
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
13 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.
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.
Reviews, worldwide (the counter carries no country): 6.14/day in the week to Sep 15 → 7.57/day in the week after.
About


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 1047 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
傻逼游戏,一点不优化是吧,卡的要死,玩尼玛,忍者组你就守着你这PS3画质吧。
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。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price in those. The 13 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): 6.86/day in the week to Jul 30 → 8.14/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.
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*, Dutch, Swedish, Spanish - Latin America*, Thai, Danish, Turkish, Norwegian +9 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
also dafür das, dass Spiel 2025 rauskam finde ich das, dass kampsystem und moveset der stark an wirkt wie ein game aus 2010 und die grafik finde ich auch nicht dolle. ich hatte wirklich keinerlei spaß und kann es keinem empfehlen. Es wirkt so als ob man ein game was aus 2010 kommt in 2025 neu released hat ohne was dran zu ändern.
玩法是比较无聊的清单式开放世界,但是优秀的动作系统又弥补了开放世界无聊的缺点。
7.5/10
ps二档会免的话可以玩一下,不然等再史低一点再买;不和别家比,这游戏和自家的仁王卧龙之类的都不是一个手感,他主推石火但是怪全是神经刀和反直觉,这东西你说有特色和丰富之类的我感觉没什么问题,但要说这是优秀的话,我觉得不行
游戏好玩 虽然重复但是只要有战斗就不会腻 任务做多了就去打打战斗的任务 就是好报错 显卡驱动更新了 有时候半天没事 有时候几分钟就报错 几年前的游戏了 这个还没修复好
好玩,虽然有点罐头,但战斗挺爽的
游戏很好玩,战斗很爽,武士很帅 就是不知道忍组是怎么做到这个画面还能在最低画质下跑不稳120帧的
不得不说整个剧情节奏确实把握的很好,中间的选择也很能调动情绪,让我主动去了解了这段历史。 动作系统虽然比仁王复杂很多,但武技只要自己用着顺手的能有数种搭配,连起来确实很有观赏性。全程用的武技搭配烈风玩的,紫电玩不明白。 一周目流程玩得很舒服,跟BOSS打得有来有回,但暗夜模式后暴露的问题就很明显: 1.回精是非线性的,回复精力的词条收益很低,即使满闪刃,顶多回复约1/4的精力,我一套武技接烈风三次就没精了,且紫电会把附魔顶掉,两种打法冲突 2.不开暗夜模式倒还好,一套基本能打出BOSS处决,暗夜模式后怪的伤害翻了好几番,基本没法换血,还是得先防反再体操,并且存在多个红光攻击连续出招,即使防回去还能接红光攻击,一旦被连上动都动不了,容错率急速下降,难度可以说从动作类游戏变成魂游 3.暗夜模式堆怪极其严重,大世界据点动不动就塞几个特殊BOSS。还魂录BOSS连战更是灾难,主机控制的角色仇恨率极高,动不动两个及以上的特殊boss一块儿揍你,打的你没法还手 4.特殊BOSS霸体+多动症极其常见,暗夜模式下攻击欲望极高,BOSS精力消耗慢回复快,很难打出处决 5.刷词条,忍者组老传统,部分装备双特殊词条爆率极低,武器和饰品极品级别刷近百把没见过双词条,只有饰品爆了一个特殊词条,个人不太喜欢用这种方式延长游戏寿命
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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