
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 1093 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
give me jrpg give me music give beauty and im in , i need more games of this art style and vibes
梦开始的地方。
要耐心玩
Media

Related
Related
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 Sep 21: 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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
别出心裁的非线性jrpg,最大的特点就是完全不限制你对游戏后期地图的提前探索,因此游戏体验与常规jrpg有着较大区别,尽可能淡化了剧情的占比而以多个小箱庭地图探索组成的开放世界为主 想把这个游戏当成传统线性rpg游玩,按部就班连续推主线的话,游戏独有的动态难度会让你的开荒期数值受到极大考验,能感觉到制作者在鼓励玩家主动去提前解锁后期地图与资源,因此最好不要过于拘泥于完成剧情,而是尽可能以旅人的身份去各个地图多多探索,从后期地图的宝箱到各职业祠堂都是对开拓的奖励 战斗系统的可操作性非常强,各职业间有非常高的配合上限,虽然由于概率乱敏捷的问题导致可控性并不太高,但玩法非常繁多,甚至可以说没有太轮椅的玩法,最终boss更是极大的考验玩家对整体队伍的分配,作为回合制游戏,歧路旅人的操作性非常之高。 接下来是少部分缺点,首先是1代歧路旅人的steam成就设置非常夸张,包含了许多可错过的要素,700+宝箱和300+怪物弱点全收集的成就堪称鬼畜,甚至会出现由于开局跟着引导做了主线任务导致动态难度下某些怪物永久消失,无法全收集的情况,强迫症玩家需要谨慎游玩(不然就会像我一样被迫开新档然后对着excel表格填上几十个小时) 其次是剧情脸谱化严重,虽然本身并不是以剧情为卖点,但歧路旅人的主线与支线任务都有种卡通动画片的塑料感,过场动画演出也几乎为零,沉浸感非常差,哪怕是同为像素游戏,早在30年前的仙剑奇侠传都有能力给像素角色做差分以及少量游戏内动画,但歧路旅人甚至没能给各角色主线和最终boss通关后提供一段动画,单角色主线通关后仅有短短几句npc对话交代后事以及一张的固定cg,最终boss击败后更是仅仅只是几个黑屏转场和npc对话,这一点严重降低了剧情的感染力(虽然本来也没啥感染力吧?) 部分角色的探索能力也受到了极大的限制,例如猎人捕获野怪的设定,明明需要等级达标才有足够概率捕捉到同等级的野兽,但不仅牺牲了正常掉落的经验和钱,哪怕抓捕成功了也是只有个位数使用次数的消耗品,一场战斗你用上三五个回合立马就用完了,这就导致猎人要强必须要抓高级怪,但是等级高了才能抓高级怪,哪怕靠队友带上去了抓完高级怪又只敢在boss战用,最后只能放弃抓怪的玩法,改为专门撞到需要的稀有怪抓到之后一辈子都不再使用,出现这种提前几十个小时去对策最终boss的滑稽画面 总的来说风格十分独特,但哪怕玩家感兴趣我也强烈推荐新玩家优先去玩二代,剧情上是平行世界无需担心故事剧情问题,游戏玩法更加成熟,2代的成就收集难度也有大幅下降,游戏体验大幅上升(猎人抓的野怪也可以永久使用了),如果对本作全成就有想法一定要有充足时间,搜好攻略再来挑战
最终战没有存档是什么傻逼设计,打他妈半天
Tressa Appreciation Club
Goot
its fun classic JRPG
任务完成了
왜 이제서야 이 게임을 한 거지..
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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