
An Oni Gauntlet-wielding samurai makes a stand in Kyoto against the encroaching Genma menace. Through gritty, blood-soaked brawls, he searches for his reason to fight. What fate awaits at the end of his path?
Modeled estimate, not a reported figure. How we estimate →
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.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 21.8Kreviews | 90% | #33 | $61.9M |
| $69.99 | 6.5Kratings | 93% | #13 | not modelled | |
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 2277 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So far I am loving this game, completely new to Onimusha. Combat is fluid and almost feels cinematic at times even though it's all raw input. Extremely fun, decently challenging, visually amazing and I love seeing the world fill back up with enemies and new items strewn about. Helps make it feel like things are going on all over the place and that the malice is actively trying to undo your actions. I'm a lifelong souls fan, been playing Dark Souls since the first one dropped and Way of The Sword has the best melee combat and flow that I have ever experienced. This is a work of art! The DLC and upgrades are a bit steeply priced though, tbh.
个人认为这游戏最大的几个问题 1) 首日崩溃 2) 数不清的boss复用(是的就是百秽和那个双刀哥,我统计了一下直到通关我百秽差不多共打了15次),最后爬塔更是演都不演了,我觉得boss rush这种东西放在可选支线应该比放在主线合适吧? 3) 数不清的地图复用,一张清水寺地图算上蝴蝶任务、射箭任务至少会去四次,一张图内还要反复爬上爬下,也不给个快速回到鬼灯的功能 4) 防退款设计很多人都提过,我一般不倾向恶意揣测有这种设计存在但这作会不会太符合了:开头的播片占比偏高,基本没几分钟是自己在操作的;然后清水寺的两个boss战斗都很精彩,但是过完这一段到大地图立马变成清据点通马桶模式,前后落差是不是太大了? 如果没有这些问题,如果这游戏像卡婊其他游戏那样纯线性带点有趣的小支线,我会认为这是个很完美的游戏。至少这游戏的动作系统和主线boss设计都很有意思,化劲、闪避、远程三种应对方式各自都有发挥关键的作用,点名表扬义经、佐佐木和两兄弟的战斗了,尤其是两兄弟连携技的表现很有新意,可惜这些都是主线比较后期的内容,不知道有多少吃家能坚持到这里。然后这游戏的养成系统也还不错,至少比隔壁PRAGMATA好。 (说起PRAGMATA,感觉和鬼武者一样也是很可惜的一部作品,它的战斗系统和养成系统简直是一坨大的,但是在当我坚持通完关,击败了最终boss,享受着通关剧情和bgm的时候,再怎么恨这个游戏也不舍得真的给出那个差评了) 卡普空今年的游戏都或多或少的有些瑕疵呀……
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Latest in each market: best JP #3, worst FR #84 · 13 markets collected
US · last 30 days
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*, Arabic, Spanish - Latin America, Portuguese - Brazil*, Polish, Russian*, Simplified Chinese*, Traditional Chinese +2 more
| $69.99 |
| 370ratings |
| 92% |
| Top 100 |
| not modelled |
| $69.99 | — | — | #57 | 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.
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
W
amazing so far , 2026 is capcom's year
Wait, so Capcom CAN make a game that optimize for the PC and doesn't run like hot dog water?
18小时一周目,好评只是骗点人去玩,这苦不能我一个人吃,前3小时帧数无上限到后面30帧跟开挂一样游玩,你都想象不到帧数还能加速boss动作,快的你鬼之武装都能截击。 这游戏优点是罕见的女频风味文案剧情,以下涉及剧透: 整个剧情从道狂说你是“龟武者”开始好起来的,在以前,鬼族投资源义经再准备通过结婚把天下套到手里,结果发现控制不了,就想杀了,结果被反杀。抛开静御前的面相不谈,她明知道她前夫强的爆表,她还能违心的各种夸你,就为了让你去杀她前夫,她一说话我就想笑,就不停的给你画饼,提供任何帮助以外的帮助,一种女频女主该有那种愚蠢。游戏里是有男性鬼族的,但是都被静御前归类到叛徒,非常典型的本族男人不行的风格。IGN10分必须10分。 我原本还想分析一下剧情的,但是雏菊喊人名之前,武藏一点表情没有,听完之后立刻对着回忆拔刀给静御前看,后面又说不能吸人类灵魂,我寻思雏菊不久被小改一下物种都变了,还有一滴血原则。可是看到后面静御前说给源义经的魂也吸过来,这时候又不操心人类灵魂和幻魔灵魂了,人类灵魂的快乐效果也没了。设定随心所欲的变化,文案更是低劣前后矛盾。完全不具备任何分析的价值。
Fun and flawed. The combat system and the bosses fights were so good, but the other elements were made to stretch this game longer, not more fun. It is understandable that in the year of 2026, having any game shorter than 15 hours could be seen as a sin for a AAA game, but this game is really bloated with stuff that made pacing quite awkward. It is especially ironic when Musashi himself has complained all the time about all the lackluster opponents. I will be blunt, the normal enemies are too easy. And it's not just one flaw that comes with that design. Despite the easy = boring that pretty straightforward, the lack of aggressiveness in the trash mobs made the defensive flow of the combat system feels awkward. You tend to staring enemies awkwardly, waiting for them to attack you. It was cinematic as hell doing the staring down with bosses, but for trash mobs, it was annoying. The open world is... serviceable, it was not much of a substance, more like a leisure that giving you an illusion of a living world. There are something to do to expand the protag's arsenals and skills. But compared to the other Capcom's lately amazing streak so far, this feels like it was not needed. The healing items could be handy for the most part, but something like timed buffing items are feel totally unnecessary. Mostly because this game isn't that hard, you can solve most of the problem with combat alone (and it felt amazing.) The idea of you needing the help from all the items you gather comes from the difficulty that push you to feel the necessity to use said items to even the odd. But for all the normal (action) difficulty, it was not that useful. I don't know why Capcom is too afraid of giving players a "Hard" difficulty from the start. Also, the UX in this game is very handholding, it was like the dev was not trusting players as much as the other games. All I can put into a sentence is it was a great game that was designed awkwardly. Okay, what about good parts? The animations are chef kiss. Capcom has been cooking hard on the animations part lately, this is no exception. Musashi's fighting style is raw, unorthodox, and expressive. You feel each cut, each stab, little additional movements like he has to use his foot to help pull the sword out of the enemies is such a small detail but give a huge impact to the feel of the combat alone. All the glazing of the beautiful animations and the control of the fight has been nicely balanced (not taking too long, but still giving a satisfy shot and a nice breathing room.) I find the more generous timing windows for parry, deflect, issen, dodge, grab reversal, ETC are fitting the new combat mechanic well. It's not one-shot high-risk-high-reward like the old games, the new system is more like a classic Onimusha, Sekiro, and Metal Gear Rising blending together. It was more engaging, with more back and forth trading blow than ever! It such a dynamic mechanic that reminded me of a fighting game (which Capcom is excel on.) This system alone could carry the whole package together with amazing bosses design, which is not as hard as Sekiro but the dynamic of the combat making it not just a parry-until-win game. You can have fun with so many tools this game gave you. All I can say is, I love this combat system to the point that I forgive everything that I have mentioned in the con section. Still, this also ironically fitting the vibe of Musashi that was so annoyed about his subpar opponents, that's because the real fight with bosses feel so good! In conclusion, a great game! It has an amazing combat system as the core, surrounded by some fat and bloats, but when you get to the good part, it's a fricking great fight after great fight!
Можете играть, разрешаю.
我即是接近的风豪
Amazing game
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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