
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.
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.
Every market we collect.
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 659 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
法老社的作品没有差的,玩就是了
Full playthrough review: General structure. The game generally works in day cycles. Each day you have allocated activities, like studying, exploring dungeon and special studying courses. The other half of the day you can run around town, listen to people’s chatter, spend time with friends using allotted friend points and using action points you can either progress more of the dungeon or engage in activities. To study you allot cards from a deck to classes. To put simply you’re just trying to maximize the multiplier bonus of exp you get for each class. Exp from studying feeds into your three main stats. (basically - Courage, Knowledge, Humanity) Leveling up these grants you points to spend in a skill tree. Special studies work basically the same, but they unlock more valuable functions, like extra health potions, moves and new cards. Each chapter you have an allotted amount of dungeon to explore, about one floor. You can usually easily clear it all, way before the end of chapter, esp. if you go for extra runs. Dungeon side quests are three types on a repeat - go kill recolored monsters, gather recolored resource nodes, and rescue a person. Using action points on activities just gives you related exp. There’s just a little dialogue, not an actual mini game or anything. Using friend points eventually unlocks a “mini story event” you can view. Before going to bed you can manage cards or do a part time job for money. Not too much use for money here, you can buy food and some accessories but general equipment can be easily crafted. Combat. To put simply, this is “worser Ys”. It’s not terrible, it works, but combat feels very bare and not really fun at the core. You have a three step combo, “heavy” attack is considered to be more like a skill. You get a different skill after each step of a combo, these skills have effects like being better against flyers, reducing defense, etc. Then you have, parry / block, dodge and super. That’s pretty much it. There’s no special attack when switching party members. (Aside of kinda with one character) Also there’s no particular difference between party members. Their skills have all the same effects (except one). You have a ranged attack that you probably will be always holding when attacking. There are different types of it, like a beam and lock-on fireballs, but I honestly didn’t see a point in using them at all. There’s also a “soul accel” gauge, when it’s full you can activate it for a heal, enhanced stats and easier parries. It fills very fast which makes the game way easier. On highest difficulty the only real trouble is that some attacks can one or almost one shot you randomly and before you stack resists, debuffs activate on you in one hit. One of the annoying parts of combat is the strange auto launcher when you are attacking an enemy that is in the air, which puts you in the air too. The problem is that in the air you only have a two-four hit combo, which doesn’t allow you to utilize skills. So if you want to use skills on a flyer, you will likely just launch yourself in the air. Also all a lot of enemies do is just launch tracking elemental balls at you. Wide shining telegraphed swings made for parrying and copious amounts of balls is pretty much all you are gonna experience for the whole game. Enemy variety is extremely low, you are mostly gonna be fighting same three enemies using same three attacks. After some upgrades, while you are in soul accel, parry basically not even parry anymore, activating by holding block way before the attack. Equipment is generally pretty basic stuff. Weapons can’t be changed, but you can equip spirits into them. They change an element of your attack and give bonuses while you are in soul accel. You unlock new ones, but there honestly doesn’t seem to be any difference between them, aside elements. Exploring. The dungeon itself is a 2D action, it’s metroidvania-light at best. You do unlock abilities that help exploring, but there’s not too much backtracking utilizing that. Platforming is just a means of traversal, there’s no real challenge here, obstacles are minimal. Being in a dungeon gradually poisons you. To combat that you wear a special flask that gathers this poison into itself. It has limited capacity. This accumulation is not time based, it happens when you gather resources. When a flask is full, it has a chance to break. When it breaks it kinda becomes time based, as the longer you spend in this state the more severe debuffs you get, eventually draining your health. You can usually pretty easily get to the closest save point and leave the dungeon. Accumulated poison is also a resource that you can spend on upgrading your characters stats and other perks. While most of the dungeon is a fixed layout, there are so called “unstable regions”. These are small rooms to explore, which, I think, have certain amount of layouts for each one. They have a challenge door with a fight. Inside these doors and other boss battles it switches to a 3D style arena battle. These doors reward you with resources and you can choose from three random effects that you can put on your weapon spirits. You can farm these, but it gets boring pretty quickly and it’s not really that important. Story. The story starts strong in the first half. There’s character introduction arcs which are pretty interesting, somewhere in the middle there’s a part that feels almost like a filler, but it picks up right away. The main problem here is that due to the day cycle structure, you always have to pass a certain amount of days for the “main story” to start. So when you are done with exploring dungeon, which happens pretty quick, all you are left with is cycling menus and talking to people. While the main characters are good enough, most of the side characters honestly felt pretty boring and flat (with exceptions), which doesn’t help. You can skip stuff and advance days faster, but if you wanna do most things it will start to feel dragging after a while. When you finally hit “the story part” it's fine though. Presentation. The town part looks pretty good and detailed. Dungeon on the other hand is weak. The “front part” is basically just one texture pattern copy pasted all over. Some backgrounds look cool, so it doesn’t look too bad. Character models look sharp in 4k, but they do feel a bit lacking in detail and random NPCs with shadowed faces just look bad to be honest. In the first half of the game there’s a bunch of pretty cool fully animated cutscenes, but they become very sparse toward the end of the game. The game definitely lacks some eye candy compared to Trails games. I feel like they played too safe on designs here. Of course the setting is more grounded, but, for example, inside the dungeon everyone could have a unique spirit clothes set, instead of just the same haori on everyone. Basically, aside from the town, everything starts to look very monotonous. Conclusion. The weakest part of this game is related to combat, it is very repetitive and fighting same enemies whole game doesn’t help. You unlock most of the actual meaningful abilities in the first half of the game, making everything after feel pretty stall. Music is good, but there’s a lot of repeat tracks from other Falcom games, which cheapens the experience in an already budget entry. The story is the strongest part, with the protagonist carrying a lot of it, but it is kinda soured by the fact that it doesn’t seem to be a complete story ([spoiler]it basically omits a story related to a crucial character, with a setup for a sequel[/spoiler]). I was kinda expecting it to be a contained story within one game, but I guess we are supposed to get the second part. I would give this like 6-7 out of 10 and a neutral opinion, but it is hard to recommend after breaking it down like this. It’s not a bad game, it is especially enjoyable for the first half, while everything is fresh, but honestly it’s the weakest game I have played from Falcom.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 660 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Is a fun game, but its follow up need more budget ti make it a more complete game in this price tag
还可以 标准的7到8分游戏
日常还可以,主线有点糟糕,到结局才进主线,然后就结束了,感觉游戏整体不如ED做的用心。 这个系列完全没做出特色来啊,像是在玩平行世界的轨迹,但现在轨迹都还没完结呢,如果还有续作希望能多做出点系列的特色来。
不得不说,作为银河城作品,《亰都幻都 -樱花幻舞-》是非常独特的,虽然我不是法老控凯子,也没玩过前作《东亰幻都》或者说《东京迷城》,不过本作玩起来确有其特色在,可以说是银河城里最二刺猿的,二刺猿里最银河城的,有的时候甚至给了我一种我在玩P5的错觉,哪怕有不少问题,还是能有很新奇的体验——可以说梦回十年前“四大名著”时代了。 [h1]学园异能战斗!?[/h1] 本作是2015年发售的《东京迷城》时隔十多年的续作。虽然这里写的是京字,不过游戏实际上用的是亰字,可以很清晰地看出其设定在架空的东京附近,而本作则同理,将舞台转移到了架空世界观的京都[spoiler]甚至还是世界观里至今日本的首都,京爷幻想了属于是[/spoiler]。当然,虽然我并没有玩过前作,不过整体来说也并没有出现什么理解问题。玩家将扮演主角神矢伶,在一番颇为嘉豪的跑酷后身陷异界,觉醒为符合资格者,被救下后威逼利诱转学到名门学校比良坂学园——这里实际上是为了攻略京都迷宫的符合资格者聚集的地方,因为京都迷宫会拒绝成年的符合资格者,于是此地各方势力云集,地方的豪门、日本政府的阴阳寮、欧洲的魔术结社转学生……而神矢伶的目标则是彻底攻略大迷宫拿到报酬,在此过程中,与六道家大小姐、身怀秘密的金发兄妹以及神秘白发少女等人的邂逅也一点点积累起了深厚的羁绊,再加上各式各样的其他角色,王道的故事就此展开。 [h1]欢迎来到实力至上主义的教室[/h1] 不得不说,很少在游戏里玩到如此轻小说的剧情,尤其是这个标准的学园异能战斗背景,简直是十年前的轻改版本答案,可惜如今已经几乎被异世界完全取代了。这些口嗨心机男主角、家族失意大小姐、战狂暴躁大斧男、神秘白毛小萝莉之类的人设虽然经典,但不得不说味道很正,而且本作有些对话确实挺有意思的,谜语人程度有但也没轨言轨语那么高,还不错。可惜的是本作的配音是部分配音,有的时候配了有的时候没配,有点迷惑。 而既然是学园异能战斗背景,除了这些经典角色,自然也有典中典的无限权利学生会和实力为尊校园阶层之类的设定。作为为了攻略迷宫而生的学园,玩家需要不断攻略迷宫,通过击杀怪物、完成任务、探索房间、打败头目等手段积累点数,提升排名,还能从学园长那边得到好处。 迷宫的探索形式就是银河城,这方面的设计还算扎实,玩家可以通过挑战异界门打开通路,通过开启镜子解锁“仁、智、勇”三类新能力,以及破坏邪神像来开启名为阶层“主人”的BOSS战,而在BOSS战游戏会从2D横版银河城转为3D的ARPG,开门的动作还是很流畅的,但3D的战斗体验因为堆怪和视角问题,很多时候就不如2D了,另一个问题则是换皮怪较多,而本作还做了个怪物图鉴……游戏的战斗系统包括普攻、强击、远程飞道、防御、闪避等,核心玩法之一就是弹反,只要完美格挡就能触发一闪造成大量AOE伤害,而另一个核心则是灵魂加速,不但能无视弱点,还能回血并强化弹反判定,非常好用。 不过本作的银河城探索是被卡了进度的,一方面是剧情进度,玩家会因为剧情发展不到位而无法探索某些区域,不过我很欣赏本作的一个设计,就是他会基于当前可探索区域给出探索比,防止无用功;另一方面则是魔素系统,制作组加了个1000ml上限的魔素瓶,只要破坏方块、草地、晶体或是邪神像都会积累魔素,一旦超出1000ml就会陷入中毒,不断造成严重影响,只能快速赶回存档点撤退,但积累的魔素也能用来进行各种强化。 [h1]嘎啦给木里就是这样的![/h1] 而作为学生,除了挑战银河城,玩家还需要兼顾学习和生活,以及偶尔的考试——这也是说他玩起来像P5的原因。每天分为上午的课程,下午的自由活动和晚上的自习/打工时间,课程需要在有限的CP点数内使用卡牌凑足注意力来满足要求,会对应提升仁智勇三类属性的经验,满足目标了还会触发属性提升等额外奖励,自由活动则分为银河城探索、培训时间等,还能使用AP进行吃大餐、锻炼、打游戏等行动提升仁智勇经验,并使用FP来与角色加深感情,满足了各个阶段的好感度后可以对应观看主要角色的“谭歌抄”或是次要角色的“奇缘短篇”——也就是好感度剧情,这些角色除了前文的角色外,还会有憧憬舞姬的学姐、独臂独行的学弟、热爱健身的学长、食量惊人的美食家学妹、邻居家的混血大姐姐等各色人等,有点幻视P5社群了,而这些互动也是获得课程卡牌的重要途径。到了晚上,玩家则可选择自习获得卡牌、合成卡牌或是消耗卡牌提升学科学力,亦或者是出去打工获得金钱及仁智勇之一的属性经验,不过这些行动也会会受到日期的限制。而学生生活和银河城探索混杂在一起,属性随着课程和自由活动逐步提升,迷宫本身更是随着剧情逐渐开放,确实给人一种游玩银河城版P5的感觉。 总的来说,《亰都幻都 -樱花幻舞-》作为银河城来说并不纯粹,也有着换皮怪、3D战斗需要打磨等问题,但是他给我的游戏体验依然非常独特,如果是二刺猿爱好者的体会应该更深,梦回十年前了属于是。如果你对这种学园异能战斗的题材感兴趣,那本作应该是一个有趣的选择。 [code]双语评测,认准我们:[url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
打到第四章24小时已经厌倦了,删了没动力打了。剧情也不吸引都是跳过的,战斗后期同质化严重,跑图也就那样,过于千篇一律了,反正前十多个小时还是挺有意思的,后续实在没动力玩了。
还挺好玩
p5r+类银河恶魔城(高难)代餐,你就玩吧,法老控的人设咋都这么爽,我说周防+勘解由小路=克洛有没有懂的,手快全捡了,真的要变成凯子了,要是能遇上百鬼兄妹这样的队友让我被千骑追着砍死也瞑目呀
還行
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.8M | 2.5K | 88% | $29.99 | |
| $1.8M | 6.8K | 88% | $12.99 | |
| $1.8M | 8.3K | 60% | $8.99 | |
| $1.8M | 2.4K | 67% | $19.99 | |
| $1.8M | 1.4K | 91% | $29.99 | |
| $1.8M | 3.6K | 97% | $18.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.1M | 18.3K | 87% | $59.99 | |
| $330K | 941 | 92% | $17.99 | |
| $738.8K | 879 | 82% | $49.99 | |
| $153.6K | 308 | 84% | $24.99 | |
| $15.7K | 59 | 88% | $17.99 | |
| $10.1K | 31 | 81% | $12.99 |