
This game is a brand-new entry in the OCTOPATH TRAVELER series, the first installment of which was initially released in 2018 and sold over 3 million copies worldwide.
Modeled estimate, not a reported figure. How we estimate →
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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, Japanese*, Korean, Simplified Chinese, Traditional Chinese*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 607 reviews with recorded playtime.
Reviews
Themes across 607 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
Octopath Traveler 2 is a game that ended up being a surprising disappointment to me, particularly given the general reverence folks have for it. I played the first Octopath Traveler and loved it quite a bit; the art style, presentation, breadth of content, battle system, and novelty of the character story system all worked for me quite a bit, and I sunk a lot of time into it including preparing for and beating the optional true final boss. I was prepared to enjoy OT2 as well, but while there are some things that do work better here, I found it ultimately hard to enjoy and put it down after only completing my main character's personal story. Octopath Traveler 2 follows the basic setup of the first game; you've got 8 heroes to recruit, selecting one as your main character (locked to your party until you complete their personal story) and recruiting the others with a minor amount of world travel. Each character's story is divided into chapters and sub-chapters with unique events and content. The main characters also have a few unique traits/abilities independent of the relatively standard job system the game offers, such as Ochette being able to capture and use monsters in battle. They've expanded and tweaked this a bit from the first game, both in terms of mixing and matching the various out-of-combat abilities across the character pool in a more varied manner, while also doing some actual work to make the characters feel more like a party and less like coworkers who have no particular interest in each other. This manifests in a broader set of conversations that can crop up during various questlines, as well as a series of extra quests that pair two of the group up to go through a separate, shared story. It's not much, but it does make the whole thing feel less lonely. Also like the first game, Octopath Traveler 2 does excel in terms of presentation. The house HD-2D style that the series pioneered is back and still looks great. The voice acting is solid. The music is fantastic. It's a game that puts a good foot forward. Where Octopath Traveler 2 lost me, however, was in its balance and its gameplay. It so happens that I picked a particular main character (Throné) with an extremely strong buffing passive that triggers in nighttime battles. She also starts in a town a screen away from a new job unlock with a free and strong all-enemy attack, and also starts close to another character (Temenos) who has a complimentary nighttime enemy debuff passive. Without actually intending to do so, my choices at the start of the game meant that random battles were trivial - yet no less frequent - and gameplay was dull. The lack of engagement from the battle and combat systems meant that exploring areas was boring as well (continuing the trend of the first game largely having one path with 2-4 treasure chests located just off to the side in each screen). The fact that battle choices were effectively non-important also exposed a problem with the job system in OT2, which is that, much like the first game, jobs are boring. The interesting things the characters can do are largely tied to their personal unique abilities; jobs serve as a template to bolt a few weapons onto and have a handful of useful abilities and a larger handful that you only pick up to learn passive skills. While the character stories were interesting enough, the tedium associated with roaming the maps and actually progressing them wore me down; it was 30+ hours into the game before I pushed into late-story chapters and zones with enemies that actually could stand up to more than a turn and a half of attacks, and by that point the game had lost me. Ultimately the things that OT2 does better than the first game did not outweigh the tremendous tedium and balance issues that it has. I was looking forward to another long series of adventures with a new cast and would have been happy to spend the time doing sidequests and pushing towards another true game boss challenge, but by the time the game actually gave me any sort of gameplay resistance or friction I had already put it down several times for multi-month pauses and settled for just finishing Throné's story and calling it a day. It's a real shame.
白天偷人八卦,痛殴路人,偷天下万物,撒娇崩老头,晚上诱拐未成年,给平民灌迷魂药,抢夺良民背包。 跟1代一样幼稚的剧情,无聊的回合制战斗。(这种剧情带入日本人又很合理) [h3]但这是一个好游戏(抛开剧情)[/h3] 它比一代优秀的地方: [list] [*]双人剧情让八恶人不再是各管各的搭伙过日子 [*]最终章自然合流,不需要像1代一样藏着掖着 [*]去除了那种必须要对应职业才能解的箱子 [*]潜力系统增加了部分战略深度(aoe变强效单体,单体变aoe,凭空bp点……)稍微琢磨下还是有点蘸都爽(但大部分时间不爽,可能我不刷级) [*]个人技能和部分战斗机制重做了,宝可梦可以无限重复使用。[strike] 药娘 [/strike]奶妈潜力爆发时候无消耗调药。剑士跟人比斗能白嫖技能。 [*]战斗2倍速,让我直接从昏睡玩不下去的1代变成可单次持续玩耍好几个小时,建议下次出4倍速和自动战斗(? [*]章节之间等级断层平滑,不需要大量无意义刷级(但是暗雷依旧让人不爽) [*]昼夜交替系统,npc不再是傻傻的木桩,而是傻傻的可变换量子木桩,同一npc日夜可能会携带不同的信息 [*]美术更美了,舞娘的舞蹈在像素的限制下生动美丽,动态光源的运用使战斗中被选中的怪物拥有crt显示器一般的柔和光晕 [*]副职业有新皮肤 [*]西木康智神力,同一个地点白天和晚上的bgm是同一旋律的交响乐版本和爵士乐版本切换,太妙了 [*]猫头鹰有全程配音,我还能说什么呢 [/list] 基于以上优秀的改进,1代中途退坑的该玩家,顺利的打通了2代。 但是作为RPG,一个JRPG,重要的除了战斗体验,还有我刚刚抛开的剧情。剧情整体的感觉总结起来: [spoiler] 坏人好坏!被主角痛殴之后,良心发现,真诚悔改!大家一起包饺子!! 坏人好坏!欺负主角,主角用爱感化,坏人真心悔改!!大家一起包饺子!! 坏人好坏!几乎要杀死主角了!但是主角有爱的力量!!!!主角活过来了!!!杀了坏人!世界和平!!! 坏人好坏!坏人好像是你爸诶!诶不是,你爸是更坏的坏人!全杀了!! [/spoiler] [h3] 好评,不推荐 [/h3] steam的评价系统是基于推荐和不推荐,而不是好评或差评或打分。 评价是基于主观的个人体验和感受, 每个人评价标准不同,我愿意因为它比一代好给出好评,不代表我推荐所有人入手。毕竟评价是我的,钱包是你的,se(superExpensive)的定价摆在那里,宣发时HD-2D的像素美术和优秀的西幻配乐确实吸引人,但本作的剧情对于现代习惯了强逻辑深度叙事的玩家来说可以是精准踩雷。当然如果你能百元以下购入我还是相当推荐的。 这一作进了hb六月包,远低于史低,该玩家以为自己血赚的时候,打开游戏机惊讶发现它也在xgp里。。。
My first JRPG in decades, it's been a blast discovering the world, characters and story. Tons of content, currently at 20 hours and barely scratched the surface. Plays perfectly on Steam Deck! If your looking for a discount, It's part of Humble choice for $20 CDN this month (June 2026).
I'm a fair chunk of the way through the game, and I've got two thoughts: Mechanically, this is a fine JRPG with some interesting ideas. Storywise, it's a dud. There's genuinely an order of magnitude too much dialog, and I still don't know where I'm going or why. I ask myself if I'm going to finish it, and then I wonder... what will that consist of? Just running out of disconnected stories? Will there be any culmination at all?
白天偷晚上抢扒方恶人,画面顶音乐夯像素的神
如果说60元的价格 跳过所有剧情 那么这是一款满分10分拿6分及格分的游戏 但是如果你是一个看完所有剧情的正常人类,这游戏只能给到0分 日本人做的悲剧都有一种形式大于意义的荒诞感,他们往往是先构建一个非常悲情的场景,用狗屁不同的逻辑试图给他圆回来,然后你就会发现本质上人物所有的行为都是在为这一场景做铺垫 举个简单的例子 他会让一个人在星期四的kfc里面当着所有人的面吃屎 就是屎 从厕所里不知道谁拉出来的 很恶臭 很恶心的人类粪便 然后再和你解释 为啥这个人要吃屎 可能他有异食癖 可能他心情不好 可能那天的kfc不新鲜 但是这都不能直接解释这个人为啥要赤石 然后你就明白了 赤石的不是屏幕里的人 而是屏幕外面试图理解这种恶心人行为的自己
垃圾剧情,玩到药剂师那地方真恶心人,狗屎剧情是人能想出来的?
This game is an interesting experience. I play on a mix of PC and steam deck so the game time is off, I've got around 30 hours in the game at this point, which means I enjoyed it but.. I'm also done at this point. I think I've had enough of it, and I just don't feel enough draw to the mix of stories to keep going. One or two of them I do wish I could see through, but to do so you have to do so much work on the other ones and it just isn't worth it now that I've gotten what I feel like is the most out of the experience. I may try Octopath 0, which seems a bit more direct in that you get one character and optional teammates and a home town it looks like... I think that may actually be more interesting than this. From an art, animation, and sound design perspective this is an absolute masterclass. One of, if not the, most visually and audibly pleasing JRPG games ever. Everything down to the way characters wink and point is modeled in the most cute art style that contrasts with the often very dark story playing out. It's really awesome. The story is where it gets unique... this is 8 different stories. I know, I know, they wind together towards a single ending but that's really not most of the game... most of your time with this game is spent "story-switching" in your head. You follow one chapter of one story and then jump around to a chapter in a totally different story. Each of the stories are very unique... though they aren't all very good. That said, despite whether you like them or dislike them, there is a mental cost of "task switching" that takes place here and makes this game sometimes a bit exhausting to play. You can't really just get into the story because it radically changes on you so often. Story-wise for me... 2 of the 8 are top notch. 2 more of the 8 are really good. 2 more of them are ok. The last two... wander between bad and "oh my lord please just stop already." The combat is fun.. it's definitely got enough bite to it for you to dig into. The combination of characters you use can really change up your tactics, and I expect most people run all the characters in parallel. Which brings me to another point... all 8 characters are available as your "main" character. Whichever one you pick is one you will have the entire game, while the others you can switch in and out (once you collect them). You still get to play all 8 stories out, but the consistent party member is whichever one you took to begin with. Boss fights in this game are... unfortunately... where it is weakest. The boss fights are not good at all. They are long, boring, grindy, spongy slogs with very little interesting going on. It's basically just a normal fight, but the boss is larger and has some massive unknown number of HP. So you kind of just... grind away. They also tend to have abilities that mitigate their break weaknesses which is more tedious that it is fun. There were a few boss fights I had that.. even though I won on the first try... they just slogged on for SO long that I wanted to quit the game after. And there's a boss at the end of every chapter.... that's quite a few bosses. But I mean... I guess it caps off the story point, I just wish they had figured out something more interesting and less spongy. I am playing this out and do intend to finish, even the stories I'm not as fond of... though admittedly you don't strictly "have" to do that, it really does just work out better if you do. Overall though the quality of the game is general is just so high that it makes up for the mostly minor frustrations.
I love the turn-based combat and the party skill mechanics, easily the strongest parts of the game. The combat stays fun throughout, and experimenting with different party setups is kinda fun. What I didn't enjoy was the story. It's average, with Osvald's storyline being the only one that truly kept me invested. The party chemistry also felt lacking. For a party-based RPG, the characters barely interact in meaningful ways, most of the interactions are just short, random conversations that aren't engaging enough to make me care about the characters as a group. Also what frustrated me the most was the encounter rate. Every 5–10 steps, I was fighting the same enemies over and over again. Instead of feeling rewarding, exploration became exhausting and overly repetitive.
玩到最后竟然舍不得通关了,舍不得这场8人的旅程......没想到结局动画把离别做得如此感动,好游戏!!
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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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