GAME DETAIL
Restless Path
A voxel-art soulslike about a lone wolf who sets out to cleanse a dying world of evil. Master precise, stamina-driven combat, forge bonds with those you choose to help, and carry your growing legend through a string of dangerous, half-open realms.
このゲームについて
Steamの詳しい説明を読む
A world that stopped healing itself.
Something has been rotting the land for longer than anyone can remember, and it isn't stopping on its own. You play a wanderer who has decided — alone, and by choice — to do something about it. No kingdom sent you. No prophecy names you. You just kept walking toward the places everyone else walked away from.
Bonds you don't have to make — but might.
Restless Path is not a game about saving everyone. Across its string of dangerous, half-open realms you'll meet the desperate, the stubborn, and the quietly broken — and how you treat them decides who, if anyone, ends up walking beside you. Help enough of the right people and you'll gain allies who fight at your side, open new paths, and change how later confrontations play out. Ignore them, and you walk alone. Both are valid ways to play — but neither is free.
Combat that punishes greed, not caution.
Every fight in Restless Path is built to be read, not memorized. Block too early and you'll bleed stamina you need for the counter; block too late and your shield breaks outright, leaving you exposed. Dodge windows are tight and unforgiving. Wield a blade and shield for control, go two-handed with a scythe for reach and raw damage at the cost of your off-hand, or fall back on a bow to soften what's coming before it arrives. Every weapon changes not just your numbers, but how a fight has to be played.
Grow on your own terms.
Experience and a rarer currency called Essence let you shape your wanderer over time — through a skill tree, through armor with real trade-offs (protection always costs something, whether it's speed or stamina), and through choices about what kind of fighter you're becoming. There's no single "right" build, only the one that gets you through the next boss guarding the next half-open realm.
A living, dying world, rendered in voxels.
Day bleeds into dusk and back again as you travel, weather turns without warning, and every region has its own light, its own silence, its own reasons to be afraid of the dark. The blocky, voxel-built world doesn't soften what's happening in it — it just makes the dread easier to look at for as long as you can stand it.
The path doesn't end when the fighting stops. It just starts asking more of you
Current Roadmap
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日変化を見やすくするため、縦軸は観測範囲に合わせています。
履歴1件・推移判定待ち
数値一覧
| 観測日時 | 値 |
|---|---|
| 10/10 16:43 | 11人 |
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 11人 | 最終観測:2026年10月10日 16:43(20日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
注目ポイント
更新あり 直近14日以内にSteamストア更新
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。