
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 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.
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 1176 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Forgot to write review for this game so here it is: Ghostwire Tokyo is a game with nice art direction, but rather bland and boring. I was playing hoping that it will get better (almost felt that it will be) but it never does. Gameplay is basically you being sort of a mage fighting spirits and demons from japanese folklore. You have 3 elements that you can compare to automatic rifle, shotgun and rocket launcher and a bow (basically a sniper rifle). Sounds fun but combat is rather boring because most enemies are bulletsponges and restocking ammo is tedious.There is also a very simple stealth mechanic but i didnt bother to use it a lot. World is beatiful and some places really got me interested, like city underground section and big vertical buildings. Huge props to city design! WIth a little bit of skill you can climb everything and get rewarded for it. But still, world map is made in style of Ubisoft meaning its clattered with lots of collectibles, side quests, shrines (basically vantage points from assasin creed), etc. But more doesnt mean better. If you love ubisoft game design you gonna love it but me personally i hate it with burning passion. In short: beatiful city with great art design but game quickly falls short with its boring combat, meaningless side content and story that starts strong but quickly gets goofy (it almost feels like a slight identy crisis, maybe this game was meant to have different tone during production?)
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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
渋谷界隈をモデルにしたロケーションの妙が光るオープンワールド。 個人的に肌に合ったと言うしかないのだが、繁華な駅前、薄汚いネオン街、民家の並ぶ路地、寂しい高架下といった日本の街並みを、無人の異界として探索するゲーム体験がとても良かった。無人だが犬と猫と猫又と化物はいるから寂しくないしね!やったね! オープンワールドだがそんなに敵だらけでもなく、逃げるのは簡単、敵自体も攻撃したら下がって「はい君のターン」してくれるぐらい有情なので、難度は高くない。店も多いし飲食品(回復アイテム)や金もそこら中に落ちている。よっぽど戦闘が苦手とかでなければ詰みポイント皆無と言っても過言ではないバランスなので、気楽に遊べる。 ちなみに飲食品を使うと回復しつつ最大HPが上がる(上限アリ)ので、必要以上にペットボトル茶やコーラや握り飯や焼き鳥や大福を貪りながら進めることになるのがアホっぽくて宜しいと思います。 ストーリーは無難も無難というところで、主人公は没個性なぐらいのイイ奴であるし、相棒は口が悪いが人は悪くない皮肉屋、敵役は理解の余地アリと、特に引っ掛からずついて行ける。毒がなさすぎるのは否めないが、奇を衒ってスベッているところもなければ無理くりなエロや恋愛もなく、好感が持てる。 製作は国内スタジオだがパブリッシャーがベセスダで、渋谷の街並みの再現度といい、海外市場に向けた日本文化紹介ゲーという趣もある。ほとんどのアイテムに解説が付いているが、どれも日本人には説明不要のようなことが詳しく書いてあって、その軽い違和感も面白かった。 総じて自分には好ましい作品で、1周クリア後も特に意味のない収集要素を何となく集めてダラダラやっている。 あまり寄り道しなければ10時間もあれば終わるかと思うので、連休にでも遊ぶのにいいんじゃないでしょうか。
[h1] GHOSTWIRE: TOKYO FOI UMA DAS MAIORES SURPRESAS DO ANO... E TAMBÉM O JOGO MAIS BONITO QUE EU JOGUEI EM MUITOS ANOS [/h1] Eu comecei Ghostwire: Tokyo sem esperar muita coisa. Achava que seria só mais um jogo de ação em mundo aberto. Depois de algumas horas... Eu já estava completamente apaixonado por aquele mundo. Sério. Fazia muito tempo que um jogo não me fazia parar simplesmente para olhar o cenário. E olha que eu não faço isso com frequência. A representação de Tóquio é simplesmente absurda. As ruas molhadas refletindo as luzes da cidade. As placas de neon iluminando becos inteiros. A chuva caindo sem parar. Os templos escondidos entre os prédios. Tudo parece ter sido colocado ali com um cuidado gigantesco. É facilmente o jogo mais bonito que eu joguei em muitos anos. E não estou falando só de qualidade gráfica. Estou falando de direção de arte. Existe personalidade em cada esquina. Em cada loja. Em cada viela. Mesmo quando eu não estava fazendo nenhuma missão, explorar aquela cidade já era divertido por si só. O combate também me surpreendeu. No lugar de espadas ou armas de fogo, você luta usando gestos com as mãos para lançar ataques espirituais. No começo achei que isso ficaria repetitivo. Mas conforme novas habilidades vão sendo desbloqueadas, as batalhas começam a ganhar muito mais variedade. Misturar ataques de vento, fogo e água contra diferentes tipos de Visitantes acaba sendo muito mais satisfatório do que eu imaginava. Os inimigos também chamam bastante atenção. Em vez de monstros genéricos, o jogo usa criaturas inspiradas em lendas urbanas e no folclore japonês. Cada encontro reforça ainda mais a atmosfera sobrenatural da cidade. Foi uma escolha que deu muita identidade ao jogo. A exploração foi outra coisa que me conquistou. Sempre existia um portal para purificar. Um espírito perdido esperando ajuda. Um templo escondido. Uma rua diferente para descobrir. Ou algum colecionável contando mais sobre aquele universo. Eu me pegava desviando da missão principal o tempo inteiro. Não porque precisava. Mas porque queria conhecer mais daquela versão de Tóquio. A trilha sonora acompanha perfeitamente esse clima. Ela sabe ficar discreta quando a cidade precisa falar por si só e cresce nos momentos mais intensos. O resultado é uma atmosfera que dificilmente sai da cabeça. A história também me agradou bastante. A relação entre Akito e KK funciona muito bem. Os dois possuem personalidades completamente diferentes, e acompanhar a evolução dessa parceria foi uma das coisas que mais gostei durante a campanha. Agora... Nem tudo conseguiu manter o mesmo nível. As missões secundárias variam bastante de qualidade. Existem algumas excelentes, cheias de criatividade e baseadas em lendas japonesas. Mas outras seguem uma estrutura mais simples e acabam servindo apenas para aumentar a duração da aventura. Também senti que o combate demora um pouco para mostrar todo o seu potencial. Nas primeiras horas ele parece limitado. Só depois de desbloquear mais habilidades é que realmente começa a brilhar. Outro detalhe é que algumas atividades do mundo aberto acabam se repetindo bastante. Não chegaram a me incomodar. Mas eu gostaria de ver ainda mais variedade ao longo da campanha. Mesmo assim... Ghostwire: Tokyo foi uma das melhores experiências que eu tive este ano. É um daqueles jogos que me surpreenderam completamente. Entrei esperando uma aventura comum. Saí encontrando um mundo que eu simplesmente não queria abandonar. No fim das contas, Ghostwire: Tokyo prova que um mundo aberto não precisa ser gigantesco para ser memorável. Ele só precisa ter personalidade. E poucos jogos conseguiram criar uma cidade tão bonita, tão atmosférica e tão fascinante quanto essa versão sobrenatural de Tóquio. Quando os créditos apareceram, eu ainda continuei caminhando pelas ruas por mais alguns minutos. Só porque eu não queria ir embora daquele lugar.
I'd heard all about this game beforehand. All of it negative mainly about how the story is boring, but that the game was "alright." Okay I can adjust my expectations for that kind of experience. I assumed the game had an 'Excuse plot.' A story in a game which is 2nd priority to the gameplay, and that's perfectly acceptable. Mirror's Edge has an Excuse Plot, and is an excellent game. Whereas Mirror's Edge: Catalyst is just a bad story. I played Ghostwire: Tokyo for 95 mins for a single session. I didn't hate it. I think I played it a lot longer in a single session than I do many other new games. Then I stopped, and now when I see it in my Steam Library still installed, I realize that I don't want to play it any further. The issue isn't the story itself. It's that absolutely everything about it is boring. It takes what should be extremely cool concepts and makes them boring. You don't care about these characters. They've got the depth of cardboard while the game tries to tease that there may be more to them, and some vague mystery, but it wouldn't be worth playing this for another 6 hours while bored to tears to find out. MC cares about his sister. Okay? Everyone does. Nothing else defines the character besides that. The character possessing the MC is a ♥♥♥♥♥♥♥♥♥. Nothing else defines him, and he seemingly doesn't care about anything. He just wants to possess the main character and give them magic jutsu power because... because there wouldn't be a game otherwise. He's in a mad rush to stop some evil plan and then... he's not for some reason, and he's fine with just wasting time and not explaining anything. Oh no! The citizens of Tokyo are in danger. Except not really. They can be saved at any time which is convenient to the player. It also introduces an initially cool looking magic system which also turns out to be boring. Every fight is you just sending out steady chip damage while slowly backpeddaling away from the enemies. It needed more battle variety and more than one attack within the first hour. The game has seemingly has been designed for boomers. Who have to be gently eased into this game's system and world over the course of hours. Story information is repeated ad nauseum over and over again because they don't trust that you were listening the first time. The same battle set up is played through over and over and over again because they don't trust giving you one extra move for fear of making you feel overwhelmed. It feels like they started making this game based of the premise alone before they had even given a thought to how the game would play. Because maybe they would have realized that the narrow streets of Tokyo are not at all suited to a first person character action/shooter. You cannot stealth effectivily in a narrow street with only 1 or 2 cars for cover. You cannot flank, or circle strafe. You can only initiate combat and backpedal. The game would've been helped immensely if the story at the beginning was just cut down to the bare minimum. This game has very little meat on it's bones and should've tried to hide it as long as possible.
This game did so many things very right, but still managed to be boring and repetitive. if you buy it when it's 90% off it might be worth it, as long as you ignore all the side quests.
Не рекомендую. Игра не запускается: после нажатия «Начать игру» висит черный экран. Ни перезапуск, ни переустановка не решают проблему. Несмотря на крутой сеттинг с духами и японской мифологией, играть не получается. Оформляю возврат.
还不戳
Mittelmäßig. Uninspiriert. In Abwesenheit offensichtlicher Schwächen empfehle ich generell nichts, was ebenso keine Stärken oder irgendeinen Mehrwert aufweist. Du wirst nur so viele Spiele in deiner Lebensspanne spielen und es gibt zu viel Gutes um hinterher zu kommen. Dies hier ist der falsche Ort.
东京旅游模拟器,一折25块入手也是物超所值了。 主线8小时左右,要是说好玩的话其实也不算多好玩,就几个招式来回切,轻击蓄力攻击连续攻击,怪种类也不算多,还有几个怪的招式我到现在都不太明白怎么处理。有些怪像是最终BOSS那种,弱点很小一个,但是又要我精准打击,高难度下的话或多或少有点难打。符纸和弓箭没什么存在感,总感觉用处不是很大,基本上没用过几次,要是多拓展下更好。 战斗方面敌人的招式设计和攻击欲望,大致上是合理的,敌人的空档期也足够玩家输出,当然除了面对那么几个晃来晃去打不到,还飞一大堆攻击的怪的时候。需要补充灵力这个设定,感觉低难度下也还好,基本上切换几下就完全够用,高难度下就要频繁一边打架一边打路边的漂浮垃圾回灵力。要是说想玩同类型游戏,追求手感更好点的话,或许我会推荐霍格沃茨之遗,毕竟那个也不用什么资源管理,还带自动追踪。 正如开头所说,这游戏对我来说相当于一个旅游模拟器。里面的布景和氛围很不错,灵异空间的设计也是让我眼前一亮,主线的路径引导大部分时候做得挺好,灯光和线缆等都给了很充足的引导,找不到路的情况只是偶尔会有。从开局的涩谷十字路口到东京塔,风景还原得都很好,打光色调氛围感都做得很足。期间经过各种大大小小的街道、高楼和神社,反正光看风景也值回票价了。 故事是看个开头就知道后续走向,也算是日本那边用得挺多的一套叙事,这方面不算出彩也不算不好,硬要说的话就是比较普通。大体背景上的妖怪鸟居杀生石阴阳两界那些设定其实也没怎么深入探讨,就是杂糅很多东西进来当个背景板,也不用担心什么文化隔阂理解不了,毕竟确实也没怎么探讨到这些。就从BOSS那个屏障上的字,也就是游戏页面宣传图里那张“临兵斗者皆列阵在前”“阿耨多罗三藐三菩提”,都能明白纯粹是没考究直接混用了。 反正总结来说,原价的话大概我能给到个中评偏上,一折就不用说了,那肯定是好评的。
Ghostwire: Tokyo ⭐⭐⭐⭐⭐ Una aventura de acción única con una ambientación espectacular. Explorar una versión sobrenatural de Tokio es una experiencia fascinante gracias a sus increíbles gráficos, efectos visuales y diseño de sonido. El sistema de combate con habilidades espirituales es original y muy entretenido, mientras que la historia y las misiones secundarias mantienen el interés de principio a fin. Una experiencia diferente y muy recomendable.
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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