
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
playing this *after* playing octopath traveler II absolutely ruined this game for me. octopath 1 is veritably primitive compared to the 2nd that i honestly can't recommend it at all. the storytelling isn't even childish it's just banal. the gameplay is rough around the edges. the locations are just plain boring and generic and the battles are repetitive and formulaic. even the visuals are shockingly weak compared to 2, as the ui design is duller and clunkier. i hate to admit this but the HD-2D-ness of the art style is more of a detriment than i would've imagined, normally i find the style charming. it's -very- clear that this game was experimental and while i'd like to give it a 'thank you' for walking so that octopath 2 could run, i can't in good faith recommend anyone actually give this one a shot. i'll keep pushing myself through it when-so-ever i'm bored, but lately every half-hour i think to myself "i'd rather be playing 2 again. i miss my friends from 2." in my opinion there's just very little here that matches what its reputation suggests... octopath traveler 2 on the other hand is a beautiful game, go play that instead :)
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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 2,402 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
I liked this game. Loved the art style and the music and the surprisingly mature stories for each traveler. I was expecting their stories to all come together much more than actually happens. This title will really try your patience with the lack of direction. I have plenty of time to spend playing video games but come on, the way side quests work just wastes your time for no good reason. Have fun talking to every single NPC on every map. Collection achievements but no in game tracking? You can't even tell if you've been in a dungeon already or not. Having the true ending be an extremely difficult secret super boss behind an eight miniboss gauntlet with no save point wastes your time for no good reason. What's that? You thought you could use your team setup you've grown accustomed to during the entire game? LOL, no, you have to go back and grind your B team up in level and give everyone the min/maxed jobs and gear. Absolute ♥♥♥♥♥♥♥♥. Let me rebind keys how I want. I really hope they adjusted some of this stuff in the second and third games.
很好
The final super boss is a piece of ♥♥♥♥♥♥♥. You spend an hour fighting a set of eight fodder garbage bosses before you even get the chance to attempt the real fight, start the first phase which takes forever to kill, and then get instawiped in the second phase before you get the chance to attack. It wouldn't be so bad, but they decided not to put a save before the fight so you get to redo all the boring trash again. Square Enix, don't do more super bosses. They ♥♥♥♥♥♥♥ suck. 3/10 Game gets one point for the music and one point for the artstyle.
好玩是好玩,但是感觉8个人没有太多的联系
[h2]An incredible JRPG that excels through flexible progression, a masterful iteration of a Final Fantasy-esque job system, and fantastic combat mechanics. While its story and writing can be a bit lukewarm at times, it offers an amazing adventure and thoroughly challenging bosses.[/h2] [h3]Story and Setting[/h3] Octopath Traveler features a very unique story structure. Unlike most JRPGs, players choose one of eight titular Travelers to begin their adventure and can recruit the others in any order that they wish (or not at all). Each of the characters features four unique chapters to their own unique story before all culminate in a single postgame finale. This story structure is a bit reminiscent of SaGa games and supports the general open structure of being able to tackle any story in the order that they wish, be that focusing on a single character to their conclusion or each simultaneously, though a byproduct is that each chapter feels a bit formulaic in the sense that they are all following the same build-up: Gathering information about the character’s current goal in a town, entering a dungeon, and defeating the chapter boss. This can be a bit tiresome, and each is short enough that it can be difficult at times to stay immersed in that specific story. https://steamcommunity.com/sharedfiles/filedetails/?id=3755099931 Another aspect is that, of course, each character can be a bit hit or miss depending on whether the player is specifically interested in that story arc, as there are only hints of the overarching threat to the world until the very end of the game. For instance, I strongly enjoyed Primrose’s story, whom I happened to choose as my starting character but who has comparatively little involvement within the greater scheme than, for example, Cyrus. Primrose’s story is personal: it is one of personal growth through a thoroughly miserable life culminating in a question of whether revenge is truly worth it, whereas Cyrus’ story leads him into uncovering extremely strong hints and connections to the true final boss of the game. This can make OT a bit of a slog for long stretches at a time and invites some story skipping of segments the player may not be interested in to the detriment of story cohesion. The overall quality of each character’s writing is also hampered by the comparatively short chapters, which simply do not allow any single one to develop in a way that other JRPGs would allow. Another venue of character development is party banter, occasional prompts for very brief conversations between characters that are currently in your party. Regrettably, mechanics like these are either very involved and typically tie into deeper systems, for example, Fire Emblem’s Support systems, or are woefully undercooked with only barely offering some flavorful dialogue during otherwise dry gameplay sections, and OT firmly falls into the latter category. Overall what remains is a somewhat formulaic JRPG story, tackling interesting themes with solid character concepts but also stumbling constantly along the way. My enjoyment of the story stood and fell solely on whether I felt invested in the core themes of each character, but I ended up missing a feeling of party cohesion and didn’t feel invested in the True Ending story once I unlocked it because of a lack of proper build-up. This fundamentally means that OT is a game with very high highs superceded by equally low lows, with its story strongly tied to whether you are also invested in its gameplay systems to actively want to challenge yourself after the conclusion of each character arc. [h3]Gameplay[/h3] OT is a job- and turn-based JRPG, meaning that each character comes with a base “class” they are locked into. For example, Primrose is locked to the Dancer, a support role, as per her backstory, and then unlocks the ability to choose a secondary job as the game progresses, which you can freely assign. This is a system that is directly tied to Final Fantasy, from which Octopath Traveler takes a lot of inspiration, and which I am a great fan of, as it allows for incredibly in-depth character and team-building. This also ties into character progression. You do not only earn EXP per battle but also JP (“Job Points”), which allow you to unlock active and passive abilities that can then be freely slotted per character. The fact that characters are locked to a main job felt actually very beneficial to the overall feeling of party progression, as it made me think more deeply as to which job synergizes best with the character I had in mind: do I move Primrose deeper into her support role by giving her another buff/debuff job, or maybe use her as a primary healer, for instance? On top of the job system, there are also both Path actions and Boost Mode to consider. Path actions are social abilities unique to each character. Taking Primrose as another example, she comes with the ability "Allure", which lets her attempt to recruit NPCs in town. Either to solve quests or to use them as Summons during combat. Tressa, your Merchant, comes with the ability to access any NPC’s inventory to buy personalized items from them. And Olberic, your Warrior, can challenge NPCs to combat to unlock guarded houses. This means that you want to also diversify your active party for exploratory gameplay rather than just combat effectiveness. https://steamcommunity.com/sharedfiles/filedetails/?id=3753947343 Boost Mode, on the other hand, felt similar to Bravely Default’s titular Brave and Default mechanics, wherein each character has an extra resource available to them that they gain once per turn and which allows them to buff their abilities to a maximum of +4 for strong effects and which can turn the tide of the battle immediately. This is all incredibly well-designed and is near the top of my favorite combat systems in this sphere of Final Fantasy-adjacent titles. However, OT also struggles a bit with balancing itself decently well. The game is insanely grindy and has some notorious difficulty spikes that will inevitably feel a bit frustrating as you progress. In addition to this, the game’s True Ending is, as mentioned, locked to a notoriously difficult postgame boss, which is also a choice that can lead to a bit of a sour experience, both in terms of gameplay due to the rather high difficulty and narratively, as the game’s ending is very abrupt and disappointing if you don’t pursue the True Ending. [h3]Graphics and Sound[/h3] OT kickstarted the trend of HD-2D Square Enix games, attempting to emulate retro graphics of the early Final Fantasy era (specifically I through VI) while evolving its graphical presentation through incredible spritework and graphical depth. I am personally a huge fan of this style, and it absolutely does manage to capture this very nostalgic feeling while also impressing with detail, especially when it comes to environments and boss designs. https://steamcommunity.com/sharedfiles/filedetails/?id=3754414049 The soundtrack is also among the best I have heard from Square Enix, as should be expected. From combat tracks like [i]They Who Govern Reason[/i] to environmental music such as [i]Victors Hollow, Jewel of the Forest[/i], OT is consistently a joy to listen to. [h3]Final Thoughts[/h3] Octopath Traveler is a fantastic experience. While its story cannot keep up with most other contemporary Square Enix RPGs, it is nevertheless a refreshing way to present a more traditional JRPG adventure. And even if the overall title may not wow you in the same way that XVI or Bravely Default may, OT will still feature stories that resonate with you and that manage to keep you engaged throughout its runtime. The selling point, however, is the combat, is the depth of its progression systems, and is the challenge even if you are already familiar with other titles in the genre.
到底什么人再给好评啊?都没玩过好游戏吗 游戏内容和这个价格完全不匹配!!!!8个故事完全无交集 只是重复利用地图而已!
this game is very good and i loved every moment. even characters i thought i wouldn't like, the story for each of them was just amazing.
无聊到爆的游戏 最过誉的电子垃圾 遇敌纯暗雷触发 跑个野图打你妈十来场战斗
太无聊了,这八个角色微信摇一摇认识的,根本不认识,也没有任何互动,剧情也无聊,套路还都一样,同样的ppt看8遍,好玩在哪里?
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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