
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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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 658 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
依然低成本开发,人物跟歌曲挺好听 这不给全语音有难顶
good
便宜,实际便宜
Media

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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 659 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
剧情还行,但故事刚起步很多没讲,有点像零轨的结构(意思是续作要变成碧轨那种吗) 第四话后的人物塑造还行,兄妹情深挺好的;此外小队里的人都还行,感觉像糅合了你轨艾莉亚莉莎艾蕾因爱丽榭但又有自己老妈子内核形象的枫华,刚开始很刺头入队后很温良的千骑(but小辫子弄太高了感觉好丑,正面看不到小辫子比较像卢法斯),很讨大众喜欢的千奈哦内桑~~~,虽然皮肤有点过黑但是挺不错的露露伊。啰里啰嗦又活泼坚强的音叶,你法典中典形象之无口高战力失去过去的少女莉亚,被群友称为丁真的克洛位搞基对象天乃等等 but该喷了不想夸了,有人已经夸了。 该说不愧是陪跑2nd吗,练手作战斗系统做的太浅了,首先技能差异不大但每个人搓出来的速度不同导致玩到最后就伶比较耐用(露露伊C3我键鼠按快了容易搓不出来),技能造成的输出收益有比较明显的差距但是要按出来的时间不同,导致两极分化的手感,枫华和千骑超长搓招和千奈的超绝攻击距离范围等,然后以为BOSS很多都可以打断搓招体验感更差了,此外还不能在搓招的时候优先防御,导致经常莫名其妙受伤,所以我觉得续作能防御取消除秘连击之外的任何攻击最好,若中断强击接上非红光精防也能发动一闪,若接上红光精防(弹反)则加强一闪伤害,若防御中断平a且接上精防或者弹反一闪的话,下一次平a保留中断前的连段;秘连击增加可以涨灵魂加速条的能力 去除闪避消耗灵魂加速条(加强枫华!加强百鬼兄妹!);以及东迷时期的射击系统在这一部几乎废掉了,完全是开机关补伤害的,甚至就只有四种类型,追踪弹经常锁不到,原地定时炸弹容易空,激光要蓄力,开盾除了免伤外有点鸡肋(以及感觉像是从伊苏起源的尤格三元素魔法扒拉来的),BOSS甚至会开盾防止射击(明日香,璃音:幸好没来),希望续作能有对射击系统的弥补 此外,异常状态在前期简直是ex的要死,特别是冰冻,前后期的体验很不平衡,前期阻碍大无所谓,但是异常持续时间实在是太久了,后期拿到合适的饰品异常又近乎消失 还有装备上,主要的缺陷就在于式灵,不,也可以称之为核心回路,原始四属性的式灵的区别就起到一个造型上的作用,甚至连属性上都没有区别,前作东迷的核心回路好歹有属性上的差异,以及式灵的三词条,完全可以洗点得一模一样,高级式灵连自己的专有效果都没有,更别说本座的影和天对下位四属性都是有克制的,导致枫华和百鬼兄妹因为装不了天和影的限制进一步加大,因为强的就是天和影两张,如果续作还用这些式灵的话起码得确认一下每一个式灵的独特之处,比如自带什么吸血,增伤啥的,不能都这么同质化 以及日常,最该喷的就是第三章新鲜感过后第三第四第五章那个要命的一天天上课放学逛街,尤其是在这种容易暴躁的情绪中会漏掉隐藏的料理和词条,导致我花了三个周目才拿完所有词条,要逛的地方中规中矩,但是架不住每天都得为了防止漏东西到处逛街,甚至是刷街,很消磨人的耐心,因为本作的指引简直是倒退,很多都感觉退回闪创时期的无提示,无提示就算了,老ass会自己全对话,但是对话刷新的规律感觉不到,几乎在很长的一段时间内都是同样的对话,但是你又怕漏掉词条又得每天每条街都跑一边,加速模式还是要长按,不是像黎界那种按一次固定,然后加速模式下又有点眼花,诸多指引的倒退因素造成日常的体验有点差让这个游戏在观感上大打折扣,即使说你人物写得再好也没法完全掩盖这个大缺点,类似于就像是你界轨万事屋一天到晚都在逛街结果拿不到什么有效情报一样,太碎片化了,几乎都堆在最后两三天推进主线,该说真的很学生,再次体验上学日复一日的枯燥感 探索方面个人感觉还行,但是也要喷,首先幻素瓶爆的太快了,这种防沉迷提醒没必要,反正也刷不出什么好东西,各种技能的解锁都挺循序渐进的,这还行,只是有个随时随地从迷宫传送回起点的功能竟然第四层末尾才给,差评 一二三层不评了,那时候新鲜感足,尤其是第三层美术设计以及BGM配合我觉得上乘,第四层第五层开始有点工期不够的敷衍了,先不说别的游戏,你法本社的伊苏都有很多可以直接抄的设计,第四层水层,你按伊苏·起源来讲都有游泳环节,但京迷没来得及做出来,就弄了个冰冻水龙头的设计,拉完了,BGM喜欢的会喜欢静谧感,但是我感觉不行,不如起源的水牢区域BGM=_=,关底主人也是换皮;第五层的整个场景都工期不足一样,虽然很合适他的名字,像是烂尾楼,且也没有什没新的地图机制,就是普普通通的第一层一样,地形陷阱的蛮少,怪物多样性也撑不住了,大鱿鱼换个头又来客串了(有点不如我去玩papaLouis那个老爹汉堡历险记和圣代历险记的地图设计和怪物类型可以说吗)还合适的就是BGM比第四章让我感觉好一点,但是自己偷摸着关掉BGM换上伊苏9或者黎2的最终区域BGM都很合适,难道这就是所谓的《?轨迹伊苏边角料?》 不扯那么多有的没的了,反正这作确实可以玩优点缺点都很明显,主要看个人能感受得到多少,期待续作能做好一点上来(不过看零碧模式,续作应该至少加上两个可控,奶一口莉亚和天乃吧,最好音叶也能拿到建模和战斗模组加入,到时候社团教室里我最爱的神经拌嘴对话更多了(),那几个成年的三年级的不指望了
怎么说呢由于考虑到结尾有彩蛋,这个故事只是起了个开头,并没有完结,在剧情上就不做特别的评分了,总体来说满分10给7分,还算是不错的作品 优点 1,类银河城式的玩法增加了可玩性和继续打高难度的欲望,以及作为一个旅游介绍游戏,虽然夹了许多介绍京都的私货,但并不令人反感这点还是不错的,再配合上还不错的剧本和演出,至少整体玩下来问题不是很大。 2,少见的把历史知识和日本文化知识写进游戏剧本里的,玩完一遍游戏,甚至还让我学习到了,这倒是没想到,这点上给好评。 缺点 1,之所以给七分,首先就是地下城进度给控制死了,玩的很爽的时候,强行因为污染瓶子满了而不得不回归这一点很讨厌,不能直接很爽快的打完地下城,虽然知道是为了服务于剧本而这样设计,但我觉得应该会有更加好的方法来解决这个困难,而不是强制逼玩家回归继续进行剧情。 2,最终两个BOSS如果开最高难度,就直接变成粪怪了,连续不断的攻击,再配一定程度的高速位移,以及超大范围的攻击,完全没有和玩家间的交互。以及中后期复制怪变色怪太多,有点新意不足。
会有偶尔在迷宫闪退的情况,请修复
Thank you Kikari!
新时代厕纸(误)!
整体感觉不错。就是攻击的时候打出去不能立刻切为格挡,玩的很难受,不一直攻击又不行。地图居然没有小图标能标记,玩的非常不舒服。
很棒的JRPG,横板银河城玩法也蛮上头的,说来好笑,玩了十几个小时我才发现是法老控的作品,之前还奇怪,为啥聊天表情全是轨迹的角色。不得不说,人情味很充足的作品,角色们都还蛮惹人喜欢,剧情节奏也是刚刚好,而且最好的是,编剧他终究是善良的,不会让我们体会切肤之痛(反观八方0)推荐给所有喜欢JRPG的朋友们
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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