
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 →
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.
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 | $23.99−60% | 17.5Kreviews | 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 1350 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
真是漫长的赤石啊....总算结束了.... 优点: 1. 音乐 2. 城镇设计 3. 「药师、神官、学者、盗贼」这四个角色的「个人故事」。注意,我说的只是这四个角色的个人故事出色,不是说整个故事出色。 4. NPC该领便当就领便当,不拖泥带水。足够的残酷,也足够的打动人心。 5. 战斗系统上,「剑士、药师、猎人」的个人系统做的蛮有意思,可玩性不错。 缺点: 1. 上述剩余4个角色的个人故事,莫名其妙,很典型的日式「自我感动、强行上价值」 2. 最后8人合到一处的收尾故事,烂透了,虎头蛇尾。一个个前面故事揭露的幕后黑手在此处草草自杀献祭了事,幕后黑手背后的幕后黑手就打了一战被我随便秒了,幕后黑手背后的幕后黑手背后的幕后黑手就是最终boss。还蹦跶出来一个前面剧情里出现的角色,突然成幕后黑手之一了,用17页纸强行找补了这货的心路历程。真的要这么突然吗? 3. 八个角色的个人故事里,只有主控角色是人,其余7个队友只是打架工具人,完全不参与主控角色的剧情。玩起来很出戏。这是「多角色回合制RPG」诶,剧情的基石是群像剧好吗?主角团之间的刻画惜字如金啊,太奇怪了。 4. 剧情太多不合理的地方了。比如某角色复国成功,国家未稳、百废待兴之际却为了「8个traveller」这个主题擅自离国,继续和主角团游山玩水。又比如某角色复仇成功,终和女儿团聚。然而却把女儿丢给助手,自己又和主角团游山玩水去了。 5. 战斗系统上,隐藏boss和最终boss是断崖领先全游戏战斗难度的2个boss。会完全颠覆玩家之前对于这个战斗系统的理解。隐藏boss不抄作业很难打过,不管你练级多高,不用网上套路都别想打过。完全颠覆掉玩家自己随着故事展开花了100小时构建的战斗build,给人一种「好好好,自由度这么高的战斗系统,只有这一种标准答案是吧」的诡异观感,给我一种「我的人生难道是一场空么」的恍惚感。最终boss突然引入了新的战斗系统(可以切换队伍了,早干嘛去了?)以及全新的异常状态(禁用一切回复手段,可能还有其他,但游戏不给完整的异常状态列表,所以我也不知道具体有啥)。这种断崖式的boss设计不是数值层面上的,而是机制层面上的。这只能说明前面的一系列boss战的规划是有问题的。 这游戏玩到后面我只想快点结束,然后删掉以节省我电脑硬盘。 结果打完最终boss后,游戏还在拼命煽情、拼命找补、拼命狗尾续貂,似乎只要制作组足够用力,就能给玩家带来「好的峰终效应体验」。怎么说呢,「打完最终boss后小队告别」直到「大剧场煽情谢幕」这两幕,从设计、立意、台词、演出、诚意上看,远远不如20年前的空之轨迹3rd最终告别,以及零之轨迹大剧场演出。
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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.
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 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.
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 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
哪个弱智想的暗雷遇敌,跑图过程极为折磨割裂,一坨屎
RNM退钱
想入手的玩家先试玩一下舞娘的剧情,能接受这种流水账剧情的话,后面还有毫无逻辑的商人剧情在等着。舞娘、商人、药师、剑士和猎人的剧情都挺刻板的,看开头知结局;剩下的神官、学者和盗贼的剧情算是矮子里的高个。 除此以外,主线中夹带了大量的注水对话,跑腿和无效运镜,以给每章凑够一小时为目标。最后的世界观拼凑环节,给我一种幕后反派是谁都可以的的感觉,只要把相关主角的敌人写成与反派有关联即可。 8位主角有什么交集吗?如有。这编剧太好当了,写8个快餐故事,再抓阄抽4个双人剧情,名义上是多主角,其实只能算硬凑,每个角色的故事都是独立的。堆了料,但不是什么好料。
sekizyol yolcusu
剧情有点无聊而且碎片化 像给小孩看的 优点就是画风不错 音乐好听 很容易代入进去 昼夜切换也设计的很好 而且现在打折倒一下余额四五十就能买还要啥自行车 哦对了 暗雷死吗了 所有暗雷游戏都死妈 曹尼马的 非要浪费时间 直接mod关了玩的神清气爽
[h1]HD2Dが綺麗なJRPG[/h1] HD2Dグラが特徴のオクトパストラベラーの2です。 1は正直なところ微妙だったので途中で投げてしまって、バンドルで1と2を買って失敗したかな・・・と思っていたのですが、 こちらはすごく良かったのでオススメです。 ゲーム性としてはロマサガ3みたいに各地で仲間を集めて最終的に8人で旅をし、 ブレイブリーデフォルトみたいに毎ターン溜まるポイントを使って攻撃を強化したりしながら戦います。 1と比べて様々な点がすごく進化していて、特にカメラワークなど演出面がすごく良くなっているので感情移入しやすいです。 ストーリーも良かったと思います。明るいやつから暗いやつまでバリエーション豊富です。 最終章はもうちょい分かりやすい伏線を張ってくれていればもっと良かったかなと思いますが、全体的に満足です。 戦闘は相変わらずシールドシステムのせいでブレイクした後大火力を叩き込んでそのまま倒し切るゲームと化してるので大味っちゃ大味かな・・・。 逆にHP数十万クラスで押しきれないやつは行動パターンの調査が大変だし。 ただ、1と違ってバトルスピード2倍に出来る(なんで1に付けなかったんだよ・・・)のと、 発明家というザコ狩りにお誂向きなジョブがあるおかげでザコ戦がテンポ良く終わるのはすごく良いです。 町のNPCにアクションを起こせるフィールドコマンドは1では大嫌いだったんですが、 こちらは昼夜で出来ることが変わり選択肢が多くなっていてだいぶマシになったと思います。 BGMは相変わらず素晴らしいの一言。 総括としてはJRPGファンにオススメの良作となっていると思います。 ★嫌だったところ★ ・エンカ率がクッソ高い エンカ半減をつけて昼に移動してもなお高い。更に敵寄せ装備はあるのに敵避け装備は無い。裏ボスのエンカ無効のやつしかない。 今の半分とかで良かったと思う。 ・パーティメンバー変更が酒場でしか出来ない いや最終章になるとメニューから出来るようになるんかーーーーーい!!8人揃った時点で解禁した方が良かったのにと思う。 かなり面倒臭いので。 ・ファストトラベル出来るのが町だけだと思ったら停泊所にも出来ることを最終盤に気づいた。つまり分かりづらい、その上大聖堂など平和なマップだとしても行けないのが嫌。 ・覚えた技やけしかけるの効果がUIからほぼ分からない。特にけしかけるなんて使ってみないと追加効果が分からない ・覚えた技や魔物の並び替えが出来ない ・イベント外だと例え家族でも非常にそっけない態度をとられる。メンバーに特定の人がいるかいないかで反応変えてほしかった ・強くてニューゲームはあっても良かったと思う
6 hours in and nothing happened
Better than the first game in a lot of ways, a good RPG for anyone to enjoy, although for me the story becomes tedious at times, as one already expects the typical cliches in each story. I had a good time overall and i would recommend it to anyone that enjoys JRPGs like me, but be mindful that you'll have to sit through a lot of cutscenes where you already know what its gonna happen. Thankfully, the music makes the journey through the roughest parts worthwhile. The combat is enjoyable, but the encounter rate is very high, and because of that the overworld can feel overwhelming at times. A good game, but i wish i had a better time with it. Score: 7.5/10.
最原汁原味的异世界冒险+高清像素风回合制JRPG。优缺点都非常明显。 所谓的“原汁原味”在某些时刻简直成了折磨的代名词:剧情平淡得像一杯凉白开,王道得老套,逻辑浅显得经不起推敲。特别是那令人无语的盗贼线,冲突生硬到我真的气笑了,加上那小学生水平的对话,以及暗雷的逆天遇敌机制,打的我睡着了无数次。 然而,正是这样一个剧情“白开水”的游戏,却靠着其他维度的卓越表现硬生生把我留了下来。HD-2D的美术风格堪称惊艳,怀旧像素风搭配新时代光影,别有一番风味;游戏的配乐也非常顶级,昼夜交替的旋律无缝流转,每位角色的专属BGM都非常好听。这套看似古早的回合制玩法其实相当扎实,丰富的职业交互与颇有深度的配装策略,让战斗充满了构筑的乐趣。 直到尾声响起,我又和JPRG和解了。当来自四方的旅者因各自的缘由围坐篝火,当尾声里他们依照入队顺序依次挥手作别,那份在漫长琐碎的旅途中沉淀下来的情谊瞬间爆发。那一刻,我忽然原谅了所有的拖沓与牵强,打完甚至意犹未尽。原来这就是JRPG的魔法——只要伙伴间的羁绊足够真实,这场冒险便足以封存在记忆深处,成为一段温暖的回响。
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.
Related
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| $109.4K | 100 | 91% | $17.49 |
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| $17.4M | 69.7K | 96% | $19.99 | |
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| $17.2M | 20.1K | 90% | $29.99 |