
Falcom’s latest juvenile RPG set in modern JAPAN! Based on the worldview of the "Tokyo Xanadu" released in 2015, it presents a completely original story for modern RPG players.
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Prices
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Every market we collect.
About
An Adventure Through Kyoto and Xanadu: the Otherworld
Set in modern-day Japan, where Kyoto has become the capital, the story unfolds as boys and girls awaken as "eligibles" and travel to the other world of Xanadu.
Kamiya Rei, a boy who gained the power to fight monsters in the otherworldly labyrinth Xanadu, transfers to "Hirasaka Academy", which aims to conquer Xanadu. Alongside his unique companions, Rei will challenge Xanadu...
Key Features
Kyoto Xanadu features an innovative combat system combining two distinct actions. "2D Battle" offers classic side-scrolling gameplay as players explore the vast labyrinth beneath the academy.
Opening gates that appear at specific points within the labyrinth triggers a shift to "3D Battle", where players engage enemies in 3D combat using diverse skill attacks and technical maneuvers within the gate’s inner space.
Use points earned through Xanadu exploration and daily activities to enhance your Soul-Device! Not only does this boost the device's performance, but it also allows you to learn new actions and skill attacks.
Equip Guardian Cards obtained in 3D Battle to your character for a massive boost in power. Not only will your attacks enchantlike fire and ice, but you'll also gain access to ranged attacks distinct from standard Soul-Devices!
At the academy, set action cards before class begins. Attending classes increases subject-specific parameters based on the card's content and also changes your friendship level with other characters. As the story progresses, more types of action cards become available, adding the fun of collecting them.
After school, let’s explore Kyoto City! Gather information at tourist spots, shop in the shopping districts, enjoy dinner with classmates... how you spend your time is up to you!
The daily life segment centered around Hirasaka Academy features various content, including character chats and quests occurring throughout Kyoto City.
Engaging with these elements allows players to gain a deeper understanding of the world of "Kyoto Xanadu" and the personalities of its characters.
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 656 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
忘记评价了 补个好评 游戏音乐很好听
用一個詞形容那就是法社出手的低配版P3,雖然用低配版這個形容詞,但絕對是個稱讚。 雖然遊戲看的出來經費十分有限,但是能感受到他們在這個條件下盡力把遊戲做好。 如果你喜歡軌跡OR伊蘇,也喜歡女神異聞錄,那這款絕對值得入手。 只能說我上禮拜入手刀劍新作之後再玩到這款,感覺人生真的受到救贖了。 茅場晶彥你先來法社學學怎麼做RPG吧。
纯典中典爽文走出来的男主,剧情味儿正到溢出了。横板探图+3DBoss战的系统比想象中的有意思不少,也算是法社成功的经费节约小妙招了。女声优厨社长依旧正常发挥,请来唱的歌也不赖,就是一开爆气直接放OP玩到后面真听麻了。 角色日常剧情明显没完整,估计还得有ex+或者续作,这点还是挺失望的,毕竟是泥法看家本领;日常line里的大量自家游戏表情包,再加上一些明显穿越错剧组的角色,玩着玩着就让人会心一孝了。
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 657 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我为了打差评,挂了6分钟的时长,我现在连游戏进都进不去,纯粹预购受害者,这是我第一次预购游戏,体验极差 I left the game running AFK for six minutes just to leave a negative review, yet I can’t even get into the game at all. I’m nothing but a victim of pre-ordering. This is my first time pre-ordering a game, and the experience has been absolutely terrible
ВЕЛИКАЯ ИГРА, без сомнения, персону ток так унижает
不是很推荐全价购买。剧情直到终章有大段的伏笔没有回收,就留一个谜语给玩家猜续作;战斗方面所有怪的种类加起来估计不超过20种,全是换皮。而且近战怪极少,后期都是在躲远程怪的弹幕;剧情过场也非常简陋,站桩占据80%。总而言之,100左右的价格才是这个游戏的真正定价。
这个绿色的麻痹弹只要中了就强制挂机一分钟的天才设计到底是谁想的???????????????????????设计师玩过自己做的游戏吗?谁家横版游戏有这种中了就一分钟没法跳跃导致哪都去不了只能原地挂机的debuff啊????? 游戏剧情也太修仙文套路了(褒义),严重怀疑编剧没少看修仙爽文哈哈哈哈。开局还整个灵根资质测试,完了这迷宫不就是秘境么。。扮猪吃老虎800个心眼子的主角真的有意思
《京都幻都 -樱花幻舞-》延续了系列经典的校园日常加异界冒险双线核心玩法,同时跳出固有框架,以真实京都为蓝本搭建游戏舞台,搭配独创的2D横版探索+3D对战双维度模式,打造出风格独树一帜的都市奇幻JRPG作品。游戏兼顾轻松治愈的校园养成与扎实有趣的迷宫闯关,既有P5式自由时间规划的乐趣,也融入了银河城探索与卡牌养成的新鲜玩法,内容体量扎实饱满,风格独特鲜明,带来了区别于传统轨迹系列的全新体验。 在本作众多的设计特色之中,高度还原的京都开放地图,带来了最直观的惊艳体验。制作组精准拿捏了现代京都的独特气质,古寺神社、传统街巷随处可见,浓郁的日式和风底蕴扑面而来,同时又融入满满的现代化都市元素,电玩城、女仆咖啡厅、模型门店等潮流场景一应俱全,古今交融的场景设计真实又治愈,每一次街巷探索都充满新鲜感。日常玩法上,游戏借鉴了经典校园养成体系,玩家可以自由安排每日课余时间,通过游玩娱乐、休闲泡澡、打工自习等各类活动,提升智、勇、仁三项核心属性。属性不仅决定学习成绩,还关联迷宫探索的战斗能力,搭配独立技能树系统,让角色养成自由且多元。 校园养成体系的最大创新特色,便是游戏独树一帜的课堂卡牌系统,区别于常规文字答题的课堂玩法,本作将课业学习做成了轻量化卡牌构筑玩法。玩家通过日常活动收集各类功能卡牌,上课期间搭配使用,填补课程点数空缺,借助NPC支援卡还能实现抽卡增效、降低消耗、提升收益等效果。睡前的时间规划也极具策略性,玩家需要权衡自习攒卡、打工赚钱、属性提升的取舍,每一次选择都会影响后续养成与探索体验,这种自由规划的玩法,复刻了经典校园JRPG的松弛乐趣,沉浸式还原了无忧无虑的青春校园日常。 在角色社交与羁绊塑造的层面,本作打造了形形色色的校园人物,供玩家自由结识与互动。游戏塑造了风格各异的学姐、学妹、老师与邻里角色,玩家可通过日常互动提升好感度,解锁专属短篇小剧场剧情。不同于传统社群体系,本作好感度没有战力加成和特殊结局羁绊,纯粹以碎片化剧情丰富世界观,虽然少了深度养成的乐趣,但整体氛围更加松弛。玩家结识NPC后还能获取专属支援卡,为课堂玩法提供助力,不过多数路人角色刻画较为脸谱化,日常对话内容同质化偏高,相比顶级校园JRPG的社群塑造还有一定差距。 相较于传统单调的校园养成内容,本作的迷宫探索与战斗系统,带来了十足的创新突破。制作组摒弃系列传统随机生成迷宫,采用纯手工打造的关卡设计,彻底告别重复枯燥的爬塔体验。玩法上突破性采用横版银河城探索加3D定点战斗的组合模式,日常迷宫探索为流畅的横向卷轴玩法,BOSS战与核心战斗场景则切换为标准3D模式,两种模式衔接自然,几乎没有割裂感。游戏流程中会逐步解锁二段跳、空中冲刺、蹬墙跳、元素爆裂等全新能力,持续解锁的探索技能不断拓展地图边界,搭配隐藏宝箱、地形机关、捷径通道等设计,让每一次探索都充满新鲜感,有效规避了重复游玩的枯燥感。 为了让迷宫探索的整体节奏更加合理可控,游戏设计了独具特色的幻素积累机制。玩家探索迷宫获取的幻素存在一千点上限,溢出后会触发幻素中毒负面状态,持续掉血且无法使用各类续航、加速技能,倒逼玩家合理把控探索时长,让单次闯关节奏紧凑、收益可观。同时探索收获、支线完成、区域解锁等内容都会计入校内排名,排名提升可解锁专属奖励,为迷宫探索增添了明确的目标感。战斗体系沿用Falcom成熟的ARPG框架,轻重击派生、闪避弹反、队友切换、远程射击、必杀爆发等机制齐全,操作手感流畅丝滑,兼顾新手容错与操作上限。 凭借足够新颖完善的玩法框架,本作的实际游玩过程,全程都能给到玩家舒适的沉浸感受。专属的灵魂加速机制让战斗节奏张弛有度,实战过程的变数丰富、临场感十足,各类异常状态的加入也为闯关探索增添了更多策略维度,让玩家不再固定套用单一打法,而是根据实时状态灵活调整操作思路。专属人声BGM的动态切换,也让高强度对战的氛围感层层拉满,每一次爆发技能的释放,都能精准烘托出热血的战斗氛围。 依托Falcom成熟的制作经验,本作的关卡设计与收集体系,构建出充实饱满的长线游玩内容。银河城分段式地图结构层次清晰,配合能力解锁触发的地形更新、隐藏区域开放,持续为玩家输送全新探索惊喜,层层递进的探索节奏十分抓人。系列经典的情报收集玩法,让京都街巷的探索更有沉浸感,漫步城市发掘隐藏线索的过程,完美贴合和风都市的冒险氛围。连招博弈系统细节丰富,熟练掌握节奏后,玩家可以精准应对各类BOSS招式,后期多怪混战的场景,更是能打出酣畅淋漓的团战体验。
一个界轨还不够,连这个系列也要玩断章吗
支持一下 免得厂家倒闭了
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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