
The cutting-edge 2D/3D hybrid graphics pioneered in the Guilty Gear series have been raised to the next level in “GUILTY GEAR -STRIVE-“. The new artistic direction and improved character animations will go beyond anything you’ve seen before in a fighting game!
Modeled estimate, not a reported figure. How we estimate →
About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Korean*, Portuguese - Brazil*languages with full audio support
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
Hours played at review time, across 648 reviews with recorded playtime.
Reviews
Themes across 647 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
меня там пиздят
5 years later, and still no soap can get rid of the smell of the game. Its still there and strong to my great delight.
Can't use DLC characters in the lab, the lab itself is a pain, possibly the worst UI/UX in general for a game so recent.
I don't know how I have basically 15 hours already but that number will keep climbing up as I put myself up as a sacrificial lamb for people to get free RP because I ♥♥♥♥♥♥♥ suck ass 10/10 game though
Nobody is going to read this review so I'm bisexual and nonbinary goodbye
Blankie install
This game focuses on all of the parts of fighting games I do not like and downplays all of the things I do like. Accordingly I find playing it to be actively unpleasant.
I bought a game, and came out with music album instead.
自分にとって初めての格ゲーなのですが、画質がアニメ調で奇麗です。操作も、コンボも意外と簡単に出来るのでおすすめです!
陷入GGST可能需要一些契机和缘分,比如碰上一个自己非常喜爱、愿意坚持一下的角色,或者找到相性很好的角色,发现一些很棒的攻略。通过这些,尽快地让自己从易到难地熟悉基本知识、招式、套路,在被虐到不想碰之前,尽快兑现已经花费的时间,品尝到胜利的滋味,开始为下一个出招、下一灯感到兴奋……届时,或许就能得到打开游戏的冲动。 可今天,认定自己不会再玩这个游戏的时候,我终于感到了解脱。其实并非是我不再为获胜而欢呼,恰恰相反,我太渴求赢下对局,已经被折磨到不成人形——变得丑恶、嫉妒、愤怒。我从来没想过自己会这么想摔键盘,我自以为自己永远不会对区区一个游戏角色有着这么强烈的偏见和恶意。我急于从数十小时中寻求回报。70h到170h,我在白金一苦苦挣扎,没有任何一丝分数上的进步。试图上分的过程,完全就是对身心的慢性摧残。最后看着一败涂地的自己,我破防了,真的。不同于一般的破防,这是一种平静的戏谑。在公园里,和斗神对战三十局全败,只不过是希望从中漫长的挨打中获得一些闪光,找到自己也能成为斗神的证明(真是无理取闹)。曾经我对于走火入魔还不甚理解,但这一次,我或多或少地体味到了。现在来看,真是令人难忘的体验啊。我没能将大量的对局转换为实力,是因为我的复盘缺乏,训练场钻研过少,手段贫瘠。再者,有些角色对策,怎么沁、怎么凹、怎么打有利,不自行开录像研究或是向高手取经,一味死磕穷举,再花时间也还是重蹈覆辙,无济于事。 为什么我就是想要变强?我到底在寻求什么?我想,大概就只是胜利而已吧。获胜是令人欢喜的,不然我怎么可能坚持玩到现在呢?打出偷鸡蓄5D的爽感,第一次实战打出连段,第一次打出确反升龙破板,第一次无资源破板,某一次猜拳、投择、F式破防、防霸、龙装极限翻盘……那些带我走向胜利的成长的痕迹,让我欣慰,又充满希望。便又一次垂涎,胜利所带来的极致的喜悦。 我真的非常喜爱这个游戏。它的人物设计,顶级三渲二动画,细节满满、制作精细的局内动作,角色神态,以及让我无数次感叹、无数次称赞的角色曲。还有梅喧帅气的出场和开场白,Dizzy优雅美丽的战斗舞姿,Axl、Un、Ha、Na……太多让我眼前一亮的设计,有利身心。。。 回到游戏玩法本身,格斗游戏真是充满魅力啊。它是一个充满不确定性的、纯粹的竞技场。正因如此,它带给我的亲手挣来的快乐才是如此真实;痛苦也是如此尖锐。投入是真的,失败也是真的。这一切,我都太在意了。我仍然没有突破瓶颈,剩下的二十多h也不过是从白金一打到了白金二。我深知内心的渴望还远不能填满。今天,当我准备鏖战到深夜时,我意识到我已经受够了。如果以平和的心态来感受GGST,或许是不会失控的:把想按的键按了,哪怕是整蛊也好,或是每天随便摸两把,不通过输赢来衡量时间是否值当,能否有收获感,失败时感到沮丧,却不是特别的沮丧。 我与GGST的关系出了毛病,我的逃离并不能改变什么,如果不卸下那种“必须赢”,只能通过获胜获得快乐的苛刻标准,心力散尽不过是早晚的事,就像现在这样。如果未来某一天再一次打开了GGST,希望我可以敞开心扉,不要过于严苛。但现在让我先歇一会儿吧。
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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