
Beastfall: Pure Boss Rush × Roguelite. No minions, no mobs — every encounter is a meticulously crafted boss fight. Hone your combat style in fast-paced duels of life and death. On a journey of redemption and revenge, meet gods with conflicting loyalties, and uncover the buried truth.
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About
Every encounter is a meticulously crafted duel against a mighty foe — no grinding, no distractions, just you and the strongest enemy.
Slash, dodge, and counter to the pounding beat — release your stress in the fusion of music and action.
Eight deities, each with a distinct stance, each wielding their own laws and truths.
Follow one, heed her guidance — your faith will decide the fate of the world.
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From mechanical titans to ancient dragons, each boss is a screen-filling behemoth.
Unique combat mechanics and multi-phase transformations make every battle unforgettable.
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Over 30 meticulously crafted cinematics. Every choice you make will send the story branching, converging, and branching again.
Explore the woven narrative threads and uncover the buried truth of 200 years ago with your own hands.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
[h1] 《龙陨交响》简评:未来是你的,但目前仍是半成品。 [/h1] 《龙陨交响》是一款纯 Boss 战音游动作弹幕游戏,核心玩法极具创意,看得出来作者很有自己的想法并且有用心去实现,尽管当前版本完成度极低,但依然有玩家们去尝试的理由。 游戏最大亮点在于音游节拍 + 动作 Bossrush的战斗体系,全程飞天遁地、松弛格挡 + 弹幕反弹的设计独树一帜,保证足够正反馈爽感的同时具备了挑战性,但仍然需要打磨。不拖沓不练级没有杂兵的游戏设计,纯粹的boss挑战足够吸引人。美术方面尽管使用了AI工具,但是审美依旧在线,角色怪物的设计能够和游戏故事大背景实现融合与自洽,证明了作者有用心设计。 不过本游戏是有一些硬伤的,这些缺点直接影响了玩家的游戏体验,希望作者后续能够进行更新弥补缺陷:特效过于天花乱坠,甚至到了碍眼的程度,与本就杂乱的UI图案杂糅下十分割裂;攻击手感很差,没有受击和集中反馈,并且难以分辨是否能击中怪物。 [h1] 总结 [/h1] 是一款很有想法有创意的游戏,但游戏仍然有致命硬伤,后续的更新如果能解决这些问题,游戏的质量可以更上一层楼~ [quote]关注&加入[url=https://store.steampowered.com/curator/32969453/]✨大众点评鉴赏家✨[/url],了解并体验更多好玩游戏[/quote]
[h1]《龙陨交响》:未来可期,那还是等未来吧[/h1] [h2]前言[/h2] 作为一款纯粹的boss战2d动作游戏,本作与常见的同类型动作游戏不同,它完全抛弃了小怪等诸多冗余要素,将全部细节与精髓注于boss战上。看得出来制作组很有一套自己的想法,但目前的结果却并不尽如人意。 [h3]游戏特色[/h3] 游戏中音乐与动作的融合是一大亮点。游戏中激昂的bgm并非单纯播放给玩家听,而是将攻击、格挡、闪避的判定与bgm绑定,每场boss战的bgm都各不相同。当玩家跟随鼓点出剑,在重音处精准攻击命中敌人时,着实给人带来了一种爽感,使战斗几乎成为一场音游。 [h3]战斗体验[/h3] 游戏特效极为华丽,但却过于华丽的特效反而喧宾夺主。玩家的攻击光效、boss弹幕、场景特效经常缠在一起,分不清谁是谁。 此外,游戏缺乏打击感,严重破坏了动作游戏应有的爽快根基。不管是boss受击还是玩家角色被击中,都缺乏明显的反馈与提示,如同一拳打在棉花上,打没打中全靠猜。 [h3]美术风格[/h3] 游戏中的ai生成痕迹明显,众多女角色仿佛都长着一张脸;ui界面实在太过廉价,让我感觉在玩某种不知名厂商的劣质传奇;另外,游戏在某些分辨率下甚至还会有画面偏移的错误,严重拉低了沉浸感。 [h2]总结[/h2] 总体来看,本作仍然有很大的进步空间,除非你是一名狂热的节奏动作游戏爱好者,且能够为了本作的玩法容忍它的当下表现,那么现在可以入手一份权当投资它的未来,否则还是建议再作观望,等待制作组的优化。 [quote]关注&加入[url=https://store.steampowered.com/curator/32969453/]✨大众点评鉴赏家✨[/url],了解并体验更多好玩游戏[/quote]
[h1]在我的节奏里,没人可以击败我。 [/h1] 不知道大家有没有刷到过“乔峰抬音响”的视频,一般主要角色都会有个独特的BGM,然后在BGM里表现各种高光操作。但这款叫《龙陨交响》的游戏并不一样,只要有音乐主角就能舞动起来,别管是谁的BGM。 游戏玩法很特殊,只有BOSS战,上来就是和神明干仗,而且有点偏音游的性质。在玩家用鼠标释放攻击的时候,会有一条线代表节拍的进度,在中间的时候会有一个“完美区域”,只要在这个范围内释放攻击,就可以达成连击,随着连击数越来越高,伤害也会越来越高,但是判定区域越来越短,所以连击数越高其实越难控制,不过这样的收益也是极高的,后面打BOSS的伤害基本都是靠高连击的输出。 但是BOSS也不是纸老虎,它们也会释放各种攻击,我们要及时调整自己的位置躲避它们的攻击,不然被击中就会陷入晕眩状态,攻击被迫中断。也有一个格挡功能,可以抵挡一些攻击,不过冷却比较长,等技能树把冷却提升上来后,格挡就很方便了,可以穿插在攻击中进行衔接。每个关卡三星通关之后可以获得两个技能点,然后用在技能树上,角色的强度也会越来越高,应对起前面的BOSS会越来越简单。 游戏一共两个模式,一个挑战模式,另一个是故事模式。挑战模式需要在7关之后,才开启故事模式。故事模式里不同的选项有不同的结果,有点肉鸽游戏的感觉。 此外,游戏的美术还是挺不错的,虽然感觉有点AI辅助的感觉,但整体的画面表现非常亮眼,BOSS登场和退场都很帅,而且BOSS的体型各有不同,印象最深的“冥渊之誓”属于那种小体型怪,但是移动范围非常大,攻击频率也很高,第一次打的时候没有注意死的非常快;第二次就开始频繁用格挡和躲避来应对BOSS,这次就很舒服了,一次性就打过了,但是在打斗中的那种应对策略很有成就感。 游戏最大的难点就是攻击、格挡、躲避三者同时进行,刚开始可能需要频繁顶着攻击的范围条,熟悉了之后就不需要了,完全可以盲打,后面即使有BOSS会用技能阻挡玩家的视线,也可以根据节奏和手感实现完美连击。 总体而言,《龙陨交响》这款游戏的赛道比较特殊,属于带有音游性质的BOSS RUSH游戏,玩起来很爽快,画面做得也不错。对这类游戏感兴趣的玩家可以尝试一下。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
[b]龙陨交响 – Beastfall[/b] to ciekawa, choć też odczuwalnie mobilna koncepcja, w mocno przekombinowanej arkadowej formie, tytuł z gatunku gier akcji w której to gracz będzie toczył bezpośrednie, zacięte boje z wielkimi i mocarnymi bossami ze świata gry – starając się ujść z tego pojedynku w jednym kawałku. Tytuł na pewno nie jest dla wszystkich, biorąc pod uwagę mocno specyficzną strukturę rozgrywki która narzuca graczowi odpowiedni styl gry oraz niestety ukazuje oporne, wielce traumatyczne sterowanie (przekombinowane do granic), odbierające w dłuższej perspektywie chęć do dalszej zabawy – które stanowi większe wyzwanie niż sama walka z wrogimi jednostkami. Grałoby się o wiele przyjemniej gdyby gra posiadała klasyczny wzorzec poruszania się, występującego w innych produkcjach skupionych stricte na zręcznościowych walkach z tytanami na arenach, aniżeli tworząc coś co jest całkowicie „odklejone” od rzeczywistości. Co do kwestii technicznych, oprawa audiowizualna jest dobra (zapewne sztuczna inteligencja (AI) miała w tym swój niemały wkład), sterowanie to tragedia, w produkcji brak polskiej lokalizacji (napisów) – choć dostępny w nim język angielski jest chaotyczny i nie wszystko jest tłumaczone zrozumiale/odpowiednio. [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
Beastfall, developed by Raven Games and published by Raven Label, takes a deliberately stripped-down approach to the action roguelite genre, building its entire identity around one central idea: every encounter matters because every encounter is a boss. Instead of guiding players through sprawling levels filled with minor enemies and gradual escalation, the game throws them directly into a sequence of high-intensity duels, where survival depends entirely on skill, awareness, and the ability to adapt under pressure. This design immediately sets the tone, creating an experience that feels lean, focused, and uncompromising in its execution. Combat is the undeniable core of the game, and it is designed to be both punishing and satisfying. Each boss encounter demands careful observation, forcing players to learn attack patterns, anticipate movement, and respond with precise timing. Dodging, countering, and positioning all play crucial roles, and even a single mistake can quickly lead to failure. The absence of filler encounters means there’s no opportunity to relax or recover through easier fights; every battle carries weight, and every victory feels earned. This constant intensity gives the game a strong sense of momentum, though it also makes it less forgiving for players who prefer a more gradual difficulty curve. What keeps the experience from feeling overly repetitive is the variety in boss design. Each enemy introduces distinct mechanics or behavioral patterns, ensuring that players must continuously adjust their approach rather than rely on a single strategy. Some encounters emphasize speed and reaction time, while others require patience and careful spacing, creating a rhythm of challenge that evolves over time. Even so, the long-term appeal hinges heavily on how many bosses the game offers and how distinct they feel, because without traditional exploration or side content, the entire experience rests on these encounters maintaining their freshness. The roguelite structure adds another layer to the gameplay, encouraging repeated runs and gradual improvement. While progression systems appear relatively streamlined, the sense of advancement comes primarily from player skill rather than extensive upgrades or unlock trees. Each run becomes a learning process, where failure feeds into better execution on subsequent attempts. This aligns well with the game’s minimalist philosophy, but it also means players looking for deep customization or build diversity may find the progression somewhat limited compared to other entries in the genre. Aesthetically, Beastfall leans into a stylized presentation that blends dark fantasy themes with vibrant, almost exaggerated character designs. The bosses themselves are the visual centerpiece, often appearing as imposing, larger-than-life figures that reinforce the game’s emphasis on dramatic, high-stakes confrontations. Effects, animations, and overall visual feedback are geared toward making each strike and dodge feel impactful, enhancing the tactile nature of combat. While the overall production values may not rival larger titles, the art direction succeeds in supporting the game’s core focus and maintaining visual clarity during fast-paced encounters. Narrative elements exist more as a backdrop than a driving force, framing the action within a broader tale of conflict and personal struggle. The story provides context for the succession of battles, but it rarely interrupts the gameplay flow or takes center stage. This approach works well for a game so heavily centered on mechanics, though it may leave players wanting more depth or emotional engagement from its world and characters. Multiple endings hint at some level of narrative variation, but the primary motivation remains rooted in mastering the combat rather than uncovering story details. Ultimately, Beastfall is a confident and tightly designed experience that prioritizes intensity over variety and precision over spectacle. It succeeds in delivering a concentrated form of action that respects the player’s time while demanding their full attention. However, its narrow focus can also be its greatest limitation, as the lack of broader systems or exploration may reduce its long-term appeal for those seeking a more expansive adventure. For players who enjoy skill-driven combat and the satisfaction of overcoming difficult boss encounters, it offers a compelling and engaging challenge, even if it doesn’t try to be anything more than what it sets out to be. Rating: 8/10
率直に言うと、 最適化はいい感じ。GTX 1060でもサクサク動く。戦闘は斬新だけど、手応えのフィードバックがちょっと足りない。ボスラッシュや音楽ゲームが好きな人によりおすすめ。
作为一名动作射击游戏爱好者,我始终在寻找能让肾上腺素彻底飙升的作品。当《龙陨交响》出现在我的视野里,那句“没有杂兵干扰,每一场都是精心打磨的头目战”瞬间击中了我。运行之后,它带来的震撼,远超我的期待。进入游戏的第一刻,我就被独特的战斗机制牢牢抓住。不同于传统类似游戏里刷怪升级的冗长流程,《龙陨交响》直接摒弃了杂兵战,每一场对决都是与强力头目的正面碰撞。这种设计看似简单,实则将战斗的纯粹感拉到了极致。没有了反复清理小怪的枯燥,每一次按键都关乎生死,每一个走位都决定着战局,全程都要保持高度专注,那种紧张感让人欲罢不能。 而音乐与战斗的融合,更是这款游戏的灵魂所在。激昂的交响旋律贯穿始终,每一个节拍都与攻击、闪避、反击的动作完美契合。当我跟着鼓点挥出利刃,看着头目在节奏的压制下节节败退,那种“人剑合一”的畅快感难以言喻。尤其是成功触发爽点时,画面与音效的双重冲击,仿佛让我置身于一场热血的舞台表演,战斗不再是任务,而是一场酣畅淋漓的艺术创作。游戏的打击感同样值得称赞。每一次斩击都带着沉甸甸的力量,头目被击中时的反馈清晰而强烈,无论是武器碰撞的火花,还是怪物倒地的震颤,都让战斗的真实感爆棚。而且游戏的难度设置恰到好处,既不会让新手玩家望而却步,也能让硬核玩家在反复挑战中找到突破的乐趣。每一次战胜头目,都能带来满满的成就感。 当然,游戏也并非十全十美。目前来看,游戏的剧情铺垫相对薄弱,玩家更多是沉浸在战斗中,对世界观的了解不够深入。希望后续更新能补充更多背景故事,让这个充满魅力的战斗世界更加完整。如果你厌倦了千篇一律的刷怪升级,渴望体验纯粹的战斗快感,那么《龙陨交响》值得一试。戴上耳机,拿起手柄,在旋律中挥舞利刃,这场属于勇者的战斗狂欢,你不容错过。
[h1]在节奏与锋芒之间,奏一场未竟的Boss交响[/h1] 《龙陨交响》的初见感觉,不是“花哨”,而是有点偏执。它几乎把传统动作游戏里铺路用的小怪和前期流程全部砍掉,直接把玩家推到Boss面前,让每一场战斗都像考试,没有热身,也没有缓冲空间。这种设计十分冒险激进,但确实有效果,节奏一下子被拉满,注意力也会被强行拽进战场。尤其是攻击判定和节拍绑定之后,出手不再只是按键快慢的问题,而更像是在跟音乐抢拍子。打顺的时候,角色的起落、闪避和连段会连成一股气,很顺畅,那种压着鼓点把BOSS血线一点点蚕食掉的感觉,确实容易上头。 它最抓人的地方,还是音画和BOSS机制叠在一起时形成的舞台感,不同敌人的造型、出招逻辑和阶段变化都尽量做出了区分,半血后的变招也让战斗不会太平淡。配乐风格虽然不算统一,但在关键节点切进来时很会推情绪,能把“打赢了很帅”这件事做出来。问题也恰恰出在它太想把视觉效果堆满,特效、弹幕、场景元素和UI经常一起抢画面,视觉信息有时候不是丰富,而是拥挤;再加上受击提示和命中反馈不够突出,偶尔会出现“我到底有没有打到”这种动作游戏里不太该有的迟疑。明明底子是好的,手感却还差最后那一下敲实的力度。 至于剧情,它现在更像给战斗搭的框架,而不是能真正把人带进去的部分。分支、地区、技能选择这些设计有想法,但提示不够清楚,世界观也没来得及立起来,所以流程推进时会有一种“剧情在往前走,脑子还没跟上”的感觉。不过我并不觉得游戏无聊,相反,它属于那种缺点很显眼、优点也挺难忽视的作品,核心战斗确实有辨识度,Boss Rush和节奏玩法的结合也有记忆点。要是后续把受击反馈、引导和UI界面进行优化,这游戏的完成度还会往上抬一截。现在的它,已经能让人打出几场很舒服的战斗,只是离“玩的爽”还差一点火候。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
Your first destination is the challenge mode with seventeen stages, along with a tutorial on how to play. There’s not much to worry about in terms of controls. You have basic left and right movement, a jump that can be pressed again for a double jump, and a parry button that cannot be spammed because it needs a second to recharge after each use. There’s also healing, but you can only use it a limited number of times per battle. The bad news is that a gamepad is not supported, so you are left with a keyboard and mouse combination. The mouse is tied to attacking. The left mouse button is your basic attack, and it can also act as a jump substitute because you can mash it to gain height with each attack, hold it for continuous damage while staying in place, or time your attacks to create combos and deal higher damage. The right mouse button is reserved for ranged attacks. Unlike the default main attack, the ranged attack can be changed by collecting power up orbs that regularly drop from above. One thing you need to realize right away is that button mashing does not work and is actually punished. If you fail to time your hits, indicated by a constantly moving arrow and two markers between which you need to strike, your damage decreases. If you time it correctly, your attack damage increases. You do not even need to hit a target to do this, and you can perform it while standing on the ground or away from enemies. A boss fight always starts off simple, but becomes more intense once you reduce the boss to half health. The best strategy is to build up perfect strikes during the easier phase, then switch to rapid attacks during the harder phase. Your damage will weaken with each strike, but you may still deal enough to defeat the boss before your attacks drop to zero damage. Winning a fight is enough to earn a star and unlock the next boss. However, you can earn two additional stars by finishing within the time limit and keeping your health above a certain threshold. Maintaining health is the easiest part, since you can simply heal right before the boss is defeated. The time limit is not very strict either, especially on the easiest difficulty. The spectacle and visual effects are impressive, accompanied by a great soundtrack. The music even changes when a boss transitions to the next phase. As for the visuals, while they look amazing, they lack a sense of weight. Bosses feel like animated images that you hit while watching damage numbers appear, with little feedback when your attacks connect. Earning all stars grants a skill point that can be spent on a fairly simple skill tree with some repeating nodes. For example, several nodes increase health, healing capacity, or range, or reduce cooldowns such as blocking. If you fill all nodes in one of the three branches, you unlock an ultimate perk. If you are not satisfied with your choices, you can reset your points and try a different build. After defeating the seventh challenge boss, you unlock story mode. In this mode, you also fight bosses, but before each battle you can enter two buildings to gain either a random perk or healing. You must defeat several bosses to complete a chapter and unlock the next one. Skills purchased in challenge mode and relics earned from progressing through chapters carry over. Story mode also includes cutscenes, but the text is very small and difficult to read.
[h1][b]在弹幕与动作中对抗恢弘Boss[/b][/h1] 《龙陨交响》是一款奇幻风格的动作游戏,主打浮空连击与Boss战,玩家需要与诸多巨型敌人展开对决,在快节奏战斗中结束一切。 游戏打造了两大玩法,分别是挑战模式和故事模式,初次进入需要先游玩挑战模式,推进到一定流程后可以解锁后者。 本作的美术风格还不错,Boss设计从遨游于云霄的飞龙到身覆机甲的战士,花样还挺多。 战斗在一屏画面内展开,Boss会持续在天空中飞行并展开攻击,而玩家操控的角色则要用各种动作来应对。 角色可以进行跳跃和二段跳,普通攻击若是命中后会有短暂的浮空效果,连续命中便可以持续浮空了。 游戏在这个基础上加入了类似于节奏玩法的判定,分别是糟糕、完美、极致,因此并不是攻击的越快就越好,注重下节奏会更容易取胜。 此外还可以释放各种远程技能,普攻蓄力的话会变成激光,攻击方式还是挺多的。 目前游玩下来,感觉有两点可以改进下,第一个是可辨识度,战斗打响后各种特效夹杂在一起,显得有点乱,第二个是打击感,可以从击中反馈这块入手。 整体来说体验还可以,还有技能树和肉鸽元素的加入,期待后续更新。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
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