
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best CN #57, worst JP #96 · 2 markets collected
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



Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $23.99−60% | 17.5Kreviews | 93% | — | $17.4M |
| $59.99 | — | — | — | 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.
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 1362 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
强烈推荐第一次玩jrpg选择这部作品,无论是h2d的画风,各种配乐,还是战斗玩法的合理性上,本作都做的非常好。但是暗雷机制以及部分剧情可能缺乏合理性(点名批评我的爸爸是我的爸爸生的),国产的逸剑风云决这一点就非常好。总而言之,如果能接受这些小毛病的话,歧路旅人2还是非常推荐购买的
抖M人才会喜欢的游戏,糟糕的强制暗雷机制烦不胜烦,本来玩游戏是放松的,这搞的走几步就要强制战斗。不打个十几把你都走不到目的地,其实就是想强行增加游戏游玩时间,搞的它游戏内容很多似的,不知道这游戏咋来的高分,爽完不了一点。不愧是本子的游戏,脑回路就是有点毛病,能想出来这机制的人tmd就是个纯沙比。给这个游戏打好评的说句不好听的自适应能力是真强,我个人是真的佩服!太适合买SONY手机了!
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $17.5M | 26.8K | 60% | $24.99 | |
| $17.5M | 115K | 78% | $9.99 | |
| $17.2M | 31.9K | 90% | $29.99 | |
| $17.6M | 23.7K | 44% | $39.99 | |
| $17.2M | 48.5K | 89% | $13.99 | |
| $17.6M | 51.6K | 91% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 17.3K | 85% | $17.99 | |
| $67K | 275 | 79% | $12.99 | |
| — | 0 | — | — | |
| $700.2K | 5.2K | 83% | $7.49 | |
| $84.6K | 538 | 80% | $8.69 | |
| $109.4K | 100 | 91% | $17.49 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 30: 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): 9.14/day in the week to Jul 30 → 18.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
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, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
真的好玩,一气之下入了全系列。开始期待3了
HAY VCL
不好玩,相比一代负升级,麻烦的多了。
요즘같이 3d 오픈 월드나 엘든링류 같은 게임이 난무하는 가운데 도트 게임은 오래된 산물 일수도 있다. 그럼에도 도트게임을 찾는 이유는 예전의 향수도 있고 그 안에 좋은 스토리도 존재하기 때문이다. 많은 게임을 하다보면 스토리가 왜 이래? 더럽게 지겹네 길다 이런 안 좋은 평이 나오곤하는데 이 게임도 짧다고는 못 하겠다 하지만 스토리에 푹 빠져들어간다. 개인의 스토리가 끝나고 나면 엑스트라 스토리가 있는데 거기서 한번 더 충격을 준다. 오래간만에 스토리로 까기 힘드네 라는 게임을 해서 너무 좋았고. 명가는 명가인것 같다
非常推荐这个游戏,之前一方50确实有点定价过高,现在调价加打折,很可以了。 JRPG的佼佼者,剧本方面有点弱,但是演出可以给到顶级。美术风格很独特,很精致的像素风,音乐方面可以说是最强,音乐的配置甚至超过了很多3A,比如说你玩过很多3A,通关之后意犹未尽,但是可能对音乐没什么印象,而这个游戏你玩多了之后就是那种,晚上做梦都会梦到曲子的程度…… 战斗方面,其实没什么好说的,基本思路就是削盾之后爆发,战斗没有给你出难题,你能选择的思路非常多,有八个人物,但是每个人物可以带副职业,然后还有几个隐藏职业,所以排列组合起来还是能挖掘很多玩法的,不过后期基本上都是秒了,也就boss战要动脑筋。 攻略方面,开局的角色是不能动的,要做完主线才能改,所以第一个角色,最好是选辅助,虽然一开始有点难受,但是你到中期会发现,辅助位万金油,对你的组队影响是最小的。不过很多人对辅助的定义都有自己的理解,像舞女、神官、商人、药师,都偏辅助,但是也可以当输出核心玩,而学者的三系法术机关枪按理说是法系主C的定位,但是他机制上,能看怪物弱点,能减遇到怪物几率,是机制上减轻你游戏难度,而且拿npc东西打赢就能全拿,很多其他职业要高等级才能拿的东西,你学者开局能硬练学者的等级练上去然后强抢,也是机制上方便你发育。看你喜欢。舞女前期拿NPC东西只看等级,魅惑NPC当打手是概率,你可以凸概率拐一个强力NPC,完美度过前期,算是机制上给你逃课。商人能传豆,直接以传豆为核心构建一套万金油打法,两个队友破盾,商人传豆给主C,破盾成功后不看克制了,伤害都是增伤打满的,主C满豆放大招,基本上前两轮可以秒一切,所以商人开局也省事。而猎人越级拿宠物光兵,盗贼凸概率偷装备开局,舞女不可思议跳舞技能刷100倍经验,就是纯逃课了,这里就不谈了。 游戏剧情很弱,可以理解,因为群像剧就是很难写,不是galgame,没有那么大的文字量去塑造,而且galgame写四条线,每条线都要写十几个小时去塑造人物,八分直接写八条线,但是每个线只有五章去塑造,要讲好每个角色的起源,突出矛盾,解决矛盾,还要想办法揉到一起,对笔力要求很高,我有那个水平,我去写水浒传了。只写一个角色,你就会发现给的空间很充裕,回归到传统的讲好故事,故事驱动游戏的模式。而且很明显产量不够,光是每个角色五章剧情,假设素材不复用,最优解是一章出一个新地图,而且每个地图做好不同风格的小怪配置,灵活组队去闯关,实际上根本做不到,最后就是剧情向产能妥协,砍地图,然后也就要砍剧情,你就感觉八个人,命运的交织感不够,他只能勉强分别讲好每个人的故事,无法讲好“我们的故事”。 我的感觉就是,如果有其他人想学八方做这么多人的JGPG,不要做八条故事线,想一口气吃饱,你就会吃不下,老老实实的就做一条主线,队友依次出场,一个一个收,对应的地图战斗设计就能按依次登场的人物特性来设计,中间甚至可以设计人物离场,设计角色背叛站到对立面,逼你去探索组队套路,这样节约了地图资源等产能,八个主角的羁绊感也会更强,当然,这样其实对于剧本的要求会更高,但是比现在的剧情模式要好,可以参考水浒传是怎么写的,你不用写那么多人,你只要写好八个人,八个人不可预测的命运之舞台。
I was wondering if I should play 0, I, or II first, and I decided to finish this, and wow, what a game, what a story, what an adventure! The last game I remember playing with this kind of classic 2D charm was Lunar 2: Eternal Blue. This game just gave me One Piece, Odin Sphere, and Radiata Stories vibes.
史上最被低估
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.