
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 →
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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
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
Hours played at review time, across 615 reviews with recorded playtime.
Reviews
Themes across 611 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
For people who like the old style Final Fantasy games, this is a wonderful call back to the era of turn-based combat There's many paths to choose from and you're free to go in whichever direction you please
mid game ngl Very slow pace because of all the different story lines, gotta farm for levels between chapters, usual jrpg mecanics, some character mecanics are poorly balanced, some textures are clipping on top of each others. Let's say the game couldve use more work, Square have been a bit lazy. still good if you wanna play a JRPG, 12/20, i'd recommend lots of others JRPG tho, there are games a lot better than this one
總分: 8/10 純粹折磨全成就愛好者的刑具。 美術 (9/10) 很棒的像素風,特別是地圖能用像素展現出寫實的效果,非常不錯。美中不足就是插畫有點少了。 劇情 (7/10) 整體來說非常平淡,八個故事基本都是看開頭知結尾,而且主線裡基本沒有八個旅人之間的互動,只有一些小對話,導致演出和對話的合理性出不少問題,團隊給人的感覺很割裂。這問題在支線裡更加明顯,明明都是主線裡見過的關鍵npc,到支線裡就好像不認識了一樣,只會喊我旅行者,那我 (我們) 到底是誰?自由選角和沒有固定主角雖帶來一定的自由度,但也因此對劇情造成很大的影響,團隊的凝聚力、羈絆、面對困境時的互相幫助和扶持,這些jrpg裡很重要的元素都沒體現出來,實在是很遺憾,還不如按常規操作固定主角給一點代入感。 雖然各個故事都並不精彩,但把八條故事線連在一起的隱藏主線倒是不錯,隐隐带出这八位主角是被命運連在了一起,算是為數不多的亮點了。 戰鬥 (9/10) 超過10種職業,再以主職業和副職業來搭配不同類型的技能和被動,令戰鬥系統的可玩性和自由度大大增加。從開頭玩到結尾都能發掘不同的新玩法和搭配,不會覺得太乏味。難度適中,不會太難,但也要動點腦來安排指令的順序。對喜歡傳統回合制的人來說算得上是很不錯的戰斗系統。 音樂 (8/10) 初聽很驚艷,特別是在主界面的bgm令人印象深刻。但到後期重複度很高,越聽越厭倦,對於要刷等級的jrpg來說還是挺不理想的。 綜合系統 (5/10) 有太多系統性的問題需要點出來了,單獨分出來說。 戰斗速度:沒有戰鬥加速功能。大哥你是回合制遊戲欸,怎麼會不給= =?刷等的時候用特效硬控我很好玩嗎? 隊伍分配:不能自由更換隊員,要到酒館裡進行更換,裝備和職業同理,極度麻煩。 經驗分配:不在隊伍裡的隊員不會獲得任何戰鬥上的經驗。這導致如果你想要比較合理的等級提升和順暢的主線推進,你基本上就要用3固定+1主線隊員的模式來推進,不然你就要額外花費時間來刷等。不能自由更換隊員令這個問題變得更顯眼,而因為隨機遇怪的系統也導致這中間的刷怪體驗並不理想。 隨機遇怪:對我來說,這就是個該被淘汰的系統/模式。這系統在理想狀態下是能平衡你刷等的頻率,不用你在特定時間去刷怪,而是在推動主線的過程中就平滑的把等級提到與怪物相對的水平,問題是根本做不到。經驗分配問題導致需要特意刷怪,而隨機遇怪會導致我刷不到我要找的那一隻怪 (影響成就),變相會浪費時間在一些低等級地圖裡,減低刷等效率。另一方面也令推主線、探索地圖開寶箱的過程變得很拖沓,即便有遇怪機率減半的被動,也依舊不理想。唯一能禁止遇怪的道具還是打完隱藏boss給的,那我問你,我都打完隱藏boss了我還要跑圖嗎?我肯定是舔完圖準備好才打隱藏boss的啊,你現在給有什麼用?dq和ff都相繼轉成主動遇怪的模式不是沒有道理的,真的太蠢了這系統。 缺少圖鑒系統:別的遊戲也許不需要,但作為一個重收集要素 (也影響成就) 的遊戲,不給真的太誇張了。381個怪物弱點、734個寶箱、152個隱藏道具、501個道具,你跟我說要全收集,然後不給圖鑒讓我檢查嗎?不賴。 小對話:主線中途會給一些隊員之間的小對話,這本就是劇情裡唯一隊員們有交流的系統,結果不在隊伍裡的隊員的對話不會出現,而且沒有任何提示。不打mod你還看不了,少玩十塊錢,不賴。 缺少支線引導:不少支線都要你跑這跑那的拿信息、道具甚至是npc到不同的場地。有些很直觀,有些則非常難找且不給任何提示。不看攻略的話,你可能要跑遍所有地圖,和裡面的所有npc對話來找線索,純折磨。 也許還有更多問題,但已經多的我記不清了,就寫這些吧,神了。。。 全成就難度 (-9999/10) 建議有全成就強迫症的人都來玩一下,一個有4、5種收集要素,且都有可錯過的機會,錯過了要直接開新周目重來,且沒有提供圖鑒來檢查,且作為一個能開局自選主角的遊戲,可以因為選錯角色而導致直接錯過一個成就。。。好爽好爽好爽。。。。。。
好故事,好游戏,好伙伴
Un exellent J-RPG
各自的旅途匯聚於此,有趣的設定 小缺點是過角色劇情時隊友沒有存在感 整體來說值得一玩
Octopath Traveler es un JRPG de estilo clásico que disfrutará cualquier amante del género que desee vivir una experiencia tradicional de turnos. Si quieres pasar un montón de horas disfrutando de combates aleatorios y de sistemas que han funcionado históricamente en esta clase de juegos, este es tu juego.
Magnficent. Grindy... But Magnificent.
What i like about this game is that it has great visuals, good vibes story, classic RPG game style. Some things I dislike is the slow conversations,
I've always liked the 2D RPGs ever since playing some of the early Final Fantasies back when I was a kid. This game was super fun and had some challenging moments for sure! I thought the BP system brought an extra layer to the standard turn-based combat and having 8 separate stories/characters was nice to sort of break things into easily digestible journeys. Trying to get all the achievements makes the game re-playable as well!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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