
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.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, French, Russian, Italian, Polish*languages with full audio support
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
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 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!
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
Не уберу негативный отзыв, пока не добавят достижение за прохождение игры с пустотным каркасом
如果能有衣服幻化就更好了,好看的衣服属性不高
注意 别被评论区骗了,这游戏根本不适合魂游新手玩,只适合魂游老登,建议至少有近战不召唤不逃课轻松通关女武神水平的玩家再考虑购买。 魂游一般都有弱保软机制,包括刷魂、轮椅武器、逃课、召大哥之类的 这游戏没有,打不过就是卡关坐牢,没有任何捷径可走 魂游糟粕一应俱全,包括但不限于:主角脆如纸、快慢刀、疯狗、罗伯特、王城下水道跳跳乐、架大狙
我又再次思考了 为什么 魂是魂 类魂是类魂 我是不明白 那么多的类魂 全都在模仿表皮 外围的元素一个不落 最关键的内核:公平的boss战 都是马虎了事 死很多次不是问题 但问题是 你要让我知道死了是因为我的问题 前摇比你命长 手放在空中半天不下来 然后出手就一瞬间 我永远不会觉得这是我的问题 我只会觉得做这个的人真tm无能 再加上这个也是前摇比命长 不成功就死 的弹反 你们要不要研究一下为啥只狼弹反和防御是一个键 到最后我能做的不就是背timing吗 那样的话我不如去玩回合制 起码人家给我记忆和思考的时间 一个浑身上下都是反直觉招数 要求背timing的boss 打的时候让人觉得有人时不时在扯你的手柄 试问我要怎么从中收获到乐趣? 如果制作组对于魂的理解就这样的话 建议换个类型 boss不打磨 调再多的数值 堆砌再多的外围元素 也是白瞎
Синоним к слову "посредственность". Самый дженерик оняме соулс, который только можно представить, меня чуть не развели, чтобы я это еще и проходил, но это реально того не стоит. Возможно, лет 7-8 назад это было бы еще интересно, но сейчас это уже несерьёзно
Dex > Sex
是个不错的游戏! 无限机兵的地图设计还是给我眼前一亮的感觉,尽管后期在地图连接上用了许多地铁+传送的方式,但是地图与地图之间的剧情关联性做得很好,所以也不会觉得从地下教区到中央车站再到古代机械工厂再回到地下教区有多突兀。毕竟做一张无缝大地图的难度还是太高了。相反,相较于魂3、匹诺曹典型的“一张区域地图推完推下一张区域地图”的设计,我倒觉得无限机兵这种“同一张区域地图的不同部分是为不同进度的剧情服务”的感觉会更棒一点。第一次(传送到献晶所)、第二次(从地下教区到教堂下层)、第三次(从审判庭到教堂上次)进圣父大教堂,给人的感觉还是完全不一样的,这一点真的很棒。当然,即便是小区域,也有做得出色的地图设计,比如沉淀池和深渊灵龛,算是设计得比较精巧的小小箱庭了。 对于我这种不太喜欢玩法术、喜欢闪避弹反拼刀的人来说,这一作的游玩体验也是不错的,从明净骑士开始我就一路弹下去了,一周目足够弹到通关。 希望接下来的续作能更好。
The best soulslike I've played not made by fromsoft
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Engagement
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.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Related
| Sifu | $20.4M | 28K | 92% | $39.99 |
| Deus Ex: Mankind Divided | $20.4M | 30.5K | 77% | $29.99 |
| Persona® 5 Strikers | $20.3M | 12.8K | 89% | $59.99 |
| Miscreated | $20.5M | 23K | 67% | $29.99 |
| The Outlast Trials | $20.3M | 108.1K | 93% | $11.99 |
| Sonic Frontiers | $20.5M | 28.1K | 89% | $39.99 |