
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
Genres
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 1553 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8/10
very good game
19●屎一样的引导,什么机关都要猜,TM像三国杀老于吉一样恶心。 如你像我这蠢物一样买了它,你将会见到 躲不开的蛤什蟆、猫头鹰无提示瞬杀、午夜死妈三维弹球、沃林读秒黑坑、各种诡异地点藏着的东西想找也找不到、常常点到任务滑到别处次次要按J归位的地图、玩到最后41.8小时发现前期费尽心思全收集还不如后期神技一出乱跳。 不要因为美术好就买它,这是个让手残难受的游戏,我这种爱死磕的手残更甚。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 1.6K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
奥日非常有浮空感,跳跃的手感是轻飘飘的,给人一种小精灵在丛林间穿梭的感觉,和游戏内容很吻合。画风很不错,并且探索偏多,战斗也有但是难度较低,可能卡关的地方只有最后BOSS战。前期血量能量较低的时候可能会有点坐牢,但是稍微探探图,提高一下血量就可以爽玩了。剧情方面,说实话我并不是很喜欢这个结局,但是也能接受,算是一个小小的遗憾吧。 如果奥日1和2只想玩一个的话,个人还是更推荐奥日1终极版。2比1要简单许多,跑图体验感更好(可以在地图上任意位置传送到传送点),在剧情上很仓促、支线很多,舍弃了一些探索,增加了战斗,另外就是2将1的技能树拆成了护符槽。2也是优秀的游戏,但是不知道为什么,玩完之后如流水一般从大脑滑过,并没有留下深刻的记忆。而反观1则印象深刻。如果买不到终极版那还是推荐2,1的普通版没有传送且通关后锁存档,体验很糟糕。
太好玩了,其实感觉和塞尔达差不多,节奏很好
[H2]色彩和光影搭配极佳[/H2] 富有美感的同时又有极高的可玩性,无愧第九艺术之名,就是长时间游玩对散光眼不太友好。 [H2]游戏难度较易[/H2] 即使一周目困难难度也能轻松通关。一般这种游戏困难难度下尖刺都是即死陷阱,但在这个游戏里碰到尖刺只做扣血惩罚,一条命可以碰3次尖刺,可以说对手残党非常友好了。 [H2]战斗设计中规中矩[/H2] boss战没有粪机制也没有别处心裁的地方,不过本作的追逐战设计是一大亮点,让我印象深刻。 [H2]地图设计合理[/H2] 地图引导是什么?不是在地形上涂黄色油漆就是引导了。奥日里的地图较为复杂,同时因为没去过的地方会在地图上是完全涂黑的,即使标注了主线任务目的地也只能知道大概方位,而不知道从哪里往那走。但我一次也没有迷过路,感觉冥冥之中就知道该往那里走。每次获得新的移动手段我就立刻心领神会:“哦,这块区域可以通过了”。 一个好的地图设计,它的指引是润物细无声的,不会刻意强调“我在引导你”,更不需要让玩家去查攻略。 [H2]全收集友好[/H2] 终于不用去第三方网站下载地图一个一个对照着找过去了,游戏里可以通过完成支线任务或者直接花高价购买地图来开放收集物位置,能力碎片里还有透视墙壁的技能,可以说是相当的轮椅了。 [H1]总结:高度迎合市场的作品,美术风格极具特色,游戏设计功底深厚且难度不高,只要不追求速通和无伤,任何人都可以获得愉快的游戏体验。[/H1]
很好玩
One of the greatest games ever made. Graphics, story, music, gameplay, all top tier
剧情太虐了,剧情看的太难受了,剧情你写给我写好了啊,写的简单点也行啊,我是来玩游戏的。很喜欢这种无比精致的2D小游戏,现在太多游戏都不如这种小游戏好玩,希望以后多出点这种。
我不知道这个键盘控制和键盘鼠标一起控制的切换怎么就这么难,控制系统一坨shi
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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