
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 1098 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
前期玩的特别带感,后期就乏味了,其次是这全成就纯纯折磨人
很难想象21世纪的游戏还能有暗雷
经典永不过时
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 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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
挺好玩的,上头,唯一不喜欢的职业就是猎人。。。
剧情没有2代优秀,但也值得一玩
好评 7 / 10 分 主要理由:这游戏卖一方50的时候是马尿,捆绑包折下来只要60就非常国窖了。 主要游戏体验:主线8个人物的短篇小故事,一场浅显易懂的8人旅途。轻松简单愉快,养成也不费劲。可能唯一的违和点在于各个故事的主人公以外,应该在身边的其他7个人,在剧情里基本就没什么存在感。 隐藏线,唯一的差评点,这里直接扣3分,隐藏结局是串起整个8个故事的重要故事情节,结果被做成隐藏线,最终要重打8个BOSS和最终BOSS,打怪途中不允许存档,打输就得全部重来,给人感觉好像就不情愿让你看似的,之前整个游戏体验都挺好,到这里打输了挫败感拉满。好心情归零。 过来人的建议:主线自己慢慢玩,隐藏线真结局别好奇别去试,网上云了就很好了 ——来自半夜两点半被打输了必须重来被迫弃坑云完真结局的玩家评价 结语:个人以为把整部游戏理解异世界氛围的主题乐园定位作品,和一众RPGMAKER游戏类似,这样是比较合适的;而单论剧情表达上实际上是略有生硬的,这里再DISS一下隐藏线的设定,从相对轻松愉快合家欢的明线结局一下子转折到沉重的暗线故事发展,且不论难度设定有多不合理(至少给我个存档点啊),隐藏线这里各个人物在了解真相后实际没有任何戏份,好像只是为了告诉玩家有这么个背景资料,你自己知道这8个人的故事是有联系的就行了的感觉,转折生硬,几乎也没有演出,实际观赏体验就不那么好的。
Brings me back to the SNES rpg days.
开始总是分分钟都妙不可言,后面的据说很重复
7.5/10,地毯式搜图的噩梦、稀缺化培养的经验、催眠式对话的文本、两极化呈现的剧情、多样化交战的策略; 游戏在野外每走几步就有遭遇战,还喜欢在地图上搞视觉差把宝箱藏住,只想安心探图的时候又被莫名奇妙的遭遇战整的心烦意乱,展开地图又不能放大,明明画得很有风格,却还是要瞪大眼睛去探查哪个地方没有去过,最后还是得地毯式排雷摸索过去,并且地图上的紫宝箱还只能盗贼开启,在不选择盗贼作为第一主角的情况下,就会占两个参战位置,不仅增加地图探索的局限性,还削弱了对战策略的丰富性。这种机制只有在刷级的时候非常效率,但是在深度探索地图和完成支线任务的时候就是妥妥的副作用,出现这种机制的原因就是地图设计缺陷,预算太过紧缺,地图过道太过狭窄,放不进比主角更加精美的怪物模型,而一旦做大地图,又会丧失现在小巧精妙的画风设计,为了留住这种风味于是选择了早已被淘汰的上古遭遇战机制。这种情况应该在野外规划出一些路段作为对战专区,要么就只在阴暗的森林和洞窟以及boss门前设置这种机制专供刷级,而不是怪物活在规定步数里; 说到刷级就不得不提该游戏的人物等级养成机制,每个主角相遇都必须从一级开始刷起,并且所获得的经验不与其余未参战的共享,哪怕连获得参战人员一半经验的机制也没有,游戏唯一获取经验的途径就是遭遇战,哪怕完成主线和支线任务,也都只会给你后期能无限刷取的资源,唯独不给经验。虽然等级并不是唯一攻略游戏的途径,但却是从零开荒必不可少的最基本理念,而由于等级机制分配的不均匀,以及地图路线规划的不合理,就会导致想要完成某个20多级的主线需要先跨过一片30、40多级的雷区,实在无法理解; 人物对话和一些剧情看得我昏昏欲睡,游玩的过程几度恍惚,游戏每个对话和语气词不给你做成自动播放就是为了让你意识到你还是在玩游戏而不是听老师上课。游戏看似八人同游,实际每个剧情演绎依旧是各自章节的主角一人承担,主角间互动只是声演念名字,字幕报对白,且并未实际加入剧情中,有些对白和吐槽确实有些意思,而本人正是被故事里两个小女孩的对白所感动才对该游戏做出了较好的评价,但对白的精彩却无法代入主角间的友谊,八人终似一人游。编剧在做这种多线并行的故事写作表现得实在是有些捉襟见肘,剧情时好时坏,故事中消失的第五章就是最好的体现,作为最终章却被杂糅成换皮boss连战和八大无声小说的方式呈现,主角团从头到尾全变成了无对白的对战工具人,无声小说确实将故事暗线串联起来连成一个完整故事,这是一种聪明的做法,但表现形式太过廉价,实在令人叹惋可惜。编剧要实在分身乏术,可以只做两主角一主线、四主线分支加一终线的剧情展开方式,这样要远比八个故事分别展开要更精炼、精彩得多; 策略性回合制战斗是该游戏最可圈可点的地方,转职更是让人物性能及对战的策略性更上一层楼,对战的丰富性和趣味性使人欲罢不能,唯一不足之处就在于大招没有更加匹配的特效,所有的怪物模型都比主角团的对战人物模组精细,除了封面和属性面板旁手绘,主角团依旧是最粗糙的马赛克模型,在这种情况下依然没有更好的特效进行补充,哪怕大招时从右侧弹出主角的手绘我都认为是用心了,然而并没有,实在令人大失所望; 总而言之,游戏有诸多槽点会影响你游玩的兴趣,只推荐对策略性战斗大有兴趣的玩家入手。
Absolutely fun to play. Wanted to spice things up by changing party members but was too attached with Ophilia and Tressa. Very recommended for JRPG turn-based fans.
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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