
Embark on an epic journey across war-torn 19th-century Japan in this open-world action RPG from Team NINJA, the veteran studio behind "Nioh" and "NINJA GAIDEN."
Modeled estimate, not a reported figure. How we estimate →
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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*, Dutch, Swedish, Spanish - Latin America*, Thai, Danish, Turkish, Norwegian +9 more
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 105 reviews with recorded playtime.
Reviews
Themes across 105 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
The graphics during gameplay aren't particularly impressive and can feel a bit dated, but the cutscenes look surprisingly good and are presented well. What really carries this game is the combat. It's fluid, responsive, stylish, and incredibly satisfying. Every fight feels fun, whether dueling skilled opponents, switching weapon styles, or pulling off well timed counters. Overall, its Worth Playing
打擊感很夠
很多人都拿他和对马岛比画面,没什么可比性,这两款都不是同一风格的游戏。我把它当《侍道》系列的替代品或是进阶版,体验就相当不错
really bad graphnics for 2025 game. this thing is soulslike wanna be but it is just garbage. i failed big time by buying this ♥♥♥♥♥♥♥♥. never again from this dev
第一款忍组的游戏,六十小时白金,很符合口味,要不是画面实在太复古,完全可以轻易达到所谓的五百万销量,什么时候忍组才能明白,卖相对销量是绝对意义上的支配因素? 玩这游戏的时候,我时常想起刺客信条起源,无论是战斗系统,还是故事的讲述逻辑,以及支线设计的有意义性,浪人崛起都是完全碾压起源,然而起源就单凭无敌的风景和卖相,销量反过来爆杀浪人崛起,忍组真的不反思反思吗? 浪人崛起是少有的能找到一点点只狼味儿的游戏,只狼在我心中是绝对的第一,所以我对浪人崛起肯定也是喜欢的很了。只可惜没什么让人印象深刻的boss,战斗系统更专注于主角自身的战斗逻辑,而没有在boss战和敌人上有什么比较新奇的设计,这让人十分遗憾。 一,我觉得忍组这技术力真的不行,画面是一方面,还有操作时候也会有很多难受的点:1.没有魂游那种协调一体给人厚重感的感受,人有种纸片感,景观在偶尔光照好的时候还能看,但大多时候都有种很假的感觉。2,操作的视角有时候也怪,还有马转头比开坦克还费劲。3,进游戏甚至卡染色器好几次,以及5070ti非超高,只是高级画质默认选项,就只能保持60帧的优化水平。 二,地图设计方面,我觉得就很平庸,甚至有时候让人恼火,主角甚至无法跳过一个低矮还没有小腿高的篱笆护栏,以至于有时候就在眼前的目标点也得绕一下才能到,还有有些据点那么大,结果只有一个出口,其他方向出不去导致瞎跑路等,刺客信条或者只狼都是有跑酷元素的,基本不会有这种比较烦人的时刻,虽然补充了滑翔翼,钩锁等手段让你在大多时候都跑图比较顺滑,但偶尔就蹦出来一次比较恶心的绕路,实在打断体验感。 三,剧情方面,玩之前看很多人玩梗说周一幕佐周二倒幕周末帮洋人,但实际玩的时候感觉这剧情还是可以的,虽然算不上顶级,起码把故事讲得很明白,塑造了不少让人很有印象的配角,这比大多数我玩的开放世界在剧情方面的表现都要好了,特别点名支线堪比小学生睡前小故事的刺客信条起源。主角作为浪人在这样一个特殊的时代,与各大派系之间的姻缘纠葛,反而更能深入那个时代的各个方面,去多视角的了解黑船时代日本的复杂性,剧情完全称得上及格以上。 四,姻缘系统,让人耳目一新,确实很不错,和人也有姻缘,和土地也有姻缘,这部游戏从头到尾都围绕着姻缘在讲故事,游戏性、故事性都和这个核心绑定的很充足,是全新的系统,少有的能肯在开放世界公式化之上,做属于自己的新架构的尝试,非常值得肯定。 五,战斗系统,凡是在战斗上能让人爽快的游戏我都喜欢,浪人崛起的战斗还是挺爽快,但太容易空精之后被疯狗连段直接一套连死,虽然从头到尾死的次数都能查的过来,但其中大部分死亡,都让人感觉死的很憋屈,这又不太爽,不过总体而言,还是瑕不掩瑜,只是可惜画面表现力太拉了,技术力拖后腿太严重,甚至会导致打赢了之后的成就感和战斗时候的真实感、沉浸感也受到影响,如果什么时候能玩到神话三部曲级别的画质的忍组游戏,那绝对是忍组破圈之日。 六,人物以及服装系统,虽然没被西方正确一套污染,但因为技术力拉胯,导致也并没有那么好看,不过我捏了个身材很不错的美女,玩起来总比类似看门狗这种一睁眼就全都是奇形怪状的类人生物的游戏养眼太多了,比上不足比下有余吧。服装上,我觉得现代装束还是太少了,都是和服什么的,我配了一套西服劲装之后,就再没有更多选择了,我这六十个小时,估计起码八九个小时在捏脸和配装,我只能说,潜力无限,只等忍组提升一下自己的建模水平和画质纹理了。 总之,浪人崛起的优点还是很多的,没有破圈还是有些可惜的,希望忍组早点做出剑星级的建模,刺客信条奥德赛级别的风景,这是我对忍组最好的祝福了。
存档被覆盖丢失了,进去天都塌了,打不了一点。
I dont km=now if its my pc specs but the game doesnt load the chacarter creation, I cant even pass that part to start the game.
也就只有战斗了,画面太差,开放世界终极罐头。
有一款游戏,它的好感度由樱花表示,并且能和冲田总司谈恋爱,那么它是() 人物很多,但做那些支线任务不感觉枯燥。时隔五年想打个全成就的游戏。战斗爽,很好玩。
纯粹的战斗爽
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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
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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