
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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All-time low is the lowest price we've recorded for this game since we started tracking it.
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 639 reviews with recorded playtime.
Reviews
Themes across 639 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
game is good until you get to that rogue-like map. its not fun. my question to all developers making souls-likes is why making everything like unfun? disrespectful to players time, wasting time, and annoyingly stupid boss gimmick? "you know lets make this map like put a annoying boss that make the player cant timing the dodge or parry? and make the boss spam electric attacks?" mentality. khazan is way better than this but still khazan has some annoying boss but still fair fights. this man? naah. this is the game that i will uninstall and never play again. heres my review since i beat it. all i can say is ENOUGH OF ANNOYING BOSS GIMMICk.
呆呆兽们…聚在一起
ddd
slop
boring
跳跃闪避和冲刺键放在一起闪避时貌似有延迟?
um jogo pra quem curte soulslike!
瑕不掩瑜的作品。 箱庭地图的设计十分出彩,岔路设计得很巧妙,收集品的摆放也是花了心思的;游戏体量不大但完成度很高,剧情也没有故意谜语人,很容看得懂;制作组肉眼可见的贫穷,敌人种类不多,场景简陋并且素材复用严重,但是美术还不错,喜欢巨构和工业废土风格的应该会喜欢;武器不多但没有玩具,可以换着花样玩,而且大部分招式也都挺帅,没有买家秀;战斗手感及格,打击感和受击反馈没什么问题;游戏取消了体力条的限制,战斗爽,赞;另外呆呆兽的衣服也都挺不错的,收集起来有动力。 快慢刀,神经刀和抽帧刀滥用严重,想要玩得舒服就必须学会弹反,弹反成功的受益很大,但是这游戏的弹反是有明显前摇的,不能靠反应去弹反敌人,有点反直觉,需要背板。 还有,最不能忍受的是削弱某些玩法,搞不懂一个pve游戏为什么要搞削弱,这是傲慢,是糟粕,我差点都想给差评了!
Very solid soulslike. Absolutely punches above its weight. Solid mechanics and different enough from From's catalog to stand on its own. If you enjoyed Dark Souls 3, absolutely give this one a try. I played the whole thing on my Steam Deck with no issues. Maybe a stutter or two here and there but nothing that took away from the experience.
Pretty darn good for what it is - A B-tier anime soulslike in the same vein as something like Code Vein. A blind first run can be beaten in about 20 hours, but that is perfect for the scope and cost AI Limit goes for. I appreciate the game goes for a slower and more careful observational pace for level navigation while still maintaining some f-you enemies and enemy placements to keep you on your toes. In other words, you will get smacked down if you aren't careful but the game provides you with a lot of tools to ensure a careful player won't be put in crap situations. However, if you are going for all-in aggression, the game tends to reward you for that too. The sync system is excellent for incentivizing players to go in melee as well as use their spells. This replaces a traditional stamina and mana bar system by giving you resources for successfully engaging in combat. You're not draining a stamina bar when dodging a wacky combo. Instead, you are constantly repositioning and slapping/nuking the opposition. Given the direction soulslikes have gone with combat, this is a very good implementation. Level design and set pieces are great. I have come to terms that we will never get a soulslike that captures Dark Souls 1's genius that is the pre-Anor Londo world interconnectedness, but I have been pleasantly surprised by AI Limit's internal level design and gimmicks. The dev's choice to also start the player out with a shield, parry/reflect, and good ranged spell also enable the smart level and encounter design. The game is kept fresh throughout its runtime with all this. I have some things I am less fond of. The variety the game offers in terms of builds, enemies, and gear is a bit low when compared to similar games; but that's fine given the AI Limit's scope. The story and its presentation are not interesting to me. The script feels very unnatural and the (english) voice acting is inconsistent and sounds poorly recorded at times. Mechanically, I think it was a mistake to default put the self-nuke buff spell as a layer on the dodge button. In the faster fights, it is very easy to misinput piercing claw when trying to dodge when trying to cast a spell and self-nuke yourself afterward when you think you have parry/shield/dash up. There are also some weird physics when falling that get brutally highlighted when trying to access a hidden area (the only thing I actually consider bad in the game). Looking forward to a sequel or whatever else the team's got cooking.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Languages: English*, German, Spanish - Spain, Japanese, Korean, Simplified Chinese*, Traditional Chinese, Portuguese - Brazil, French, Russian, Italian, Polish*languages with full audio support
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.
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