
Confront time and fate in the 2D action RPG, Astlibra Revision. Explore meticulously crafted worlds, fight brutal boss battles, and upgrade your skills to take down enemies lurking around every corner.
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Travel Through Unfamiliar WorldsExplore a vast, dangerous, yet beautiful world. Broken up through multiple chapters, join the protagonist and Karon, his talking bird companion, as they confront time and fate.
Slashing, Smashing, thrusting countless enemies while building up stamina for powerful Possession Skills, which are enough to melt away anything that blocks your way, including huge bosses that could take half, or even more of the screen. Fight aggressively while thinking strategically, always pick up the most trust worthy equipment, and select the best suited skills to deal with ever changing circumstances.
Battle ferocious bosses throughout the story, each with their own set of attacks and challenges. Upgrading abilities and acquiring new skills are vital to finishing each battle and progressing through the protagonist’s story.
A warrior mastered ranged combat with bows and throwing knives? A mage smashing enemies with staffs and cast magic at the same time? Play it in your way. Gathering experience to level up, collecting force to grow up, forging and mastering equipment to open up more tactical options.
14 years in development and more than 1 year for revision, award-winning indie developer KEIZO gave his all into this work. The plot keeps twisting as characters growing in an ever expanding world; Classic themes like time travel and tons of spoilers are all custom-made with the developer's own style. In ASTLIBRA, Story elements are often made into game mechanics, for example, your soul-mate Karon is not just a sidekick to talk with.
With 6 difficulty options, all kinds of players can enjoy the combat system at their own pace, but no one can finish all those contents casually - even after you "beat" the game, the Postscript after Final Chapter will provide extra story, new adventure and fresh system, tapping the potential of skills, equipment, as well as your imagination.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Korean, Spanish - Spain, Traditional Chinese, French
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 129 reviews with recorded playtime.
Reviews
Themes across 129 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
牛逼
[h1] 剧情:10/10;音乐:9/10;游戏性:9/10 本体时长:55H;DLC时长:20H [/h1] 占地又小,又是像素游戏,讲述了主角和怪物们斗争,那就是不得不玩的[strike] “传说之.......” [/strike]“神之天平” 神之天平是一款横板王道闯关RPG,包含了多样化的通关方式,通关这个游戏最难的部分是对于画质的接受程度。剧情的精彩程度在我所有玩过的游戏中都是屈指可数,治疗电子ED的灵丹妙药。 [h2] 优点 [/h2] [h3] 1.剧情跌宕起伏 [/h3] 在玩过了一些RPG之后,好多游戏的剧情已经不能给我惊喜感了,我可以和主角共鸣,但是往往剧情带给我的惊喜感欠缺。可能游戏开场的时候我就已经构思好了整个游戏到后期的反转点在哪。神之天平是最近在剧情上真正的让我眼前一亮的作品。剧情跌宕起伏,有平淡,有紧张,有反转,有欢乐,有绝望,也有宅男恶趣味在里面。反转层出不穷,没有多到让人厌烦,但是绝对能够让人大呼过瘾。 [h3] 2.角色成长&打击手感 [/h3] 这个游戏是一款只适合玩不适合看的游戏,本质上是一个刷子游戏,所以看别人玩的时候好多时候都是在打怪。游戏本身有很多种类的武器,同时还有很多种凭依技能(法术),导致打起来的时候各种特效满天飞,看别人玩很难感受到它自身的魅力。真正自己上手的时候,那种卡肉的停顿感,掉帧感,全图金币叮铃铃的朝自己身上飞的那种满足感是看别人玩给不了的。游戏自身有一套成长系统,打怪回收的资源能够用于自身成长,会驱动着我拼命的刷怪,升级,看着自己的数值一点点长,挥剑速度越来越快,直接让刷怪变成了乐趣。 [h3] 3. 处理中后期的厌烦感 [/h3] 游戏分为了好多段,详细涉及剧透不会赘婿,游戏后期会引入一套新的升级系统,让玩家把老的装备进行升级和铭刻,直接处理掉了玩家在后期刷怪动力不足这件事。 [h3] 4.音乐 [/h3] 游戏的音乐给整体剧情加大分,本身是个像素游戏,音乐好坏决定了玩家能不能够代入游戏,战斗音乐激昂,叙事音乐平缓,导致我每次进入过场动画的时候从来没有跳过,也真真切切的带动了我的情绪。 [h2] 缺点 [/h2] [h3]1. 部分解密繁琐 [/h3] 部分解密过于繁琐,在解密上的指引相对较少,且隐藏很多,有的解密我不看攻略根本过不去,时间长了难免会让人烦躁。 [h3] 2.DLC [/h3] DLC在我看来整个都算做一个缺点,在本体后期会加入一段闯关刷怪的模式,虽然说升级更快了,但是那一段游戏内容相当无趣,但是本身是包含在剧情当中的,我在刷刷刷的时候总有一种使命感,再加之已经大后期,不会觉得无趣。但是DLC全部都是这种形式,且压根可以说就没啥剧情线索,少的可怜。非常不推荐打完本体马上衔接DLC,会导致非常厌烦。虽然说DLC引进了一套新的风格系统,但是包括成长系统在内,不像本体一样可以随时随地的更改切换。 DLC堆怪严重,怪的种类参差不齐,好多怪叠在一起,前期你无意中打着打着就打到了一个黑色的雕像大爹,又因为攻击不够没秒掉,直接一个濒死诅咒变成1血,随便蹭一下直接回城。 且每个阶段的怪物数值相差很多,下一层的时候直接打小怪都费劲,就逼着你不得不返回去刷刷刷,没有了本体那饱满的剧情支撑,刷刷刷是非常痛苦的事情。 前面打BOSS泊灵还会说两句话,到后面打BOSS干脆连文字都没有了。相比于本体的嘉隆,DLC里对于友情啊,羁绊啊,命运啊这些塑造完全没有,直接变成刷子游戏了,为刷而刷。 —————————————————————————————————————————————————————— 神之天平是非常优秀的作品(本体),无论从剧情、音乐、玩法上都是近期我玩过的不可多得的佳作,在游玩1小时左右,从那个洞窟里出来之后,你就能彻底的发现这个游戏并不简单,那种跳脱常理之外的反转,让你一遍遍的起鸡皮疙瘩。 作者十年磨一剑,做出的游戏它确实当得起这个“神”字。我的一部分灵魂留在了这个世界里,治好电子ED的代价是更加严重的电子ED。DLC最后两代主角也见面了,埋下了续作的伏笔。不过可惜应该不会再有续作了。 命运啊 这就是 你所期望的世界吗
皮相太烂,从内到外满满的廉价感,就像是在玩三十年前的游戏
打完真的好惆怅啊,贪心的后果就是失去一切,所有的代价早就在天平上明码标价了——但是我可是天平之主啊!!!重来一世,我将夺回属于我的一切()
ASTLIBRA Revision is a 2D sidescrolling action JRPG that hearkens to the days of yore where the player hits a lot of enemies, and watch as numbers go up. The story is great, the combat feels good, the characters are likeable, the bosses are a spectacle, and the soundtrack is filled with bangers. The humour can be crude at times, and perhaps a bit tasteless to some, but it's in a way I can only describe as unequivocally Japanese. This game took up all my time for a few weeks; it's incredible!
人人都打好评,但我的体验真的很差 制作者到底知不知道自己游戏好的地方在哪里,不好的地方在哪里啊 我是来看剧情的,想自己完完整整、快速通关一遍剧情的,而不是来玩这个体验糟糕的不行的战斗系统的 如果难度从困难到中等到简单一降再降,玩家的战斗难度都没有任何改变的话,那你这个简单难度方便体验剧情有什么意义在吗? 为什么一定要强迫都要去体验这个垃圾的不行的战斗系统?为什么简单难度都要要求玩家要去注意装备和搭配?为什么要在满屏各种特效什么东西都看不清的情况下把敌人的攻击效果做的非常小还设计陷阱技能还设计无法脱离阻断打药的抱头怪物? 你不会真觉得你的战斗系统做的很好玩吧? 弃坑了,真心觉得自己没有必要浪费时间和经历来吃这块垃圾的不行的战斗,剧情云一云得了
优点:几乎完美的日式异世界冒险RPG,友情与爱情的羁绊描绘的相当不错,游戏节奏也张弛有度。 缺点:战斗重复性强,简单难度之上几乎都要刷级才能打过boss
Fantastic game, one of the best of my life, so good. Now im going to play the DLC.
迷路
神作! 令人难忘的剧情。
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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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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