
The unbridled force of nature runs wild and relentless, with environments transforming drastically from one moment to the next. This is a story of monsters and humans and their struggles to live in harmony in a world of duality.
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*, French*, Italian*, German*, Spanish - Spain*, Arabic, Spanish - Latin America*, Portuguese - Brazil*, Polish, Russian*, Simplified Chinese*, Traditional Chinese +3 more
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 821 reviews with recorded playtime.
Reviews
Themes across 818 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
locuraaaaaaa de juego
fun
juegazo
Le jeux est incroyable et satisfesant le seul gros (enorme) problem est sont optimisation qui est vraiment a chier (pour le moment j'espere que sa vas changer) le jeu crash souvent lorsqu'il faut charger des interfaces tel que la map ou la forge
alright game, just wish the devs knew what gravity was thoughd
its fun but 70€ and boring story/filler most of the time. Its fun with friends though
直到现在出g位预告了仍然是糟糕的优化,少得可怜的怪物种类以及无脑加数值的地图王,本体更新一年更了个鸡脖,没活了建议直接下课,别在这装模做样画饼了
玩了三百五十个小时了认真评价一下吧 我是世界打完本体 冰原主线入的荒野,所以不算前作老资历,评价可能稍显不足,见谅这作给我最大的感受就是爽!武器爽,动作爽,跟怪打架也爽。个别武器虽然说牢是牢吧但是打着是真有意思(是吧大敛和虫棍);集中模式不少人说跟前作不一样了,宝宝怪猎之类的。我觉得怪猎这个游戏想跟上时代就必须引入集中模式类似的动作间转向系统,过于笨重的专项性能可能前作老资历觉得无所谓,但是新玩家入坑就是会觉得别扭(包括我人巩世界的时候也是见得猎人克然不能转向!)这无疑是给新人入坑降低了一大难点,而且设定了集中模式后狩猎反而更有意思了,灵活多变的处理和走位,集中弱点处决,一轮一轮的正反馈会不断促使玩家继续玩下去。大剑就是牢,但是谁能否定相杀角力不爽呢?所以我觉得在战斗体验和练习反馈上,荒野在我这里可以 到了95和10星,怪物的速度逐渐加快,难度曲线也会上来,这时候集中模式和相较世界,武器加强的性能就派上 排到夯的 了大用场。这里出现了第一个问题就是难度曲线设置不合理,过渡非常快。看到过好多主线刚过的天才少年还在想这作怎么这么简单,然后反手就被85的怪吊起来抽,从9星开始的怪难度上升的太大,疯了一样地堆数值和速度,主线刚打完啥装备又都没有,打起来很吃力。我也是被锁刃抽成智障才度过那个时期的。 随之第二个问题就是武器平衡做的不算好,我主玩太刀,大剑和虫棍。大剑在终盘蓄出来的上捞斩伤害跟隔壁太刀几乎无资源消耗的红刃大居伤害差不多,虫棍相杀的bug一直没修,捏不成相杀就只能在地上扭曲的翻滚。隔壁太刀红刃都砍出火星子了,大剑还在捞滚捞。希望dlc新动作能救一下在本体终盘坐牢的几把武器。 然后就出现了第三个问题,也就是为什么这些武器在前期表现的还不错但是终盘表现的很牢。因为10星怪各个都是疯子一枚。让怪变难可以通过加变招和伤害,但是一味的增加速度相当于直接宣判重武器与狗不得入内。一个新人去打10星王锁,如果用太刀他可能练十几把就能拿到一个还不错的成绩,但如果他拿着盾斧,大剑,大锤初见王锁呢?练习成本比轻武器高了不止一点。 综上,虽然荒野有一些奇奇怪怪的问题,但我还是认为这作真是爽翻了。经常打得上头,交互感和动作感拉满,不得不说卡普空进步还是不少的。期待凌越中
bigger good looking map that feels immersive but unfortunately introduces a problem of going to places that are then solved by the seikret which just takes you the monster which is boring because youre meant to be a monster hunter rather than an autopilot enjoyer weaker entry than world but the fights are still fun end game gearing was simplified to artian weapons which was also a downgrade, hopefully fixed with future updates
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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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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