
Embark on an epic journey across war-torn 19th-century Japan in this open-world action RPG from Team NINJA, the veteran studio behind "Nioh" and "NINJA GAIDEN."
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.
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.
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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 1013 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
浪人崛起是忍者组成立以来最高开发成本的作品,光荣内部也对其寄予厚望,然而,无论是从销量还是口碑上来看,这一作品都令这些成本成为了梦幻泡影,今后大概率光荣不再会延伸探索这个类型的方向了,这也是比较可惜的一件事,一周目全成就通关之后,我认为狼人崛起虽然有诸多硬伤,但是距离一无所有尚有较大的距离。 最早先的对于浪人崛起的评价集中于莫名其妙的剧情和虽不如仁王但还尚可的动作系统,在一周目全成就通关之后,我得出了截然相反的看法。浪人崛起的动作系统虽然采用了仁王系列的底子,并且简化的方向也不像卧龙那样彻底,还是保留了诸如段位和残心/闪刃的机制,以及丰富的武器系统和武技,但实际上,石火的加入让一切变得不伦不类,失去意义。石火是类似卧龙的反红光机制,在敌人攻击的最后一段出石火可以让敌人产生大硬直,想法是好的,卧龙我也玩的很爽,没有说简化就不好,问题就是在于高速剑道战斗的设定,所有敌人的攻击欲望和频率都十分强烈,专心石火+平砍是最具性价比的连招,尤其是在攻克高难度极传道场的时候,武技的猴戏和后摇,闪刃生硬的手感和反馈远没有残心那样丝滑。可以说,在浪人崛起中,紫电和流转没啥大用,就算穿插在进攻中使用出来,伤害也十分感人。忍龙的高速战斗是依托无精力条和多无敌帧来实现的,带精力条的高速动作游戏本来就不成立,浪人崛起中的敌人大多以人形怪为主,因此敌方拥有比仁王更多更高速的多连段,让石火以外其他的系统完全失去了意义,是败笔中的败笔。上述的缺点,还没有包括武器和武器之间的性能差距,一开始我在最高难度使用大太刀推图,对比后来的太刀+双刀的组合无论是从石火的判定帧和武技的强度上都有着巨大的鸿沟,可以说,这恐怕也是忍者组有史以来顶尖武器和垫底武器性能差距最大的游戏了。在浪人崛起中,人形Boss的动作模组其实设计的是有区分度的,但就像是资源都用到了刀把上,直到通关为止我走马灯一下愣是没记住任何一个Boss战的具体细节,毕竟只狼,鬼武者甚至于说忍龙本身都告诉了玩家们人形Boss的设计可以是每个都令人印象深刻的。 与战斗系统相对的是,剧情对我来说完全合格。从故事剧情的角度让我更多了解到了日本历史中不为人知的一面,其实幕末英杰们的立场并不是一成不变的,随着时间推移敌人变成了朋友,朋友形同陌路都是历史中真实存在的现象,小朋友们无法理解灰色世界也是很正常的,我年轻的时候也是非黑即白的。我认为浪人崛起的叙事角度并没有什么问题,我可以从不同人物的不同出发点来解读尊王攘夷的故事,比如胜海舟,相比起幕末最出名的几大英杰他可以说名气不高,但是其实他是日本海军史上很重要的人物,明治维新后日本的海上霸权跟他从0到1的奠基关系密切,而且他身为幕府中人却不守旧,深入研究了兰学,也就是荷兰乃至西方世界的科学技术文化和知识体系,从那里了解到了人民和国家之间的关系,深知在当时的日本底层人民知道如果国家有难绝不会有所谓天下兴亡匹夫有责的思考,必须把国家利益和民众的利益相互捆绑,最终通过和西乡隆盛的谈判使江户无血开城,为后续的明治维新保留了实力,巩固了各个阶级对于日本作为国家的统一观念。浪人崛起里用了较大的篇幅塑造了他的形象,同时赋予了他相当不错的战斗实力,算是比较难缠的boss之一。光荣对于历史题材的理解还是比较中肯的。 关于胜海舟的战略构想中日提携,虽然日本从来没走过那条路,但是以现在的角度来看,福泽谕吉倡导的托亚入欧改变不了的是肤色,所谓的脱亚入欧不是说你把头发染成金色,脸上刷成白色,举止和饮食习惯都对齐欧洲就能被西方世界接纳。从地缘政治的角度上来说,中日韩也更适合于抱团而非内斗。如果想要对方真正尊重你,当然需要你能骑在对面脑袋上拉屎,在战术的层面上日本执行的还是十分不错的,日本文化渗透到了西方世界的方方面面,潜移默化地影响了几代人,除了片假名地狱,可以说现今日本的片假名地狱真的是脱亚入欧洗脑的最好佐证。 刚才提到的分角色叙事在游戏推进过程中也有过诸多体现,比方说,在坂本龙马被胜海舟的理念打动,为他行事的时候,高杉晋作也会察觉到,并且从不同的角度给你分享他的感觉,但是又微妙的跟历史的走向是契合在一起的,上述提到的胜海舟,也通过他引出男谷信友和岛田虎之助的故事,虽然这在开放世界游戏中早就不是原创的了,但是这种多角度叙事无疑会让故事显得更为丰满,也让玩家的印象深刻,而现在的游戏叙事已经习惯了阳关大道或者谜语人这两种十分极端的方式,仿佛好好地平静地摆开了揉碎了讲一个故事,已经是一种不可被接受的行为那样。 重新审视明治维新的剧情,幕末三舟,黑田清隆,伊藤博文,山县有朋,那都是响当当的人物,纵观日本历史数百年兴衰,其实都可以用战国时期的恩怨来追溯概括,也无怪乎他们那么看重战国时期的历史,明治维新最重要的参与者萨摩和长洲两藩都是关原之战的败者,其中长州藩更是西军总大将毛利氏的大本营,被幕府长期监视,藩主也没有在幕府中担任过要职。明治维新后,长洲翻身做主人,出过一堆日本首相,这些人从封建社会里的长洲下层武士到现代社会的内阁总理大臣,背后还有英法美等列强的明争暗斗,也是非常奇妙的一段人生经历了。其实纵观美国建国和中华民国成立,大都经历过类似的一段时期,无论是维新志士还是敬幕攘夷,大家都是为了团结日本这一个信念而走到一起的,虽然诸如伊东甲子太郎和相乐总三的故事展现的有些唐突,但好歹是让大家了解到了很多不那么出名的人物,历史上对于他们的行为和经历也不是记载的那么全面和完整,确实是不错的改编材料。 配角中我最喜欢的则是嘉纳治五郎,巧妙地把日本柔道的发源者糅合到了故事当中,这种潜移默化的文化输出正是日本很擅长的路数,他推动柔道成为日本的国术之一。不杀死对方前提下的护身术,适合所有年龄段的人修习,他的著名徒弟前田光世把这一理念带到了巴西以后,也成为了巴西柔术的起源。直到现代,巴西柔术始终影响着UFC技战术的逻辑和体系,地面降伏一直是现代UFC冠军的主流技战术之一。柔术是一类招数的总成,而柔道则成为了一种生活的态度,兵强则灭,木强则折,强大处下,柔弱处上,暗合道德经中以柔克刚的一种大道至理。 缺点是萨长同盟,赤报队,这些重要事件铺垫和成功的太随意了一些,龙马和阿龙的爱情也是来的过于突然了,在可以攻略的角色中我最喜欢的还是笃姬,身份可以说是大家闺秀中的拔尖,外在带着大和抚子的柔美和未亡人的双重身份,内心却不像传统东方女性那般刻板守旧,会主动出击,因缘任务线的呈现也最接近正宫的待遇,跟我捏的异国风情发小正好互补。 浪人崛起对于近代日本地貌的还原还是很有味道的,这种还原未必是利用画面的绝对精度来体现,更多的是从构图的细节和光线的利用来达成的醍醐味,熟悉的景点诸如浅草日本桥清水寺等等也是现代的日本再也无法见到的江户之貌,当然还少不了经典的五条大桥仁王立和异国的碧眼武士。也无怪乎各种异乡人都想用相机记录下来这一切,当我利用跳跃和滑翔翼在砖瓦制成的屋顶上前行的时候,颇有种武侠小说里飞檐走壁的那样的感觉。 中国文化中,缺乏一种海盗文化,一种从大航海时代沿袭下来的掠夺和冒险精神,这也是我在美国留学学到的最重要的一点,觉得好用的东西我就拿过来,而不去顾及所谓的面子和道德。因为中国或者说亚洲没经历过大航海时代,日本的殖民计划也在二战后宣告破产,其实那个时候的老师英国也已经再走下坡路了,日本在海权和海军的发展上是深度参考了英国当年的计划,殖民大清,殖民东南亚,就像英国殖民印度的路线其实是一样的。现今中国的内卷已经进入到白热化的阶段,究其原因众说纷纭,但其中有一个很重要的因素就是无法对外扩张吸血,只能对内加剧剥削,作为二战的战胜国之一,五常亚洲利益的代表者,却没有把自己的影响力扩展到其他的大陆,无法像英国之于印度,法国之余非洲那样把风险转嫁出去。国内强调所谓的不干涉别国内政的和平发展,科学共赢,然而现实是血淋淋的,地球上的资源不可能让60亿人都过的富足,势必有人穷有人富,有人享福自然有人负重前行,这道理就好像是地球上很多国家都倡导生而平等,而事实上人出生下来就自动分好了高低贵贱。宁德时代在自己的领域已经做到了世界第一,然而血汗工厂里的工人待遇并没有任何的变化,反而剥削会变本加厉,这一事实其实就是我提到的内卷的本质。
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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 25: 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.
Reviews, worldwide (the counter carries no country): 6.86/day in the week to Jul 30 → 8.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 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.
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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*, Dutch, Swedish, Spanish - Latin America*, Thai, Danish, Turkish, Norwegian +9 more
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What the hell is going on here? Is this a historical game set in the Bakumatsu era? And you didn’t even include Gintoki and Kagura in the story? Meanwhile, you added Katsura without Elizabeth? Where the hell are the aliens and the immortal teacher Yoshida? This is not a historical game about Japan it’s fantasy. The only thing in this game that actually matches the Bakumatsu period is the art direction and graphics it literally looks like it came from the 1860s. But to actually run it, you need a PC from 2030.
Nioh ama şeytani yaratıkları olmayan bir versiyonu. Şakası bir yana oyun gayet güzel ve akıcı. Silah çeşitliliği olsun , yetenek çeşitliliği olsun , zıh setleri olsun gayet bol ve hepsi de kullanışlı. Sekiro tarzı parry mekaniğine alışıksanız bu oyunda aşırı rahat edersiniz. Şahsen oyunu %100 ve full başarım yaptığım için benim tek yakınacağım şey açık dünya olacak. Ana görevler ve görev sonu boss savaşları çok iyi , yan görevlerde bilakis fena sayılmaz ama açık dünyada yapılacak şeyler hep aynı. Git kedi topla , sandık topla , haydut kampı temizle birde mabet bul. Bu 4 şeyi açık dünyada çok yaptığınız için bir yerden sonra gerçekten sıkmaya başlıyor. https://steamcommunity.com/sharedfiles/filedetails/?id=3768772321 https://steamcommunity.com/sharedfiles/filedetails/?id=3766786337 https://steamcommunity.com/sharedfiles/filedetails/?id=3764964657
歴史系ゲームが好きでコエテクにはいつも楽しませてもらっています。 このゲームも少々寝かせてしまったものの、少しづつ進めて一周目倒幕寄りでクリア、留魂録を使わずに二周目は別主人公で佐幕よりに……と楽しんでいます。多分長く楽しめるゲームで、買って後悔は無いです。 ストーリーが「主人公の存在で歴史がズレた」というIF感があって良いです。史実通りの最期を迎えるキャラが大半ですが、主人公の存在で史実では生き残るのに死亡ルートのみのキャラがいたり、生存ルートが確保できたり。何より多少歴史と物事が前後しているのも面白くて、知っているからこその先の読めなさにワクワクしました。欲を言えば会津とか薩摩長州、五稜郭ルートに行くDLCが欲しいです。 ただ戦闘とシステム面でまだまだ不安定。 AIはそこまで賢くない反面、こちらに気がついたらすぐ戦闘態勢になるため、某アサシンゲームよりもスニーキングが楽しくない。 パリィ前提の戦闘も、薄明では気にならないものの難易度黄昏以上だと雑魚敵が妙にディレイを混ぜた攻撃をしてくるのが面倒。中ボス以上レベルならわかるものの、雑魚敵全員これなのが妙にストレス。 そしてシステム面。推奨に近い構成のPCを使っていても、所々でムービーが落ちて音声だけになりました。 ダウンロードし直したりグラフィックを人物以外最低にしてなんとか落ちることは無くなりました。グラフィックのレベルの割にメモリを食いすぎ、重すぎます。他のゲームではこんな事起きたことがないです。Steamの最適化まだ足りないのでは……? 幕末ゲーム好きにはオススメしたいです。でも戦闘は慣れでどうにかなっても、システム面で手放しにオススメはできない……そんな感想です。
This game has a lot too offer sadly it is reall poorly optimized , I recommend looking at the online guide for fixes also getting a reshade as well, but other wise this game is really well made and if you look past the bad optimization you have a nice looking open world and tons of diffrent weapons and styles.
可惜游戏都玩不了,不知道怎么评价优点,优化烂到你姥姥家了
My very first bad review on Steam: Good game but very unoptimized and cant believe its a 150 gigs lol.
或许有很多问题,画面不够吸引人,探索同质化严重,战斗两极分化。但是它所描绘的,在明治维新那段时期动荡不安的日本和粉墨登场心怀各自远大抱负的人们,却是栩栩如生。用双眼去见证这个时代,用刀锋勾连彼此的心意,这趟旅途,不会辜负你的期待。
TLDR this game is amazing with flaws. Basically it rides on awesome fighting mechanics that team ninja is known for with an open world spin on it. So outside of that you can do missions, collect stuff, form bonds and engage in a branching story. I really only had one issue and that is the story, it kind sucks and makes no sense half to time. The gameplay is amazing although I prefer nioh and the world is fun to explore but I also really didn't care for how they make some of the skills unlocked. There are quite a few aspects of this game that are worse than nioh which is the easy comparison game. However there are lots of new ideas or improvements in how stances work with being able to equip certain ones and learn new skills and custom skills in the slots. I like having pistols and other stuff in the fights and I also really enjoyed the Greatsword and particularly the musket which is not present in nioh titles. So all in all this game is awesome but can be 100 percented in my play time. There is more to do about 100 plus hours if you wanna enjoy post game and do other stuff and I think this game is awesome but with some definite flaws 8.5/10
草泥马优化依托答辩,动不动曝光过度,尼玛死了
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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