
Game of the Year - The Game Awards 2019 Best Action Game of 2019 - IGN Carve your own clever path to vengeance in the award winning adventure from developer FromSoftware, creators of Bloodborne and the Dark Souls series. Take Revenge. Restore Your Honor. Kill Ingeniously.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 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.
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.
No United States chart position — it charts only in the markets below.
About
Genres
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 356Kreviews | 95% | — | $309.4M |
| $59.99 | 14.5Kratings | 86% | Top 100 | 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.
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 3371 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muito foda!
好玩
its fun
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $301M | 482.8K | 94% | $24.99 | |
| $326.3M | 279.7K | 97% | $39.99 | |
| $279.4M | 197.3K | 86% | $49.99 | |
| $278.1M | 347.1K | 79% | $49.99 | |
| $275.3M | 551.9K | 94% | $29.99 | |
| $344.4M | 373.8K | 90% | $59.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $43.6M | 44.9K | 58% | $34.99 | |
| $41.5M | 20.6K | 79% | $49.99 | |
| $13.8M | 17.5K | 76% | $39.99 | |
| $5.6M | 11.7K | 83% | $19.99 | |
| $10K | 86 | 57% | $4.99 | |
| $7.1K | 21 | 57% | $14.99 |
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 21: that day the store answered for this game elsewhere and gave no price there. The 14 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*, Japanese*, Korean, Polish, Russian, Simplified Chinese, Thai, Traditional Chinese +1 more
Hours played at review time, across 3.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Best souls like IMO!! It's sorta like a rhythm game in a way, and you are supposed to block a lot more attacks than you would think, such as the burning bull.
[h2]敵の攻撃を弾き続け、止めを刺すジャスガアクション[/h2] 146時間プレイし、全実績取得済みです。 通常クリア後、新規データにて苦難でやり直し、心中系を除いた戦える中ボス・大ボスを全てノーダメージで撃破しました。 実績の仕様上、修羅専用のエマと葦名一心のみ2周目仕様で撃破しています。 言わずと知れたジャストガードが主体の3Dアクションゲームです。 ひたすらに敵の攻撃を弾いて弾いて…最後には忍殺で仕留める、近年流行しているジャスガの火付け役と言える作品です。 [h2]――良かった点――[/h2] [h3]敵を覚えて安定させる過程[/h3] 最初は被弾していた攻撃を少しずつ理解し、最終的に安定して対応出来るようになる過程は良く出来ています。 敵の攻撃、危険攻撃、間合い、反撃出来る場所等を覚えるほど戦闘が安定していきます。 自分の理解と操作精度が、そのまま結果へ反映される部分は非常に良かったです。 [h3]人型ボスの出来が良い[/h3] 特に弦一郎、一心、エマは良く出来ていると思います。 攻撃の予兆と対応方法が比較的分かりやすく、地形や偶然よりも、こちらの弾きや判断の精度で結果が決まりやすいです。 敵の動きを覚えるほど安定して戦えるようになり、戦っていて楽しいボスでした。 [h3]忍具を使い分ける価値がある[/h3] 忍具は単なる飾りではなく、敵ごとに有効な使い道があります。 お蝶への手裏剣、獅子猿への仕込み槍、一心への爆竹、雷返しでの霧がらす等、状況に応じて使う意味は間違いなくあります。 ただし、赤鬼への火吹き筒のように、使うと簡単になりすぎる組み合わせもあります。 今回は歯応えを残すために、使用する忍具を自主的に絞りました。 [h3]立体移動からの忍殺[/h3] 鉤縄で高所を取り、敵の上から落下忍殺へ繋げる部分は所謂ステルス要素であり、設定そのままにまるで忍者になったようで楽しかったです。 探索そのものへ強く惹かれたわけではありませんが、地形を利用して有利な状態から戦闘を始められる点は良かったです。 [h2]――悪かった点――[/h2] [h3]こちらからの攻撃があまり有効に感じられない[/h3] 基本的には敵の攻撃を弾いて弾いて、体幹を削り切ってようやく勝つという印象が強いです。 自分から積極的に攻めて敵の行動を止めたり、連撃の途中へ割り込んだりする選択肢は少なく、敵が決められた攻撃を終えるまで付き合わされる場面が多いです。 攻撃・防御・回避・反撃を常に自由に選ぶアクションというより、敵の攻撃へ正しい回答を返し続けるゲームだと感じました。 [h3]弾き中心の戦闘から変化しにくい[/h3] 忍具や流派技はありますが、戦闘の中心は最後まで弾きです。 敵によって多少の違いはあっても、基本的には攻撃を覚えて弾き続ける形から大きく変わりません。 別の武器やビルドへ変更して遊び方を根本から変える事は出来ません。 [h3]忍具が効きすぎる相手がいる[/h3] 忍具には使い分ける価値がありますが、相手によっては戦闘を簡単にしすぎます。 有効な手段を使っているだけではあるものの、使うほど戦闘の練習や弾きが不要になり、攻略の面白さが薄くなる場合があります。 ある程度の歯応えを求める場合は、自分で使用を控える必要がありました。 [h3]地形によって戦闘が不安定になる場合がある[/h3] 一部の中ボスの戦闘場所の地面が傾斜しているため、敵の攻撃が不自然に外れる事があります。 攻撃が外れると弾きのタイミング自体が発生しないため、同じ行動でも弾きが安定しません。 プレイヤーの判断ではなく地形によって展開が変わるように感じられ、かなりストレスでした。 [h3]探索や物語にはあまり惹かれない[/h3] 探索や物語は分かりにくすぎるわけではありませんが、強く興味を持てるほどでもありませんでした。 鉤縄による移動や落下忍殺には多少の楽しさがありましたが、個人的には最後まで戦闘が中心のゲームでした。 [h2]まとめ[/h2] 敵の行動を覚え、弾きを安定させていく過程が楽しかったです。 特に、個人的には通常プレイでは難度も奥深さも物足りなく感じましたが、苦難でのプレイは敵の行動を覚えたうえで正確かつ安定した操作が要求されてとても楽しかったです。 弾きを中心とした戦闘の完成度は高く、プレイヤーの習熟が結果へ反映されやすいゲームです。 一方で、自分から攻める選択肢や戦い方の幅は狭く、弾きへ偏りすぎている部分も少なからずあります。 練習の末にボスを倒すような達成感を求めている方にはお勧めです。
好
简单的操作,极致的体验
犹豫就会败北
容易上手建议购买
FromSoftware's black sheep of the Soulsborne games is arguably its most overlooked when discussing the whole lot, and I would attribute that to its extremely abrasive accessibility, which if you can't click with, will make for one of the defining moments of misery for you in any game ever. But when it clicks? You're going from playing a game that feels like it's deliberately bad to playing one of the most compelling games of all time; equal to, if not better than, the best the genre has to offer, not just from the Souls-like formula, but from action action games as a whole. When I got this and played it for the first time in 2019, I hated it, the parry/block system felt delayed, and it felt uncomfortably difficult consistently throughout the entire playthrough, where nothing within its progression got easier. You couldn't be any other class than a lone Shinobi swordsman (No jolly cooperation), and you couldn't walk away in order to level up significantly because leveling isn't really a thing, and you can't switch weapons because your sword is your only tool besides some quick stun items or a shield - both having limited ammo - that isn't useful for most of your playthrough. No, Sekiro faces you head-on and if you don't beat its challenges that it asks of you with the tools it gives you, that's it, you can't go further. That structure is so alien to what the other Fromsoft games offered in terms of challenge that I found myself getting extremely frustrated with it and left it with a very bitter taste after finishing its normal ending and its evil ending, 2019 passed and I blacklisted it in my mind. But I came back to it again in 2022 after watching a reel of it being played by someone who mastered the Owl Father boss and realized that I was playing it wrong. For some reason, I found my save for the game was at the Sword Saint (The last and arguably the hardest boss in the game), and I had to re-learn the controls, arsenal, tricks, and so on from fighting him legitimately, not the way that the Sekiro Guru method guides you to do with the shield that takes forever like I did the first time, just straight up 1v1 skill. It was glorious, and that's when it clicked for me. See, the Souls games generally let the player decide if they want to be up close to enemies in combat, Bloodborne encourages close and aggressive play, but Sekiro demands it without hesitation. Once I let that go, and I started to appreciate the finer design of the combat, I realized I was playing something true to the phrase, "It feels like you're ______ from the movie," because those boss battles? Definitely felt like I was playing in a Lone Wolf and Cub movie at the climax where equals meet to duel to the death. And that's what Sekiro nails where other action games have seldom touched. Too, each area feels like a distinct homage to both Japanese classical and pop culture - almost a melting pot of the two - you have a lone samurai section at the beginning, the ginormous castle, sections of betrayal and political theater (Like Kurosawa films), section of fighting kaiju, a section of spooky ghosts in a foggy village, mystical mountaintops with martial arts, the jaw-dropping beautiful divine realm paying homage to upper class Japan and how they leeched off of the poor, anime fighting moves and techniques, parasite horror, etc. All of this melds into something that's truly unique and rewarding to discover and it's tied together by phenomenal graphics and the best soundtrack that FromSoft has produced. So, what could be improved? Honestly, I think an easier setting would've been helpful in cultivating a larger audience for this game, but how that could've been done in practice is beyond me and quite frankly, the best parts of this game come in the form of feeling the intensity of the fights. Co-op wouldn't have worked because the game is designed to be 1v1 in most fights. Maybe less repeating mini-bosses would be nice, though the areas and surrounding enemies more than make up for reusing those because they *mostly* feel like new fights at that point (Some don't, but I don't think fighting an enemy again once or twice is inherently bad). Status effects like poison or deathly-terror are never fun to deal with, I will say it's in this game in parts, but not consistently problematic and a couple of times, it's used to guide the flow of the fight rather than hinder your progress. Sekiro is still a brutally difficult game, demanding patience and a drive to improve your strategy and change your play style(s) that other games might have ironed into your mind and reflexes, however, when you finally get the groove and rhythm of the game and begin to play it as it ought to be, Sekiro is nothing short of a masterpiece and an exhilarating experience, one which has not been matched to date.
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.