
Falcom’s latest juvenile RPG set in modern JAPAN! Based on the worldview of the "Tokyo Xanadu" released in 2015, it presents a completely original story for modern RPG players.
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About
An Adventure Through Kyoto and Xanadu: the Otherworld
Set in modern-day Japan, where Kyoto has become the capital, the story unfolds as boys and girls awaken as "eligibles" and travel to the other world of Xanadu.
Kamiya Rei, a boy who gained the power to fight monsters in the otherworldly labyrinth Xanadu, transfers to "Hirasaka Academy", which aims to conquer Xanadu. Alongside his unique companions, Rei will challenge Xanadu...
Key Features
Kyoto Xanadu features an innovative combat system combining two distinct actions. "2D Battle" offers classic side-scrolling gameplay as players explore the vast labyrinth beneath the academy.
Opening gates that appear at specific points within the labyrinth triggers a shift to "3D Battle", where players engage enemies in 3D combat using diverse skill attacks and technical maneuvers within the gate’s inner space.
Use points earned through Xanadu exploration and daily activities to enhance your Soul-Device! Not only does this boost the device's performance, but it also allows you to learn new actions and skill attacks.
Equip Guardian Cards obtained in 3D Battle to your character for a massive boost in power. Not only will your attacks enchantlike fire and ice, but you'll also gain access to ranged attacks distinct from standard Soul-Devices!
At the academy, set action cards before class begins. Attending classes increases subject-specific parameters based on the card's content and also changes your friendship level with other characters. As the story progresses, more types of action cards become available, adding the fun of collecting them.
After school, let’s explore Kyoto City! Gather information at tourist spots, shop in the shopping districts, enjoy dinner with classmates... how you spend your time is up to you!
The daily life segment centered around Hirasaka Academy features various content, including character chats and quests occurring throughout Kyoto City.
Engaging with these elements allows players to gain a deeper understanding of the world of "Kyoto Xanadu" and the personalities of its characters.
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 658 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩
好玩
什么弱智剧情,陪伴法老控的玩家都长大了就法老控自己还像个小孩一样
Media

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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 659 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你法现在产能有限,既然要双开那只能牺牲迷城咯~你就安心成为小品作。 乍一看有点玩香草社游戏的感觉,但推动时间线的模式和好友羁绊又是P5那套。 这一代词条说是很难收集,但常玩falcom游戏的玩家都知道,你要与每一名NPC对话才配全收集...所以对我来说这倒不难。 主题曲毕竟有组乐队的好猫来唱,水平还是可以的。严重怀疑公司里有追二偶的,从伊苏10到现在已经请了不少木柜子CV来当主役,比如大伙最爱的羊宫妃娜(嗯期待你九月的发挥奥)。音乐只能说还是熟悉的风味。 场景毕竟这次多数时间都在闯迷宫,所以并不是那么让人难忘,不过京都的景色还是不错的,至少这伏见稻荷大社和原版一致(话说千本鸟居晚上去玩就和进了鬼门一样),花见小路祗園啥都不错。 战斗CG和黎界甚至和伊苏10比都有点简陋,除了开始和最后就没太多CG。战斗难度上就算是噩梦难度也是除了最终boss全都可以用脚打,最终boss其实也可以用脚打但稍微折腾些。 男猪脚的塑造确实不错,有聪明劲,但说话办事也符合他的年龄。 游戏中有诸如魔法少女亚莉莎等一系列彩蛋,甚至对话中的表情包都用的前作作品(伊苏9的表情包有点多啊,黎恩的表情包建议改为没有这个必要)。 [spoiler] 黄道带的企业比如天乃和骏河上作其实出现了名字,然后露露伊的朋友多半是谜语人雷姆(毕竟门胁舞以的这个声线还是很明显的),然后涅梅西斯和黄道带这些概念也是上一作就出现了。剧情在我看来啥也没说,两作玩完更晕了,总感觉两作之间确实没啥关联,严重怀疑是平行世界。还有本作剧情展开和界轨太相似了,前面慢吞吞的,结尾突然给你来个大的然后玩完感觉自己还是什么都不知道。最终boss格调太低,给我一种还在打中级boss的感觉。[/spoiler]
好玩
总体来说算是不错的新作,如果有续作会继续支持。 冲着类银来的玩家,要注意一下:这个游戏探索的自由度不是很高,进迷宫有个积累到一定程度就强制让你回城的机制,所以没办法一次性清完图。而且能多地方不能去就是主线没到,而不是要你找隐藏道路。如果迷宫完成度显示当前已经100%,那就可以果断回城了,不要费心去找捷径,因为下次主线会直接给传送到新地点,并没有类银那种能力锁的设计,或者说很少,天赋里只有蹬墙和二段跳能解锁新区域。
掛著黑暗世界觀的類青春校園喜劇,很喜歡每個人都在認真的吐槽別人,戰鬥系統略顯匱乏較為可惜,到後期比較偏向堆怪的車輪戰而非攻略BOSS 喔對,第一次體驗到什麼是遊戲強制叫你去上廁所,那個感電我真的是謝囉:D
依旧是JRPG的经典体验:引人入胜的设定→开始出现异味→哦我草还能这么反转的啊→哦我日还能这么圆回来的啊→好像也挺合理→管他娘的合不合理他妈的燃起来了→对结局和解 :) → 咚(最后这一步是法社专属体验) 法社味道十足的一部作品,本来打算过两个月玩2nd之前随便玩玩看,而且听说就算以法社的经费标准来说都算经费很少,没想到体验下来意外的还可以。体验好的地方和不好的地方,全都来源于法社的究极公式化刻板印象—— 比如循序渐进的推动线索,微观和宏观上同时一步步走向真相,正反派理念相交,最后日式王道解决,伏笔谜语和不合理之处圆上;但也依然是因为法社的究极刻板印象,所有的问题解决都没有把反派的路线贯彻到底,总是用“原来是被怪物控制了”解释过去甩锅给怪物,这么解释当然是合理的,但是一下子让反派的弧光暗淡了。 类似的例子还有很多——比如生动俏皮的主角团在剧情中的互动,但是支线互动又是各种刻板印象拉满一眼看得到头。还算可以的横版探索但是还是要在迷宫里通马桶。等等等等 总之法社的这些个设计特点,保证了这个作品作为日式王道rpg的下限和乐趣,也成为了非法社受众闻到味就想跑的缺点,不过不管怎么说,反正打完最终Boss释怀了,好评吧
好玩!爱玩!
狗比法社挖坑不填罪大恶极,这代故事根本就没讲完,我命令你明年马上出续作 算了明年还是出界2吧,学妹挂天上几年累了
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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