
Play the critically acclaimed masterpiece. Embark on a new journey in a vast, exotic world where you’ll encounter towering enemies and challenging puzzles on your quest to unravel Ori’s destiny.
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.
13 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.
About
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1525 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ori and the Will of the Wisps takes everything the first game did great and does it to perfection. The atmosphere is engaging and gorgeous, the movement/abilities/combat are all insanely well done and feel so fluid and enjoyable, the music is insane, and the story doesn't pull any punches. Both the Ori games should be metroidvania games you check out because they are the definition of perfection!
[h2]Nota Geral | Overall Rating[/h2] ⭐⭐⭐⭐⭐ [b]Ori and the Will of the Wisps é a evolução perfeita do que Blind Forest já tinha começado, pegando cada elemento do primeiro jogo e expandindo com mais confiança e ambição. A Moon Studios criou um metroidvania que equilibra plataforma precisa, combate muito mais robusto e uma história emocional que consegue tocar profundamente sem depender de diálogo excessivo. É raro encontrar uma sequência que supera o original em praticamente todos os aspectos, mas Will of the Wisps consegue isso com folga.[/b] [i]Ori and the Will of the Wisps is the perfect evolution of what Blind Forest had already started, taking every element from the first game and expanding it with more confidence and ambition. Moon Studios created a metroidvania that balances precise platforming, much more robust combat, and an emotional story that manages to touch deeply without relying on excessive dialogue. It's rare to find a sequel that surpasses the original in practically every aspect, but Will of the Wisps pulls that off with room to spare.[/i] [h2]Jogabilidade | Gameplay[/h2] ⭐⭐⭐⭐⭐ [b]A jogabilidade dá um salto enorme em relação ao primeiro jogo, principalmente no combate, que agora tem armas variadas como espada, arco e martelo, cada uma com seu próprio ritmo e uso tático. As novas habilidades de movimento, como o Bash aprimorado e o novo dash aéreo, criam sequências de plataforma que exigem precisão cirúrgica, mas que são extremamente satisfatórias quando você domina o timing. As lutas contra chefes também evoluíram muito, com padrões de ataque que testam de verdade tudo que você aprendeu ao longo da jornada.[/b] [i]The gameplay takes a huge leap forward compared to the first game, especially in combat, which now features varied weapons like a sword, bow, and hammer, each with its own rhythm and tactical use. The new movement abilities, like the improved Bash and the new air dash, create platforming sequences that demand surgical precision, but are extremely satisfying once you nail the timing. The boss fights have also evolved a lot, with attack patterns that genuinely test everything you've learned throughout the journey.[/i] [h2]Duração | Duration[/h2] ⭐⭐⭐⭐⭐ [b]A duração é excelente, com um mapa consideravelmente maior que o de Blind Forest, cheio de áreas secretas, upgrades opcionais e side quests que dão camadas extras à exploração sem nunca parecer enchimento. O ritmo de descoberta de novas habilidades é muito bem distribuído, sempre abrindo novos caminhos no mapa e recompensando quem decide voltar a áreas antigas com o equipamento certo.[/b] [i]The length is excellent, with a considerably larger map than Blind Forest's, full of secret areas, optional upgrades, and side quests that add extra layers to exploration without ever feeling like padding. The pacing of new ability discoveries is very well distributed, always opening up new paths on the map and rewarding those who decide to return to old areas with the right equipment.[/i] [h2]Enredo | Story[/h2] ⭐⭐⭐⭐⭐ [b]O enredo continua a jornada emocional de Ori, agora explorando temas de paternidade, perda e sacrifício de um jeito que consegue emocionar profundamente sem depender de uma única linha de diálogo falado. A relação entre Ori e Ku no início do jogo já estabelece um vínculo emocional forte o suficiente pra carregar toda a narrativa que vem depois, e o clímax final entrega um peso emocional que poucos jogos indies conseguem alcançar com tanta eficácia.[/b] [i]The plot continues Ori's emotional journey, now exploring themes of parenthood, loss, and sacrifice in a way that manages to move you deeply without relying on a single line of spoken dialogue. The relationship between Ori and Ku at the start of the game already establishes an emotional bond strong enough to carry the entire narrative that follows, and the final climax delivers an emotional weight that few indie games manage to achieve so effectively.[/i] [h2]Visual[/h2] ⭐⭐⭐⭐⭐ [b]Visualmente, o jogo é de tirar o fôlego. Cada bioma tem uma identidade artística própria e vibrante, desde as florestas luminosas até os pântanos sombrios, e os efeitos de partículas e iluminação criam cenas de uma beleza quase pictórica em praticamente todo canto do mapa. É um dos jogos mais bonitos já feitos no estilo 2D, e a direção de arte sozinha já justificaria a experiência.[/b] [i]Visually, the game is breathtaking. Each biome has its own vibrant artistic identity, from the luminous forests to the somber swamps, and the particle and lighting effects create scenes of almost painterly beauty in practically every corner of the map. It's one of the most beautiful games ever made in the 2D style, and the art direction alone would already justify the experience.[/i] [h2]Áudio | Audio[/h2] ⭐⭐⭐⭐⭐ [b]A trilha sonora orquestral de Gareth Coker é simplesmente magistral, elevando cada momento emocional da história e cada sequência de ação a um novo patamar. É uma das melhores composições já feitas pra um jogo indie, e a forma como a música se adapta dinamicamente aos eventos na tela mostra um nível de cuidado raro. Os efeitos sonoros também são impecáveis, dando peso real a cada golpe e cada movimento de Ori pela floresta.[/b] [i]Gareth Coker's orchestral soundtrack is simply masterful, elevating every emotional moment in the story and every action sequence to a new level. It's one of the best scores ever made for an indie game, and the way the music dynamically adapts to events on screen shows a rare level of care. The sound effects are also flawless, giving real weight to every strike and every movement Ori makes through the forest.[/i]
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13 on sale2 answered “not sold”0 we did not ask
The 2 “not sold” markets are read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price in those. The 13 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.
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, Czech, Danish, Dutch, Finnish, Hungarian, Japanese, Korean +9 more
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I would really like to recommend this game, as I have enjoyed it a fair amount, but I cannot do so without caveats. As the review system requires me to choose between "yes" and "no", and there are plenty of positive reviews around, I've chosen to mark this one as negative. Good parts: - Pretty art and art style - Fairly enjoyable traversal - Great soundtrack - More variety compared to the previous game in the series Meh parts: - I would prefer that collectable/health/energy/etc achievements and all side-quests would be finishable before entering the last area. - Performance optimization felt a bit on the poorer side, but not by too much. - Buggy behavior around taking screenshots in cutscenes and some of the achievements. Bad parts: - Challenges were way too frustrating, as they felt less like a test of my understanding of concepts and ability to apply them, and more like a repition grindfest with some amount of luck sprinkled on top. Timings are way too tight, and the controls that feel all right during the normal gameplay can quickly become very awkward and frustrating once situation requires near-perfrect execution of fairly precise chains of moves under time pressure. I passed them all but did not enjoy them whatsoever. - No accessibility options whatsoever. - The last bossfight felt overcomplicated and I felt railroaded into a specific solution for the last segment. - Story resolution and the treatment of the main antagonist felt outright wrong and problematic - they are portrayed as a trauma victim and are given a sad backstory, but then that is used to justify both their atrocities, and the lack of attempts at reconciliation from the protagonists. Essenatially, the message the game sends is that trauma victims are irredeemable and cannot be helped, only eliminated.
豪丸!妥妥的神作,一款优质的、兼具艺术和音乐的类银~
PROS - Outstanding movement and platforming. - Greatly improved combat compared to the first game. - Beautiful hand-crafted world with rewarding exploration. - Gorgeous visuals and one of the best soundtracks in gaming. - Emotional and unforgettable story. CONS - Difficulty spikes in a few optional challenge sections. - Players unfamiliar with metroidvanias may occasionally get lost. VERDICT Ori and the Will of the Wisps is a masterpiece. Nearly every aspect—from its fluid gameplay and breathtaking visuals to its heartfelt story and incredible soundtrack—is executed with exceptional quality. If you enjoy metroidvanias or simply appreciate beautifully crafted games, this is an experience you shouldn't miss. 10/10
好玩 本来是看中美术风格玩的 但被区域关卡设计迷倒了 操作简单 解密属于解出来了会会心一笑的程度 非常有小巧思 差点以为自己不适合玩类银 但奥日拯救了手残
第一 新手指引不够明确 第二 玩法单一 第三 游戏过程中指引不够 第四 剧情不够新颖 第五 对键盘玩家不够友好 第六 地图和道具对玩家而言导向性不够对少数玩家会进行错误指导而使玩家归咎于自身操作问题从而产生厌倦感 第七 玩家群体定位模糊
Ori and the Will of the Wisps is everything a sequel and video game can be; it's pure perfection on almost every level, and, even though I tend to like sequels significantly less, it's my favorite game of all time. [h2] Every step is a painting[/h2] One of the core defining things about Ori is the art style; it's one of the best-looking 2D games I've ever laid my eyes on, and its sequel perfects it. They really struck gold and kept polishing it to the maximum; every single area, every single sub-area is worth a screenshot. It's a painting that almost never ends with so much love and care put into it, and what makes it even prettier than its predecessor is how much better the effects and lighting look. Flowing water is so beautiful I almost wanna drink it with all the undiscovered bacteria inside it. Weather effects and the different times of day create such drastically different moods. The music too is wonderful, almost magical, and this all creates an atmosphere like no other. Combine this all, and they still understand it's a game; you will always have enough clarity to understand what is part of the gameplay layer and what are background and foreground elements. [h2] Movement like no other[/h2] Luckily, this game doesn't just look superb; it plays great too. Platforming and the abilities are easily my favorite. Ori's movement is so fluid, so clean, it's a genuine joy to move around, do platforming challenges, or speedrun to the next area, especially because every area has some ability and design choice that changes the way you move, but never for the worse. This is where the abilities come into play. Ori doesn't waste your time; you get all your major abilities from the previous game back within the first 2 hours to immediately get things rolling. The bash makes a return once again, and it's as good as in the first game; it's one of Ori's defining abilities, but that's not all. The dash and light burst from the Definitive Edition make a return as well, and thanks to them being fully implemented and not just a bonus area thing, they never felt better. The way you can combine the bash with the burst is such a good decision and gives you so much player agency. However, the game doesn't only recycle. Burrowing through sand like the drill Wisp from Sonic Colors, swimming through water, and the grapple hook, almost every single ability has a use that will entertain you throughout your playthrough by enhancing your movement more and more to reach the ultimate flow state. [h2] Combat that finally understands the game it's a part of[/h2] Fortunately, they also finally improved the combat in a way that it reflects the rest of the game. Ori and the Blind Forest already had good enemy design, but the way you fight just wasn't it. Will of the Wisps fixes that by giving you a blade. This isn't extremely deep though; you got your typical launch and can attack both whilst airborne or on the ground. You also get a bow and a bunch of optional combat abilities by purchasing them. There's also the flash, but that one wastes your energy and is only useful in the dark, so don't even bother. Sure, this all does sound simple; however, thanks to Ori's movement, the combat is not really about extreme depth; it's more about how long I can style on the enemy until I get hit. The way the movement flows into the combat and vice versa makes every fight not feel like a pace breaker but like a test of your abilities and how much you understand them. Dodging multiple attacks isn't just going in a corner and waiting; you can bash, dash, double jump, grapple, glide, and wall jump to not just avoid the enemy but to keep fighting with no break. This also ensured that the game has a bit more variation, as you do not just flee from stuff like in the original, but you have actual boss fights, escape sequences, and sometimes even both combined. [h2] Improved exploration, and maybe some plagiarism[/h2] What's also perfect is how much exploration plays a role. As you explore, you find the usual stuff like NPCs, quests, life and energy cells, and money to purchase new or upgraded abilities, but the most important thing are the spirit shards. They killed off the skill tree for a system that makes much more sense because these spirit shards act as equippable upgrades, allowing you to cut down on mana use, give your grapple the ability to hook onto enemies, and more. Obviously, people who've played Hollow Knight will immediately say they stole that, and yeah, they did, and made it much better. Here it honestly feels like most of these upgrades are worth, at the very least, looking at and trying out. They are much better balanced as well and allow for a wide variety of builds that all have their strengths and weaknesses. Earning new slots to equip more spirit shards also feels like a genuine achievement, and you going "Ok I need another one though" to equip something that is actually useful. Sure, as a result this isn't revolutionary, but to me it matters more if they understood what they copied, understood why it works, and improve upon it, instead of simply nabbing stuff and it barely fitting in the game design. [h2] The end of a duology[/h2] The final big improvement is the story, and oh my lord, it's simple but great. Ori and the Blind Forest had a story that tried to tug on your heart but never fully managed to, because sacrifices felt questionable, and due to the show-don't-tell style, it often had stuff happen with no proper context or logical explanation as to why this made even the slightest bit of sense. Will of the Wisp instead goes for another simple story but understands that explaining and worldbuilding is equally as important to good writing as emotional moments. It's a story about family, those who lost one, found one, or never did. It's about decay and disability, getting bullied for being different for stuff that was never up to you. This, combined with finding out Ori's true purpose and what the children of the Spirit Tree really are for, makes for a story that understands itself better than anything, since it knows it doesn't need to have an ultra-epic narrative with 10 betrayals. It's a perfect ending to this duology of games. [h2] An issue that is barely worth pointing out[/h2] The only thing I can think of criticizing are the optional weapons you purchase. Most of them are quite bad, and since there are no spirit shards that improve them, they rest in your arsenal never to be used. [h2] Shoutout to the primordial soup...[/h2] ...and every atom that is part of the bodies of the team that made this game. Ori and the Will of the Wisps is a masterpiece in every way; it doesn't just fix things, it improves everything that was already present. 10/10.
画风无敌,难度适中,类恶魔城的体验,让人上头。一天就打通了。是和空洞骑士截然不同的体验。打的时候一定要带耳机,这游戏的精髓就是追逐战和音乐,简直洗涤心灵。
The devs of Ori know how to make sad yet heartwarming stories. This is a metroidvania I would recommend to non-metroidvania players and metroidvania lovers alike.
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.
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