
A parallel world created by the AI known as Iris. It's in this world Sayaka Hiwatari awakens, in a place called the Strain Area. Here, she'll encounter many familiar faces, but those who were friends in another world before may be foes here. Death looms at every step; will you ever find the end?
Modeled estimate, not a reported figure. How we estimate →
About
Story
Step into a tale of parallel universes...
Iris was born in World DE-1, a world that mirrors Earth in the 2000s. With her birth, a series of tragic loops was set in motion, which were gradually unraveled by the efforts of Arata Mizunashi and his team.
With her goodwill restored, Iris created a copy of World DE-1 named World DE-1.5. Here, feuds gave way to friendship, each person a perfect cog in a perfect world. But a new crisis threatens the peace...
A mysterious man has entered the fray, and he leads a group of people who look identical to the world's former heroes. Our new hero, Sayaka Hiwatari, confronts the rising chaos, where friends and foes seem impossible to distinguish.
And so the battle with another world enters a new phase...
Key Features
No Strain No Gain - Delve deep into the deadly dungeons of the Strain Area, filled with randomly-generated monsters, traps, and more. Think carefully about your actions, because when you move, your enemies will get to take their turn as well. Explore every corner of a dungeon to find useful items, and try to make your way further and further down.
Blink and You're Dead - Every move you make may spell certain death in the form of dozens of violent Death Ends. You may even trigger a brutal Double Death End, featuring gruesome art by Kei Nanameda and overseen by the diabolically twisted Makoto Kodouin.
You Keep on Walking and You Don't Look Back - Your biggest challenge awaits at the bottom of each dungeon. Get ready to test your limits as you must fight a powerful boss. Once the boss is defeated, it's time to save your friend and try to make it out of the Strain Area alive, your new companion in tow.
Bring it Around Town! - Between trips to the Strain Area, make sure to take a break at home where you can stock up on invaluable items, head to the Night Owl Café to enhance your weapons, or check in on friends around town.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Traditional Chinese, Simplified Chinese*languages with full audio support
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
有卡 有中文 有成就
Death end re;Quest: Code Z marks a significant evolution for the franchise by taking its signature blend of horror, mystery, and science fiction and combining it with an entirely different gameplay philosophy. Developed by Idea Factory and Compile Heart and published by Idea Factory International, Inc., the game departs from the traditional turn-based role-playing mechanics of its predecessors in favor of a roguelike dungeon-crawling experience. While this shift may surprise longtime fans, it allows the series to explore its dark universe from a fresh perspective without abandoning the unsettling atmosphere and narrative complexity that have defined it since the beginning. The story centers on Sayaka Hiwatari, who awakens in the mysterious Strain Area, a parallel dimension brought into existence by the AI known as Iris. As Sayaka searches for answers, she encounters familiar faces whose roles and motivations differ from previous entries, creating an intriguing sense of uncertainty throughout the adventure. The alternate-world setting enables the narrative to reshape established relationships while introducing new mysteries that gradually unfold with each expedition. Psychological horror, supernatural elements, and science fiction concepts intertwine naturally, producing a story that constantly keeps players questioning what is real and who can truly be trusted. Fans invested in the franchise's lore will appreciate the numerous connections to earlier games, while newcomers will still find an engaging mystery, even if some references carry greater significance for returning players. The most dramatic change comes from the gameplay. Instead of progressing through carefully scripted areas, players navigate procedurally generated dungeons filled with unpredictable enemy encounters, environmental hazards, hidden treasures, and dangerous traps. Every run demands careful planning because resources are limited, mistakes can quickly become fatal, and no two expeditions play out exactly alike. Rather than punishing failure outright, the roguelike structure encourages players to learn from each defeat, gradually unlocking new abilities, improving equipment, and strengthening future attempts. This progression system creates a satisfying cycle of experimentation and gradual mastery that rewards persistence without making victories feel effortless. Combat also reflects this emphasis on strategic thinking. Success depends less on raw statistics and more on positioning, efficient resource management, and understanding enemy behavior. Players must constantly weigh the risks of exploring deeper into each dungeon against the possibility of losing valuable progress. The randomized environments prevent encounters from becoming repetitive, while the variety of upgrades and equipment offers flexibility in developing different approaches to survival. Those who enjoy methodical gameplay that rewards careful decision-making will likely appreciate the challenge, although players expecting a more traditional JRPG experience may need time to adjust. One of the series' defining trademarks, the infamous Death End system, returns with disturbing impact. Wrong decisions and failed encounters can trigger gruesome alternate deaths that reinforce the game's horror identity rather than serving as simple game-over screens. These sequences contribute to the oppressive atmosphere by constantly reminding players that every choice carries meaningful consequences. Combined with mature themes, graphic violence, unsettling imagery, and psychological tension, the game maintains a consistently dark tone that distinguishes it from many other anime-inspired role-playing titles. Visually, Death end re;Quest: Code Z successfully balances colorful anime character designs with bleak, corrupted environments that emphasize the game's horror themes. Character portraits effectively capture emotional moments, while dungeon locations feature eerie architecture, decaying landscapes, and ominous lighting that create a lingering sense of dread. Although some environmental assets may begin to repeat during lengthy sessions, the procedural generation ensures that exploration rarely feels identical from one run to the next. The soundtrack complements the experience with haunting ambient music during exploration and energetic battle themes that heighten the intensity of combat, while the voice acting adds personality and emotional depth to both returning and newly introduced characters. Replay value is one of the game's strongest qualities. Randomized dungeon layouts, unlockable skills, equipment upgrades, and multiple opportunities to experiment with different strategies provide strong incentives to continue playing well beyond the main story. Players who enjoy challenging roguelikes will likely find themselves returning repeatedly to refine their techniques and uncover additional narrative details. However, those who primarily enjoyed the previous games for their conventional RPG mechanics may find the new direction less appealing despite the engaging storyline. Death end re;Quest: Code Z is a confident reinvention that expands the series without abandoning its identity. Its combination of roguelike progression, psychological horror, compelling storytelling, and rewarding dungeon exploration creates an experience that feels both familiar and refreshingly different. While its increased difficulty and structural changes may not satisfy every longtime fan, the game successfully delivers a tense, atmospheric adventure filled with memorable characters, meaningful progression, and an ever-present sense of danger. Players willing to embrace its challenging gameplay will discover a rewarding addition to the Death end re;Quest franchise. Rating: 7/10
游戏主要分剧情和迷宫模式各占一半的玩法。先是剧情方面有着不错的配音,无论是男配和女配语气到位,每一位角色都特别有个性而且画风很二次元可爱好看。让玩家有一种看有声动漫书的感觉。而每一章字数量多,大概有1-2小时的观感,挺足的。玩家将扮演控制纱耶香,同样也是纱耶香的主要搭档以共同探索游戏debuff的新奇有趣的故事展开。再说说迷宫玩法,推动剧情触发,捡取道具,打怪升级?熟悉的走格子回合制打法。即使战斗死亡,也会让自己变得更强,带点肉鸽元素。总体对玩家来说属于是轻松悠闲类作品了。
《死亡终局 轮回试炼 Code Z》将视觉小说外加迷宫冒险的消结合,在《死亡终局》系列中算是一次转变的小尝试,原本的JRPG玩法,变为现在这个Q版形象可爱画风,加上更偏向即时的回合制战斗,以世界观剧情为底子,重复死亡为核心,反复进行迷宫探索。而本作虽然在画面上做出一定的取舍,但人物立绘依旧保持原本优秀的精美画风,陪一方面更延续的豪华声优阵容,作为一个新尝试蛮不错的。
全ての "死の王" へのファンサービス的作品。 デスリク1と2の全エンドを回収してからのプレイを推奨。 (私は2の一部エンドを拾って無かったので壮大にネタバレを食らいました) 気になった点があるとすれば "一部雑魚敵が強すぎるかな……?" ってぐらい。 それ以外はとても良かった。 "ジカイサク" にも期待。
Se rimuovi tutta la parte con i dungeon (aka il gameplay stesso) il gioco diventa pure divertente
Chaotic asf, and i like that.
Ocena ogólna: 5/10 Nie mogę tego polecić, mimo spoko fabuły gameplay w mojej ocenie jest ciężki - na pewno nie za taką cenę. Link do oceny rozłożonej na czynniki pierwsze: https://gacha.ovh/recenzje/death-end-re-quest-code-z-ocena-gry
提到地雷社,你会先想到哪一个系列的游戏呢?是《海王星》,是《阿加雷斯特战》,是《约会大作战》,还是《死亡终局》。而最近也是抽出了一段时间对《Death end re;Quest: Code Z》这款融合了回合制战旗元素的日式角色扮演游戏进行了游玩。本作虽说是《死亡终局》系列的最新作品,但可惜的是并不是续作,只是外传,用来补充一些剧情以及设定。 [h2]游戏剧情[/h2] 游戏虽说是外传,但是在故事方面依然延续了前两部作品黑暗的风格。这里存在着各种各样的平行宇宙,而在一个与21世纪的地球十分相似的「DE-1 世界」,里面诞生了爱丽丝,因为她的诞生所持续的轮回悲剧,被水梨新等人所拯救。但是新的世界也面临着危机,玩家在游戏里面将扮演死之主,帮助故事的主角火渡纱耶香一起在公司成长并揭开世界虚伪的面纱。 [h2]游戏玩法[/h2] 游戏的玩法并不同于前两部作品,而是采用的视觉小说+不可思议迷宫的玩法。游戏全角色都有着配音,而且剧情方面有着主/支线的存在,在游戏里面则是一段剧情对应着一个场景,不过需要注意的是,如果想要体验全剧情的话需要先支线后主线,如果先主线的话,支线会直接消失。 游戏有着难度选择,不过仅对脱离迷宫以及死亡时的数据有所不同,并不会影响游戏的剧情,而且在游玩过程中还能够更改难度。玩家在游戏里面通过wasd操纵角色移动,然后通过探索随机生成的迷宫、清除怪物、搜集物资来进行脱离。战斗方面比较有趣的是,游戏并不是传统的回合制,而是那种类似双向同步的,就是我们走一步,敌人走一步,整体体验还算可以,而且难度偏低。游戏陷阱是暗雷有触碰触发和攻击触发两种,不过有点难受的是角色移动期间并不能进行攻击。除此之外游戏内还有个变身设定非常不错,即玩家通过攻击怪物获得能量来进行变身“征服形态”,攻击力加强,而且不受负面buff的影响。游戏中死亡并不会直接结束,而是能够获得技能点,还能够观看一场战败cg。 [h2]总结[/h2] 本作整体玩下来还是不错的,而且游戏里面的角色的立绘都很精致(1080p真的有点…),战斗中角色的q版模型也非常的可爱,游戏剧情方面有着一个巨大反转,总之这是一款值得一玩的游戏。 [quote] 欢迎大家关注[url=https://store.steampowered.com/curator/45337284/]乌托邦鉴赏家[/url]&加入[url=https://steamcommunity.com/groups/yxwtb]游戏乌托邦[/url],我们评测各种类型的游戏,无论规模大小,无论题材风格! [/quote]
Let's start saying this is not a fully negative review. But my god those achievements are making me go crazy. The story in this game is an amazing improvement over the second game, while literally continuing the story of the 1st game (while incorporating the characters from the second in a way that makes sense). I really ended invested in the story and the characters, and Sayaka is an interesting character to follow as the god of death. That said, the ending is a cliffhanger for the next game, so a bit salty about that as well. Gameplay is not too bad for a while, except for a couple of aspects that makes this game a massive slog. It's a 3rd person randomized dungeon crawler in which you have to either beat the boss and/or rescue people and help them exit the dungeon. The gameplay itself is not bad for a while, even if it's a bit unbalanced, and some ♥♥♥♥♥♥♥♥ things here and there (mostly Sanity, Traps and a couple of Glitch Girls). But the crawling is SLOW as ♥♥♥♥... and there are 2 things that don't help with the slowlyness. The loading screen when moving floors (could do without this 10 sec screen when moving between 100 floors, really), and the floor designs... which again, is not too bad for the normal sections of the story, but oh boy does it get tedious for mid/late game. And now the main part for this negative review: achievements, Death ends and dungeon navigation. Let's start from less annoying to more annoying. 1. Dungeon Navigation: Again, fun for a while but the moment you hit a 25 floor dungeon... it starts to drag hard. Slow movement, impossible to increase speed in the dungeon even with cheat engine, when a monster is following you your movement gets even slower. And then, even when you are doing fine, you need to be careful about your sanity, because you will lose visibility, HP and the minimap the moment you lose your marbles. Which happens a lot, because there are some HORRENDOUS traps here and there (who thought a 100% drop in sanity by a single trap was a good idea??). That said, there are ways to navigate around the issues, but expect dungeons to take a while (the auto save inside the dungeon is handy) 2. Death Ends: I wouldn't complain about this if a) you only had 1 dead end per enemy, b) you didn't need to collect all of them for certain features, c) Shintas didn't exist and d) dungeon navigation was easier. But all those things combined made me spend 30 hours fishing for these dead ends, and 3 of those were only to get killed by the ♥♥♥♥♥♥♥ useless, painless, spineless, teleporting after they hit you, Shintas. ♥♥♥♥ you and have a nice day. 3. Achievements: Not only were they broken on release (and oh god, do I hope the Platinum trophy is not broken right now. Platinum trophy is ♥♥♥♥♥♥... yay), but they are insanely tedious. There is one that is almost a secret in which you need to beat a boss at the end of a 100 floor dungeon in expert, which is not too hard... but then you then to walk back the 100 floors AGAIN (just this dungeon took me 3-4 hours). Another achievement is about collecting money, but the only reasonable way to make money in this game for this achievement is replaying the story again, because playing for 30 hours with the sword that generates money on each kill does NOTHING. You need 10 Million, and each kill gives you 200~Enni. 100 kills makes you 20k, and at best I got 90k from the 100 flour dungeon. Meanwhile, beating the last chapter gives you 1 Million. I'm going to continue using the money sword simply in case I can save myself a 3rd new game+ or at least, stop the grind early on that 3rd run. I probably could have completed this game in 15 hours... I'd say that 30 should have been the max needed to 100% it... But I am at 61 and I am simply doing new game + to collect 5M Enni so I can uninstall this game forever.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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