
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.
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.
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 1086 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
打过隐藏boss之后,我决定将之前给出的大大差评改成好评。 评价上的转变并非最终真结局带来了什么剧情上的惊天反转(尽管它确实在这方面有所努力),而是我终于意识到八方旅人所提供的东西和我原本期待的东西之间其实存在本质偏差,尽管我并没有得到我最初想要的东西,但他所提供的某些独特的可玩性,确实也值得我品味一番。八方旅人最初设计出八个角色也许确实是想要构建出一种盘根错节藕断丝连层层推进的剧情,但显然编剧并没有这种能力,过于分散、流水帐、俗套的剧情完全撑不起这种特殊的游戏框架,而游戏系统中要么冗余、要么缺失、要么左右互搏的设计更是比比皆是,所以当我打到第四章的时候,很容易得出这游戏真垃圾的结论... ...吗? 很感谢制作全成就攻略和孤独旅行者攻略的各路神仙,没有他们我绝不可能完美通关整个游戏。在我打完全部八段故事(其实压抑甚至有点病态的舞娘线我还挺喜欢的),枯燥地完成一个个支线任务(其实有些支线故事的编排还算可圈可点)的时候,净化之森的大狼就这么出现了。被它秒天秒地秒空气两口咬死之后,我才真正意识到,这游戏才刚刚开始,原来真正的羁绊并非存在于剧情层面,而是存在于角色自身的主职业和副职业,角色之间的搭配,辅助技能的选择里。最终boss不可保存的十连战,更是时刻提醒我需要在战前进行认真规划,战时仔细考虑出招、攻击顺序、是否破防,以避免“大侠从头再来”的悲剧。而一次精妙的安排,不但能大大提高战斗的爽感,甚至能实现以超低等级打败最终boss的神仙操作。哦,原来这是一款战斗向的游戏。 总之,八方旅人也许并非一款杰作。但,就,还蛮好玩的。
Je le recommande fortement, une vraie pépite, autant le scénario que le gameplay
Media

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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
白天偷晚上抢八方旅人 画面夯音乐棒像素的神
very shallow game. i can see why people don't like this game. pros: - art and vibes look pretty nice. - jobs/skills/abilities have some interesting design and thought around them - has the bones for a good game. cons: - character stories uninteresting and don't overlap with other characters. - voice acting is rough. - exploration/map rewards are meaningless. as are most npc interactions even when using character abilities or talents. - combat seemed like it could be good but the game auto-scales the same enemies with how many characters you have + story checkpoints. very lazy and shallow. that enemy you killed with 1 shield now has 7 shields and way more health. exp rewards are a bit low too unless you are killing the cheese exp enemies. - feels completely hollow and boring because you're copying and pasting the same pattern/story-arc and multiplying it by the amount of characters in the game. - level/scaling is a mess but still a very easy game overall.
그래픽과 브금 보고 하는 게임. 기존에 전사, 마법사, 힐러 개념에서 일반 직업 = 약사, 소매치기, 상인, 학자, 신관 이런 개념으로 접근한 RPG 라서 특이했지만 반복 되는 전투가 너무 평이해서 게임 볼륨에 비해 자칫 지루해질 수 있음 아닌가? 내가 나이 먹어서 그런가? 그래픽은 독특했음. 카메라 앵글 보는 기분. 브금도 들을만 했음. JRPG 추억이 있는 게이머라면 뽕맛을 느낄 수 있음. 스토리는 글쎄. 내가 나이 먹어서 그런가? 너무 뻔하고 유치한 내용이라서 지루했음 결론적으로 한 10대~20대 게이머는 충분히 즐길만한 게임 반면 30대~4, 50대는 기존에 해 봤던 게임(파랜드 택틱스 기타등등) 반복하는 경험이 없잖아 있어서 지루한 감이 없잖아 있음. 그래도 왜 이 게임이 잘 팔렸는지는 납득감
Awesome music 9/10, good battle system and isn't too slow, enemy sprites are awesome, build customization for your characters so there isn't really any character that you cant make work, a bit grindy but there are ways around it and playing normally through all the characters stories you dont feel the grind that often, and if you wanna brute force content you can to an extent by rolling for better item's than you'd normally have access to with a character's ability. Story is pretty baseline for most of the characters but for having 8 protagonists it's not bad. Solid 8/8
W
舞娘的曲就是神
Grew up on Square in the SNES era, but just couldn't get into this game. Story felt flat and the side quests dragged.
It's obvious that the graphics caught our attention, and the game really delivers in this aspect. The environments, combat animations, and boss designs are incredibly eye catching. The soundtrack is pretty good too as they fit perfectly into both the emotional scenes and the combat sequences. I also really loved the concept of secondary jobs, which allow you to experiment with different builds for each character. It gets even more fun once you unlock the four endgame classes. Now, coming to the weakest point of the game, the story. Each character has four chapters, and I can confidently say that for most characters, the first three chapters are super boring. There were times I wanted to skip them, but I didn't out of fear that I would miss important details. What makes it worse is that the stories don't seem to have correlation with another. At least until you reach Chapter 4, where you finally start to connect the dots between them all. Still, it is really hard to stay invested during the first three parts of each character's journey. Overall, it is a fun game, just don't expect the first 50 hours of the gameplay to have a compelling enough story to keep you hooked.
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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