
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.
Modeled estimate, not a reported figure. How we estimate →
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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
Genres
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 1098 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The stories aren't groundbreaking but the battle system is great besides from a few certain bosses [spoiler]Miguel and Red Eye...[/spoiler] Oh yeah, the graphics are also nice I guess.
玩起来味同嚼蜡,就这?哪里牛逼?剧情?地图?战斗系统?想着可能后面会精彩吧,越玩越没意思,舞娘的诱惑和牧师的引导不都是拉人的技能?区别在哪里?商人的购买和小偷的窃取得到的东西都一样,懒得设计了?法师和医师的打听技巧区别又在哪里?一个个剧情弱到如同写给小学生看的,看了几个人的初始剧情,到后面忍不住想跳过,又臭又长,游玩时间32小时,最少有一大半时间是打开了游戏挂着看网页,网页的吸引力都比游戏大!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.2M | 13.3K | 93% | $19.99 | |
| $5.2M | 12.3K | 95% | $17.99 | |
| $5.2M | 1.7K | 59% | $69.99 | |
| $5.2M | 9.6K | 63% | $34.99 | |
| $5.2M | 15.5K | 92% | $14.99 | |
| $5.3M | 22.2K | 96% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.8M | 17.5K | 93% | $23.99 | |
| $61.1K | 322 | 79% | $8.99 | |
| $131.6K | 204 | 87% | $24.99 | |
| $67K | 275 | 79% | $12.99 | |
| $11.3K | 31 | 94% | $14.99 | |
| $665 | 11 | 82% | $2.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 21: 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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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
時間かかりそうだけどクソおもしろ ファンタジーRPGを腰据えてやりたい人にオススメ
FFVを思い出しながらプレイしてました RPGはいつも中途で投げ出すのですが これはそこそこ面白かったです EDまで進めれたゲームはFF9以来かな? 全クリにはまだまだで 隠しダンジョンもあるそうですが そこまでやる気はしないので Ⅱをやろうと思います BP管理にSP管理、敵をブレイクして一網打尽にする 序盤はそんなプレイ感に酔いしれていましたが 終盤は強ジョブが出てしまい 毎度1ターンキルが出来るようになってしまい なんだかなぁ。。。といったプレイ感です 正直言って8キャラいるのを4キャラに減らして欲しい あと無駄に街の数とNPCの数が多いのにうんざりしがちです レベル帯の変わらないダンジョンの多さも残念で 全般にゲームバランスはよくないと思います それでもRPG好きな方には一度プレイして欲しいかな セールで買えば損はしないプレイ時間が得られます 時間とお金を無駄にしたい人には特におすすめです(ぇ
非常好玩的JRPG,虽然不是每个角色的剧情都很优秀,但游戏玩法很有深度。唯一不足在于游戏系统过于简陋,特别是游戏内无统计系统,无法查看收集情况导致全收集的时候必须自己详细记录,另外有多处可错过要素,一旦错过就需要强制开下一周目很不人性化。当然如果不在意这些,单就游戏本身品质而言是非常优秀的一部作品,难怪人气这么高还能有续作。
学者开局 进入洞穴才有遇到怪 然后到第一个精英还是boss 一路过去 触发了5次战斗 然后boss就给我两回合秒了 刚遇到怪就开始强迫刷级 不知道这游戏怎么卖这么贵的 你要是游戏中后期强迫玩家刷级还能理解 毕竟可能换地图了需要给怪提升一点数值 刚遇到怪就开始了 也是无敌了
省流:很不错的游戏,值得一玩,但是推荐打折再入。以下的评论可能涉及些微剧透。谨慎观看。 ------------------------------分割线--------------------------------- 这游戏最优秀的地方就是它的音乐和美术,最好看的应该就是场景里的水,刚开始玩的时候盯着河边的水看了好久。让我比较意外的是它的剧情,其实没有我预期的那么白水,关于教育、医生的职业道德等的讨论还是有点深度的,可能因为采用了一种众生平等之类的表达方式所以看起来比较白水。不过比较让我失望的是,虽然游戏主题是不同的伙伴一起旅行冒险但在过角色的主线时其他角色的存在感几乎为零。虽然有时候可以看到角色间的对话但在剧情以及里面的对话里可以说就没有队友的存在,整的队友跟工具人一样,这是比较可惜的。 游戏性方面,暗雷机制其实是比较烦人的但好在其他方面让你玩下去后其实习惯后还好。战斗系统方面是比较有意思的,可以说几次在游戏的里感到惊喜都是因为战斗系统。第一次感到惊喜是发现有双职业系统,让一个角色的可以应对多种情况,第二次是发现不同职业的被动是可以通用的,哪怕你不用这个职业,这极大的扩展的了被动的上限。第三次是发现还有隐藏职业,四个古代职业可以说是游戏后期的核心(拿到武匠后剑士就再也没站起来过说是)。最后一次是打最终boss时,我个人一开始玩的比较随便,队伍配置也比较随便,不过还是磕磕绊绊过了主线。直到我发现,“欸,怎么成就里一个boss我没见过”,然后气势汹汹跑去打结果被一脚踹飞。之后查攻略才发现,原来这么玩才有伤害能抗压。后面苦练等级、做支线才终于打过了。可以说,这游戏的各方面已经超过了我的预期。
xoxoxoxox
Espectacular Pixel HD 2D
不是 因为BD和音乐都挺棒的 中后期不少漫长乏味的剧情 和重复的玩法我都忍了 结果最后最后的隐藏BOSS让我把那些我不爱用和不会用的角色都要练起来???过分了吧?!!这BOSS我不打了行了吗??
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.