
An Oni Gauntlet-wielding samurai makes a stand in Kyoto against the encroaching Genma menace. Through gritty, blood-soaked brawls, he searches for his reason to fight. What fate awaits at the end of his path?
Modeled estimate, not a reported figure. How we estimate →
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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 22.3Kreviews | 90% | #34 | $63.5M |
| $69.99 | 6.5Kratings | 93% | — | not modelled | |
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 2317 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
개꿀잼! 패링하는 맛도 너무 좋고, 일섬 , 승부가르기 까지...손맛이 너무 좋다 ㅎ
粑粑游戏,关卡设计大粪程度约等于里昂炸10次浣熊市大门,动作细节确实精致,可动作模组这么少,一个平A用到死,精致是应该的。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best JP #4, worst FR #84 · 13 markets collected
US · last 30 days
Genres
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*, Arabic, Spanish - Latin America, Portuguese - Brazil*, Polish, Russian*, Simplified Chinese*, Traditional Chinese +2 more
| $69.99 |
| 380ratings |
| 92% |
| Top 100 |
| not modelled |
| $69.99 | — | — | #73 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun and flawed. The combat system and the bosses fights were so good, but the other elements were made to stretch this game longer, not more fun. It is understandable that in the year of 2026, having any game shorter than 15 hours could be seen as a sin for a AAA game, but this game is really bloated with stuff that made pacing quite awkward. It is especially ironic when Musashi himself has complained all the time about all the lackluster opponents. I will be blunt, the normal enemies are too easy. And it's not just one flaw that comes with that design. Despite the easy = boring that pretty straightforward, the lack of aggressiveness in the trash mobs made the defensive flow of the combat system feels awkward. You tend to staring enemies awkwardly, waiting for them to attack you. It was cinematic as hell doing the staring down with bosses, but for trash mobs, it was annoying. The open world is... serviceable, it was not much of a substance, more like a leisure that giving you an illusion of a living world. There are something to do to expand the protag's arsenals and skills. But compared to the other Capcom's lately amazing streak so far, this feels like it was not needed. The healing items could be handy for the most part, but something like timed buffing items are feel totally unnecessary. Mostly because this game isn't that hard, you can solve most of the problem with combat alone (and it felt amazing.) The idea of you needing the help from all the items you gather comes from the difficulty that push you to feel the necessity to use said items to even the odd. But for all the normal (action) difficulty, it was not that useful. I don't know why Capcom is too afraid of giving players a "Hard" difficulty from the start. Also, the UX in this game is very handholding, it was like the dev was not trusting players as much as the other games. All I can put into a sentence is it was a great game that was designed awkwardly. Okay, what about good parts? The animations are chef kiss. Capcom has been cooking hard on the animations part lately, this is no exception. Musashi's fighting style is raw, unorthodox, and expressive. You feel each cut, each stab, little additional movements like he has to use his foot to help pull the sword out of the enemies is such a small detail but give a huge impact to the feel of the combat alone. All the glazing of the beautiful animations and the control of the fight has been nicely balanced (not taking too long, but still giving a satisfy shot and a nice breathing room.) I find the more generous timing windows for parry, deflect, issen, dodge, grab reversal, ETC are fitting the new combat mechanic well. It's not one-shot high-risk-high-reward like the old games, the new system is more like a classic Onimusha, Sekiro, and Metal Gear Rising blending together. It was more engaging, with more back and forth trading blow than ever! It such a dynamic mechanic that reminded me of a fighting game (which Capcom is excel on.) This system alone could carry the whole package together with amazing bosses design, which is not as hard as Sekiro but the dynamic of the combat making it not just a parry-until-win game. You can have fun with so many tools this game gave you. All I can say is, I love this combat system to the point that I forgive everything that I have mentioned in the con section. Still, this also ironically fitting the vibe of Musashi that was so annoyed about his subpar opponents, that's because the real fight with bosses feel so good! In conclusion, a great game! It has an amazing combat system as the core, surrounded by some fat and bloats, but when you get to the good part, it's a fricking great fight after great fight!
God tier animation and combat flow, main character is a lovable rogue, very solid performance and graphics options. Highly recommended!
У самурая нет цели, есть только путь. 10\10
GOTY 2026, mejor parry desde sekiro
sekiro enjoyers will love this one
整个demo让你以为这是一个线性或箱庭式的战斗爽游戏,但实际过了demo的流程就来个大地图开始通马桶。如果你早说会有半开放世界通马桶我也能吃得下去,流程短不是问题,我实质存在玩的也挺开心的,生3重制也玩下去了,前期不说,demo也看不出,你这不是纯纯骗人预购?傻逼卡普空已退款。 哦对了,能吃得下去这坨但还没买的跟你们说下,优化是可以的,我这配置26年能画质全最高+光追还有100左右,优化不错这游戏。
简单玩了一下,别的不说,这游戏最起码充分暴露了3件事: 1.卡婊现在已经是一个“能做8分游戏就绝不做9分游戏”的厂商了,今年生化9和识质存在不说,把前几年的怪猎荒野也算上,这个趋势确实已经明显到是个人都能看懂的程度了。除非明天卡婊股价发力,濒临倒闭,否则没人能逼卡婊出全力去做一部各方面打磨完好且超大体量的游戏,令人遗憾。 2.卡婊对用RE引擎做开放世界还是贼心不死,吃了龙信2和怪猎荒野的亏还不够,到了鬼武者这边宁愿用这种大小箱庭拼接的方式来做丐版开放世界,也不想好好的就把鬼武者做成一个传统的关卡制游戏,宁愿用通马桶支线来填充主线之间的空白时间,也要把手下的游戏做成“最新最潮”的开放世界,无言了。 3.只有一把主武器,单调的动作模组,换来的是对单一武器交互的极致打磨,虽然本质上鬼武者的战斗很大程度上还是“等红光”,但确实卡婊在这部鬼武者里把“等红光”这件事几乎玩到了极致,只能说“等红光"之间亦有差距,你说是吧安田。 综合评分:8-8.5分,只要卡婊一天还是这种“没必要尽全力”的姿态的话,以后这个分数可以复制粘贴用在卡婊后面出的所有游戏上了。他的游戏差肯定不差,但你要说有多好,有什么突破性的进步,那是没有的,所以也不用期待了,也算好事,跟消费者达成共识就好,也免得一些新司机对卡婊有啥不切实际的幻想不是么。
Been wanting this one for twenty years, and boy am I happy with what we got. The combat is both weighty and flashy at the same time, and once you start pulling of issen attacks... "chefs kisses". The game looks great and runs great on my old RTX 3070. The action cutscenes are also choreographed masterfully. My most serious gripe with the game is that the hardest difficulty for your first run is a bit on the easy side, but that is a matter of taste. The game is great.
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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
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