
Alruna; now in wide-screen! A different kind of Metroidvania, a tour-de-force of game design, with world-class temples and dungeons. Dead men yearn for Heaven, but Elysium remains out of their grasp.
Modeled estimate, not a reported figure. How we estimate →
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About
Alruna, sweet Alruna, can you feel the emptiness? What little remains of the material world has long since been hollowed out by the Necro-Industrialists. All that’s left now is … salvation? Enlightenment in the age of consumption. The race towards heaven is on, and the flower-nymph Alruna has to confront the macabre and masochistic martyrdom of her fellow dryad Divinity’s Creature. Life is suffering, but suffering brings sainthood. Beyond the End of History lies the promise of Elysium. I am Heaven's Gate, Alruna. Will you come inside?

Alruna’s move-set is more expressive than ever. Super-jumps, bounces and Hyper-dashes allow her to reach all sorts of new places. The Blossom Blaster lets Alruna to shoot, and to bounce on her projectiles for an extra boost. Elemental power-ups can turn her into Fire Alruna, Water Alruna, Thunder Alruna and maybe more. Climbing Vines can grow from any surface. Bosses fill the whole screen, mini-bosses hide behind every corner. Entire hidden areas can be found under any innocuous rock. Everything is connected!
An overworld that connects all areas of the game.
Four large “temples”, each one with a powerful upgrade and a formidable boss.
A star-crossed enemies-to-lovers romance with a rival adventurer. No spoilers!
Hidden mini-games, power-ups, shortcuts and secrets behind every wall.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Swedish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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 loved the original, warts and all, not just despite the bugs but it somehow pulled off the old Bethesda thing where the bugs gave it personality. I'm not too far into this sequel but it's looking like more of the same, maybe with a bit better programming (and widescreen!). That's not necessarily that bad considering I'm looking for more of the same, but I also like seeing a series evolve and stay fresh. Maybe I'll get that later in the game, we'll see... But so far, it's more Alruna with a great atmosphere and awesome soundtrack, and for that it's definitely worth the low price.
I feel so lucky that Alruna: End of History happened to pop up in my Steam Calendar. It's a clever, fast-paced MV, the kind of game where you never stop pressing buttons and moving forward. It has a great pace, lots of surprising upgrades, satisfying puzzles, cute characters, lively animation in a lovely retro style, and engaging controls that get more fun the longer you play. I thoroughly enjoyed my 4 hours with it and would be delighted to play more from the same team. I liked the bosses, the secrets, the chiptune soundtrack, the opaque lyrical dialogue, the reveals of numerous movement mechanics, and the anti-religious messaging throughout. Banger game, well worth a play.
Das Movement fühlt sich richtig gut an. Die Fähigkeiten sowie die Rätselabschnitte sind kreativ und machen richtig Laune. Läuft auch super auf dem Steamdeck. Ich kann nur empfehlen spielt die Demo, wenn ihr unsicher seit. Im Vergleich zu vorgänger-Spiel: [spoiler] - 3 Basic Moves + neue Moves/ Fähigkeiten [/spoiler] [spoiler] - neue Rätsel-Varianten abhängig von Fähigkeiten [/spoiler] [spoiler] - neue Spezien vorgestellt [/spoiler] [spoiler] - Upgradesystem das jederzeit zurücksetztbar ist [/spoiler] [spoiler] - man kann in 8-Richtungen attakieren [/spoiler] kleinere cons: [spoiler] -Bosse sind nicht sehr "Geschicklichkeit"/"Movement"-Spezialisiert [/spoiler] [spoiler] -MS Charakter [/spoiler]
本作主打8bit复古风格,有童年玩卡带游戏内味道了。地图像是一座巨大的地下神庙,里面除了敌人还附带一些解密机关,游戏内的元素变换设计很棒,火水电的攻击效果各不同,主要目的是为了打通道路或收集水滴。但元素能力有种类变换有时间限制,而需要接触的机关在另外的场景,操作不熟练的话就得多跑几次了。 本作的跳跃也很有意思,下蹲一秒再跳高度会增加一倍,加上向下释放攻击,直接化身造梦三的沙僧,妥妥的腾空击(可惜不能无限升高)。比起类银动作的话,本作更像是一款平台跳跳乐掺解密元素的游戏,里面的小怪威胁程度几乎没有,BOSS战难度也不高,倒是陷阱比较烦人。场景切换怪物便会复活,好处是道具也会同步刷新(例如小心心),沿途的存档点不少,可放心试错。杀小怪有概率掉回血道具,快嘎屁了可以刷一刷。难度不算高,建议在设置里改成4399键位,会舒服不少。 提示:空格确认,向上是对话。一些地方只有一格,不是让你射击或者蹲下,是供滑铲通行的,我是卡关了给憋着试出来的。 问题:1.目前键盘操作无法斜向攻击,大家可借助附近的绳子来辅助触发机关。 2.平台间的高度差感觉不太合适,导致大部分时间都用不到普通跳跃,适用面较小。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
相比前作降了不少难度,战斗有知识锁的大招,一下BOSS半血,两下带走BOSS,平台跳跃有能力锁的上天入地,关卡有天赋升级的穿墙子弹,感觉开发者已经在放飞自我了,虽说前作的[spoiler] 只能炸弹开存档点,然后读档进入新区域的巧思设计 [/spoiler]相当惊艳,但穿墙子弹开反向门着实有些太过火了,完全失去了前作的精巧,另外剧情明显是在改编去年的丝之歌,前作两个结局不是阵亡就是飞升,估计开发者也懒得圆了,干脆另起炉灶搞了个丝之歌的相爱相杀 总结,除了比前作多了个键盘自定义,加宽到了16:9,各方面都不如前作,推荐优先玩前作
An improvemnt in some ways over the previous game, and a regression in others. First of all there's no more ♥♥♥♥♥♥ whip, now you have a gun which is way easier and less clunky to use. You can fire the gun downwards while in the air to get a boost, which can be done about 5 times before you start losing height. These boost jumps make traversing the world a lot easier because you're no longer constantly charging super jumps. Speaking of super jumps, I still don't know why they're in the game. Just like last time, the number of situations where they're required is few and far between. Why wouldn't the normal just just have a variable height by holding or tapping the button? Would make the game so much smoother. Still on the topic of traversal, getting around might be much faster but navigation is way slower. Gone is the warp that let's you easily travel to the central point of the map. Instead you pretty much have to walk everywhere, which takes forever, and is not always straightforward due to many one-way paths which required you to go around or loop back through them. There are warp points in the game, but they're basically useless as they're not linked together, they both only go to one other warp point. Needless to say, backtracking is a huge pain so you better clear out every dungeon before you leave. Another thing that I didn't love was the power-ups. The game relies heavily on elemental power-ups to solve certain puzzles be melting ice, putting out fires, or giving power to electical conduits. This is a fine idea in theory but the time limit is pretty short and you lose the power-up if you get hit, change forms, or touch water. I found it to be more annoying that anything. Finding a power up and then scrambling around trying to remember where to use it, it runs out, you have to go collect it again, whoops you got hit by a random flying enemy, gotta go back, etc etc. It's just not executed very well. The bosses are... still garbage. Maybe even worse than the first game. They basically just sit there while you shoot them and dodge some projectiles. There's not much variation at all. The game is about the exploration of course but I felt like the boss design was a major weakness of the first game and it's sad to see no progress on that front. A new feature that I really like is the upgrade castle. Blue gems can now be converted into currency which can be used to buy different upgrades in the castle - such as extra damage, more health, and other useful abilities like extra power up time, the ability to shoot through walls, more heart drops, etc. I love the ability to customize your build, and none of them are required to finish the game so you can do whatever you want. There's a re-spec available too, which costs nothing, so you're totally free to experiment with which loadout you like best. The abilities are a mixed bag. Some return from the first game and some are brand new. Without spoiling, I'll say that the returning abilities aren't that useful, but one of the new ones is super cool. It is unfortunately the last one you recieve but it's a ton of fun to play around with. Overall I don't think this game is meaningfully better or worse than the first one. They both have their strangths and weaknesses. The first game is pretty clunky, but has great exploration and can be completed in a single afternoon. This game is longer both due to backtracking, but also due to more complex puzzles which can be a good or a bad thing depending on the player. The movement is also a lot smoother and the combat is generally improved. Still an 8/10, worth the price of admission.
It's a delight! A "small" Metroidvania with 5-6 hours of exploration and challenge. Visually, quite a few things are reused from the first game, but the gameplay has evolved significantly. It's fast-paced, it's vast, in short : Amazing work !
short, fun.
全收集通关,算是合格的续作,但保留了原汁原味的bug
Since I hadn’t played the first game, and the sequel throws you straight into the action without much context or background, I ended up checking the Steam page just to figure out what was going on. You play as one of the dryads, the last living beings in a world drained dry by greed and reduced to a wasteland filled with ruins and mindless skeleton-like machines. The dryad, Alruna, starts with quite a few abilities already unlocked, but the game introduces them gradually so you don’t feel overwhelmed. Usually, a move is explained the first time you encounter an obstacle that requires it. Alongside a standard jump, you can perform a high jump by crouching for a few seconds to charge it, or execute a ground smash while airborne. You also have a slide, an air dash, and a ranged attack with fairly limited reach. Your shots only travel about a third of a screen. Thankfully, enemies are generally easy to deal with and rarely require much effort. Most simply patrol back and forth while firing different projectiles. In many cases, it’s easier to ignore them entirely since they don’t drop anything useful when defeated, apart from the occasional heart when your health is running low. Enemies respawn whenever you move between screens, making it easy to fully restore your health. This is especially true because hearts placed throughout the environment also reappear when you switch screens. In fact, almost everything respawns. The main exception is a set of blocks that appear or disappear when you activate paired switches, with the effect carrying across multiple screens. Of course, this also works for doors that require keys and other shortcuts. Progression takes place through a series of single screen rooms connected into one large, interconnected world. Most rooms contain a mix of platforming challenges, enemies, and obstacles that either require your current abilities or encourage you to return later with new ones. In addition to the block switches, you can temporarily enhance your weapon with a fire effect. This allows you to melt ice blocking your path and light braziers. The upgrade only lasts for a limited time, though, so you need to act quickly before it wears off. Fortunately, it always respawns, allowing you to try again as many times as necessary. As expected from a metroidvania, there’s a map to fill out and plenty of secrets to discover. The map is fairly standard, consisting of squares that become visible the first time you enter a room. Each square represents a single room, and different colors help distinguish the various environments and biomes. Save points and healing spots appear as flowers and red dots, while the main collectibles are Drops, which are marked in blue. Drops are converted into currency in the upgrade room, which is accessed through iron maidens. Here, you spend your collected resources to remove barriers that lead to additional upgrades, many of which also require payment before they become available. These upgrades include stronger attacks, increased weapon range, extra health, and a few more unusual bonuses, such as reducing boss health. If you haven’t noticed it by then, the upgrade room is also where you’re likely to discover your first fake wall. These look exactly like ordinary walls, and the only way to identify them is by shooting at them and noticing your projectiles pass straight through. After some experimentation, I realized the upgrade room is packed with fake walls that let you bypass obstacles you would otherwise need to pay to remove. Some even provide access to major upgrades much earlier than intended. There is an upgrade that allows your shots to pass through walls, which ironically makes fake walls impossible to detect afterward, but thankfully there’s also a way to reset your upgrades. Fake walls appear throughout the world, although many are subtly hinted at by a certain type of breakable block that can be destroyed with your weapon. What makes these secrets particularly interesting is how often they allow access to areas you clearly weren’t intended to reach yet. Exploration is heavily encouraged, especially once your growing collection of abilities comes into play. Early on, you gain a seed that can be thrown onto walls or ceilings to create climbable vines and temporary platforms, opening up even more possibilities. Most progression is still gated behind the correct abilities, which mostly take the form of different seed types, so you can’t simply rely on fake walls and hidden passages to bypass everything. Later abilities include explosive pumpkins to destroy rocks, the power to walk on water, and even the ability to transform yourself into a cube. Still, the world itself isn’t particularly large, and it’s possible to finish the game in roughly three to four hours. You could probably do it even faster if you ignore optional collectibles, especially since there are no achievements that reward completionists for going the extra mile.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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