
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 149 reviews with recorded playtime.
Reviews
Themes across 149 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
玩的腱鞘炎,得给个差评。死了就得从苹果摊复活,挂了一会机回来就卡的死直接白打。终章堆怪严重,只有剧情可以给到高分。
2 palabras: JOYA OCULTA
确实挺爽的
经人安利后玩的,但不得不说,神作,毋庸置疑的刷子神作,现在是129个小时,刚玩完,讲真的挺不舍的,玩完之后就有一种空虚感,我玩过的很多游戏通关后都没有这种感觉,神之天平是为数不多让我通关后有这种感觉的,这个游戏很棒,我很喜欢,而且我可能也玩不到第二款这样的游戏了,听说KEIZO大佬累了,不会再出续作了,唉,遗憾,最后,愿“我”与阿努莉斯永远幸福,啊对了,还有我鸟哥嘉隆,嘉隆要是女的我看这正宫之位也可与阿努莉斯争一争了,还有黑与白,开放性结局也没说会不会并入后宫,但以主角的性子估摸着的看阿努莉斯的意思的了,讲真的我还挺喜欢白的,小萝莉可爱捏ヾ(*´▽‘*)ノ
神作,完美的游戏,爱来自中国
我草真玩到艺术品了
手感很棒,剧情很优秀,亮点很多,满分十分我可以给九分
8/10分 这不像一个游戏,因为游戏性实在是不足。这更像是一部探讨哲学的热血日本动画,越往后剧情越精彩。 游戏的结局非常启发且深刻,不禁让人想起复仇者联盟中紫薯也面临同样的困扰,紫薯在复仇者联盟中的做法实际上是他个人的移情,他的泰坦星由于人太多导致物质缺乏走向毁灭是紫薯本人经历的创伤。 如果一个人恋爱失败,正常情况下TA应该能意识到只是这一次恋爱失败了,并非世界上所有的恋爱最终都将失败这一道理。 如果一个人恋爱失败了,擅自在心中坚信世界上所有恋爱最终都会失败,于是直接替全世界做主,要在所有恋爱走向失败之前让每一对恋人中都挂掉一个,来让剩下的一方可以继续恋爱,以保持所谓的“平衡”。TA就是将自己的失败强加给了所有人。 紫薯将自己的创伤移情到了所有星球,也就断绝了所有星球改善这一问题的可能性。实际上从检验现实的视角来看,每个星球都有自己独特的创造性和科技,在面对过度繁殖的问题上都有可能发展出独特的解决方案,而这些可能性被紫薯一刀切全部失去了。 神之天平的哲思刚好回答了紫薯的困扰——核心并非如何解决问题,而是以谁为主体! 如果生命坚持自身的主体性,那么就应该允许生命犯错,即使会牺牲一部分星球也要探索解决方案才是改善此类问题的正确思路,就像人的成长一样,即使会犯错也要承受痛苦继续向前探索最终创造自己的答案! 主体性在于生命而不在于星球! 如果以客体(星球)为主体,才会出现紫薯这种选择自我毁灭来解决问题的方案,说到底是紫薯主体性缺失的问题,泰坦星毁灭的创伤损害了紫薯的自恋,使得紫薯失去了部分主体性,紫薯选择了跳到另一个极端——将现实视为唯一答案而放弃了创造未来。 这使得他不再相信生命可以自我拯救,主体性的缺失才是问题所在! (+)引人入胜的剧情 (-)屎一样变态的解谜,不搜攻略根本不可能知道 (-)游戏的难度曲线有问题,玩到第7章怪物随便秒杀玩家,玩家打怪却要好几下,同时堆怪问题严重 (-)游戏的动作系统设计不够好,对操作要求低,靠堆数值秒杀失去了乐趣
我一直以为自己不喜欢玩JRPG的
我有绿帽癖所以作者阴暗的雷点我能接受。 自洽且完整的剧情,王道展开给我又俗又不俗的感觉。 综合来说是那种愿意失忆之后再玩一次的游戏
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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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