
Master ancient tech to hunt down giant beasts. WILD HEARTS™ is a twist on the hunting genre where technology gives you a fighting chance against giant nature-infused beasts. Hunt alone or with friends.
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.
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): 1/day in the week to Sep 14 → 0.71/day in the week after.
About

Genres
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 publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.99−80% | 13.1Kreviews | 47% | — | $3.3M |
| $69.99 | 6.9Kratings | 74% | — | 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 833 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2] 遊戲性—1 [/h2] 我就知道無雙組不會背叛我們終於可以玩到討鬼傳3啦......等等這不是討鬼傳?! 久經漂泊的你最終來到了比這遙遠東方國度 "日之本" 還要更遙遠的終點 "凑之村"。身為一名肩負全村希望的「獵人」在凑之村周圍象徵 春、夏、秋、冬 的四大獵場狩獵並同時推進主線是你的使命, 在這片廣闊的日之本將會遇到各種各樣的強大「化獸」, 戰勝牠們拾取素材鍛造全新裝備以戰勝更強大的[spoiler] 魔物 [/spoiler]化獸吧!不過獵場實在太大了整天為了狩獵跑來跑去是非常沒有效率的一件事, 聰明的你這時想起了[strike] 這款遊戲跟魔O獵人不一樣的地方 [/strike], 你可以在獵場自由建造各式方便的設施諸如彈射器、滑軌、風電梯等, 在親自布置且日漸壯觀的獵場規劃一條屬於你自己的[spoiler] 送貨 [/spoiler]狩獵路線吧![strike] 是的, 這遊戲直接來說就是魔物獵人+死亡擱淺ρ(・ω・、) [/strike] 本作在遊戲核心的兩個要素共鬥/建築融合上其實不錯, 連線時你可以看到房主的獵場布置使用對方的設施一起狩獵, 但遺憾的是本作在戰鬥方面設計實在稱不上優秀, 再加上無縫地圖中一些細節的處理與最佳化都相當糟糕, 而這些部分大大影響了本作在遊戲方面的體驗相當可惜 [h2] 人物—1 [/h2] [strike] 真不愧是做過討鬼傳的無雙組 [/strike], 身為全村的希望在替村子擋下一次次危機時看著凑之村住民們一起攜手合作, 逐漸從原本對外來者充滿猜疑的平凡小村子轉變為一個眾人一起協力想讓凑之村更美好的村落, [strike] 我彷彿回到了當年的泡沫之里 [/strike]。本作在人物描繪上藉由主線與支線帶出了村民們迴異的過去, 你可以看到平常頭髮盤起偶爾頭髮放下來美女你誰的武器店女兒, 有故事的落魄武士, 有故事的鬱鬱嘴賤小正太, 有故事的妖豔老闆娘, 有故事的漂亮偽娘, 有故事的超猛木工阿嬤, 有故事[strike] 但不穿衣服 [/strike]的漁夫, 以及一個會暈船的博士...光榮你要不要再懶點博士建模那麼漂亮一個支線都不寫? 綜上所述雖然整體而論角色的塑造是及格的, 但各角色支線篇幅長短不一有些甚至可說處理的很隨便[spoiler] 還有個角色突然一個支線就輕描淡寫說掛了( ◜◡‾) [/spoiler], 對各角色的描繪形式套路呆板比起角色本身更像是豐富世界觀的襯托。 [h2] 故事—2 [/h2] 意外的是本作主線反而最值得讚揚, [strike] 光榮讓無雙組做傳統RPG可能還賣比較好 [/strike] 世界誕生時「人與獸」兩者相互平衡, 然而在「自然」中兩者同為生命勢必無法避免為了生存互相干涉的矛盾, 人類善使智慧集體行動受欲望驅使, 野獸持有敏銳感官及無窮力量遵循本能。對當時的生命而言在自然中兩者爭奪眼見的一切長久不曾改變, 不過在長遠歷史洪流中有一天「自然」也成為了兩者的掠奪目標, 在長久的過往中究竟是人類擁有了窺見自然的能力?還是野獸有了使用自然的智慧?已不得而知。 平衡打破的如今操使自然的那一方可以開天闢地、呼風喚雨而過去的平衡正飛快的流逝, 當兩者生命對未來感到 "期待" 亦或是 "惶恐" 時有一天「自然」回歸了原樣。這是自然平衡的一部分還是神明的懲罰嗎?隨著自然回歸同時飛快流逝的歷史已被全部洗淨, 記憶、希望、生命彷彿一切都未曾發生, 這究竟是自然的原始性?還是又一個無盡的輪迴呢? 雖然主線整體礙於共鬥遊戲節奏敘事太拖了, 以及多數背景設定都是收集遊戲內散落資料拼湊而成, 但一款共鬥遊戲它明確有始有終講好了一個故事, 加上最終決戰後的意境表現等等我給予相當高的評價。 [spoiler] 看到了嗎彌太郎老娘辦到了! 老娘打贏全球暖化啦?! [/spoiler] [h2] 畫面—1 [/h2] 中規中矩。即使四張地圖各有特色, 路邊封建時代日本建築殘骸搭配光照體積霧視覺上營造遙遠東方國度神祕色彩也無法改變細節的瑕疵。遊戲地圖很大同時不論是通天閣、陸珊瑚天井、懸崖峭壁等各種高台只要有方法都可以爬上去, 但每當角色來到越是偏僻的這類地圖角落越會發現周圍環境的空曠, 身旁場景物件拼湊隨便各種穿模貼圖模糊, 站在高山峭壁時碰撞模塊設定粗糙角色看起來像浮在山上, 除了幾個主要戰區外地圖過半都是空洞漫長的走道, 大卻虛無的地圖令人失望。再者遊戲運行上效能使用也讓人詬病, 幀數不穩掉幀司空見慣且遊戲畫面並非極致卻因為場景物件繁多佔據了相當多顯存, CPU使用率極高同時遊戲過程不斷在C槽生成龐大著色器快取檔案硬碟負擔大。[spoiler] 優化比「魔物獵人 荒野」爛非常多甚至可以說在遊戲歷史上也名列前茅的糟糕, 運行這款遊戲建議直接開最低畫質不然很傷害電腦硬體 [/spoiler] 唯一可取之處是角色捏臉跟NPC建模優秀, 以及看在無雙組繼討鬼2後在無縫地圖技術上嘗試進步, 幾個主要戰區也確實挺漂亮的姑且給1分 [h2] 其他雜項—0 [/h2] EA災難級行銷加上光榮用腳做的優化, 沒負負得正就算了你們還給我端出一盤屎...我也不想管開發過程中EA有沒有隨意DEI干涉, 或者趕發售光榮是否把很多細節直接捨棄了, 結論來說這遊戲對沒有玩過的就是當初撞魔物獵人世界卻失敗的歷史上曇花一現, 對玩過的來說這遊戲就是一個災難[spoiler] 想知道EA有沒有DEI干涉的話。1.遊戲內衣極為顯眼, 你穿高衩腳部裝備可以看到超醜的短褲。2.討鬼傳傳統泡溫泉事件只剩玩家自創角色在澡堂玩水, NPC是不會脫的。3.防具裝備清一色都是鎧甲/和服, 露出度明顯比討鬼傳低但其實設計感不賴不至於太反感。4.自創角色時身體骨架、聲線、體態都以編號區分, 只有最後讓你選人稱他/她/伊 [/spoiler] 再來談談前面提到的戰鬥設計缺點吧, 直白而論無雙組把討鬼傳的角色性能新增「跳躍、滑行閃躲/受身、建造」直接丟到狂野之心的地圖, 而化獸因為地圖變大所以招式相比討鬼傳的鬼有「更大的攻擊範圍、位移距離、速度」, 獵人與化獸在狂野之心的共通點都是純粹靠「數值調整」來掩飾這些舊系統的突兀。無雙組沒有因為狂野之心是完全新作且獵場擁有複雜的地型而重新設計多數敵我動畫, 玩家操控角色時最直觀的感受便是「動作很僵硬」, 不論在跑圖還是狩獵時那種操控上的僵硬感無不讓玩家感到厭煩[strike] 講個笑話共鬥遊戲主角會摔死(›´ω`‹ ) [/strike], 而面對本作難纏化獸時這份感覺更是到達一個極點[spoiler] 琥珀主的超遠追蹤投擲技, 山穿槌後退時前方卻有攻擊判定, 角飛在空中像飛盤一樣大範圍轉不停, 沙鼓/不知火無前搖憑空生出多根石柱/火柱攻擊玩家, 煉獄猿魯夫踢/嵐金虎空中灌籃追尾性能橫跨整個戰區, 金針背/羅煞看玩家位置讀指令向後滾/壓地面爆炸的二段攻擊, 黑纏鴨/天照守的羽毛浮游泡打硬直後接高速衝撞 [/spoiler], 面對這些噁心招式玩家能做的就是「背板後精準迴避或者藉由跳台的高性能迴避閃躲」, 接著「開火刀/機匣空中攻擊/高倍率攻擊複讀進行控場」或者「特殊時機對化獸使用特定融合絡繰」打出硬直停下牠們的攻擊動畫[spoiler] 一般上位化獸甚至到這階段一次失衡就可以直接打死, 控場收益高到變相逼玩家不斷使用任何能進行控場的操作 [/spoiler]。從初見時的厭煩至熟悉後的無趣, 這之中沒有技巧全是數值與牠們戰鬥就跟背板一樣, 狩獵結束3~7分鐘打贏後沒有絲毫成就感, 過程中相較趁化獸倒地一頓輸出的爽快感, 更慶幸這場在化獸用出麻煩招前成功打出失衡。 另外化獸設計上主線第二章開始就能看到各種亞種換皮怪充數, 招式有變但也只是轉兩圈變轉三圈, 衝一下變衝兩下, 下位進入上位甚至更後面G位的暴躁難度變化也是這種數值調整, 雖說最後「深層暴躁、兇惡、迦具土/叢雲/月夜魅」這些化獸有大大改變招式的設計但那已經是超後期的事了, 這遊戲絕大多數時間都是在玩這種大家來找碴的小遊戲[spoiler] 廣義來說都是換皮強化版, 主線結束後包含更新真正全新的化獸只有叢雲一隻... [/spoiler] 老實說被光榮搞成這樣我已經不想玩討鬼傳3了, 還好2代結局有收好( ˘•ω•˘ ) [hr][/hr] [h2] 音樂(加分要素)—1 [/h2] 和風!太和了!!不過並非遊戲內每一首樂曲都有濃厚和風且驚艷, 多數場合配樂略為平淡存在感較少[spoiler] 有些還跟換皮怪一樣給你重複利用... [/spoiler], 且平常沒狩獵大型化獸時地圖上甚至村莊內基本無BGM只有些微的環境音。話雖如此在部分戰鬥曲上交響樂結合傳統純邦樂的旋律使得狩獵意外帶感, 尤其配合狩獵過程化獸二階段的變奏表現相當不賴讓人印象深刻 [hr][/hr] [h1] 總評6/10—玩法及特色元素極有潛力,但災難級別的欠缺打磨再有趣都不值得玩 [/h1]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 30: 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): 0.29/day in the week to Jul 30 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 moves with no price cut behind them went 2 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*, Korean, Polish, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Portuguese - Brazil*languages with full audio support
| Free |
| 0ratings |
| 0% |
| — |
| 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 834 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
とにもかくにもEAが邪魔。
自分がへたくそなのもありますけど戦闘でストレスしかたまらない。。 傘のコンセプトは好きなので使ってますがパリィの判定短すぎる。 その上敵の攻撃のタイミングも読みづらいし隙も全然すくなくてイライラしかしない。。 キャラのスタミナも少なすぎてなにもできなくなるし気絶時間長すぎるのもイライラする。。 移動ももったりしててストレスたまるし崖もいちいちカラクリ使わないといけないのもイライラする そもそもカラクリのシステム自体めんどくさいしイライラする。。 辞めました。。
Well, I have always wanted to play a game like Monster Hunter since Dauntless shut down its servers. Monster Hunter game mechanics and the controlls were not for me. They were too hard to understand. This game is better at this, but it stuttures for no reason while just travelling. The camera Zoom out to 200 from the settings does nothing. The mechanics lack staggering while using hammer or great sword with heavy empowered attacks. The gameplay is still ok, though the graphics are in the year 2010, they need rework. The game optimisation is terrible because of those random stuttures, i think the game uses only 1 cpu core: OUCH! We are in 2026. The playable world isnt big so I dont see why this game isnt optimised as it should be. Overall I like it and its worthed playing if youre into this genre. 7 Euros is cheap.
decent game. kind of a monster hunter rip off with it own unique mechanics. but still a fun game with a friend.
挺好玩的,思路新奇,和怪物猎人差不多都是打怪兽。
This game is much better than Moster Hunter wild by visual art, playing experience, variety of the controlling formats, this absolutely under rated.
le jeu plante et ne sauvegarde pas ma progression, recommence depuis le début si le jeu veut bien fonctionner. Demande de remboursement
Played it a lot on the Xbox and just recently got it on here on sale. Glad to know my save carried over. Over all, think it's a great game and I personally prefer it over the newer Monster Hunter games. That being said, I do have a couple gripes that I know they won't change. Firstly, the material drop rate for some of the basic "common" material feels incredibly low. After hunting 3 Alpha Venomgliders, only got 1 of the 6 things I needed. And secondly, I strongly feel Tsukuyomi needs nerfed. It is way too tanky, pretty sure it has the highest health pool of all the creatures, and hits too hard and fast for the stuff it gives. The armor and weapon upgrades are meh at best in my opinion so it really doesn't feel worth the effort. Some people are apparently complaining about their games crashing as well but I never had it crash when it was installed through the xbox app and so far I only had it crash once since playing it through steam. All in all, I'd give it about 4/5 stars.
モンハンライクではあるんだろうけど、よりスピーディに、より立体的な動きが入ったハンティングゲーム。特徴としては、魔改造された敵に対してこちらも魔改造じみた技やアクションで対抗。モンハン勢からするとインフレvsインフレって感じで、フロンティア好きだった自分にはぶっ刺さった。同志諸君、取り合えずプレイだ。 改善してほしい点としては以下の通り。 1. 他の方も上げているが、プレイ中突然ゲームが落ちることが10回に1回くらいある。フリーズは無し。 一応要求スペックを上回っていても発生するためおそらく不可避かと。 2. チュートリアル→キャラメイク後に強制終了してしまう問題 自分も該当した解決法としてOne Driveの共有をoffにしたら問題なく動作した。 これを知らずに離れている人もいるっぽいので、公式でパッチ対応などしてほしかった。Nintendo Switch 2版では発生しないことを祈る。 3. フィールド上の移動 序盤は顕著で、モンハンライズ以降の移動手段(翔蟲やガルクなど)を経験した後にこちらに来るとモンスター邂逅までの時間、補足した後の追跡など徒歩で向かう時間がかなり長くなる。一応中盤以降アンロックされる移動手段で幾分快適になるのだが、欲を言えばからくり翔蟲的なギミックを移動用だけでいいので配置しておいてほしい
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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