
Start from zero and discover the newest entry in the OCTOPATH TRAVELER series. Experience a story of restoration and retribution over the divine rings—an epic saga that unfolds across the realm of Orsterra.
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.
About
Start from zero and discover the newest entry in the OCTOPATH TRAVELER series. Experience a story of restoration and retribution over the divine rings—an epic saga that unfolds across the realm of Orsterra.
Enjoy familiar features such as the series' HD-2D graphics, a fusion of retro pixel art and 3DCG; the player's ability to roleplay using Path Actions of their choice; and the Break and Boost system that can turn the tide of battle. Additionally, brand-new features such as character creation and town building allow you to create your own character and restore your hometown.

You are the protagonist of the story. Choose your appearance, voice, motions, and favorite dish with the new character creation feature!
Restore your hometown through town building. Invite companions and allies to live in a town of your creation!
Engage in exhilarating and strategic command battles. Choose from over 30 allies to form a party comprised of up to eight characters!
Use Path Actions to invite people to your town, engage in battle, and obtain items. Where you go and what you do is entirely up to you.
Equip action skills with the new skill system. These skills can be learned by allies and passed on to others.
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; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99−40% | 3.8Kreviews | 78% | — | $3.9M |
| $29.99−40% | 165ratings | 92% | — | 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 920 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
過去作1,2はクリア済みです オクトラシリーズに期待して0もプレイしましたがおススメできません ◎良い点 戦闘システムは8人パーティになったことで戦略が多様になり、それを活かすスキルもあって楽しさが増しています ロケーションごとの雰囲気は相変わらず良かったです BGMは過去作の流用が多いですが良い曲ではあるので... 〇悪い点 ストーリーがとにかく残念に感じました。敵味方ともに行動に動機や信念、苦悩や葛藤がほぼなく感情移入もできず先が気になる展開でもありませんでした 加えて薄い物語を細切れに描かれオムニバス形式のようにほぼ関係ないような物語にいつ終わるのかと思うほど... 1のキャラも登場しますが特に深堀りされるわけでもなくとりあえず出しましたという感じ 1より前に一緒に冒険しているというのも1に繋がる話も取ってつけたようで世界観が壊されるようでした 他にもただのおつかいばかりのサブクエ、仲間の加入が遅い、タウンビルドは自由度がない上に好きにできるのはかなり後の方、フィールドコマンドが決まっていて1のようなズルをして強くなるような爽快感もなく、アビリティ装備も個数が少なかったりダメージ限界突破が必須級で組み合わせの楽しさが損なわれているなど残念だった点を挙げればキリがないぐらいです HD-2Dという手法は2Dの中ではとても好きですが現代の美麗な3Dと比べると表情や動きの乏しさで見劣りしてしまいます。その分発売周期が早ければ良いと思っていたのですがそんなこともなく... これまでスクエニの次世代を担うRPGだと期待していましたが続編が出ても買わないでしょう 浅野チームには期待しているのでオクトラ以外の作品を楽しみにしています
图战斗系统好玩买的。前面的剧情也就无聊到还行的程度,没想到后面给我来了个大的。杀人炼魂还搞侵略战争的战犯女帝还能按头原谅的嚯嚯嚯。我们小日子真是太会写剧情啦
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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 Sep 4: 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.
Reviews, worldwide (the counter carries no country): 3/day in the week to Jul 30 → 4.14/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 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
| $29.99−40% |
| — |
| — |
| — |
| 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 922 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
初代、2プレイ済み、ソシャゲは未プレイです。 [h2] 良かったところ [/h2] 基本的な戦闘システムはそのままに、キャラクターのビルディングが1、2と異なり サブジョブではなくアビリティの付け替えによって新しい面白みを作り出せていました。 [spoiler] こういうシステムで危惧すべき『無個性化』も固有必殺技の存在で、ある程度解消できています。[/spoiler] キャラクターが多いですが、その分パーティチャットも豊富でどのキャラも無個性で終わることのない配慮がなされています。 [spoiler] 1の主人公達も参加していて、彼らの新しい一面が見れるのもいいですね。[/spoiler] BGMは相変わらず神です。ソシャゲからの流用も多いみたいですが、オリジナル曲も軒並み良かったです。特に戦闘曲の新曲はどれも当たりですね。 ちなみに私はソシャゲ未プレイだったので、流用曲も新鮮に聞けて得してると思います。 ストーリーに関しても、一部ストーリーはかなりよく出来ていました。 [spoiler] 個人的にヘルミニア・アーギュストのストーリーは引き込まれるものがありました。 特にアーギュストはかなりいい敵役でした。えげつなくも魅力があり、序盤で消えるのが惜しかったくらいです。バルジェロファミリー・シュワルツといった味方サイドもストーリーを彩るいいポジションのキャラでしたね。[/spoiler] [h2] 良くなかったところ [/h2] 従来のオクトラ同様、長いのは良いのですがストーリーが一本筋かつずっと陰惨な雰囲気のため、見てて疲れてきます。 初代や2は、復讐や裏稼業のストーリーもありましたが 逆に明るめのストーリーのキャラ(トレサ・アグネア・パルテティオ)や、 前に進み続ける王道ストーリー(オルベリク・ヒカリ)など、 バラエティに富んでいたため食傷気味にならずに済んでいました。 しかしこのゲームはとにかく100時間ずっと基本的に暗い話のため 「ああ、またか。もういいよ」となる可能性が高いです。 そのせいで、ラストの布石に入る辺りはストーリーにそこまで 感情移入出来なかったのは痛手でした。 ラストの話自体はそこまで悪くないのに、中盤までの土台作りのせいで 読み手側の状態が整ってないという感じですね。 また、単純に話がつまらないエピソードもあります。 [spoiler] 特にタイタス編は個人的にかなり評価低いです。 味方側のキャラがとにかくガバガバムーブと自分勝手な行動ばかりで見ててイライラするのに、ゲーム上では悲劇の人物みたいに描かれているのがかなり不快でした。 その他にもパーディス編も長い期間やられっぱなしの展開が続くので、見てて疲れます。 その割に、いざパーディスを倒す段になってもさほどのカタルシスはありませんでした。 [/spoiler] 仲間キャラが多すぎて管理が大変 → その分自分の好きなキャラをチョイスできる ザコ敵のHPが低く手応えがない → 道中の進行がスムーズに進められる といった長所と短所が表裏一体になっている要素もしばしばあるのですが、 明確にもっとメスを入れて欲しいと感じたのはストーリーだけでしょうか。 ストーリーの魅せ方さえ良ければ手放しに勧められるゲームなのですが… このストーリーが色んな意味で重いので、ちょっと人に勧めづらいです。 一応自分は100時間以上やって楽しんだので高評価としますが、正直ストーリーとその演出に 関してはどうにかして欲しかったという気持ちは強くあります。 多分オクトラ好き程、この部分に引っかかりが生じるんじゃないかと思うので 『シリーズファンならオススメ!』とも断言出来ないのが辛いですね。 気になる人はセールを待ってから購入とかでもいいんじゃないかなって思います。
Things that might hold you back from enjoying the game: - the prologue is really slow, trite and predictable. Easily the worst part of the game. However, this is not an indicator for the rest of the story which rules. - gameplay is fun and unique in its own way but it's not quite as enjoyable as Octopath 2. You can customize the main character in appearance but not so much in gameplay options. There are only 8 classes and no late game super class so it felt like there was little sense of progression. - party members are a step back in terms of backstory. All character development went to the villains and story npcs who, if they end up in your party at all, only do so at the very end of the game. I think this is a mistake. I think more story npcs should have joined after their part in the main plot was completed. - visually a step down from Octopath 2 and also reuses a lot of assets and music from the first game, if such a thing is important to you Reasons why it's my favorite Octopath game: - the story is easily my favorite of the Octopaths and so are the characters you meet. The three villains you are introduced to right at the beginning are so much fun and it only gets better from there. - I love the city building. It really felt like building a community and seeing the town grow was very rewarding. I also liked decorating and making it look unique. Collecting villagers and resources is very addicting. - I liked the battle system. There are no subclasses here, instead you have a front and back row and each unit can switch with their back row counterpart when it's their turn. Finding synergies between the units was fun for me and certainly opened up a lot of options. Every boss I fought was fun and challenging and often had its own gimmick.
好玩,但是剧情后期那个原谅女帝太恶心了,给不出合理的解释,日本人真是缺什么就演什么
I enjoyed my time with Octopath Traveler 0, but I think it tries to be much bigger than it needs to be. The combat is still the highlight. The Break/Boost system is as enjoyable as ever, and while I slightly preferred the changes made in Octopath Traveler II, battles remained consistently fun throughout the game. Most of the major bosses were also sufficiently different from one another, so those encounters generally stayed interesting. The soundtrack is another strong point, with a huge variety of tracks that range from good to excellent. The pixel art and overall visual design are also excellent. While the graphics aren't technically stunning, the art direction gives the game a distinct style that is consistently enjoyable to look at. My biggest issue is the length. It took me around 80 hours to finish, and that's simply too long for a game whose story is a bit hit or miss. Some chapters are genuinely engaging, while others drag on, and after a while the endless stream of minibosses starts to feel more like a checklist than exciting encounters. The game is also very grindy, which only adds to the feeling that it could have been shorter. Another thing that became frustrating was how often the game relied on scripted losses. It can be an effective storytelling tool when used sparingly, but here it felt overused and became more annoying than impactful. The game also introduces over 30 playable characters, which sounds impressive on paper, but many of them only offer slight variations of the same roles. I found my ideal party around the middle of the game and never really had a reason to replace them because later recruits weren't significantly stronger or more interesting. The base-building system was enjoyable at first, but by the second half of the game I had essentially finished developing the town, leaving that mechanic with very little to contribute for the rest of the adventure. Thankfully, the game doesn't rely heavily on puzzles. There are a few here and there, but exploration is generally straightforward, which I appreciated. Overall, I had a good time and would still recommend it to fans of the series. However, if you're going to make a JRPG that lasts around 100 hours, you need enough variety in the story, bosses, and gameplay to keep things feeling fresh. Octopath Traveler 0 succeeds in many areas, but by the end I felt that it had stretched its content a little too thin. 7.5/10
ストーリーが薄い、長いという批判はオクトラ1、2でも共通だったのでむしろ特段気にならなかった。 NPCのコマンドは従来通り面白く、探索の自由度が高い点が面白く、そこがウリだと思うので。 また戦闘のブーストも爽快感があるのも良い点で過去作通り。 問題は裏ボス戦を始める前に辞めたくなる点。(≠難しい、≠強すぎる、=面倒くさい) まず、全キャラクターの装備とアビリティを設定するのが面倒くさすぎる。 前作の4キャラ+4キャラでも大概面倒だったのに、全キャラの装備+アビリティを選択”させられる”のは普通に面白くない。 オクトラシリーズの面白い点はいろいろなコンボを見つけたり最適化するのが面白い点なのに、全キャラ戦闘するとなると、最適化ではなく作業になる。 こういう総量のメモリーを求めてくるゲームならRTSや対人戦のゲームをするので、RPGに求めていない。
<オクトパストラベラーについて> オクトパストラベラーを2➡1➡0の順番で遊びました。 この3つの個人的な評価として、10点 を満点とするのなら、 2 : 10点 1 : 6点 0 : 2点 です。 <0について「納得できない」点> ・戦争モノのストーリーのようで、 各シナリオのボスを倒しても、戦闘後に「それがどうした」とか言われ、敗戦が続く。 ・敵の王や道化師、奇術師の行動やセリフに超・苛立つ。 <2が「より良かった」点> ・マップのドコにでも最初から行ける。(がんばれば!) ・シナリオ上のセリフの音声がシッカリと多く、感情移入がしやすい。 ・昼・夜の「時の移り変わり」があり、街・フィールド、どちらも巡るのが楽しい。 システム的には、オクトラ2に似た続編に期待します。
Wishvale. Home. I was a bit worried when this game was first announced because it's easy for games to get townbuilding mechanics wrong. Luckily, this game avoided those pitfalls and made the town restoration an integral part of the story. It fits the existing gameplay formula of Octopath Traveler much better than I could've ever imagined. Coming back home after exploring the world feels very comfy, and as long as you grab mats as you go (a near instant interaction), you'll have more than enough to build the required things in town to progress, so the addition of crafting mats added 0 tedium to the gameplay loop, and arguably improved it by making the game feel more rewarding and giving you a home to go back to. The overall gameplay formula of the game is very similar to the previous games, so I won't go over all that again. However, the main big change is in the way the story works. There are a lot more playable characters this time around, so each one inevitably has less total screentime than the eight travelers got in previous games. Instead of having one major story per character, most of the recruitable characters get a recruitment quest, and then their time in the spotlight of the story effectively ends; they join you as a party member but don't really take part in the dialogue etc. There are some exceptions, the main ones being Stia and Phenn. Unsurprisingly, they are my two favorite characters from this game. The main stories of the game generally happen around your silent protagonist and involve NPCs that primarily appear in cutscenes. Aside from the Wishvale guys, most of the characters that are important to the main plot lines never actually join your party as playable characters. This probably sounds like a bad thing. Well, I can't deny that the storytelling is technically more flawed here than it was in the previous games. However, I think context matters. This is partially designed to be a fanservice game. You get to spend more time in world of the first Octopath Traveler game and recruit all the travelers from that game, among many new faces. The idea is, you can fill your party with anyone you want. In a game like this, it's impossible for every playable character to be a major character in the story. The guys from the first game are here and are playable, but this story is not theirs. Is this inherently a ludonarratively flawed concept? Maybe. The important characters in the story do tend to temporarily join as a 9th party member controlled by the game. It works quite well, and can really add to the hype in boss battles. I think they figured, if these characters had instead been playable but optional to use, it would have been pretty anti-climactic narratively if you chose not to use them during their own story. And they couldn't have forced you to use them because you're already forced to have your created character in the party. They didn't want to force a second character onto you because that would defeat the entire purpose of letting you use whoever you want. When you think about all of it, it completely makes sense. But also, since most of the important characters are not playable, I think they had to hold back a little bit on the story, because a masterpiece there would have felt wasted on unplayable characters. What's crazy though is that despite this, the story is way more engaging than I feared it would be. There are some truly memorable, emotional moments. There's definitely unremarkable filler too though, so it's nice they added a fastforward button for that. To elaborate on that last bit, I think some of the cutscenes sometimes felt slow or pointless. For example, when you've already clearly established through their actions that the antagonists are irredeemable and exist only to bring about suffering, at some point I just wanna go and pulp them. If a cutscene isn't giving me a reason to re-evaluate that, some interesting lore, some hype dialogue, some real tension or at least something entertaining, then I'm probably gonna want to fastforward or skip it. I wouldn't say it happens often enough to be truly annoying though. For the sake of being informative, there are still multiple separate plot lines in this game, which don't really intertwine. This aspect of the storytelling, which some players called disjointed or bad in the previous games, is still present. It's like that by design, but yeah. The other thing to note is that if you've played the previous OT games and didn't enjoy them because your party members don't interact much with each other, you probably won't like this game either. I say "probably" because I do feel Stia and Phenn got a ton of screentime together in the Wishvale cutscenes, so if you use Stia and Phenn in your party like I did, then you might feel like this game fixed that aspect a bit. But don't expect characters to interact with the stories they aren't personally involved in, which is basically all of them. Thankfully, none of that flawed stuff ruins the game for me at all. In fact, most of these flaws are either minor, or completely irrelevant to me because they are necessary for the game to function in the way that it does, which I enjoy. I felt very close to Stia and Phenn, and I'll always love Tressa. That was my frontline for most of the game. I really enjoyed my party. The narrative flaws can't be a problem when the playable characters are characters that I love and the enjoyment of the game primarily comes from the exploration, RPG mechanics, boss battles and most importantly, just the vibes man. Yes, the music, the enjoyment of being in those towns, in that world. The story just gives context to it all, and some of it is great. But a game this fun to play and exist in just doesn't need a perfect story. It's about the full package. Of course, your mileage may vary. I don't know what you like. But this is my review. In some ways, I felt this Octopath game was the best one at fulfilling the series' ultimate vision, which is being a non-linear turn-based JRPG. You're able to choose exactly who you recruit and when, where you go, and the only thing stopping you from running straight to the furthest city on the map is your level, a.k.a your ability to not get pulped by monsters on your way there. This was always the soul of Octopath, and now the sheer amount of characters you can recruit in this game makes it feel even more like you built your own little squad. Or big squad, I should say. You can bring up to 8 characters at once into battle in this one, and it makes the combat even more fun. I should probably say, the game is not very hard at all, but I think that's a good thing. If the game was hard, it would just make less builds viable. This just lets you do challenge runs, make more creative builds, etc. I'm not of the opinion that an RPG needs to be hard to be fun, quite the opposite really. You also have more freedom in how you build each character now. Instead of choosing a sub-class, each character instead gets extra slots to equip almost any skill that exists in the game. You find them in various ways, but one of the ways you can get these equippable skills is by learning every base skill on a character, and then you can "master" those skills, which creates copies to be equipped on other characters. To put it simply, you can basically create your own sub-classes now. This has a huge beneficial impact on the gameplay and roleplay. Although, it's not like it was worse before, just different. The downside to this new freedom is that now each character only has their default outfit (except your created character). But this opens up things quite a bit. I actually enjoy how each Octopath game has had slightly different gameplay like that, it keeps things fresh. MORE IN THE COMMENTS
ストーリー重視のプレイヤー視点です。 『総評』 絶対にエンディングまでプレイする自信があるのであればやった方が良い 単純に面白いターン性RPGをやりたいだけであれば、これに何十時間も浪費するくらいならオクトラ3を待てば良い。流石にこれより酷くなることはない。 『詳細』 序盤のつまらなさが致命的で、トロフィー獲得率を見ると全体の4割がそこで脱落している。 しかし終盤に入ってからの面白さは過去作随一で、エンディング到達率が特別低いというわけではない。 タウンビルド要素によって最初の20~30時間は追加要素なども開放されない、 プレイアブルキャラクターが30名以上いるのにそのほとんどがメインストーリーに絡んでこない、といったオクトパストラベラーの良さと正反対なシステムがゲームとしての質を大幅に下げている。 プレイ時間が20時間を超えてくると、ストーリー含めあらゆる要素がだんだん面白くなっていき、50時間到達時点ではプレイの幅も大きく楽しいゲームになっている。 開放されるシステムはオクトラ1、2にあると便利だったものばかり(特に訓練場とダンジョンへのファストトラベル)なので、最終的なゲームの楽しみ方の幅は過去作から大幅に向上している。 戦闘システムは過去作から進化しておりオクトラ1、2より正統に面白くなっている。
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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