
This game is a brand-new entry in the OCTOPATH TRAVELER series, the first installment of which was initially released in 2018 and sold over 3 million copies worldwide.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 9.14/day in the week to Jul 30 → 18.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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



Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 13.4Kreviews | 93% | — | $17.4M |
| $59.99 | — | — | — | 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.
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 1345 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Octopath Traveler 2 is a game that ended up being a surprising disappointment to me, particularly given the general reverence folks have for it. I played the first Octopath Traveler and loved it quite a bit; the art style, presentation, breadth of content, battle system, and novelty of the character story system all worked for me quite a bit, and I sunk a lot of time into it including preparing for and beating the optional true final boss. I was prepared to enjoy OT2 as well, but while there are some things that do work better here, I found it ultimately hard to enjoy and put it down after only completing my main character's personal story. Octopath Traveler 2 follows the basic setup of the first game; you've got 8 heroes to recruit, selecting one as your main character (locked to your party until you complete their personal story) and recruiting the others with a minor amount of world travel. Each character's story is divided into chapters and sub-chapters with unique events and content. The main characters also have a few unique traits/abilities independent of the relatively standard job system the game offers, such as Ochette being able to capture and use monsters in battle. They've expanded and tweaked this a bit from the first game, both in terms of mixing and matching the various out-of-combat abilities across the character pool in a more varied manner, while also doing some actual work to make the characters feel more like a party and less like coworkers who have no particular interest in each other. This manifests in a broader set of conversations that can crop up during various questlines, as well as a series of extra quests that pair two of the group up to go through a separate, shared story. It's not much, but it does make the whole thing feel less lonely. Also like the first game, Octopath Traveler 2 does excel in terms of presentation. The house HD-2D style that the series pioneered is back and still looks great. The voice acting is solid. The music is fantastic. It's a game that puts a good foot forward. Where Octopath Traveler 2 lost me, however, was in its balance and its gameplay. It so happens that I picked a particular main character (Throné) with an extremely strong buffing passive that triggers in nighttime battles. She also starts in a town a screen away from a new job unlock with a free and strong all-enemy attack, and also starts close to another character (Temenos) who has a complimentary nighttime enemy debuff passive. Without actually intending to do so, my choices at the start of the game meant that random battles were trivial - yet no less frequent - and gameplay was dull. The lack of engagement from the battle and combat systems meant that exploring areas was boring as well (continuing the trend of the first game largely having one path with 2-4 treasure chests located just off to the side in each screen). The fact that battle choices were effectively non-important also exposed a problem with the job system in OT2, which is that, much like the first game, jobs are boring. The interesting things the characters can do are largely tied to their personal unique abilities; jobs serve as a template to bolt a few weapons onto and have a handful of useful abilities and a larger handful that you only pick up to learn passive skills. While the character stories were interesting enough, the tedium associated with roaming the maps and actually progressing them wore me down; it was 30+ hours into the game before I pushed into late-story chapters and zones with enemies that actually could stand up to more than a turn and a half of attacks, and by that point the game had lost me. Ultimately the things that OT2 does better than the first game did not outweigh the tremendous tedium and balance issues that it has. I was looking forward to another long series of adventures with a new cast and would have been happy to spend the time doing sidequests and pushing towards another true game boss challenge, but by the time the game actually gave me any sort of gameplay resistance or friction I had already put it down several times for multi-month pauses and settled for just finishing Throné's story and calling it a day. It's a real shame.
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Related
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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 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.
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, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
白天偷人八卦,痛殴路人,偷天下万物,撒娇崩老头,晚上诱拐未成年,给平民灌迷魂药,抢夺良民背包。 跟1代一样幼稚的剧情,无聊的回合制战斗。(这种剧情带入日本人又很合理) [h3]但这是一个好游戏(抛开剧情)[/h3] 它比一代优秀的地方: [list] [*]双人剧情让八恶人不再是各管各的搭伙过日子 [*]最终章自然合流,不需要像1代一样藏着掖着 [*]去除了那种必须要对应职业才能解的箱子 [*]潜力系统增加了部分战略深度(aoe变强效单体,单体变aoe,凭空bp点……)稍微琢磨下还是有点蘸都爽(但大部分时间不爽,可能我不刷级) [*]个人技能和部分战斗机制重做了,宝可梦可以无限重复使用。[strike] 药娘 [/strike]奶妈潜力爆发时候无消耗调药。剑士跟人比斗能白嫖技能。 [*]战斗2倍速,让我直接从昏睡玩不下去的1代变成可单次持续玩耍好几个小时,建议下次出4倍速和自动战斗(? [*]章节之间等级断层平滑,不需要大量无意义刷级(但是暗雷依旧让人不爽) [*]昼夜交替系统,npc不再是傻傻的木桩,而是傻傻的可变换量子木桩,同一npc日夜可能会携带不同的信息 [*]美术更美了,舞娘的舞蹈在像素的限制下生动美丽,动态光源的运用使战斗中被选中的怪物拥有crt显示器一般的柔和光晕 [*]副职业有新皮肤 [*]西木康智神力,同一个地点白天和晚上的bgm是同一旋律的交响乐版本和爵士乐版本切换,太妙了 [*]猫头鹰有全程配音,我还能说什么呢 [/list] 基于以上优秀的改进,1代中途退坑的该玩家,顺利的打通了2代。 但是作为RPG,一个JRPG,重要的除了战斗体验,还有我刚刚抛开的剧情。剧情整体的感觉总结起来: [spoiler] 坏人好坏!被主角痛殴之后,良心发现,真诚悔改!大家一起包饺子!! 坏人好坏!欺负主角,主角用爱感化,坏人真心悔改!!大家一起包饺子!! 坏人好坏!几乎要杀死主角了!但是主角有爱的力量!!!!主角活过来了!!!杀了坏人!世界和平!!! 坏人好坏!坏人好像是你爸诶!诶不是,你爸是更坏的坏人!全杀了!! [/spoiler] [h3] 好评,不推荐 [/h3] steam的评价系统是基于推荐和不推荐,而不是好评或差评或打分。 评价是基于主观的个人体验和感受, 每个人评价标准不同,我愿意因为它比一代好给出好评,不代表我推荐所有人入手。毕竟评价是我的,钱包是你的,se(superExpensive)的定价摆在那里,宣发时HD-2D的像素美术和优秀的西幻配乐确实吸引人,但本作的剧情对于现代习惯了强逻辑深度叙事的玩家来说可以是精准踩雷。当然如果你能百元以下购入我还是相当推荐的。 这一作进了hb六月包,远低于史低,该玩家以为自己血赚的时候,打开游戏机惊讶发现它也在xgp里。。。
My first JRPG in decades, it's been a blast discovering the world, characters and story. Tons of content, currently at 20 hours and barely scratched the surface. Plays perfectly on Steam Deck! If your looking for a discount, It's part of Humble choice for $20 CDN this month (June 2026).
I'm a fair chunk of the way through the game, and I've got two thoughts: Mechanically, this is a fine JRPG with some interesting ideas. Storywise, it's a dud. There's genuinely an order of magnitude too much dialog, and I still don't know where I'm going or why. I ask myself if I'm going to finish it, and then I wonder... what will that consist of? Just running out of disconnected stories? Will there be any culmination at all?
[h1][b]扒方旅人2:好聚好散[/b][/h1] [b]“也许它正是我心中对JRPG所期待的模样!“[/b] [url=https://store.steampowered.com/app/921570/_/]第一部[/url]我就很喜欢了,只是没玩完所以不做评价。对它的喜欢尤其是音乐方面,恰到好处的气氛烘托;精致的HD-2D小人,剧情演出的效果毫不含糊;BOSS战中,敌我悬殊的体积差异,攒豆豆发出增幅一击,热血程度不亚于[url=https://store.steampowered.com/app/1687950/5/]P5[/url]的总攻击;NPC们不是只会重复固定台词的摆设,而是有各自的悲喜过往與小算盘。 [h1]相比前作[/h1] [b]没玩过前一部也没关系[/b] 反正2和1毫无联系。说起来,第一部我没玩完,当时地图全开少了一半兴趣,技能全学又少了一半兴趣,结果就放着没玩完。到了第二部,一方面有了先前的经验,心态摆摆好;另一方面,它的隐藏职业确实很后面才获取,不是随便探索着路边进个神殿就能拿全,一直到最后都很有神秘感。 [b]昼夜之分[/b] 初见很惊艳!玩着久了有点习以为常,回想起来还是很惊艳!不用去旅馆或存档点,随时随地的就能改变时间,街景、光影、NPC们毫无违和感地一键切换。可以说是整个游戏玩法的核心,围绕着时间变化,昼夜各异的NPC與事件触发,极大扩张了趣味性和场景叙事的丰富性。比如NPC所携带的物品,白天可以让盗贼去偷,晚上可以让学者去抢,偷窃总失手,抢也抢不过,那可以白天让商人去谈个价买来,或者晚上让舞娘厚着脸皮要来。信息获取也是如此,有人打听,有人审问,有人花钱买。而整个系统又因为很贴近常识显得毫不复杂。 [b]猎人加强[/b] 抓来的宝宝再也不是用几次技能就要归放大自然了,而是一辈子给猎人当苦力,被淘汰的时候还会被做成各种料理( 做成料理虽然就相当于各种药剂,但植物系做成沙拉,岩石系做成石锅拌饭,还有甲壳类,鸟类等等,抓遍魔物尝尽美食! [b]NPC有被动[/b] NPC们也不再是只被拉走交任务,战斗中放个技能的工具人;而是有各式各样被动效果的高级工具人!比如被舞女拐跑的,在舞女使用技能时会触发额外的BUFF效果;被商人雇走的,在商店买卖东西会有各种折扣优惠。 [b]成就简单[/b] Last but not least,这部简直是成就党福音,嘛,倒不如说第一部简直是成就党的噩梦!速通、没个图鉴还要求全物品,全弱点的成就,在这一部里统统删掉,没有任何成就会错过,可以肆无忌惮地享受旅程~ [h1]一些缺点[/h1] [b]不可避免的地图资源浪费[/b] 它开局任由玩家从分布在世界8处的角色中选一个当主角。使得它不像绝大多数RPG那样,新手村出了打20级的怪,20级之后是30级的,以此类推。而是会有8块新手村,新手村向外延申的怪也不会太强,从一个角色的新手村出发,大约30级就会衔接到另一个角色延申出来的地区。这就使得我千里迢迢充西大陆来到东边,一路上都是虾兵蟹将,宝箱获得的装备也很落后,令人扫兴。 [b]可以避免的便利性设置[/b] 暗雷遇敌这块儿实在是有点讨厌了。虽然很好地保留画面完整性,逛地图的时候观感不错,但频繁被打断绊脚甚是烦人。尤其是敌人比你差很多级,这游戏也没刷材料的说法,打了几乎没收益,直接逃跑的按键操作和响应时长,與甩技能把敌人秒了相差无几,正反手都让人感到麻烦。这让我想到[url=https://store.steampowered.com/app/1042550/Digimon_Story_Cyber_Sleuth_Complete_Edition/]数码宝贝:网络侦探[/url],同样是暗雷,但它有个开关设置,玩家打开后,比如队伍里有成熟期的数码兽,就不会遇到成长期以下的敌人,你有究极体的数码兽,就不会遇到完全体以下的敌人。只遭遇旗鼓相当的对手,体验会好上不少。本作里倒也有类似的“开关”,是一个叫“隔离缎带”的装备,装上后完全不遇敌,但却是打完隐藏BOSS基本上通关后才会获得,我的评价是要给早点给啊! 战斗便利性方面有点墨守成规,算不上什么缺点吧,只是能更好一点。角色学了一叠技能,但常用的就那么几个,而不用的就是在列表占着一两行,让你每次多按两下键的累赘。[url=https://store.steampowered.com/app/803600/Disgaea_5_Complete/]魔界战记系列[/url]就设计很不错,允许玩家把技能上下顺序任意调整,甚至隐藏,战斗起来方便很多。这种事儿也不是什么技术难度,完全就是制作人有没有想到吧。此外,轮到自己不想出手的角色,想防御换其他人行动的时候,也要多按几下选防御,不能直接A确认B取消地取消一下跳到防御那栏。 [h1]个人体验[/h1] ——拿键盘玩的,开始游戏前改了5成按键。移动部分是WASD但默认的按键我只能说右手很闲:比如说确定-F,取消-C,冲刺-Shift,切换时间-T;我给改成了确定-K,取消-L,冲刺-J,切换时间-F。就用得很舒服。 ——开局选的学者,第一部用学者是因为喜欢人设,这一部只是因为喜欢学者。其实我不喜欢他的人设,虎背熊腰长得比武士还粗犷,按理说经历了牢狱之灾的人不应该这种体型,只能说监狱伙食太好嘞。哇说起监狱的伙食,想到前几天朋友发来的,“很多監獄的食物都好吃,北監辣味豆乾、 苗所的伯爵紅茶麻糬 、基隆監的天婦羅、高雄監的飛魚卵香腸⋯⋯甜點零嘴熟食好多都很好吃”,我順著找到了法務部自營店,有點想吃飛魚卵香腸了一剛O.O ——开局选学者选对嘞,东大陆的四人,学者-神官-盗贼-猎人,不仅具备了对NPC昼夜使用的全部指令毫不重叠,在晚上战斗还能给自己增伤,给敌人减防。当时只是在第四人要不要捡上猎人纠结了一下,但毕竟离西边四人又太远了,凑齐四人后,完全不想带西边四人玩儿嘞。 ——我的盗贼斯洛妮副职业是猎人,面板上暴击、物理是都不错,但没有AOE很难受,而且她速度还快,经常野外遇敌她先手,只能啥也不干地跳过让其他人出手。看了一圈感觉除了武器大师也没什么适合她的嘞,这一部的基础八职业都蛮厉害的,额外职业却有点弱。 ——我很喜欢猎人欧修缇,快乐、活泼、鼻子很灵。会把武士光叫作光光,把学者奥兹巴尔多叫作老爹。上来就是,[i]老爹你的头发好浓密啊![/i]奥兹巴尔多:[i]你该不会是……在叫我吧?你这是何意?[/i] ——光的妈妈,可芮,是全游戏最厉害的人!为什么?因为她是唯一一个在对话框里说了三行话的人!应该是为了风格化吧,整个游戏NPC对话内容都很短,一方面框里上下两行一段话最多24个字,另一方面不会出现一个人一直在说一直在说的局面。 ——最后这个大魔王,虽然因为打太快,名字都没记清,但我很佩服它的勇气!我四个人就能征战一方,它居然敢让我八个人一起上! [h1]尾声[/h1] 人生中只有吃不下的鸡腿,没有不散伙的宴席。玩到最后,我还挺舍不得结束这部游戏,回想起当初探索世界的好奇,一路上有人找回了记忆,有人实现了愿望,有人报仇,有人自由,最后留给我的是几分感动。如果世界地图能再大一点,旅途能再长一点。。。说起来,[url=https://store.steampowered.com/app/3014320/0_OCTOPATH_TRAVELER_0/]八方旅人0[/url],我比较排斥自定义主角,但它好像可以城镇建设,hmmmmmm,对它的期待就摆在我填坑完第一部之后吧。 P.S.强烈推荐用英文配音! P.P.S. 哈维的发型和德性像极了古惑仔里的乌鸦,明明在[url=https://store.steampowered.com/app/413150/Stardew_Valley/]星露谷[/url]时还是个喜欢秋水仙的老实医生!
白天偷晚上抢扒方恶人,画面顶音乐夯像素的神
如果说60元的价格 跳过所有剧情 那么这是一款满分10分拿6分及格分的游戏 但是如果你是一个看完所有剧情的正常人类,这游戏只能给到0分 日本人做的悲剧都有一种形式大于意义的荒诞感,他们往往是先构建一个非常悲情的场景,用狗屁不同的逻辑试图给他圆回来,然后你就会发现本质上人物所有的行为都是在为这一场景做铺垫 举个简单的例子 他会让一个人在星期四的kfc里面当着所有人的面吃屎 就是屎 从厕所里不知道谁拉出来的 很恶臭 很恶心的人类粪便 然后再和你解释 为啥这个人要吃屎 可能他有异食癖 可能他心情不好 可能那天的kfc不新鲜 但是这都不能直接解释这个人为啥要赤石 然后你就明白了 赤石的不是屏幕里的人 而是屏幕外面试图理解这种恶心人行为的自己
垃圾剧情,玩到药剂师那地方真恶心人,狗屎剧情是人能想出来的?
This game is an interesting experience. I play on a mix of PC and steam deck so the game time is off, I've got around 30 hours in the game at this point, which means I enjoyed it but.. I'm also done at this point. I think I've had enough of it, and I just don't feel enough draw to the mix of stories to keep going. One or two of them I do wish I could see through, but to do so you have to do so much work on the other ones and it just isn't worth it now that I've gotten what I feel like is the most out of the experience. I may try Octopath 0, which seems a bit more direct in that you get one character and optional teammates and a home town it looks like... I think that may actually be more interesting than this. From an art, animation, and sound design perspective this is an absolute masterclass. One of, if not the, most visually and audibly pleasing JRPG games ever. Everything down to the way characters wink and point is modeled in the most cute art style that contrasts with the often very dark story playing out. It's really awesome. The story is where it gets unique... this is 8 different stories. I know, I know, they wind together towards a single ending but that's really not most of the game... most of your time with this game is spent "story-switching" in your head. You follow one chapter of one story and then jump around to a chapter in a totally different story. Each of the stories are very unique... though they aren't all very good. That said, despite whether you like them or dislike them, there is a mental cost of "task switching" that takes place here and makes this game sometimes a bit exhausting to play. You can't really just get into the story because it radically changes on you so often. Story-wise for me... 2 of the 8 are top notch. 2 more of the 8 are really good. 2 more of them are ok. The last two... wander between bad and "oh my lord please just stop already." The combat is fun.. it's definitely got enough bite to it for you to dig into. The combination of characters you use can really change up your tactics, and I expect most people run all the characters in parallel. Which brings me to another point... all 8 characters are available as your "main" character. Whichever one you pick is one you will have the entire game, while the others you can switch in and out (once you collect them). You still get to play all 8 stories out, but the consistent party member is whichever one you took to begin with. Boss fights in this game are... unfortunately... where it is weakest. The boss fights are not good at all. They are long, boring, grindy, spongy slogs with very little interesting going on. It's basically just a normal fight, but the boss is larger and has some massive unknown number of HP. So you kind of just... grind away. They also tend to have abilities that mitigate their break weaknesses which is more tedious that it is fun. There were a few boss fights I had that.. even though I won on the first try... they just slogged on for SO long that I wanted to quit the game after. And there's a boss at the end of every chapter.... that's quite a few bosses. But I mean... I guess it caps off the story point, I just wish they had figured out something more interesting and less spongy. I am playing this out and do intend to finish, even the stories I'm not as fond of... though admittedly you don't strictly "have" to do that, it really does just work out better if you do. Overall though the quality of the game is general is just so high that it makes up for the mostly minor frustrations.
你有精巧的HD-2D、优美的配乐和柳暗花明般的场景设计共同营造出的身临其境般的体验,但你随机遇敌的暗雷机制又破坏了这一点; 你有的出色的主角人设,但你平淡如水的剧本和站桩拖沓的台词演出又破坏了这一点; 你有独特的战斗机制和构筑深度,但你严格的等级压制和部分刚需背板的高难BOSS又破坏了这一点。 虽说如此,玩完结局后,我还是稍微与《八方旅人2》和解了。 但我不会向任何人推荐这款游戏,最主要的原因是构成JRPG体验核心的「剧情」只能说拉完了,即便是大后期所谓的反转也没能给我带来多少情绪波动;至于八位主角之间的关系,在90%的剧情里不说形同陌路,也是互相查无此人了,入队和离别都极其敷衍,也算是符合「旅人」的标题了。 如果你仅仅因本系列「HD-2D开创者」的称号慕名而来,那么在短短十余个小时后便会丧失继续玩下去的驱动力。
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