
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 | 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 1345 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
👎 Not Recommended blindly — please check cons for this game 🕒 Hours Played: In‑game timer shows 73h, Steam shows over 80h 🎯 Completion Status: All story missions + last mission (“Story End”). Skipped: Majority of side stories, optional level‑40+ dungeons, and the Challenge Boss. I skipped side stories because they were boring; optional dungeons and the “secret” boss were skipped because I was exhausted with the game and just wanted it to end. My main character was Ochette. 🟪 Some Info [📝] — One note: this is not a negative review of the game itself. It is a very solid title. However, I cannot recommend it to you with a clean conscience because the story and character development are not that good — or rather, because the story is split between 8 characters, it ends up being very basic. Story and character development are usually what keep me going in jRPGs, and since this was seriously lacking in Octopath Traveler 2, exhaustion became a very real problem for me. At some point I was progressing purely through willpower. This happened around the 40‑hour mark, when the game first forced me to grind. I still pushed for another ~30 hours, but not because I was enjoying the game — I just wanted to finish it. Please check “The Bad” and “The Ugly” sections. 🟩 The Good [✅] Characters — I liked all the characters you play in this game. That actually says a lot, because I tend not to like “good” or “lawful” characters in games. Usually, if you’ve seen one of them, you’ve seen them all, and unless the game forces some morally questionable situations on them, there’s nothing interesting going on. Characters in this game tend to be “good” with idealistic worldviews, but I didn’t mind it at all and cared for all of them. [✅] Game mechanics are solid — This game has a lot of mechanics, and they are all solid. A diverse and interesting battle system where you need to manage several resources. Many side activities. Town interactions through path actions. Side dungeons. Plenty of boss battles, each somehow unique in one way or another. This is a very solid jRPG from a mechanics point of view. Even if I personally didn’t enjoy some of them, players who do will find them a treat. [✅] Ochette — I already mentioned that I liked all characters, but that goes double or even triple for Ochette. She is the Hunter in Octopath Traveler 2 and was my main character. I grew very attached to her during the game. [✅] Items are useful throughout the whole game — Worth mentioning: items remain relevant for the entire duration of the game. [✅] Game progression — The game has a nice progression system through items, class skills, class mixing, etc. There was almost always some weapon/armor/accessory upgrade or class development I wanted to try. [✅] A lot of customization — Many interesting items and job combinations let you adjust your gameplay and characters to suit your needs. 🟦 The Neutral [➖] Pixel graphics — Not much to say here. Either you like it or you don’t. The game is beautiful, but it’s still mostly pixel art — very high‑quality pixel art, but pixel art nonetheless. [➖] The game is long — I personally think the game overstays its welcome quite a bit. But if long games — even artificially long ones — are your thing, you’ll be happy. Keep in mind: most of the length comes from exploration, battles, path actions, and grinding, not from story. This is not the type of game that runs 2 hours of cutscenes. [➖] Some jobs are late‑game only — There are 4 special jobs, and 3 of them (if you follow standard progression) become available only at the very end. [➖] Path actions — Path actions let you gather items in towns or recruit characters to help in battle. They are fun at first, but the game has a lot of towns, and you can sink a lot of time into trying to gather everything. Later, it becomes a pace‑killer. Many path actions also require higher character levels than you currently have, adding another time‑sink layer through backtracking. [➖] The game is easily breakable — You can out‑grind and out‑scale the game even without trying. There are some very unbalanced things you can do, and there’s a high chance you’ll start doing them unintentionally. [➖] No difficulty settings — Normally I like this, because it means everyone plays the same difficulty. However, when I hit serious exhaustion, I really wished I could lower the difficulty to speed things up. 🟨 The Bad [⚠️] Game Story — It’s a very basic story, or stories in this case. You’ve probably seen each of these storylines somewhere already, and that’s not inherently bad — I enjoy familiar stories retold in new settings. But because Octopath Traveler covers 8 stories at the same time, each one ends up short and very simple. [⚠️] Characters are isolated in their own story sections — When you trigger a story chapter for any character, only that character appears. Outside of story chapters, you only get small talk between characters. There were many moments where another character would have fit perfectly into someone else’s story, but that never happens. [⚠️] Lack of character development — I liked all the characters, but what you see in the first 20 minutes of their introduction is what you get for the entire game. They don’t change, don’t question their worldview, and don’t interact meaningfully outside their own story sections. [⚠️] The game will force you to grind — Early on, progression feels smooth: Level 10 → explore → fight → level up → gear up → level 15 → repeat. But eventually recommended levels jump higher than what you naturally reach. Not a deal‑breaker, but it creates a negative feeling — especially when bosses start hitting hard and grinding feels more appealing than frustration. [⚠️] Late‑game bosses — A strange experience. Their unique mechanics can be annoying, but at the same time you can start one‑shotting them even with an unoptimized team. However, if you let them act — and some can take multiple turns in a row — you might get instantly wiped. Some even have literal game‑over moves. [⚠️] The game forces constant re‑customization — You must switch characters often, and not just characters — also their gear, jobs, and setups. It takes time, and in the long run starts feeling like a chore rather than a relaxing RPG. 🟥 The Ugly [💥] Side stories — Side stories are basically small puzzles: bring item A to character Y, bring character Z to character O, etc. You usually have to figure them out yourself (or check a guide). Totally not my thing. I would prefer 3 solid side quests over dozens of these. Some late‑game side stories seem more interesting, but by then I was too exhausted to care. Another issue: some side stories cannot be completed when you get them because the required item is in a high‑level area. Example: a lighthouse side story in a level 5 town requires an item from a level 35 zone. By the time you can finish it, you’ve probably forgotten it exists — and tracking side stories is not easy. [💥] Characters not in your party do not level up — This was painful. You cannot (or rather should not) focus only on a few favorite characters, because sooner or later you will need everyone up‑to‑date. The game gives no XP to unused characters.
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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
So, overall the stories were fun. But it really lacks a main story of any sort. The one attached after all 8 stories are finished and the 4 crossed paths stories is just held together by discount superglue and good will. It's like I played 8 companion quests one next to each other with no main story in between. Yet, without using CE 2x speedup for my playthrough as I usually do for TBC games, the game would've been 60-80 hours long. And all that with the most repeptitive combat imaginable. I literally spend 95% of in game time doing 'boost boost inventor skills catapult choose sword or dagger one-shot enemy group' then I had to actually read what any other skill does when I ran into a boss. And that mainly consisted of trying out what breaks the shield. Buff attack up on 1-2 dudes, debuff enemy with armor down least I forgot or didn't have the setup for it / use critical scope and unleash fury once broken to end the fight. This worked on every single boss outside the very last one with a rather specific gimmick. Thing is - I never really engaged with this supposedly good combat system because the game never required me to. Imo, it all came down to having found OP gear for your progress level which carried you (mind you, I went in blind, no guide, it was still really easy). I did also use some QOL mods like disabling random encounters entirely toggle instead of just having a lowered chance and a more clear objective description for side quests or playing all skits despite improper party (basically just fluff). The game was fine overall. the character and their stories were enjoyable. But I never felt like their friendship made sense or them traveling together made sense - heck, in none of the 8 stories were the other 7 anything more than combatants that popper up during the boss fight. They didn't even have lines. There were much better ways to do this imo. Overall, as I've said - still fun but with quite a few caveats and nowehre near the 'generational JRPG' some people make it out to be. It really only stands out with the beautiful sprite work which was really cool. But even the level design was pretty uninspired overall. It looked pretty but that's it - just corridors, no riddles, no mechanics, no nothing at all. Music was nice though at least.
喜欢。 很喜欢每个角色的曲子,最喜欢的还是舞娘的,这一条线没有坏人,大家都好好,看着一路上结交的朋友,最后boss站的完美曲子,落泪。
长得非常标准的JRPG。 好像香草口味冰淇淋,牛奶味的巧克力。 王道的、不易出错的、被市场验证的、或许是拥有最大公约数受众的。 歧路旅人2就是这样一款有着经典JRPG味的……JRPG。 经典款本身当然没有绝对的好坏,只是有着共通的优缺点。 我喜欢的是故事总能通过一场冒险传达出:“我”就跟这个世界一样,是可以被改变的。我所讨厌的是故事本身与玩法设计,是老派而让人意内的。 说好评说差评,说在steam上并不存在的中评,我对此都各有理由。最后还是点了推荐,因为看完番外和后记,我在游戏中期积累起来的负反馈“暗影”终究也是被主角团随着boss一块儿消灭了(不是),总之是和解了。 无论是想体验像素风HD-2D,还是昼夜地图设计,或者有其他让你产生了兴趣的要素,歧路旅人2仍然是一个值得入坑的作品。 毕竟每当接触一个新类型,总是可以从经典款开始尝试,这就是其意义所在。 画面:8 第一次玩到HD-2D,意外地很喜欢!野外的森林湖泊、包括一些华丽的室内,这些场景的光影特效、色彩表现力都比我想的好非常多。 剧情:7 前中期慢热,后期结合暗线收束起来了还可以。[spoiler]不过由于过早听出了一些反派角色的配音演员,某种程度上变相给自己剧透了()子安武人又在怪叫的时候我完全憋不住笑…… [/spoiler] 八个旅人内部的互动我觉得不够多,导致没有特别强烈的共同冒险感。 玩法:6 纯粹不喜欢地雷式触发的开怪,哪怕有减遇敌概率的天赋,我的探图节奏仍然一直在被打断。全程拿deck在玩,明明是很适合掌机的游戏,但是字体太细又太小,长时间玩下来看得眼睛好累。 音乐:9 2025年我听得最多的专辑前三名都是不同游戏的原声带。本游现已强势加入我的2026歌单! 8分在我心中是可以称得上喜欢的标准线,歧路旅人2总体均分7.5/10,let’s差一步美满!
我们或许不是那个一心想让库国好的光,或许不是那个保护家园的欧修缇,或许不是那个追求自由的斯洛尼,或许不是那个治疗所有人的卡斯蒂,或许不是那个用蒸汽机让天下人幸福的帕特提欧,或许不是那个一直想要追求梦想的爱格妮雅,或许不是那个追查凶手的提米诺斯,或许不是那个为了妻女而复仇的奥兹巴尔多,但是我们依旧有着属于我们自己的旅途
古早的玩法,好听的音乐,王道但有新意的剧情,我心中的JRPG代表作了。下一作希望继承本作优点的同时,能在剧情和玩法方面做出一些符合时代发展的进化吧,毕竟这会都已经2026年了。
严格来说,应该是中评(steam真该出一个中评设置了),如果是喜欢JRPG/自适应能力很强的人那可以在打折低价时放心购入大胆玩,其他的话还是谨慎考虑 先说说让我不爽的点 [b]1.暗雷式遇敌 [/b] 感觉JRPG需要刷级已经是众所周知的强制要求,但是暗雷式遇敌真的非常让我恶心,跑图一路踩雷给人体验超级差,学者辅助技能遇敌几率自动减半好像没用一样,等打败隐藏boss拿到隔离缎带已经是后期的事了(我是接近结局才拿到),如果想堆怪给玩家升级肯定有更好的办法,暗雷对性情急躁/想单纯跑图探索的人来说真的不友好 2.不在队内无法触发小剧场对话 告别时和重聚时的操作角色都是第一选择的角色,如果想对话全看那岂不是要打8周目(感谢b站上分享视频的up大好人大善人),而且也不共享经验,实际上应该是8个人一起旅行吧为什么不能共享?打最终boss和隐藏boss都需要两队齐上阵为什么不能共享(就算有商人好友大贵族摇jp或exp100倍也需要时间)。。。每次都需要跑到酒馆切人(有点麻烦),一直这样就算了,到快结局突然可以直接在界面切人啥意思?合着之前不给就是纯折磨来着 3.个人不是很喜欢几把笑话或者其他黄色玩笑(比如桃子) ok说完上面的点终于可以说说优点(吐槽剧情)了 首先 音画表现挺出彩,美术风格确实很吸引人,bgm对我而言没有特别惊艳但也很不错 其次 剧情还可以,虽然耍得正开心时经常会遇到日本人往里面倒的一些糟粕(比如原谅一切反派感化一切脑残),但有几个角色塑造得我还挺喜欢,8个人之间的关系氛围也很好 每个人剧情章节数不一样,感觉用心程度好像也有差别(希望是我错觉),神官线无疑是信息量最多的,有种真男主既视感(盗贼线次之,学者线也有一点点) [b]· 盗贼线--努力争取的自由,无法偷取的未来[/b] 我非常喜欢盗贼姐,白天顺手牵羊晚上热心助眠的技能设置不要太好用(全靠偷和开宝箱还有任务/boss得装备,赢麻了),夜晚还有buff和神官debuff两个人组队非常爽,黑夜组我也很磕...... 如果停留在杀完教母教父那么剧情就是平平淡淡的发挥,但是没有,写得有点炸裂,不知道艺术是来源于生活还是生活借鉴的艺术,[spoiler]盗贼姐一路杀杀杀竟然杀的都是兄弟姐妹[/spoiler],反转还是有点恶趣味在,不过知道真实关系以后和皮尔洛的微妙感更好磕了(嗯)仔细一想盗贼姐斩了3个白毛男,制作指定有点白毛癖 盗贼姐在个人剧情里面表现得都很干脆利落杀伐果决,明确知道自己想要什么,嘴炮也适度不让人着急/反感,所以我挺喜欢她的线 [b]· 神官线--真相就在火焰之中[/b] 很经典的人设不过我还挺喜欢这种散漫略微不正经的调调,该冷静时就冷静,该出手时就出手,很好很正常 跟盗贼姐的双人事件和小剧场对话非常好吃,两人之间有种熟男熟女你来我往慢悠悠过招的氛围,美美磕到 克里克的人设有点常见,跟神官大麦经典给给甚至连少女漫早上迟到相撞的剧情都有,真是有你的小巧思(我吃cb)[spoiler] 最后谈话时大谈初心梦想和家庭出身就有种flag立起来的感觉,但真的转瞬即逝还是让人有点措手不及“啊?你来真的” [/spoiler] [spoiler] 但是我真没想到敏特小姐基本上是所有一切的幕后黑手,可能一开始想磕cp入脑了,现在回看真是暗示得很明显 [/spoiler]果然在这个游戏里有名有姓的都不简单,不是铁好人/路人或者会变成尸体一具就肯定大有来头 · 学者线 学者的一些发言我还挺喜欢,就是塑造的时候有些微妙,好像他有两个脑子随时切换/占线,一个脑子装着研究,一个脑子装着妻女,在地下研究室的时候看着合成魔物心里想着好想跟反派哈维探讨,我还以为他是纯为研究复仇的研究狂,但是真的跟反派碰面时可以说出把研究都给你这种话然后质问为什么要夺走自己的妻女,学者你好惨好镇静好神秘...... 副职业搭配魔导士强度是挺够的,好用爱用 · 药师线 药师姐很正经正派一人我喜欢,潜力技调合不消耗药草特别好,但是为什么剧情里所有人都觉得药师好惹,他们没想过药师会毒理学吗?而且这个药师还是抡斧头的() 如果说神官线大麦经典给给,那么药师线就是大麦纯美拉拉,结局还一样。。。 [b]· 商人线--人至圣则无敌[/b] 本来想狠狠吐槽,但是打完静下心来想想释怀了,世界需要这种大傻子大圣人,通通以德报怨一招解决,最爱吃亏之人,嘴炮急死玩家之人 在商人线里法律有种若隐若现感,合同/规则到底在约束谁(反正折磨了想思考逻辑的玩家)?想破头只能解释是商人故事是想说明面对强权只能用最原始的手段--武力来打服,虽燃虽热血但不顾实际了(嗯)加油吧我无法评价了 · 猎人线 我选择的是猎人开局,最先过完的也是猎人剧情,感想是比较平淡一眼望到头,可以简单概括为打服/打醒三魔兽然后家园保卫战,跟人类达成和谐共处结局,人类态度的转变有点突兀,虽然在一些支线有找补但还是有点神秘()但是猎人抓魔兽真是挺好玩的,还能做成道具(肉干万岁) · 剑士线 不给兵权单靠皇帝想让谁当继位者有毛用,纯为剧情展开服务,,,通篇反复强调朋友,也行吧(已累) 跟舞娘还挺好磕,有种温柔小情侣感 · 舞娘线 可以说是很简单很直白的一条线,跳舞解决一切,像以梦想为中心思想,跳舞为主要表现形式的初高中命题作文,哦我讨厌桃子玩笑
从没想过像素小人也能有如此精细的画风,HD-2D的效果做得特别好。细节也很充足,场景自带昼夜更替并且能随时手动切换,同一个地点昼夜不同,NPC也不同,而且基本上每个NPC都有自己的小故事,能让玩家感受到这是一个活生生的世界,而不是单纯的数据。 音乐就更不用说了,SE的看家本领——就算游戏烂了音乐也不可能烂。 战斗系统很有深度,主职+副职双职业让配队更自由,各种强力道具和被动饰品也让策略性更进一步。 剧情方面中规中矩,正统日式王道,什么光正伟爱的感化统统安排上,但是8位主角的个人线实在太水了,全是那种看了开头就知道结尾的水平,好在值得称赞的点是暗线,埋得极深,几位关键角色的身份反转也令人意想不到,最后揭露真相把每位主角的个人线都串起来时,给玩家一股“原来是这样!”的恍然大悟之感。 唯一不好的地方在于这个游戏的遇敌机制,暗雷真的是一种糟粕设计,而且还特别频繁,走几步路就一场战斗,强制打断玩家的游玩节奏,非常惹人厌烦。如果能改成自由接敌那将极大提升游戏体验。 总之,很久没玩过味这么正的JRPG了。喜欢JRPG的一定不要错过!
I had literally no intention of playing this game. Nothing about it appealed to me. Then my wife played it on Switch 2...and said, "this looks like a game you'd play!" So I got it for $20 and played it for 90+ hours until completion just to tell me wife that I don't like it, in fact I hate everything about it. She's wrong. ...Just kidding, it was really enthralling and visually stunning. 10/10 would recommend for any JRPG fan.
que buen jrpg chaval me recuerda a mi infancia esas tardes con mi primo manolo jugando la fantasia final
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
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $19.2M | 17.2K | 85% | $59.99 | |
| $67K | 275 | 79% | $12.99 | |
| — | 0 | — | — | |
| $700.2K | 5.2K | 83% | $7.49 | |
| $282.1K | 537 | 80% | $28.99 | |
| $109.4K | 100 | 91% | $17.49 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $17.4M | 26.1K | 88% | $29.99 | |
| $17.3M | 14.1K | 84% | $49.99 | |
| $17.5M | 114.9K | 78% | $9.99 | |
| $17.5M | 26.8K | 60% | $24.99 | |
| $17.2M | 31.9K | 90% | $29.99 | |
| $17.6M | 18.9K | 88% | $39.99 |