] [b]一定,一定要先看一眼攻略再玩游戏[/b] 本作有着十分令人头大的收集要素,并且[b]一旦错过就无法回头收集,而且没多少存档栏位[/b] 尽管制作组后来添加了快进和[u]章节选择(需通关后解锁)[/u],但由于没有类似与“章节宝箱收集指示器”之类的设定,即使通关后再来收集也是相当折磨的体验(因为你不知道你漏了哪个地方的宝箱),信我,你打通第一次就真的不想再碰了,因为真的很折磨,所以推荐第一次游玩就先查攻略做好心理准备,或者边查边游玩,指南区有热心玩家制作了[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2637628897]全收集待办文档[/url],可以参考参考。 (也正是本作令人头疼的收集要素让我在游玩本作时玩得像上班一样,玩一会就得切出去检查收集进度,当初玩 星露谷都不至于这样) [h2]个人打分环节[/h2] [h3]美术 12/10 耀眼[/h3] 就这么说吧,本作的成功真的要归功于美工,属于是全制作组上下都得给美工磕一个的,没什么好说的。 比较遗憾的是第五章后可以很明显看得出来美工开始力不从心了,后边的场景设计没有大坝城那样惊艳了,从每个区域的商店徽标是可以看出美工是想做到每个章节使用一个国家的文化特色。 (比方说大坝城是日系风,猴莱坞打算做韩系风,未来是俄国风) [h3]优化 6/10 可容忍[/h3] 作为一款出了有一段时间的作品,你还是会在游戏内遇到一些匪夷所思的问题,像是莫名其妙的贴图丢失,穿模之类的小问题(没错,在2D游戏里,你甚至能看到穿模),不过至少个人没遇到恶性漏洞,但还是很诡异地遇上了无法正常使用steam内嵌功能,导致我查攻略时只能多窗口再加上本游戏莫名的鼠标吸附,还是挺头疼的。 [h3]配乐 4(+1)/10 中庸[/h3] 平平无奇,全成就通关后除了做菜的小曲以外居然没有其他BGM给我留下深刻的印象,这作为一部我投入30+小时的作品来说真挺罕见的,但看在做菜的小曲给加一分吧(+1)。 [h3]谜题 3(+1)/10 无力[/h3] 大都是没什么太多难度的解密,不过有些小解密还是有制作组的巧思在的,个人比较喜欢珊和约翰分开来合作解密的桥段(+1分),如果制作组当初愿意多花点时间精力来打磨这部作品的话,完全可以选择把珊作为2P角色,再加入更多的合作解密,在现实同朋友一块合作解密打怪绝对很有意思,这真的比现在战斗时另一个队友等同于累赘增加受击范围的设定好,可惜制作组似乎没这么做。 [h3]角色成长 2/10 鸡肋[/h3] 玩家可以自行升级角色的一些有限的属性,但是,无论怎么升级都没办法给游戏体验带来翻天覆地的改变,好处是就算玩家前期没注意找隐藏收集素材也不至于后期被暴打。 然后比较反人直觉的是珊的其他能力居然是靠做支线才能获得的你敢信,尤其是在珊的第一个能力是剧情给的情况下,心大点的可能到最后一章才意识到不对劲。 珊的技能是鸡肋,但也不至于这么设计吧。 [h3]人物塑造 0(+1)/10 忘却[/h3] 编剧采用了一种相当诡异的快节奏剧情推进手法,这就导致了我玩完整部作品只有对主角团有点印象,而且这点印象还是相当片面,没有深度的,像是“约翰沉默寡言得如同RPG主角一样方便玩家带入”“珊是一个可爱的白毛小女孩(+1分)” 而其他角色更是重灾区,甚至有时候有些角色的出场是匪夷所思的,对话是无聊的,人设是没有的,事件是诡异的,角色是用完即弃的,有时候你感觉这个NPC背后可能有点故事/看着是主线NPC,结果切章节都没再详细交代。 (甚至连反派角色都是用完即弃的你敢信) [h3]剧情 -5/10 空洞[/h3] 本作最大喷点,大而空的剧情。 世界观是交代不齐的,伏笔是没填的,剧情推进是强行的,情节是莫名其妙的,反派是没背景的,BE是必须的,全村马桶是必须通的,再搭配上几乎不存在的角色塑造,直接爆了好吧。 第六章的安排更是匪夷所思,专门花了一个章节去刻画那些下一个章节就无影无踪的角色,匪夷所思的。 能看出编剧是有打造一个宏大世界的想法的,可惜眼高手低,宏大没整出来,整出来坨大的。 [h3]玩法 2/10 坐牢[/h3] 见多识广的玩家应该很容易能看出风来之国从塞尔达系列汲取了不少灵感,你可以很容易地从烹饪系统(和UI)看出来,虽然说玩法并非原创,但制作组加入的想法仍然使烹饪机制有趣,自己根据食材琢磨菜谱还是蛮有意思的。 但是,很不幸,这个优点被其他缺点埋没了。 首先是令很多仓鼠党玩家恐惧的一件事——有上限的背包。 所有食材的上限只有9, 但这还没完,更令人头大的就是游戏中的商店系统以及货币系统, 先说商店,商店有一库存机制,某一食材买空了就只能楞等现实几分钟才能去买,有些有多种食材的商店不会一次性全刷出来,需要楞等,有时候做菜需要某一食材发现市场正好不卖是真的头疼。有些时候不注意发现某一食材后续章节不卖是真的欲哭无泪。 然后就是更让人头大的货币系统了,游戏中的金钱有三大来源,分别是打怪,宝箱和金甲虫。 打怪收益非常低,运气不好还会什么都不掉,这条规则甚至适用于精英怪,导致战斗的收益很低,打怪不如直接跑路。打败小BOSS/主线BOSS也不会说爆点金币。 宝箱就非常随缘了。 最后是看着有点歪门邪道的金甲虫,但这也是游戏中刷钱最快最稳定的方法了,甚至是被默许的(游戏内有专卖的刷钱点和成就) 我说制作组啊,既然你都知道了这点塞了成就和点位,为什么不改为好好调整一下机制。 这俩算是游戏中最大的痛点了。 [h3]战斗 -1(+1)/10 平A[/h3] [quote=sans与mtt]不好,怪来了 *切平底锅 *我平A平A平A *不好,对面有霸体 *切珊上控制 *继续平A *坏了,对面血好厚 *打开背包使用加攻料理 *我平...欸,你怎么死了[/quote] 没错,以上就是我在这款游戏的战斗体验,给的新武器除了清理专属障碍以外基本上没用过,尤其是砰砰枪,非常意义不明的武器,再加上没有专门需要它来处理的障碍,通关了愣是没用过。 BOSS战也是设计得毫无新意,基本上都是吃个料理加buff然后无脑平A。好处是手残也能玩。 [quote=BOSS] 他们抄着什么番茄炒鸡蛋(攻击提升),蒸鸡蛋(防御提升),寿司拼盘(攻速提升)提着平底锅就朝我冲过来了。[/quote] 不过在最后制作组还是整出了让我眼前一亮的拼刀BOSS战,拼刀拼上的感觉加上手柄的震动反馈在攻略时还是蛮爽的(+1分),虽然对一些玩家来说比较痛苦。 [h3]Bonus 大地之子 10/10 神作[/h3] 游戏内自带的复古RPG小游戏,麻雀虽小但却五脏俱全 二周目,真结局,多周目继承,roguelite,build养成,成长规划,隐藏内容,鲜明的角色形象,完善的世界观 没错,一款小小的复古RPG包含着如此之多的内容,甚至比游戏本体还要完善, 也难怪有人戏称风来之国是大地之子启动器了。 要是风来之国一开始就把玩法定为这样的回合制RPG(类似《马路RPG》)恐怕会比现在好很多吧。 [h1]写在最后[/h1] 不知不觉洋洋洒洒写了一大片, 虽然最后还是选择写下了这篇差评。 但如果当初开发组再多点时间去打磨剧情与玩法,我相信风来之国一定能成为独立游戏史上浓墨重彩的一笔。 只是可惜,恐怕再也见不到了。 虽说玩的时候各种牢骚,但终局之后,还是多多少少有些不舍吧。 也不知道珊和约翰之后的故事会如何发展。 「还会再相见的,对吧」 [h1]《风来之国(EastWard)》[/h1] [h2]——一场贯穿屏幕内外带有遗憾的奇幻之旅[/h2] [h3]综合评分 37/10 ???Out of range???[/h3]
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Languages: English, Simplified Chinese, Traditional Chinese, Japanese, French, German, Spanish - Spain
| $24.99 |
| 66ratings |
| 76% |
| — |
| not modelled |
| $12.49−50% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 866 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An action-adventure in the style of a Zelda-lite experience but wrapped up in some increasingly mind-bending Earthbound-esque writing, Eastward is both a lovely homage to golden age RPGs and a really strong game in its own right. We follow digger John and the odd girl he finds deep underground, Sam. The pair are exiled from their underground home to the supposedly toxic surface world, but find it not at all like the stories - until the deadly MIASMA returns and they have to flee eastward to try and survive. Front and centre to the experience is the wonderful character writing; although it's fairly slow-paced, that means there's a lot of space for the cast to show off their personalities and growth, which I have a lot of patience for. Gameplay is more like a top-down SNES-era action-RPG, or an early Zelda title. John's arsenal is basic, as are his attacks, but that's fine; this is a reasonably sedate game in terms of combat challenge and puzzling, but that makes the experience flow by as you sink deeper into its world-building. A very solid game indeed.
玩了三十多个小时,完全是美术骑在策划上的一款游戏,剧情简直是一坨,越打到后面越难受,剧情上总是莫名其妙的留白,情节很生硬,全靠美术撑着。
Eastward - игра, которую, будто сделали в лаборатории. Все параметры игры находятся как минимум на компетентном уровне, как максимум - на очень высоком уровне. Я множество раз останавливался и просто смотрел на окружение и на то, как эффекты света и постобработки красиво дополняли картинку. Некоторые композиции обычных переходных переулков оставляли мою челюсть на полу. Это, наверное, самая красивая пиксельная игра, которую я когда либо играл. Я очень обожаю визуальный язык игры, который так и озаряет все мои предпочтения в пиксель арте. Начиная от пропов и зданий до офигенного дизайна персонажей и фоновых параллаксов. При чем он настолько детальный, что меня всегда восхищала страсть разработчиков, что они нарисовали каждому НПС, которых мы встретим только один раз, несколько видов детальной спрайтовой анимации. Считаю, что в будущем Eastward запомнится как великолепный учебник по пиксель арту. В игре, правда, самое слабое - это сюжет. Я примерно понимаю для себя, что он хочет сказать, но оглядываясь назад я нахожу его повествование очень невнятным. Почему то он так и не смог меня зацепить по сему я проходил эту игру моментами два года... Но вопреки другим мнениям, мне понравилась эта идея как игра знакомит нас с персонажами, создавая впечатление что мы пройдем с ними весь путь, а потом резко их отбирает из жизни Сэм и Джона. Мне очень понравилась эта метафора на кочующую жизнь, где нигде не ощущается твой дом, а люди легко пропадают. [hr][/hr] DLC Octopia для меня показалась примером отличного "комфорт медиа". Меня удивило, что это ДЛС по сути совсем другая игра, можно сказать по механике никак не связанная с основной. У меня были мысли, что в какой-то зоне нам дадут испробовать боёвку из оригинала, но нет. Думаю, это к лучшему, иначе ДЛС бы не так сильно расслабляло нервы. У него тоже есть недостатки, но блин, игра так пестрит страстью, что даже ругаться не хочется. Как же много там рецептов с уникальной графикой!!! Подметил, в общем, для себя некоторые блюда, которые хотел бы попробовать. :) Не знаю можно ли считать это Стокгольмским синдромом, но за эти 50 часов я смог влюбиться в этих персонажей и мир, которые они создают. Особенно благодаря дополнении Octopia. [u] Eastward - игра, которая пылает энтузиазмом, но требующая терпения. [/u] Я не очень люблю ставить оценки по шкалам, но я думаю, что это хороший пример игры 7/10.
用美术把人骗进来杀,推荐是希望作者赶紧出新作
战斗,傻福! 探索,傻福! 解谜,傻福! 编剧潘辰,傻福! 除了美术一无是处的游戏,玩得我想吐。 游戏本体还不如内置小rpg好玩,35小时里,甚至有一半时间在玩内置的rpg。 好不容易重振雄风,差点又给我干电子阳痿了。。。
I would 100% reccomend this game to anyone interested in art, character design and environmental design. While the story falls short a few times (more in execution than the overall plot really) And the combat is basic and a little boring, it's unique aesthetic and visual charm have never failed to impress me. You might want to wait for it to go on sale, but I found the experience to be worth the 30 bucks.
The game looks amazing and the music is great, but wow… the rest of it? Not for me. I’ve put 27 hours into this because I really wanted to like it and get my money’s worth, but honestly I can’t do it anymore. The story is confusing, and the dialogue just never stops. Every character is trying to be quirky or funny, but it just feels forced and tiring. It’s like the writers thought more = better, and it ends up being a chore. Talking to NPCs feels like punishment. The gameplay is just okay, nothing special, and nowhere near enough to make up for all that boring text. After all the time I’ve spent, I feel like giving up. It’s just not for me. It’s a shame, because the visuals and soundtrack are top notch. But everything else completely wore me out. I can’t recommend this one.
8시간 - 시작부터 UI 때깔이 다르다. - 이동 숏컷있고 튜토리얼 최소화로 깔끔하게 플레이 시작 - 액션에 조작 부드러움 - 도트 퀄이 아주 그냥 죽임. - 3D오브젝트에 도트 뭍혀놓은거도 찰짐. - 퍼즐도 짭짤하니 슴슴하게 간 잘 되어있음. 쉬움 - 첫 시작부터 세상망하고 굴파고 지하에서 꼬질하게 사는거보고 기분 다운되었다가 스토리 진행되면서 다시 흥미진진해짐 - 보스전은 초반이라 심플함 - 마을 아트가 기가맥힘 - 동네 사람들 얼굴 하나하나가 개성넘침. 그냥 딱 봐도 다 구분됨. - 숨겨진 퀘스트도 있음 - 샘 귀여워 14시간 - 슬슬 풀리는 스토리 떡밥 - 대지의 아이라는 미니게임 딱 한번함 - 샘으로 전투는 거의 없음 몇몇 기믹말고는 - 요리는 대충 특별하다고 할게 없어서 대충 재료 되는데로 아무거나 만들기만 하면 되는듯 - 서브퀘스트 못 깨고 넘어가버렸다.... - 이전 마을로 다시 못 돌아가겠지? 19시간 엔딩 - 후반에서부터 전투의 기믹이 다양해진다 - 퍼즐도 전체적으로 훌룡하다 - 마지막까지 깔끔하게 엔딩이다 - 대만족스러운 플레이였다.
这游戏会让人觉得,美术组不如自己单干,找个科普的编剧。做个6小时的精品叙事游戏。也许可以让剩下的所有部门全部祭天,尤其是战斗设计,还有剧情设计的人员。也许你们不适合干这个,你们去中国电影行业工作吧,那里是你们的归宿
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