
In the middle of each nation's normal training routine, a Joint Military Exercise was enacted. A select few from each nation were chosen to participate in this rigorous event. But, how did this event come to be? Are there other ulterior motives at play?
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.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
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 814 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好评是给碧池航线的,地雷社叉出去!
以游戏而言,和黄鸡本家一样的不行
[h1]Win11打不开游戏可以参考下面网址所述添加系统环境变量的方法[/h1] [u]https://www.bilibili.com/read/cv20621550[/u] [quote=敌小畏]变量名:OPENSSL_ia32cap 变量值:(点击浏览目录,选到游戏目录即可,如:D:\steam\steamapps\common\Azur Lane Crosswave) [/quote] 如何添加系统环境变量? 参考:[u]https://jingyan.baidu.com/article/676629977653b315d51b849f.html[/u]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 Aug 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Traditional Chinese, Simplified Chinese*languages with full audio support
Hours played at review time, across 817 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
今買うべきではない。 開発元がゲームのエンジンをアップデートしないと環境(特に新しいPC?)によっては普通に起動しない状態。 回避策は探せば見つかるけど、そもそもプレイできないという問題が修正されないなら人には勧められない。
full time al whale here. this game is not fun
__ /> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
作为粉丝向还行吧,可惜我不是粉丝~~~感受就是手游经典剧情起手,本该让粉丝激动的角色一个个出场我却一个都不认识,心中毫无波澜,笑死。 windows系统启动失败解决方案:控制面板→编辑账户的环境变量→先在用户变量里查找有没有名字叫"OPENSSL_ia32cap"的变量,如无→用户变量点【新建】→变量名栏填"OPENSSL_ia32cap",变量值填"~0x20000000",确定。 记得游戏卸载以后把这个新添加的环境变量删除,避免系统今后运行出现问题。如果在新建之前就已有"OPENSSL_ia32cap"变量,则编辑这一变量→备份变量值→将原变量值修改为"~0x20000000",确定。卸载的时候将环境变量的变量值改回原变量值即可。 如果还是不行,可以尝试在系统变量上重复上述操作。 其实上述操作和 nProtect 大佬写的指南原理是一样的,就是不用命令行窗口对小白友好一点罢了。另外这本质是修改环境变量让有bug的引擎强行运行起来,所以建议不玩了还是把环境变量改回来,避免出现问题。(如果你运行别的游戏出现问题,你翻遍所有解决方案都解决不了,然后你猛然想起自己玩过这个游戏,还按照大佬的解决方案执行了那个setx命令,可以尝试在环境变量里找到"OPENSSL_ia32cap"变量并删除,看看能不能解决)
现在游戏打不开了 2025.6.6
Игра, которая проходится за пять часов, из которых четыре с половиной - чтение в стиле визуальной новеллы. А еще стойкое ощущение, что играешь в гиперизмерение нептунии, даже некоторые саундтреки взяты оттуда. Честно говоря, не густо, но если вы жесткий фан азурки, как я, или по крайне мере вам нравятся игры от IDEA FACTORY, то вам зайдет.
Azur Lane: Crosswave is a console spin-off of the mobile gacha game, built as a hybrid between a light 3D action shooter and a visual novel, but mostly the latter. It’s mainly aimed at fans of the series—if you like the characters, their designs, and seeing them interact, this delivers. But as a game, it’s limited, with shallow combat and a heavy reliance on dialogue. I’d probably only recommend it on sale, unless you’re already a big fan of Azur Lane. [b]Gameplay[/b] Combat puts you in control of three shipgirls with up to three support characters. Each class—destroyer, cruiser, battleship, carrier—has distinct stats, but battles play out similarly: dodge incoming projectiles, fire off weapons, and wait for cooldowns to reset before using them again. You’ll be spamming specials and watching health bars drain more than anything else. At first, it’s fun to experiment with different ships, but repetition sets in quickly. Most fights blur together, and there isn’t much depth beyond basic positioning and dodging. Progression during the story mostly relies on grinding levels and upgrading gear. Winning harder fights usually just comes down to stats—you grind until your numbers are high enough, then repeat the same loop. It’s serviceable but shallow, and combat ends up feeling like a break between the long stretches of visual novel dialogue instead of the main draw. [b]Progression & Unlocks[/b] Where the game demands the most time isn’t in the campaign but in unlocking everything. To fill out the gallery, you need to “oath” every single shipgirl, which is an absurd grind. The process requires raising a ship’s affinity, which involves using them in battle 10 times, setting them as secretary and doing another 10 battles, and then leveling them up to 100. Technically, you can overlap some of these by keeping the same ship in your fleet and as secretary, but it still takes forever. And that’s just for one character—there are dozens of shipgirls, including supports, so you’re looking at more than 600 fights in total. On top of that, once they hit 100 you’ll need cognitive chips to push them further, and those only drop from specific battles in the final chapter depending on the ship. The whole process is a massive timesink, and unless you’re determined to see everything in the gallery, most players won’t come close to finishing it. This feels more like padding than rewarding progression, and it shows how much the game leans on fan dedication rather than satisfying gameplay. [b]Story[/b] Crosswave has an original storyline separate from the mobile game, following Shimakaze and Suruga (Brand new shipgirls introduced in this game and later implemented into the mobile game) as they’re pulled into a joint exercise between Sakura Empire, Eagle Union, Iron Blood, and Royal Navy. Officially it’s a friendly drill, but in reality it’s about investigating mysterious [spoiler]glowing cubes linked to the Sirens—dangerous tech nobody fully understands[/spoiler]. Most of the plot unfolds through dialogue rather than action. Chapters are mostly shipgirls debating, joking, or reacting to each other, with only the occasional fight. It works as a character showcase, but if you’re expecting a tight or dramatic narrative, it can feel like filler stretched across long scenes. [b]Major Spoilers Ahead[/b] Things kick off when Sakura Empire finds some of these cubes and decides to host the “exercise” as a way to gather more while keeping up appearances. Shimakaze is chosen to represent her faction, while Suruga ends up reluctantly joining in. As you progress, you find out that the [spoiler]Sirens[/spoiler] are directly tied to these cubes and have been manipulating events in the background. They aren’t just another enemy fleet; they’re essentially testing humanity, pushing them with tech far beyond anything the factions have. Shimakaze mostly plays the energetic newcomer role, while Suruga gets the heavier story beats—she’s constantly stressed, doubting her place, and becomes more involved once she realizes the [spoiler]cubes affect her and the Sakura Empire more than she expected[/spoiler]. Along the way, you’ll see other factions play their part, but it’s clear that not everyone is being honest about their intentions. Some groups are [spoiler]hiding their involvement[/spoiler], and there are moments where alliances [spoiler]feel shaky because of how valuable these cubes are[/spoiler]. By the end, the exercise is exposed for what it really is: a way to [spoiler]gather and control cube technology[/spoiler]. The climax has Shimakaze and Suruga directly [spoiler]facing off against the Sirens[/spoiler], while also confronting the fact that their own factions have been [spoiler]less than transparent[/spoiler]. It doesn’t go super deep compared to a mainline RPG, but it ties together the [spoiler]cube mystery[/spoiler], the [spoiler]Sirens manipulation[/spoiler], and the way each nation tries to use the situation to their advantage. [b]Side Content[/b] Outside of the main campaign, there’s an Extreme Battle mode with repeatable fights that scale in difficulty. This is where you can grind resources, level up characters, and experiment with different builds. It extends the game’s length, but since combat doesn’t evolve much, it feels more like repetition than fresh content. As a sidenote, you can also get cognitive chips from certain Extreme Battles that spawn randomly after clearing stages. These are usually numbered 100+ and can appear even if you haven’t touched earlier Extreme Battles. The problem is that they’re completely unpredictable—you never know which mission will show up after a fight—so while they’re technically another farming method, they’re unreliable compared to just pushing through the final chapter fights. [b]TL;DR: Azur Lane: Crosswave is a game for fans first. The story is an original spin-off arc centered on Shimakaze and Suruga, but it mostly serves as an excuse to show shipgirls interacting while fighting the Sirens again. Combat is functional but shallow, relying on grinding and repetitive fights. The real grind comes from progression—oathing every shipgirl to unlock the full gallery takes forever, requiring 600+ battles plus farming cognitive chips. If you like Azur Lane and just want to see more of the characters in a different format, this scratches that itch. If you’re looking for a deep action game or a meaningful narrative, you won’t find it here.[/b]
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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