
Eight travelers. Eight adventures. Eight roles to play. Embark on an epic journey across the vast and wondrous world of Orsterra and discover the captivating stories of each of the eight travelers.
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.
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.
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
Genres
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 1077 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
If you're a fan of pixel art, you'll love it. If you like cohesive stories, you won't. Its combat is its strongest point; it's addictive and the game's art makes it memorable. However, there are eight different stories and you'll only see their connections in the endgame. It might seem obvious, but use the compass in the corner of the map; it's your best friend for finding the subclasses. Experiment and create your own formations. It's not a bad game; in fact, it has very beautiful moments, though most are somewhat cliché. Think of it as tales of eight people. Pick the story you want and accompany them yourself, because their companions won't do it.
如果没有促销就不要购买,现在50的价格也只能说是勉强能接受而已。他的本质是非常传统的内容很少的日式rpg,即便如此也是劣等。我可以说他远远不如最终幻想5。他的亮点在于在2018年设计出了一种新的美术风格。 其次我记得它支持dx10显卡,最低配置可以算是gts250,虽然那样颜色和特效会打折扣。 这个游戏的帧数锁死在60帧上限,我记得低帧数会影响游戏速率,因此修改这一点应该不容易,我也没找到补丁。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 19: 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): 4.29/day in the week to Jul 30 → 12/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 2,404 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*, French, Italian, German, Spanish - Spain, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
劇情非常之普通,八個路人之間的故事,角色支援技能類似,感覺硬要,玩了100小時以上,除了煩沒有特別的想法... 我覺得他真的不值這個錢,當初半價買的都覺得虧..
八方旅人或许算不上剧情跌宕起伏的神作,甚至整体节奏显得平淡从容,却用最朴素的方式,塑造出一个个有血有肉、鲜活立体的角色。八位主角,四段交织的命运,通关片尾曲响起时,一幕幕按自己攻略顺序闪过的 Boss 战画面,瞬间把一路的冒险回忆全部勾起,真的格外动人。 它的故事未必宏大惊艳,可地图上的每一个 NPC、每一段支线、每一处小任务,都有着属于自己的归宿与温度,让人真切觉得,他们就在另一个世界里认真生活着。这些故事里有无厘头的趣味,有不经意的温暖,也有让人会心一笑的温柔瞬间。再加上无可挑剔的配乐,让这场平淡却真挚的冒险,变得格外难忘。
剧情是找小学生来写的吗,打游戏几乎不跳剧情,特别是rpg,但是玩这个游戏不跳就是在浪费时间
pretty asf ! !
É um bom jogo, principalmente referente a arte relacionada aos bosses que te deixa ansioso para ver o próximo, exceto a Primrose, a história dos personagens são aquelas mais clichezinhas n acho ruim, gosto de um clichê se bem aplicado Não gosto da forma de up dos personagens, em que apenas os que estiverem na equipe (4/8) ganham XP, deixando os outros em determinado ponto completamente inúteis, o que fez com que eu nem me importasse com os demais personagens do jogo exceto as que eu utilizava, infelizmente Mas em um geral é um ótimo jogo, pra quem quer algo mas tranquilo, de boa, o jogo passa uma sensação tão relaxante enquanto jogo, que dá até um descanso extra após um longo dia de trabalho e esforço
I wanted to like the game but i jaust cannot. The stories are blander than a wet cardboard someone ejaculated over. I dont care, after the first 2 character intros i started skipping them. The only way to not be stuck at sponge bosses is spending your time googling and twerking for that sweet 0.1% 100x EXP boost. what moron thought this was a good idea? ♥♥♥♥ must go so hard if you are dumb as ♥♥♥♥.
一、战斗系统贵在“简单有效”,“做加法”是愚者所为: 一做加法,就必然陷入“玩家到底要挨几下巴掌,才能换到一个枣子”的问题,即使不是因为“设计师表演欲作祟”,总不能大幅降低游戏难度——对游戏公司是“成吨研发资金换来一个臃肿的系统”,对玩家来说就是“眼花缭乱一通操作,伤害可能还不如250”。 “弱点”貌似“很有策略性”,如果它只是简单的“用对攻击手段就能增加伤害”,那我承认这个设计很棒。 但是哪有这么简单: 1、哪怕在能够顺利快速破防的情况下,普通战斗都需要三四个回合,可想而知怪物肯定被偷偷加了血量。 2、充斥着大量“带了N层护盾”的怪。 3、护盾没有衰减,破防状态只持续一两回,没被打死就自动恢复成满盾——boss战更离谱,盾越打越厚。 一旦“弱点”对应的攻击手段不能同时满足“群攻+多段伤害”,怪物又带了三四层以上的护盾,那么你有福了,小怪都能轻轻松松打出“boss战的史诗感”。 “弱点+常态化高强度护盾”实际上就是设计师给怪物安的“锁”,不管装备多好伤害多高,都得老老实实先解这把锁、先跨过这道硬门槛再谈输出。 二、剧情稀碎: 编剧压根就没好好写剧本,八个故事往八个方向发散,“过剧情的时候是一个人,打怪的时候掏出一堆人”没有任何合理解释。 为什么不设计成“主角从一个小事件开始一路旅行,在旅行过程中结识不同伙伴,在互相插科打诨、一起解决不同事件中不断加深同伴情谊,最终面临终极挑战”。
Pretty much perfect as what it's meant to be. Everything from the graphics, to the mechanics are all an homage to snes era JRPGs in a way that highlights it rather than replicates it perfectly. It also imports shortcomings from that era, but not to a hugely detrimental degree and I think their inclusion was intentional as part of recreating the genre. The only full negative is the game's length could make in inaccessible for some. The intro is longer than most games.
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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