
Tokyo's population has vanished, and deadly supernatural forces prowl the streets. Use an arsenal of elemental abilities to unravel the truth behind the disappearance and save Tokyo.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 14.14/day in the week to Jul 30 → 10.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Genres
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; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 21.2Kreviews | 83% | — | $16M |
| $59.99 | 17.2Kratings | 79% | — | not modelled | |
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 1178 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
20块开个光追看看风景也不错。
GOSTEI
난이도 쉬움 기준으로 엔딩을 보는데 약 10시간 정도 걸렸습니다. 스토리는 재미가 있으나 컴 사양이 높지 않으면 프레임 드랍이 좀 있습니다. 그래도 그래픽 설정을 낮게 하면 플레이 하는데 지장을 딱히 없을껍니다. 게임은 재미있습니다. 내가 현대판타지 마법사가 된 느낌? 정가 주고 사는건 좀 아닌것 같고 할인 할때 구매를 하시는걸 추천 드립니다. 1만원 이하 일때 구매 하시는걸 추천~!
Media

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Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 26: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Spanish - Latin America*, Portuguese - Brazil*, Polish*, Russian*, Simplified Chinese, Traditional Chinese +2 more
| $14.99−75% |
| 8.5Kratings |
| 82% |
| — |
| not modelled |
| $59.99 | — | 90% | — | 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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺不错的
nb
就玩了这个时长,但是也多多少少摸透了一些,写个评价吧 首先,感觉画面太模糊了,当然也跟游戏制作有关,也勉强看得过去 其次,任务路线太割裂了,前面几个主线可以按顺序一路逛过去探索加上离任务点还有些玩头,到后面看见路上还要清理雾真的力竭了,还有什么物品涂鸦要收集(我有收集癖对不起然后对这个游戏兴趣不大就吐槽了我知道其他游戏也比较繁琐),可以说繁琐要爆,明明可以把支线任务做得丰富有意义些还要搞收集也太无聊了,通过支线了解鬼的故事加少量收集就足够了 最后,玩法不是很多元化,元素攻击用完了也不能同时收集资源补充其他元素,弓箭还要有收集数量限制 综合给个差评吧,如果打星就是6.5/10也接近好评了,当然了花了24还是硬着头皮玩下去了,没入手的建议再等等吧,除非很感兴趣再买,或者等隔壁再送吧
比起游戏,《幽灵线:东京》更适合当成一款东京散步模拟器来体验。涩谷、东京塔等大量地标都得到还原,雨夜的都市氛围感做得相当出彩,在空无一人的东京街头闲逛,观赏城市夜景,光是看风景本身就有不错的乐趣。但是上述条件或者优点在实际体验中却伴随着各种让人惋惜的疲弊。 美术风格无疑是这个游戏的加分项,但是元素过多重复却让整个游戏流程下来不免显得审美疲劳,更何况大量的雨景伴随着强烈的掉帧,更加彰显了这个游戏在优化上的一言难尽。看得出本作在都市传说这些细节内容上的用心刻画,但是落实在具体表现上,有些地方却显得十分俗套,甚至可以说有点尬。不过游戏总体上,至少在前5个小时的游戏内容上,都是让人眼前一亮的。 当然,上述说法都有点鸡蛋里挑骨头了,但是下面这些问题是真真正正要了命的: 初见比较有意思,但是缺乏深度的战斗系统 平庸无趣,素材复用的怪物设计,我们一般不会把一个怪物换一个颜色就认为它是别的怪。 开放世界罐头无趣的类似打扫卫生式的收集要素,他们甚至用心地做出了一个进度条,时刻提醒你,你收集了百分之多少。 我无法理解这个游戏的玩法设计,无论是主线中的收集要素,还是roguelike模式中的猫又任务列表,感觉都充满了恶意,让人折磨。 《幽灵线:东京》本质是一款氛围和剧本想法先行,但玩法设计严重脱节的作品。 无论是最终boss战前男主的回忆演出,还是渊桥学院几段恐怖的桥段和一些怪谈的氛围,这些内容在演出上还是非常出彩的,但是一到战斗反而会拖累演出的氛围。可惜的是,本作及没能让玩家体验到演出的优点,也无法让玩家体验到好的战斗体验。创作者很明显既无法同时把两个部分都处理好,也无法调节两个部分的主次,所以导致了游戏在实际体验上非常糟糕。结合开放世界罐头的垃圾设计,这种糟糕体验被放大了无穷无穷倍。 总的来说,这是一款氛围远大于玩法的作品。如果目标是观光、感受日式都市怪谈,值得一玩;但如果追求扎实、有深度的动作战斗与开放世界玩法,会有比较大的落差。本体主线通关体验尚可,全收集则要做好大量重复刷取的心理准备。尽管这部作品有上述这么多的缺点,在如今史低连100都不到的情况下,加上其独特的市场定位,我认为依旧是值得入手并且体验一下的。
(Quick disclaimer: Steam completely bugged out and ate over half of my actual playtime on my public counter—I did full-clear the main story and a massive chunk of side quests!) Ghostwire: Tokyo is a hauntingly beautiful, unique experience. Given that this was developed by Tango Gameworks—the same team behind The Evil Within—you can easily see their fingerprints all over this game. However, this version of Shibuya is so distinct that it completely sets itself apart from its spiritual ancestors. Even with its flaws, I walked away seeing immense potential for any future Ghostwire games. As a pretty big fan of atmosphere, the game does an excellent job of maintaining a tense, eerie vibe. The emphasis leans far more toward action than pure horror—I’d pin it at roughly 65% action and 35% horror—but the rare jump scares it does throw at you feel completely fair and earned. The Shinto folklore and modernized urban legends are easily among the best aspects of the experience. My one major complaint, though, is the lack of enemy variety. Because you spend so much time in this universe, fighting the same handful of redundant supernatural designs starts to wear thin over a full playthrough. To be clear, the core combat definitely leans into style over substance, but the visual execution of the hand-gesture magic is fun enough that I wasn't too mad about it. I actually think the community's general boredom with the combat loop stems from the camera choice. In my experience, players tend to lodge these specific repetition complaints much more often when a game locks them into a rigid first-person perspective rather than letting them view the flashy action from a third-person angle. What often gets overlooked in the broader discussion is that the story has significantly more teeth than the marketing material led on. At its core, this is a narrative about deep grief and acceptance, launching our protagonist into an unintentional journey of self-healing. His evolving relationship and banter with KK became a surprisingly comforting anchor throughout my time exploring the empty streets. And by the end, I was in tears. Overall, Ghostwire: Tokyo isn't a perfect game, and it does fall into some repetitive open-world habits. I picked it up on sale for $40 and felt that price was pretty fair for what it offers. If you can look past the mechanical redundancy, the incredible setting, emotional narrative weight, and sheer artistic style make it well worth experiencing.
8/10
深度东京游和日式怪谈的游戏化,让单一的射击玩法和怪物射击变得游玩可持续了一些。二十多万个幽魂,真的拯救不过来啊。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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