
Eight travelers. Eight adventures. Eight roles to play. Embark on an epic journey across the vast and wondrous world of Orsterra and discover the captivating stories of each of the eight travelers.
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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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.
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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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 1077 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]An incredible JRPG that excels through flexible progression, a masterful iteration of a Final Fantasy-esque job system, and fantastic combat mechanics. While its story and writing can be a bit lukewarm at times, it offers an amazing adventure and thoroughly challenging bosses.[/h2] [h3]Story and Setting[/h3] Octopath Traveler features a very unique story structure. Unlike most JRPGs, players choose one of eight titular Travelers to begin their adventure and can recruit the others in any order that they wish (or not at all). Each of the characters features four unique chapters to their own unique story before all culminate in a single postgame finale. This story structure is a bit reminiscent of SaGa games and supports the general open structure of being able to tackle any story in the order that they wish, be that focusing on a single character to their conclusion or each simultaneously, though a byproduct is that each chapter feels a bit formulaic in the sense that they are all following the same build-up: Gathering information about the character’s current goal in a town, entering a dungeon, and defeating the chapter boss. This can be a bit tiresome, and each is short enough that it can be difficult at times to stay immersed in that specific story. https://steamcommunity.com/sharedfiles/filedetails/?id=3755099931 Another aspect is that, of course, each character can be a bit hit or miss depending on whether the player is specifically interested in that story arc, as there are only hints of the overarching threat to the world until the very end of the game. For instance, I strongly enjoyed Primrose’s story, whom I happened to choose as my starting character but who has comparatively little involvement within the greater scheme than, for example, Cyrus. Primrose’s story is personal: it is one of personal growth through a thoroughly miserable life culminating in a question of whether revenge is truly worth it, whereas Cyrus’ story leads him into uncovering extremely strong hints and connections to the true final boss of the game. This can make OT a bit of a slog for long stretches at a time and invites some story skipping of segments the player may not be interested in to the detriment of story cohesion. The overall quality of each character’s writing is also hampered by the comparatively short chapters, which simply do not allow any single one to develop in a way that other JRPGs would allow. Another venue of character development is party banter, occasional prompts for very brief conversations between characters that are currently in your party. Regrettably, mechanics like these are either very involved and typically tie into deeper systems, for example, Fire Emblem’s Support systems, or are woefully undercooked with only barely offering some flavorful dialogue during otherwise dry gameplay sections, and OT firmly falls into the latter category. Overall what remains is a somewhat formulaic JRPG story, tackling interesting themes with solid character concepts but also stumbling constantly along the way. My enjoyment of the story stood and fell solely on whether I felt invested in the core themes of each character, but I ended up missing a feeling of party cohesion and didn’t feel invested in the True Ending story once I unlocked it because of a lack of proper build-up. This fundamentally means that OT is a game with very high highs superceded by equally low lows, with its story strongly tied to whether you are also invested in its gameplay systems to actively want to challenge yourself after the conclusion of each character arc. [h3]Gameplay[/h3] OT is a job- and turn-based JRPG, meaning that each character comes with a base “class” they are locked into. For example, Primrose is locked to the Dancer, a support role, as per her backstory, and then unlocks the ability to choose a secondary job as the game progresses, which you can freely assign. This is a system that is directly tied to Final Fantasy, from which Octopath Traveler takes a lot of inspiration, and which I am a great fan of, as it allows for incredibly in-depth character and team-building. This also ties into character progression. You do not only earn EXP per battle but also JP (“Job Points”), which allow you to unlock active and passive abilities that can then be freely slotted per character. The fact that characters are locked to a main job felt actually very beneficial to the overall feeling of party progression, as it made me think more deeply as to which job synergizes best with the character I had in mind: do I move Primrose deeper into her support role by giving her another buff/debuff job, or maybe use her as a primary healer, for instance? On top of the job system, there are also both Path actions and Boost Mode to consider. Path actions are social abilities unique to each character. Taking Primrose as another example, she comes with the ability "Allure", which lets her attempt to recruit NPCs in town. Either to solve quests or to use them as Summons during combat. Tressa, your Merchant, comes with the ability to access any NPC’s inventory to buy personalized items from them. And Olberic, your Warrior, can challenge NPCs to combat to unlock guarded houses. This means that you want to also diversify your active party for exploratory gameplay rather than just combat effectiveness. https://steamcommunity.com/sharedfiles/filedetails/?id=3753947343 Boost Mode, on the other hand, felt similar to Bravely Default’s titular Brave and Default mechanics, wherein each character has an extra resource available to them that they gain once per turn and which allows them to buff their abilities to a maximum of +4 for strong effects and which can turn the tide of the battle immediately. This is all incredibly well-designed and is near the top of my favorite combat systems in this sphere of Final Fantasy-adjacent titles. However, OT also struggles a bit with balancing itself decently well. The game is insanely grindy and has some notorious difficulty spikes that will inevitably feel a bit frustrating as you progress. In addition to this, the game’s True Ending is, as mentioned, locked to a notoriously difficult postgame boss, which is also a choice that can lead to a bit of a sour experience, both in terms of gameplay due to the rather high difficulty and narratively, as the game’s ending is very abrupt and disappointing if you don’t pursue the True Ending. [h3]Graphics and Sound[/h3] OT kickstarted the trend of HD-2D Square Enix games, attempting to emulate retro graphics of the early Final Fantasy era (specifically I through VI) while evolving its graphical presentation through incredible spritework and graphical depth. I am personally a huge fan of this style, and it absolutely does manage to capture this very nostalgic feeling while also impressing with detail, especially when it comes to environments and boss designs. https://steamcommunity.com/sharedfiles/filedetails/?id=3754414049 The soundtrack is also among the best I have heard from Square Enix, as should be expected. From combat tracks like [i]They Who Govern Reason[/i] to environmental music such as [i]Victors Hollow, Jewel of the Forest[/i], OT is consistently a joy to listen to. [h3]Final Thoughts[/h3] Octopath Traveler is a fantastic experience. While its story cannot keep up with most other contemporary Square Enix RPGs, it is nevertheless a refreshing way to present a more traditional JRPG adventure. And even if the overall title may not wow you in the same way that XVI or Bravely Default may, OT will still feature stories that resonate with you and that manage to keep you engaged throughout its runtime. The selling point, however, is the combat, is the depth of its progression systems, and is the challenge even if you are already familiar with other titles in the genre.
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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 19: 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): 4.29/day in the week to Jul 30 → 12/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.
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*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Octopath Traveler review Preface When Octopath Traveler came out in 2018 it felt like a breath of fresh air. JRPGs have come a long way since the 90s. But that's not necessarily always a good thing. While more complex stories, more cinematic experiences, and more action elements can be enticing. The nostalgic simplicity of well-designed turn-based combat seemed to have been largely tossed to the wayside during the 7th console generation. This game is exactly what I wanted and needed in 2018. However, there were flaws with the game back then, as well as more I have found retrospectively. The good It would be wrong to begin this section with anything but the music. Yasunori Nishiki did an unfathomably good job directing the music. So much emotion is conveyed that it's honestly unreal. Conviction, depression, wonder, relaxation, and everything in between. No tutorials are needed for combat; all the puzzle pieces are put in front of you, and it's up to you to put them together in whatever way you find most effective. No confusing link attacks, skill trees, or combos. Just equipment, skills, and jobs. Simplicity is this game's strength; however, don't mistake ease of access for shallowness. There are game-breaking combinations that will annihilate everything besides the game's super boss. It's extraordinarily rewarding to find absurdly powerful combos and then absolutely thrash enemies with them. The HD-2D art style is absolutely gorgeous. Dynamic lighting effects, shadows, bloom, and reflections; 3D assets like water and fire give life to this world. For fans of retro games, it's worth trying one of these HD-2D games just to experience the visuals alone. The bad At release, this game had 2 major criticisms. The first is that the characters hardly interact; every character's story is very separate from one another, despite these 8 characters supposedly traveling together. Ludo-narrative dissonance comes into play often. One example is when you see Ophilia thrown in jail by common villagers in a cutscene. When the gameplay starts again, you see your whole overpowered party is also in jail with her. Characters talk to antagonists in cutscenes as if they have no allies near. Then combat starts, and your whole party is there as if waiting to be called on. It feels video gamey in all the worst ways and really hurts immersion. The second flaw everyone jumped on is that the stories are mediocre. While I do enjoy a simple and straightforward narrative. These 8 tales all have a very clear setup that basically spoils their endings. There are no curveballs or plot twists here. The characters are also serviceable at best. My favorite is H'annit for her Shakespearean parlance and her competent, cool, stoic, and demure demeanor. But this is only personal preference, and in my heart of hearts I know all these characters are, unfortunately, mid. My final gripe is as a completionist. This game requires an Excel spreadsheet to 100%. I'll leave it at that. How Octopath 2 affected my view of this game Square Enix invested significant effort to create the HD-2D architecture, which allows games like Octopath 1 and Triangle Strategy to look as good as they do. I believe this negatively affected the development of Octopath 1. When you have already invested heavy resources into a new project's foundation, it becomes increasingly likely that what you build afterwards will not be allowed the extra time for polish. This happened to another of my favorite franchises, Shantae: Half-Genie Hero. They spent tons of time and money on a new, pretty engine. When that was finally finished the game ended up rushed, and it shows. But what exactly is my evidence? Only the fact that there is basically NOTHING that Octopath 1 does better than Octopath 2. 2's worst story is better than 1's best. 2's music somehow improves upon the perfection of the first game. Every character is deeper and more fleshed out. All the sprite work is more complex with more animation and more detail. Quests are better. The final quest that ties the 8 stories together is infinitely better. 1's best character is worse than 2's worst character. More item diversity adds more depth to the game. Many mechanics present in 1 were revamped or improved in 2, specifically the hunter, apothecary, and warrior classes. 2 has Freeform chapters that don't follow 1's mold of story-dungeon-bossfight. As if all this wasn't enough, there are many dozens of quality-of-life changes that make the game a far more enjoyable experience, such as auto-advance text, combat speed-up x2, and the side quest journal. The only thing I think 1 does better than 2 is how you are forced to only use 1 character in all of the 8 first chapters in Octo 2. It turns the early game into a bit of a slog. In Conclusion Octopath 1 is a good game that has been overshadowed by the absolute masterpiece that is its sequel. While I do recommend this game. I would tell anyone to play Octopath 2 before 1. It's technically a prequel anyways.
Good game even if I was trolled by the secret boss. Remember you need ALL your party members to be decently leveled before doing the last boss. Got lazy since I lost so much progress. Main issue is the lack of QOL. Quests/PurpleChests/Scrutinize a lot of small, but really annoying things. I wanted to go for 100%, but it was just annoying. Definitely still worth playing despite all that.
One of the best looking games I've ever seen, absolute props to the art direction 10/10 Surprisingly shallow combat and character building hitting maybe 6/10 at best Terrible story and plot hardly reaching 2/10 The name works if you think of it as 8 individual paths with little to no crossover. So we've got 8 individual characters with their own individual stories, a 4 person party for some reason... and no reason for any of them to be together... yup this all makes perfect sense. I thought I could have fun with it by ignoring the story, unfortunately it's such a story heavy game that you just can't put it aside enough to have fun with the mediocre gameplay. Skip it unless it's on massive discount or you have exceptionally low standards.
HD-2Dの先駆け 戦闘システムも良いが、なによりもHD-2Dが素晴らしい。 難易度もそこそこ高く、好き嫌いは分かれるかもしれないがレベリングが必要となるような難易度であり、個人的には好み。 全実績解除させる気がなさすぎるのがちょっと残念
400 就是垃圾 一二代 一共123 的话 就还行其实 再配个8折 实际两款到手100左右 也就值个50-60 剧情拉完了 交互一般 怪没血条 侦察技能也只能看一个 而且还只显示几秒钟 画风美术跟音乐确实很顶 可以就当为这个画面买单 8个角色都要通关的话 游戏时长会拉的很长 2 代之前玩学习版 玩了十多个小时 等级都卡在盗贼篇第三章 只能当慢节奏游戏 慢慢游玩
老實說不是那麼推薦的JRPG遊戲 前中期差點退坑 但所謂成熟的果子才甜 耐著性子把全角色劇情推完 再加上看完真結局劇情 雖然有把全主角跟相關NPC線全收起來 但還是很難把前面無聊的事實改變 首先大部分劇情都沒有什麼高潮起伏 轉折又老套 差點睡著 又把最大伏筆解釋藏在一個隱藏支線 感覺就像說嘿篇幅太多了我塞這裡 隱藏王也設計成沒打過就要8王重打 本身難度又不低 第二階段王1刀4.5千 根本扛不住傷害又要全部重打 直接傻眼 打不過又要回冰龍口跳舞 抱歉我對這遊戲已經沒耐心了 迷宮本身也沒什麼探索慾望 更何況有些寶箱還是"盜賊"綁定 每個人的獨特技能也沒感受到獨特性 重複高後期也沒多好用 8人主角之間只有在小劇場才有交集 其他表現就像路人一樣 比如剛劍歐爾貝克 在主線一直糾結自己的劍是為誰守護 那請問你後面7位同伴是小丑嗎 藥師一直叫你大哥 你卻只掛念著村裡的正太 為啥角色之間不能做個聯動技或好感增加劇情提升機體之類的呢 夥伴之間像工具人一樣 塑造太割裂不是很喜歡 地圖名字難記 解支線也是要看攻略才有方向 支線本身也滿無聊的 清一色就是A到B回A 感覺像是在湊數顯得自己豐富 沒有怪物圖鑑又有相關成就 學學軌跡好嗎 人家空軌時期就有了 唯一表現亮點的就是戰鬥和音樂 音樂有記憶點 有想讓人收藏原聲帶慾望 戰鬥前期是真的挺無聊的 但解鎖雙職業和古代職業有些可玩之處 打怪變多元又輪椅 爽感十足 搭配音樂真的只能說是這遊戲最優秀地方 主角群和NPC其實也有少數讓人喜歡的 對話使人會心一笑 主線個人最喜歡藥師和舞者 角色本身商人 最後面也有各NPC的後日談 也是算有誠意的滿足了好奇心 如果還在考慮要入手的 喜歡慢節奏的RPG是可以考慮 但只能說有著豐富的世界觀 內容卻平凡空洞 說直話不像有JRPG應該要有的精采冒險 價格方面也不親民 建議還是打到骨折再買 自己體驗下來 歧路真的是不是過譽了 也許還要玩2代才知道
这根本就是好评诈骗吧,这鬼游戏把我玩出工伤了 这真的是一部典到不能再典的日式rpg了,剧情包含大伙所熟知的冒险,友情,背叛,复仇,谅解那一整套的标准流程,不知道的还以为在玩上个世纪的游戏,整体清汤寡水到我不坐着玩直接睡着的程度。写作八方旅人读作四人成行,八个人之间除了简短的对话之外完全没有互动,也就最终boss才终于把所有人都联系在了一起。除了经典的回合制就是最古早的暗雷模式。但是玩过明雷之后这该死的暗雷玩起来真的太痛苦了太痛苦了!官中还非要音译,最简单的比方“Sun Land”翻译成“阳光大陆”不好非要弄成“桑兰多地区”,我的妈呀我们中文也是有自己的片假名了。唯一可圈可点的也就所谓的美术风格和音乐了[spoiler]但我说真的比他优秀的美术音乐多了去了这完全算是遮羞布了[/spoiler],真的SE你干脆把价格改回去吧这样我也不会眼馋上当了。 最受不了的还是这个该死的全成就。限制时长就不说啥了到底是哪个天才设计的全收集全探查会错过的??这游戏根本就没有二周目的玩法但是为了补成就只能强开新周目[spoiler]个人真的很不喜欢为了全成就一周目直接对着攻略走仿佛在裹挟自己[/spoiler]。而且游戏局内根本没有图鉴,只能梦回小学对着攻略文档边玩边做笔记,结果搞了半天根本不知道自己在哪里漏掉了什么就是完不成,真的气得我直接借别人的完美存档了。真心佩服你们手打全收集的有这种毅力做什么都会成功的。 这么烂为啥还要玩?我爱吃屎
The writing in Octopath Traveller is tedious and inane. It takes itself far too seriously for a game constructed from tired JRPG cliches. Combat is repetitive and random encounters make exploring feel grindy. The only good thing in this game is the music.
用白开水形容你的剧情都简直是对同样获得此评价游戏的侮辱
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Where this game's players are, estimated from review languages.
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