
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
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……
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!
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Latest in each market: best JP #3, worst FR #84 · 13 markets collected
US · last 30 days
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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
Wait, so Capcom CAN make a game that optimize for the PC and doesn't run like hot dog water?
当最后拿着毗沙门剑完成再战强敌,所有化劲的记忆点变成了一闪的时刻,我原谅了这游戏里所有的缺点
The ground enemies are way too passive; just spam xxxxx. They don't even fight back, need to do some stupid mini objective all the time its boring i wish I could get my money back
Amazing game
amazing so far , 2026 is capcom's year
Amazing video game. The story and combat alone makes it worth it. Only thing I dont like is the british voice acting for English. Hearing the famous Japanese samurai musashi miyamoto sound like a smug british dude really takes me out. If you can handle it probably best to play with Japanese voices with subtitles.
一周目结束,很久没玩到这么战斗爽的游戏了,卡婊在战斗和地图制作上没有让人失望,屎一般的地图设计,通马桶和素质爆炸的boss战。我建议直接全部章节改成最后一章的爬塔boss战,我估计评价还能上升不少。
[h1]シリーズ最新作の"ド"バッサリアクション[/h1] 待望の鬼武者が新作として帰ってきてくれた ゲーム作品としてもファンとしても心から楽しめる作品が出てきてくれて本当に良かった 以下感想レビュー [h2]キャラクターとトーンが際立っている[/h2] 主人公の宮本武蔵は三船敏郎さんをモデルにしており、表情と身体の動きが素晴らしい 石のように感情すら殺す無表情の侍ではなく、表情豊かで少し無頼で、戦闘中も楽しんでいるような空気感がある姿がカッコ良過ぎる そして[b]フェイスモデルの表情変化がエグい[/b] ムービーやカットシーンでは顔芸もいけるほどに変化する表情は性格が剥き出しになっており、宮本武蔵という姿を見て惚れ惚れするほど惹かれる [spoiler]鬼武者といえば覚醒(鬼化)だが、その個性が消えないのが凄い[/spoiler] [h2]戦闘が異常に面白い[/h2] 受け流し、弾き、回避、そして敵の攻撃タイミングに合わせて打ち込む「一閃」といった多くのアクションがある 全ての要素が浮くことなく、戦闘に活かすことが可能でスキルフルに立ち回ればボスを短時間で溶かせる一方で、安全な戦い方をしても過度に罰しないバランスが絶妙。選択が豊富で「どう戦うか」がプレイヤーに委ねられている。 この鬼武者にしかない独自の味わいがあり、HPにも書かれてる「至高の剣戟」は本当に完成されている [h2]度肝が抜かれるアニメーション、モーション[/h2] 宮本武蔵が正面に敵を見据えれば時代劇のようなゲームプレイが味わえるのは、抜きん出たモーションが作り込まれているお陰だと思う 若くて少し粗削りだが自信に満ちた立ち振る舞いや威勢の良い歩き方はカットシーンの派手さだけではない。それをゲームプレイに落とし込み、プレイヤーが操作していても恐ろしいほどに発揮されている マントの掛け直し、肩で歩く勇ましい姿、刀についた血を払う仕草、刀の収め方etc...裏打ちされた宮本武蔵の姿は誰もが見惚れるキャラクターになっていると感じざるを得ない 戦闘中には受け流しなど多様なアクションがあるが、プレイする快感に繋がるモーションが用意されている 受け流し一つとっても単にその場で同一で受け流すのではなく高・中・低、背後、左右など方向ごとに細かく動く姿がゲームプレイで見れる 大型ボスの突進を受けた際は武蔵が地面に沈みつつも後方に押し込まれながら刀を跳ね上げるなど、体格差・重さ・武器の種類に応じて個別のモーションがあるため忙しい戦闘中でもスローで気持ちいい音と共に見せてくれるの最高 [h2]"ド"バッサリ感満載の一閃[/h2] DEMO(体験版)では過去作のような素早くも気持ちいいバッサリ感は薄れたとの声があるが、それには少し同意しよう 今作の一閃は回避行動から斬る動作までの見せ方と対象の切断表現も相まって満足度は断然新作に軍配が上がる 一体一体への一刀両断はズバババッサリというより、[b][u]"ド"バッサリ[/u][/b]が似合う一閃が続くため爽快感は変わらずにある [h1]おわり[/h1] 待望の新作として帰ってきた今作は、シリーズの血をしっかりと受け継ぎつつ、「ド」のつくバッサリアクションとキャラクターの魅力で、明確に新しい高みへ到達している [b][u]「至高の剣戟」[/u][/b]という言葉が、ただのキャッチコピーではなく、実際に完成されたものとして体感できる作品 ファンとして心から楽しめ、ゲーム作品としても高い完成度を誇る、シリーズ最新作にふさわしい一作に仕上がっている 今後も鬼武者という作品が続くことを心から願いありがとうます 本当に楽しいゲームをありがとうございます
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