
In the distant future when civilization is on the verge of extinction, people follow the legend of the Elysium in the last city, Havenswell. In this post-apocalyptic wasteland sci-fi ARPG, you will play as Arrisa, a Blader with immortality, and explore the city ruin to find the hope of a new life.
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Languages: English*, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, French, Russian, Italian, Polish*languages with full audio support
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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
Hours played at review time, across 620 reviews with recorded playtime.
Reviews
Themes across 620 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I purchased AI Limit during a sale after watching a trailer for it and thinking it looked like a lot of fun for the price. It took 91 hours of getting my ass kicked - in between my main desktop, TV desktop and Steam Deck... but I enjoyed every second of it! It isn't verified or optimized for Deck, but it is playable. If you do decide to play it on Steam Deck though you'll probably want to lower the graphics a bit. My average time on battery was anywhere between an hour to 30 minutes depending on which location I was fighting in averaging 30 to 45 FPS. The Graphics are decent. It isn't as shiny as Code Vein, but it does a decent job reminding you that you're in a post apocalyptic world, having to face all kinds of well designed monstrosities. The only thing I found to be off is some of the NPC's not quite matching up to the anime aesthetic in the game, the pilgrims especially when compared to the main NPC's you regularly converse with. Some might argue that the voice acting falls flat in AI Limit, but the more you play the more you realize the main character talks plainly for a reason: She has no idea who she is, or why the world is in the state that it is. As you play and find out more she does start to gain more emotion towards the end. I've listened to the Chinese audio against the English audio and they seem to be on par with one another. The story is your run of the mill post apocalyptic one that you'll slowly uncover more details about as you progress further into the game (as is tradition). There is plenty of reading material scattered around to paint a full picture. It isn't bad, but it isn't exactly what one would call award winning. I liked the different weapons that I found during my travels. For the most part a lot of them are what you'd expect; swords, daggers, scythes, etc... but sometimes you'll find unique ones like drills or a road sign. The combat does take some getting used to (as is tradition), if you can figure out how to parry you'll have a better time with boss battles. From what I've read people either love it or hate it, in my experience I was better with it on some bosses, and not so much with others. I mainly stayed with using the shield, or lightning step when dancing with enemies. I'd say my only big complaint was the lack of soundtrack, when backtracking and exploring you'll mostly hear ambience. There were times where I had to pull out my own music collection if I was only looking for missing items. They seemed to save the musical scores for the boss battles. Other than that I had a hard time putting this one down, with each session I kept getting pulled deeper and deeper in until I found myself making it to the end. If you like souls or souls adjacent games, or if you're into self abuse or BDSM, this is absolutely worth a look-see.
一部吹出来的玩意儿,打击感,画质,动作全不行
Excelente souls, recomendo.
从宫崎老先生粪坑里面抠出来的粪 为了恶心而恶心 垃圾
嗯,该怎么描述这样一款我很喜欢的游戏呢, 首先,这是我第一个完美通关的游戏,也是一个让我感触很深的游戏, 美术上,以废土,巨物,机械,死灵,教会等为主,人物的建模相对较简单,但能使用的武器多,服装丰富且有特色,细节的处理也很不赖 剧情上,人物的塑造很完美,斯通和休伯利之间的友谊,厄休拉和德尔法之间的爱情,都让我热泪盈眶,厄休拉的死更是意难平,非常喜欢厄休拉和雪梨,甚至故事中一个被斯通救下的普通人都能触动我,“您这样善良的人一定要活下去啊” 游戏上,整体难度非常友好,适合魂类萌新第一款魂游,难度大的主要是洛希德和厄休拉,开二周目的法术流派基本无压力随便玩(别开半虚式),如果你想挑战高难也可以开半虚式框架,游戏通关后也可以去体验肉鸽玩法 综上,无限极兵是一款很好的游戏,排在我库中的神之上(10/10),属于很完美的魂类“小甜点”
差评是必须给的 1. 弹反反直觉,必须卡敌人攻击前摇才能弹反,敌人出手的时候弹反晚了,几乎不可能凭借直觉应对,需要你拿出读高中的精神去把每只怪物的弹反时机背下来 2. 堆怪,你以为的堆怪是黑暗之魂2,小龙人军团,或者一堆小兵是吧,但是在这机兵里仅仅只需要两只怪就叫做堆怪,为什么听我细细道来 去沉没之都休息室那个篝火点,里面有一个斥候和一个炮兵,炮兵直接aoe搞你,斥候连段能连到你死,你玩近战如果不小心进了墙角不好意思就是墙角惨案,你连a一次的机会都不会有,为什么,因为这游戏没得韧性啊,被高攻速的怪打到一次就只能祈祷他连段完毕你不会被旁边另一只怪打,不然就是连到死 另外前面还有两个喷气背包佛陀,也是高攻速加远程攻击,我没办法只能勾引一个单挑,打两个根本打不过,混合双打你没韧性就等着被一堆攻击连到死吧 3. 我至今为止想不通这个翻滚为啥是锁定了就不可以翻滚了,why?虽然这个不太影响但是为何要这样设计,既然主流是依赖闪避躲攻击,那么设计翻滚的意义何在? 4. 没有韧性系统,你可以限制玩家在黑魂里穿重甲站撸站撸喝药的情况,但是你有没有考虑过,但凡你有一个高攻速的怪物就会导致我几乎没办法还手,敌人连段全吃?弹反又做的这么差,我目前能够用的只有举盾和闪避,你知道黑魂设计韧性的意义在什么地方吗?就是为了防止被一套不讲理的连招连死的情况,防止多人混合打被打到还不了手的情况,如果你想要剔除站撸这种情况,你不会控制韧性数值的投放吗? 5. 盾牌不存在弹刀概念,又又又不得不提那个沉没之城的那个斥候怪,攻速高的怪打我盾上不会弹刀,所以我得吃完全部的连招才能到我的回合?无法弹刀也导致敌人可以极其安稳舒适的叠加异常条,那你这游戏不就是攻速高就厉害吗。 法环dlc的咒剑士有没有被喷烂,同样的高攻速,同样的能位移躲玩家攻击,同样的打盾上不弹刀,人家那是什么游戏时期,打完行长,你这是什么游戏时期,刚刚玩几个小时的流程,第三片区域就这样了,你要是在天花板上放三个斥候蹲我,我不是必死的?不能弹刀韧性又没,等着他们3个一人三刀秒我? 6. 快慢刀的问题比较严重,蓄力攻击在那蓄半天,出手的时候又快的要命,个个跟一心一样是剑圣,蓄力停顿让你猜什么时候落刀,然后突然一个变速斩猝不及防,说实话我除了拿盾挡或者拉开距离,我没办法了,要不然就只能打好几遍,给招式延迟几秒全记住 你确定黑魂的boss是这么做的吗?打黑魂boss死的时候是被变速斩打死的?我能打赢不代表这个敌人ai以及动作做的很好 我还没见到有哪个敌人是类似洛斯里克骑士设计这么优秀的,你做不好但别刻意的用快慢刀变速斩去恶心我行不行,在法环已经验证了这是负面设计,你还要搬过来用
一坨答辩,顶着国产的糖果外衣被吹得天花乱坠,实则美术一坨动作设计一坨,地图设计也一般没啥亮眼之处,而且出了这么久也不见得降多少价,虽然原价比其他魂游低但是你降价幅度这么低和其他贵的魂游降价降得多的有啥区别?人家匹诺曹各方面都碾压这傻卵游戏,匹诺曹打折甚至还比这个便宜,就这还有人吹性价比
Alright, so after finishing AI LIMIT, I can honestly say I had a really good time with it. If you're expecting something as difficult as Dark Souls or Elden Ring, this isn't quite that, but I actually didn't mind. It still has challenging moments, especially with some of the bosses, but it never felt unfair. The combat is smooth, the world is fun to explore, and the atmosphere really fits the game. Overall, I think AI LIMIT is a great Souls-like. It's a little more forgiving than most games in the genre, especially because the parry window feels pretty generous, making it easier to pull off consistently. Even with that, the combat is still fun and satisfying, and I'd definitely recommend giving it a try if you're a fan of Souls-likes. 8.5/10
1. B버튼 딸깍- 구르기 / 누르기유지 - 달리기 / 이 놈을 백버튼 사용시 중복입력 안됨. 뭔 말인지 알제? 이 쪽 장르 유저들이야 뭐 그런 건 적응하면 된다는 마인드고, 맞아. 근데 이게 되고 안되고가 소울조작의 근본임.ㅇㅇ 2. 까다로운 놈들은 수십 번 트라이하기 일쑤인데, 여타 다른 소울게임들은 달리기버튼 누르고있으면 부활하고 바로 달리는게 정석이라면, 얘는 부활하고 캐릭터가 샤라라라라라라라랄라라라라라라라락~ 짠~ 하고 텍스처가 다 그려진 후에 눌러야 달림..나 같은 성격급한 개차반 유저는 이런 디테일에 감정기복이 오르락내리락한다고 장점하나 . 부활 로딩이 빠른편. 할인 할 때 사라30% 2.9에 삼
I love the Souls games so its a no brainer that I enjoy the Souls-Like genre. Code Vein is a Souls-Like that I absolutely love despite its very cluttered focus on what it wanted to be-a Souls-Like that focuses on ARPG aspect or a game that focuses on its world narrative or its focus on being a traditional simple Souls-Like with an anime aesthetic. AI Limit is exactly what Code Vein wanted to be by narrowing its focus on each aspect by maintaining simplicity to focus on what WILL work, taking away the horrendous clutter plethora of "options" that exist within the game's sandbox. That is what differentiates the two anime Souls-Like games. Pros: Level Design: 10/10-This is by far the best part of the game. Its not even close. They took heavy notes from Dark Souls 1's level design from that game's former half and applied it here throughout the entirety of the game. Although the levels are generally shorter and there isn't a grandiose of variety of levels, instead they opted for a more linear approach in comparison and managed to create a connectivity that had me say "holy sh**" more times that I can count even IF the game uses loading screens to separate Main levels from each other-they still connect in a fun and creative way that also boosts the narrative. The levels, although linear-its very easy to miss out on something that is hiding in sheer plain sight to even potentially missing out on optional areas entirely or even various core items that you might even need to look up a guide because the game does a really good job at getting you lost in something simple! Love it! Combat: 7/10-Combat is not the games strong suite. It is very simple, probably even more simple than Dark Souls 1s combat in regards to your own moveset and capability along with having no stamina present in place of a creative Sync Rate in place, but its not bad by any means! Its great for people who are new to the genre while still being more than capable to pick up for veterans of the genre alike and where the combat takes peak is how it meshes with the more challenging bosses and various enemies that will curb stomp you for being too cocky. Although I do think it is a little too simple as majority of the weapons will feel the exact same which does hold the combat from being not much higher than a 7, it still feels refreshing to have something simple and done right. Art: 8/10-An anime art style that is very comparable to Code Vein's style focusing more on the greyscale to allow the colored details to shine. Whether it is from the presentation of various levels or characters and bosses, the art style is memorable and recognizable as "hey that's AI Limit" at a first glance. What holds the art from being any higher is mostly due to the simplicity in setting being all too familiar and granted, used in abundance of media. Atmosphere: 9/10-There is not much to be said here. The atmosphere of post apocalyptical setting is captured to near perfection. Bosses: 7/10-The bosses are nothing special aside from a couple of the abundant roster. Average bosses that have a sufficient dynamic moveset that clash very well with your simplistic arsenal. The difficulty spike of the bosses rather is where the game struggles with their design. Some are very notably harder than others and that difficulty tends to be random at times as one boss will be genuinely difficult in a good way while the next is an absolute joke and after that one will just be...a boss I suppose and after that you have the biggest curb stomper of a fun fight in existence-yet it still retains a great sense of fun as the main focus with there difficulty. Oh and [spoiler]Loksid, Ursula,[/spoiler] and the two DLC bosses are absolutely fantastic and near Fromsoft level! CONS: Soundtrack: 5/10-The double edged sword of the game. I found out about AI Limit when I saw a couple years back that VanguardSoundStudio-the studio infamously known for their works on the gacha title Punishing Gray Raven and other gachas alike were commissioned for the soundtrack of AI Limit. I am disappointed as the abundant of tracks in the game are far too same sounding or fare too loud that overtake the sound clashing from combat or are not as unique from each other for the bosses specifically, as Vanguard is known for making music excellent for bosses/characters in there titles. The only couple notable options are the menu them, [spoiler]Loksid[/spoiler], the dlc bosses and dlc fight Feylia. On the other hand, the soundtrack is near perfect when it comes to the individual ambient tracks to the level that really sell the setting of post apocalyptic world by really getting you immersed with the loneliness along with the lingering terror of the Necros or dangerous character(s) who you wouldn't want to come across. Narrative: 3/10-The story itself isn't bad by any means, its a solid/average take on a post apocalyptic setting by factoring in actual involvement from space gods in a similar fashion to Elden Rings lore, but the biggest issue with AI Limit is following the exact Fromsoft formula of story telling which to clarify I myself do absolutely love because I enjoy searching for the story, but for a game that has a heavy focus on narrative, it does not work in the grand scheme of things especially when it is extremely easy to lock yourself out of the story itself by missing out on npc dialogue or simply progressing a tad bit too fast that can ALSO lock you out of the story expansion entirely until NG+ or a whole new save profile which for people who are not familiar with Souls Games story telling, it will really retract from the game's story to be explored outside of just notes on the map or handful item descriptions. Also missing one piece of dialogue can lock you out of a potential ending. Enemy variety: 4/10-What starts off as a really strong variety to be seen unfortunately ends up falling short by around the midgame point you have seen them all and categorize them as "these are the hard interesting guys" to "these are the tedious monster guys" to "these are the fun monster guys" to even "hey its this boss just without a couple of moves" -yeah they pull a Dark Souls 1 and reuse bosses as basic enemies the further you delve into the game. Overall, I rate AI Limit a solid 8.7/10. Its a shame that the game had released the same day as The First Berserker: Khazan as it was HEAVILY overshadowed, as much as it pains me to say this, right fully so too as this game does fall a bit short from a combat perspective and especially narrative in comparison to Khazan specifically, but makes up for it by having superior level design in every single way. While also perfectly representing what many Souls-Like games fail to understand is the term "Less is More." AI limit perfectly captures what it means to make a first passionate project simple and easy to pick up while still retaining a complexity through its challenge whether through its levels or its bosses which many games FAIL to understand and as I opened this review as a first comparison being Code Vein. To know that this game has a DLC expansion coming in the future, I am excited to see what this studio will do! I absolutely recommend this game as its price for how long or quick it can take you to beat this game is worth it if you are new to the genre or, maybe more wait for a sale if you are a veteran of the Souls-Like genre!
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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