
与时间女神签订契约的珊朵拉和同伴一起拯救了马尔库斯大陆,但随着同伴的相继离开,珊朵拉开始后悔之前的选择——如果在时间的起点,自己选择了其他道路的话……
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Jul 31 → 0/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 2,400 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.
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
第二部游戏内容说实话比第一部内容多多了,可以说算是第一部的升级版了,但是根据结局来看并不算是完结的说,再加上蜜妮安的BE线,在第三部上可以做的文章更多了,毕竟大家想看的是真正的happy end!
昂贵背景,Die,die! 点数商店,Yes,yes! 只要500点以及2小时,自东方而来的王和西维亚任你挑,还需要犹豫吗?
Fantasia of the Wind 2 风之幻想曲 第二部 is a narrative-heavy indie RPG developed and published by Fantasia Studio that doubles down on introspection, consequence, and player choice rather than spectacle or mechanical excess. As a direct continuation of the first game, it assumes familiarity with its world and themes, yet it quickly establishes its own identity by shifting focus toward reflection and the emotional cost of past decisions. The tone is quieter and more contemplative than many fantasy RPGs, framing its adventure not as a race to stop an abstract evil, but as a journey through regret, responsibility, and the lingering echoes of choices once believed to be necessary. The story centers on Sandora, who previously altered fate itself by forming a pact with the Time Goddess to save her homeland. Victory, however, has left her isolated. Companions have gone their separate ways, bonds have frayed, and the certainty she once had has been replaced by doubt. This premise gives Fantasia of the Wind 2 a distinctly reflective backbone, where the central question is not simply what must be done next, but whether the past could—or should—have unfolded differently. The narrative frequently revisits key moments, allowing players to explore alternate outcomes and perspectives, turning the act of replaying into a thematic extension of the story rather than a purely mechanical incentive. Exploration across the Marcus Continent unfolds in a semi-open structure that prioritizes narrative discovery. Towns, wilderness areas, ruins, and dungeons are designed less as combat gauntlets and more as storytelling spaces, filled with NPCs whose lives have been shaped by the world’s shifting history. Dialogue carries significant weight, often revealing subtle changes in relationships or worldview depending on the choices made earlier. Side quests are not filler distractions but meaningful vignettes that expand the setting’s emotional and thematic scope, offering insight into how ordinary people cope with the consequences of grand, god-touched decisions. Combat and progression serve the story rather than dominating it. Encounters are integrated naturally into exploration and plot advancement, and character abilities feel tied to identity and narrative role instead of existing purely as optimization tools. Party members bring distinct skills that matter not only in battle, but also in puzzles, exploration, and story events, reinforcing the sense that these characters are people first and combatants second. Progression is steady and deliberate, avoiding power inflation in favor of maintaining tension and relevance across the game’s branching paths. One of the game’s defining strengths is its cast. Companions are written with care, each carrying their own motivations, regrets, and unresolved conflicts. Their interactions with Sandora evolve based on player decisions, and these relationships can subtly or dramatically alter the direction of the narrative. Even minor characters are given moments of humanity, making the world feel lived in and emotionally coherent. Rather than presenting clear moral binaries, Fantasia of the Wind 2 consistently frames choices as trade-offs, encouraging players to reflect on intent versus outcome. Structurally, the game embraces non-linearity with confidence. Key decision points open divergent story routes, each containing unique scenes, character developments, and revelations. These branches are not superficial variations but meaningful rewrites of events, making repeat playthroughs feel like legitimate alternate timelines rather than minor tweaks. This design significantly enhances replay value, especially for players interested in uncovering the full emotional and narrative scope of the game. Visually, Fantasia of the Wind 2 adopts a classic RPGMaker-inspired 2D presentation that emphasizes clarity and expressiveness over technical spectacle. Sprite work, portraits, and environments are functional yet evocative, supporting the story without distracting from it. The aesthetic leans into nostalgia while maintaining a consistent atmosphere, and the soundtrack reinforces emotional beats with restraint rather than bombast, allowing quieter moments to resonate. A notable limitation is accessibility. The game is presented entirely in Chinese, with no official English localization, which creates a significant barrier for international audiences. For players able or willing to engage through translation tools, the narrative depth is evident, but the language barrier undeniably limits its reach. This is unfortunate, as the game’s strengths lie almost entirely in its writing and character development—areas that depend heavily on clear understanding. Ultimately, Fantasia of the Wind 2 风之幻想曲 第二部 stands as a thoughtful, emotionally driven RPG that prioritizes meaning over momentum. It is less concerned with delivering constant action or spectacle and more interested in asking players to sit with their decisions and explore the ramifications of altering fate. For fans of story-rich RPGs, branching narratives, and introspective fantasy worlds—and especially for players comfortable with Chinese-language titles—it offers a deeply rewarding experience that lingers not because of what you defeated, but because of what you chose to change, and what that change cost. Rating: 8/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挂卡+1
挂卡换背景 美滋滋
666
這是上STEAM,買的第一個遊戲,說實話,買的時候是以為風色幻想系列或之類的遊戲買的,下好後打開序章有點懵逼,戰鬥場面說新穎吧總之糊塗的過去了,只是不知道要幹嘛,看了一下一個視頻攻略,通了序章,正式開始遊戲,畫面挺Q音樂也不錯,然後收集收集升級也挺獨特,打怪吃藥也還行,可後來該幹嘛又蒙圈了,查攻略,麻蛋,似乎要時間管理大師,臣妾做不到啊,我只是採採藥,挖挖礦,看看世界啊,你一個劇情模式難道都看不到完整劇情?好吧,玩不了好結局,咱慢慢玩,可13個小時後,突然出現了不定期換場景卡住的情況,就是有聲音包括右鍵點擊菜單的聲音就是畫面卡住不動,只有強制退出,難道只有我是這樣子的麼,這就不能忍了,我不可能走一步存檔一步是吧,都整出心理陰影了,所以興趣索然,玩不下去了,打算卸載了,實在沒玩的再說
背景超好看
66666666
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Where this game's players are, estimated from review languages.