
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.
Reviews, worldwide (the counter carries no country): 6.14/day in the week to Sep 15 → 7/day in the week after.
About


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 1040 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
假如你耗得住老是报错,也觉得某些同类游戏的光污染很严重以及喜欢像只狼那种冲突反馈。这就是一个好游戏。。
Great game. Sometimes tough, always exciting.
50小时后才真正玩进浪人崛起,可惜优化实在太烂了
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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 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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
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*, 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
leuk spel /gravis in orde
黄昏模式一周目通关,steam时间180h+,有太多时间挂着机干别的去了,体感真实游戏时间应该在100-130h之间吧。 [b] 不是动作游戏玩家,纯冲着幕末大史同来的 [/b],史同一般但享受到了比预期中更多的东西,总体来说除了在某几张火场地图迷路和辱骂某些剧情的时候都很享受。 [h2] 喜欢的部分 [/h2] 开放世界风景很美,建筑富有时代风情,逛街真的很开心。景点神社拍照猫咪这些收集要素都很好玩,玩别的游戏几乎一点图都舔不了如我也是舔了几下,游戏内置词典也太好看了,bgm也都很有氛围。人物形象和支线设计都很用心量大管饱,(部分)角色塑造富有魅力,武器建模也是实在美丽。拍照模式换装系统和随时可以重新捏人这点很方便。 小游戏好玩!!每到一个地方我都要玩流镝马炮术滑翔机…… 黄昏模式战斗不难,虽然有收集要素但不刚需舔干净,不追求打得多好达成什么成就的话随便舔舔随便打打也基本不会卡关。武器流派很多样并且都很好玩,玩不明白随便试试也挺乐的。任务内存档点密集,地图引导也不错,我一个绝望的路痴除了某几张图以外大部分时间都没感觉特别折磨。 饱受诟病的画面偏黑问题因为刚开头黑船实在黑得不能看了,我把游戏内置亮度拉到最高就再也没改回来,这样调整之后觉得还好。 [h2] 想吐槽的部分 [/h2] [u] 关于史向内容/游戏剧情 [/u] [b] 我是组批,除了新选组相关内容以外对幕末史一毛钱都不了解 [/b],看这个史的感受就如同看ai生成文本,简单来说就是觉得好像每句都有道理直到来到了我真知道的部分(。 史实方面最想骂的部分是[spoiler] 油小路事件,泼伊东派脏水泼得实在是太脏了,寺田屋事件的锅推得莫名其妙,斋藤前脚说不会以多欺少卑鄙伏击后脚拉隐刀打油小路也真是很可笑。不清楚把近藤土方甚至永仓新八都从这里面摘出去了的意义在哪,都摘成这样了干脆做成斋藤一个人支线呗。以及把历史上在油小路力战而死的服部武雄和毛内有之助做成通缉犯实在是太烂了,非要犯这个贱不可吗。 [/spoiler] 除此之外游戏可能还是侧重描写倒幕派的吧,体感佐幕基本就是和新选组同行但新选组这边的塑造薄弱到令人疑惑,[spoiler] (虽然没从试卫馆开始写错过了近藤派真正的萌芽时期,但)无论如何隐刀从浪士组时期加入也算老资历了,本来以为会像倒幕派那边一样有点和大家挨个认识培养感情的环节的,结果一点铺垫都没有上来直接池田屋啊。理论上这时候隐刀应该和组人很熟了,实际上就像刚认识稀里糊涂当打手去的,在前面主线差不多跟倒幕派同行了两章的前提下搞不懂想把隐刀置于何地。游戏不止一处有这个阵营横跳的问题,知道这么设计的动机,但总之我玩到后面是觉得隐刀没被倒幕派天诛也没被佐幕派肃清都算两边心善。 [/spoiler] [spoiler] 对这个游戏所有势力的心情也是,你们不能在有危险的事情的时候让隐刀冲在前面对抗敌方首脑,站队的时候就说反正你从来都是外人吧(。)知道设计理由但挺伤人的。当然考虑到隐刀做的事倒也……复读一下上一段最后一句吧。 [/spoiler] [spoiler] 但前面的问题比起搭档剧情都基本可以忽略不计,看到交代搭档真正动机的部分我转身离开电脑跟前沉默十分钟只有一句傻逼可说。不知道这翻手为云覆手为雨的祸国殃民能力和过家家级别的心智水平是怎么组合在一起的。既然能如魅魔一般煽动每个势力为啥见到隐刀就是打呢。有些明明没必要的事情安在搭档头上也很奇怪,搭档暗杀清河八郎,搭档泄露池田屋位置,干脆搭档导致全球变暖得了。 [/spoiler] 顺便说一句玩之前就看到玩家自由选择的空间不大、不能真的改变历史这样的评论了,可能因为有心理准备了这部分我体感倒是还好,[spoiler] 不如阵营横跳的问题大。龙马高杉和冲田能救挺好的,[strike] 龙马你能不能不要走。 [/strike] [/spoiler] [u] 战斗/推图相关 [/u] 主线支线的战斗都还好,但满地图治安恶化实在太重复了,到后面清这个的流程都固定了说实话很无聊……[spoiler] 本来到京都看到敌我据点势力对比什么的以为这会在战争的时候作为判定两边实力进而影响战争结果的因素,是我多虑了(。) [/spoiler]除此之外开放世界但任务之外一个可交互的路人都不做,每天逛地图满耳朵就是そうそう(。 火场地图太恶心了,指[spoiler] 救笃姬和禁门之变 [/spoiler]那两张,打的时候一直在想把战场做成这样是一种很新的反战策略吗…… 非致命攻击纯属鸡肋,除了任务要求不杀生切了能拿奖励之外没有任何用处。我真的会对不想杀的人切木刀痛苦爬行着打完,但是游戏并没有做相关的差分。与此同时游戏不想让隐刀杀了的(即便是小兵的)角色,即便用真刀砍了也只是会打晕/重伤。两边都挺让人无语的。 没有了,游戏是好游戏我非常享受,希望大家都来玩浪人崛起,[spoiler] [strike] 我缺的这块美国dlc函馆dlc谁给我补啊…… [/strike] [/spoiler]
Jogo muito bom. Combate excelente. 8.6/10
ถ้าอินกับประวัติศาสตร์ช่วงบาคุมัตสึ จะอินกับเกมนี้แน่นอน
动作这一块一如既往的优秀,如果你能有和刺客信条影一样的画面质量,我愿称你为仅次于羊蹄山之魂的最佳日式开放世界游戏,可惜,这画面说是10年前的水平也不为过,还有优化真的稀烂,卡顿就不说了,打群战是莫名奇妙帧数变慢,不管主角自己动作,还是敌人的动作像0.5倍速,全程慢镜头,打的实在憋屈
玩之前没多想,玩到一半看见了几条野狗出生东西不能杀还能结因缘,可以想到后面估计还能和军国主义的狗屎玩意称兄道弟,这钱不能退我就当喂狗了。
很好
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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