
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.
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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
[h2]当時は良作だったのだろう。が令和の今改めて買うべきかというと…[/h2] ※当方プレイ状況:プレイ時間80弱、裏ボス、マップ踏破、サブクエ完遂。 全弱点解析、全アイテム取得レベルまではやりこんでおりません。 周囲の評価も高く、実際にゲーム自体は一般的にやりきったと言える程度には楽しんだが、 正直心に残るゲームかといえばNO。当時は斬新だっただろうし、某HD2Dほど調整が酷いというわけではないが、キャラが多い分ストーリーが薄味で、戦闘も極々一部の超高難易度連戦を除き作業感が強かった。 HD2D作品かつストーリーに重きをおかず、サクっと楽しみたいのであれば買う価値あり。
The amount of random encounters makes this game genuinely unplayable. If you want to explore around you will get punished by it with battles with some low level trash mobs every 5 seconds you walk completely ruining the flow of the game. You will then have to use your AOE skills to clear said mobs in a few turns and walk forward. There is no thinking or skill involved in those fights. Just mindless time waste. I would be fine if there was ONE fight on the way to every treasure chest but the fights are not set in place that way. Instead the game spawns random encounters every 5 seconds you walk NO MATTER WHERE YOU WALK. I'm just praying when I walk that the game would have some kind of cap for encounters in an area when I have fought the same fight 20 times in a row but NO. I can walk back past the EXACT SAME SPOT where I just had a fight few seconds ago and I'm thinking surely there would be no enemies when I just killed them... BONK!! ANOTHER FIGHT. IT FEELS LIKE GETTING HIT IN THE HEAD WITH A HAMMER. Why couldn't they atleast make certain spawns for mobs where they then would not fight you again after you killed them on that same spot. That way clearing the way to a treasure would mean that you get to enjoy a silent walk back. Forgetting to check some secret behind you would mean getting to walk back there in peace and only getting new encounters when you go to an unexplored spot. I genuinely don't understand how this game got past playtesting the way it is now. I would want to like it for the aesthetic and nice fantasy world but I don't think I'm even going to finish the game if it's going to be like this.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
[h1] 难以下咽 [/h1] 目前的游戏进度:10小时收集刚完8个角色 先说优点:画面看着舒服,游戏的给的战斗数值体验也感觉比较丝滑流畅,没了。 对我来说难以下咽的点: 1、角色扮演的角色没有意思。8个角色都是交代背景——发生意外——去副本——打败新手村BOSS—决定出发,整整做了8遍公式实在谈不上是什么好的体验。其次角色对话由于只做了像素小人,感觉不到情感表达,哪怕RPGMAKER的劣质小黄油好歹都会做点表情差分呢。然后是8个主角直接毫无交互,全是独立剧情,说是队友,实则不熟,感觉为了凑8条线太刻意了。 2、角色的特色技能同质化,感觉很没诚意,比如商人和盗贼都是从NPC那获得装备,药剂师和法师都是探消息,舞娘和圣女的技能都是招募NPC(圣女我没用过技能,看到界面和舞娘是完全一样的),药剂师探完后把法师的选项直接打勾,直接挑明把一个技能塞给了两个角色,态度就不是很端正。 3、战斗体验太古早了,地图暗雷进战斗频繁,法师角色辅助技能降低50遇怪率真的给我气笑了,原来制作者知道遇怪体验是负面的啊;逃跑脱战不是100%成功,一旦脱战失败还惩罚角色罚站一整个回合白挨打;回复虽然廉价但是只能在城镇旅馆里休息,野外只能用消耗品和技能一下一下点就很麻烦。 4、支线任务体验糟糕,首先是任务指引不清晰,除了几个很明显的,大部分支线我都不知道怎么完成,烂在列表里就算了,地图上还高亮显示发布任务的NPC实在太碍眼了;其次找到对应道具后,支线也就讲两句话直接结束了,也没有什么有意思的展开,很无力。
도트 감성, 전통 JRPG로 구매 버튼을 누르게 만들었지만 정작 플레이에서 주는 새로움은 없으며 스토리의 전개와 전투 방식은 지루하게 만든다 옛날 방식의 턴제를 좋아하는 이들에게 좋겠지만, 호불호의 요소가 들어있는 게임 --------------------스포가 있을 수 있습니다-------------------- ▶스토리 가장 문제가 되는 부분이라고 생각됩니다 일단 8개의 캐릭터가 등장하는데 그중에 메인 캐릭터를 하나 선택하는 방식입니다 메인 캐릭터의 서사를 중심으로 이야기가 전개되는 방식인줄 알았지만 각각의 모든 캐릭터가 자기의 서사를 내세우고 접점도 딱히 없으며 8명의 캐릭터 전부 스토리를 진행 시켜야 하는데 스토리를 진행 시키기 위한 권장 레벨이 존재합니다 여기서 문제는 파티는 최대 4명까지 구성할 수 있으며 파티에 속하지 않으면 경험치를 얻을 수 없어서 그 캐릭터의 메인 스토리를 진행하려면 노가다가 필수입니다 캐릭터간의 접점도 특정 상황에서 버튼을 눌러야만 확인가능하고 내용은 영양가가 없기 때문에 억지 연관성 만들기의 대화이고 현재 파티에 속한 멤버와의 대화가 활성화 되기 때문에 파티를 교체하지 않으면 상호작용 대사는 보지도 못합니다 또 다른 문제는 이야기의 구성 문제입니다 보통 기승전결로 향하는 이야기와 다르게 8개의 캐릭터가 존재하기 때문에 기기기기기기기기승승승승승승승승 으로 전개되는 그지 같은 상황이 펼쳐집니다 여기서 저는 기 부분만 15시간이 걸려서 중도 하차를 결심했습니다 사건의 거대한 틀이 잡혀서 흥미진진하기라도 하면 끝까지 가볼텐데 8명의 8개의 예상 가능한 스토리를 보여주면서 느릿느릿한 전개방식에 더이상 손이 가질 않았습니다 ▶전투 두 번째로 중도 하차한 이유가 되는 전투입니다 약점공격으로 적의 방어막을 깍고 행동불능과 더 많은 대미지를 넣는 부분은 좋다고 생각했었습니다 캐릭터의 스킬에는 연타기가 부족해서 적들의 방어막이 깍이지 않고 권장 레벨 위로 올리지 않으면 캐릭터들의 체력은 허덕이며 체력을 이름표의 색으로 어느정도 남았는지 보여주지만 수치는 나오지 않고 아이템도 수치가 나오지 않아 어느정도 회복되는지 일일이 외워야합니다 스킬 또한 수치는 나오지 않고요, 부스터를 해도 똑같습니다 랜덤 인카운트 전투도 피로도와 스트레스를 유발하는 시스템이였습니다 물론 초반에만 그럴지 모르지만 게임의 흥미를 일으켜야하는 초반부가 게임의 진입장벽이되면 안된다고 생각합니다 ▶밸런스 여기서 말하는 밸런스는 전투 밸런스는 아닙니다 필드와 유틸성의 문제인데요 8명의 캐릭터가 같은 매커니즘을 발동시키는 기술이 짝지어져 있어서 고유 액션이 사실 4가지로 나누어집니다 문제는 같은 기술을 가진 캐릭터간의 기술의 밸런스가 맞지 않는다는 겁니다 마을 NPC로부터 아이템을 얻을 수 있는 [트레사]와 [테리온]을 예로 돈을 써야하는 트레사보다 확률이긴 하지만 공짜로 물건을 얻을 수 있는 [테리온]이 압도적으로 좋은 성능을 가지고 있으며 레벨만 되면 무조건적으로 성공하는 질문을 사용하는 [아펜] 레벨만 되면 마을 NPC를 합류시켜 전투에 쓸 수 있는 [오필리아] 전투를 거는 능력의 [올베릭]과 [한이트]는 마물만 사용하여야하는 [한이트]보다 당연 [올베릭]이 좋은 성능을 가지고 있습니다 거기에 [테리온]이 파티에 속해있어야만 열 수 있는 보라색 상자가 필드에 펼쳐져 있으니 파티가 고정적이게 되는 문제가 생깁니다 ▶편의성 보통 무슨 메뉴의 선택지가 나오면 바로 예 또는 아니오에 선택 커서가 나와야 하는데 한번 방향키를 입력해야 선택 커서가 나옵니다 너무 귀찮아요 ▶결론 턴제를 좋아하는 입장으로서 매우 긍정적 평가에 속아 혹하며 구매한게 잘못이였습니다 호불호가 갈리는 랜덤 인카운트 전투와 빈약한 스토리 캐릭터간의 심한 밸런스와 지루한 진행방식이 유저를 피로하게 만들었습니다 위 내용을 읽은 후에도 재밌을 것 같으신 분들은 60%세일을 노리시길 바랍니다
Started, stopped, and then restarted the game after nearly 100%'ng Adventures of Elliot. Generally enjoy most of the characters, the combat feels rewarding, and stealing items from every NPC is wonderful. Probably won't 100% the game but will be seeking out all endings and will then move on to OT2. Grab the demo if you haven't tried. Play Elliot if you haven't played that as well.
After spending over 100 hours with Octopath Traveler, I have mixed feelings — but mostly positive ones. The music is outstanding and never gets old, even after such a long playtime. The HD-2D visuals are beautiful, and each character’s story is emotional and memorable. However, the gameplay started to feel suffocating over time. The combat system is fun at first, but grinding and replaying content for all achievements became exhausting. Trying to 100% the game almost made me sick of it. Still, despite the fatigue, it’s a great game with a strong story and amazing atmosphere — just better enjoyed at your own pace.
[i]Land of the Bland[/i] Octopath Traveler starts with a very ambitious premise. We have eight characters and unlike other RPGs where the members of your party can have their own substories but do share the main one, here we're really talking about a story for each of them. These all occurs in the same world and yes, these members do form a party of eight along the way. This "party building" is done rather unnaturally, each member gets added just because of "You look strong" and "I could use an hand" reasons, although it's literally the first time they meet each other. Each character doesn't play a part in other characters stories, they will comment on the situation from time to time with some small event talk but that's it, they only participate in the battles. Setting this forced party thing aside, the main problem resides more in the quality of the stories. I noticed players having a very divisive opinion about this, because usually they argue that some of the stories are actually salvageable, but to me they all were incredibly [i]bland[/i]. The themes are rather common but the real culprit of this blandness is the execution. Most of the chapters go like this: reach new town → go to the tavern for info → find a lead → use the special ability of your character to progress → mini-dungeon until you meet the boss. The content of the stories themselves did have potential in some cases but the dialogues are not developed nearly enough to start feeling emotionally invested or even just slightly interesting in them. I'm not a player who drops games midway but I was really tempted to after the first batch of chapters, it was just incredibly tedious to go through and the combat and exploration as well were also rather... well, [i]bland[/i]. When this game came out I believe it was praised a lot for its new HD-2D graphics. These can be good at times but honestly I don't think they were for some small models, which felt like lacking detail and almost blurred. Maps in general felt really unoriginal and not fun to explore at all because they feel like a messy copy-pasted environment. Finding chests around wasn't fun either, most of the time it was a matter of sticking to a wall until you go through a passage you can't even see because the game doesn't even hint at it except for its position. The cherry on top, and I'm being sarcastic here, is the tremendous enemy encounter rate (which you can lower thanks to a passive skill, but then it's too low), which stops you every 6-7 seconds. Octopath Traveler is not all bad things. My playthrough was in fact kept alive by a couple of neat elements. First the subclass system, which adds a nice layer of depth to the character builds enabling for lot of synergies. Second, the game being actually challenging without grinding, which kept me going during a story chapter or dull dungeon because at least I knew a boss/challenge was waiting for me. Third, the special abilities each character can use on NPCs. These made going around towns fun. You can [i]Inquire[/i] them for info (you'll get lore, location for hidden items, quest hints, etc.), [i]Challenge[/i] them for drops and exp (and for getting into their houses while they're knocked out cold), [i]Steal[/i] tons and tons of items and equipment (there's a set % for successful stealing, don't savescum this because it makes the game easy) and lastly [i]Guide[/i] them with you in battle or to other places. These abilities are more often that not the solution to many mini-quests and are used in a quite clever way for that (although get ready to write down some NPCs info because you're never going to remember that one old man who lost his memory and which needs to be guided to the other part of the continent much later in the game). A bit of a spoiler-ish (not going to say what or who it is) info now to close out the review and if you want you can skip it, but the final boss of the game needs to be talked about. It feels more like a secret boss at first but then you find out [spoiler]it basically ties together all of the travelers stories and adds tons of lore info on each character story.[/spoiler] It's probably the best battle in the game and something I'd imagine the devs would want the player to find out at all costs but it's incredibly easy to miss. Luckily (or not) we live in the internet era so you'll probably forcibly hear about it even after putting the game down. Overall I don't feel like recommending this game but I'm not regretting my 90 or so hours on it either. I regret not skipping the story dialogues a bit though.
我实在不能理解,为什么“この娘”那么简单一句话能翻译成那么恶心人并且强行添加个人情绪的话?做不好自己本职工作麻烦在自己的阴沟里躲好
Beautiful game with a genuinely charming cast and a combat system that keeps you engaged, but the random encounter rate will test your patience in ways the actual bosses never do. Still worth it, just be prepared to fight the same three enemies approximately ten thousand times before you finish.
The art style is really nice, but the plot and characters are nothing worth investing in. Which makes every single interaction with the game feel like a grind to me.
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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