
Play the critically acclaimed masterpiece. Embark on a new journey in a vast, exotic world where you’ll encounter towering enemies and challenging puzzles on your quest to unravel Ori’s destiny.
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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1611 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Système de mouvement ultra fluide, combo de boss dynamique et bonne diversité de gameplay
9分佳作,演出.关卡设计.除了剧情基本满分
刚开始玩的时候,确实,美术,地图设计,操作手感是真的不错,以及很多别出心裁的设计让我眼前一亮:哇,这游戏不错诶,然后跑了一圈大地图,在得到二段跳,投掷之类的跑图能力后体验非常好,如果在那时候就写评价,那我肯定会打好评,并且吹爆。 然后我就迎来了第一坨——追逐战,这个设计垃圾至极,当然,跑图能力很爽,操作上手还可以,容错率居然也算高,但是初见杀很恶心,以及不小心死一下然后直接重开的极高代价,没错,毕竟叫追逐战,中间不存档也理解,但是我TM在短短两个小时经历了至少两个追逐战,这玩意频率是不是有点太高了啊?一个地图固定一个,体验也越来越坐牢,流程变得又臭又长,然后新来个地图在加上一个新的能力,然后没捂热就用不上了,哦对了,这第二坨TMD就是技能——固定三个,制作组你怎么想的?新地图刚需那个刚得到的技能,然后剩下俩槽,一看一堆技能,实际上也就固定那几个,刀,箭,如果技术没那么强,还得加上一个回血。我比较菜,导致输出的技能槽只有一个,如果要快速打输出就得一直换,然后死个几次习惯一下,打BOSS战真的是被恶心到了,敌人设计的中规中矩,但是就是奇迹的能恶心你,打蛤蟆给你来个地刺,然后防水淹你,顺便放几个小弟配合技能打你,哦,还有禁回血,这个我不太确定,但是后半程拼死拼活打完了也没回上血。后面打蜘蛛,打一半开黑暗,换地图,OK啊也是享受到了,不过这个有存档点,好多了,不过也没好到哪。 至于装配的符咒,射箭的和跑图的用起来是真爽,然后没什么可说的了,整个游戏这东西是可以装上就不管的,毕竟好用的前面都出现完了,后面跟没活硬凑的一样 跑图体验是我玩这个游戏能感觉到的唯一一个优点,不过一个横版通关游戏只有这一个优点也真是可怜啊,手感是真爽,一直冲刺,然后钻地钻水,怪物冲过来直接借过一下,然后在后面这个优点也没了,不知哪个高人指点,那地刺伤害整的比BOSS还高,然后整一堆跳跳乐,加上传送门,跑半天顺便迷个路,我目前玩到了萤火变成一个大萤火那一段,真爽啊,TM的跑一半死路上了,突然来个雷霆大激光把你扫地上,但是没有地,一落下一地刺把你无敌时间打爆,制作组没活可以咬打火机,这种体验本来就不少,往后面变本加厉了,不是说不能做难,但你这已经不算增加难度了,你这属于不给游戏体验,我不记得玩这种游戏的必须要是个M,下次能不能先声明一下? 就先这吧,不太会写评论,属实被搞破防了,本着不浪费钱,我大概可能会玩完,到时候再做个更全面的评价,反正目前为止我的体验很烂 好了好了,玩完了,因为昨天把屎吃完了,所以后面感觉还行,打最终BOSS时还心潮澎湃,然后被追逐战和空战气笑了,算了,好歹告诉你钻沙子还是有用的,毕竟是风沙地形的BOSS,水下的蛤蟆二阶段放水,洞穴的蜘蛛三阶段阴你,相比起来追逐战塞沙子强了不少,然后空战,嗯,技术好的冲刺加甩弹照样打飞BOSS,哦,还有滑翔来着,这玩意有用时是真有用,但平时完全有平替,压根没想到还能用这玩意,不过照样能把BOSS攮飞也没啥好说的,BOSS战没有追逐战难,追逐战是真恶心人。 总体来说就是很标准的动作游戏,感觉出彩的是甩弹这个机制,感觉直接拉高了游戏战斗的体验,z再加上不是技能不用占一个位置,哦对了,差点忘记还有纹章了,存在感太低了,除了吸金币,三段跳和快速装填三连发其他都是构思,完全可有可无,就这吧,哦对对对想起来了最逆天的,让我满地图用甩弹破墙的ch你老冯就在大气层上方失禁的看着你
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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 22: 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.
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, Czech, Danish, Dutch, Finnish, Hungarian, Japanese, Korean +9 more
Hours played at review time, across 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩
就是感觉有点难,其他的感觉都挺好。画风非常非常牛,喜欢
最喜欢这类游戏了 神秘的深林 陌生的小精灵 朋友 解谜 全都是我喜欢的元素 画面也满分 爱了
作为奥日与黑暗森林的续作,奥日与萤火意志不仅继承了前作的唯美画风,也以前作的机制玩法为依托,提升了本作的游戏体验。 奥日2与奥日1一样,都是偏重跑酷的类银游戏,且地图上有许多需要后期能力才能获得的道具,因此建议前期以推进主线为主,到后期跑酷相关的能力都拿到手了再考虑收集道具。 战斗方面,敌人出招都比较单一,熟悉了后还是很好应对的,武器推荐玩重锤,伤害高并且能打出很强的僵直效果,伤害性技能推荐光矛,护符推荐三连跳和扒墙,提升跑酷体验,战斗相关护符可按个人喜好携带。 全成就方面,由于成就涉及速通和一命通关,因此推荐一周目先自行游玩体验,等通关了再来做全成就。此外,成就还包含升级所有护符和能力,需要大量金钱,不过奥日2还是有很多刷钱地点的,不必担心缺钱的问题,但需要注意,随着模式难度的上升,升级所需金钱的量也会有相应的增加,因此要选择哪个模式的档做全收集需要各位斟酌(成就也包含通关困难模式)。 再谈谈其余成就,首先是无伤通关boss莫拉,该成就可以通过快速访问进行boss再战来完成,不硬性要求在游戏流程中无伤boss,因此可以等后期数值上来了再来完成;一命通关成就,由于本作具有回档、存档复制以及查看本存档死亡次数的功能,所以还是比较容易完成的;速通成就建议学习一下相关视频,有个部分可以通过一些特殊操作来跳过,能够节省大量时间;全收集成就不需要操之过急,可以通过完成支线任务“手手相传”让所有收集品在地图上显示出来,从而更好地查漏补缺(有时候显示会突然消失,退出重进一下就能解决) [hr][/hr][b]个人评分:8.5分[/b] [b]Have an enjoyable time![/b]
A very very good game, The achievements are not that hard and the gameplay is very satisfying Worth the money
nice
情节虽短,但十分精良,画风深得我心,手感也很好
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $144.3M | 423.4K | 89% | $19.99 | |
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| — | 0 | — | — | |
| — | 0 | — | — |
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| $62.9M | 425.2K | 96% | $9.99 | |
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| $63M | 199K | 96% | $19.99 | |
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| $63.3M | 133.3K | 85% | $29.99 | |
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