
Deepening Fire is a side-scrolling action adventure game. Choose different classes, with appropriate equipment, explore hidden complex map, defeat powerful enemies, expose the conspiracy of the chaotic world, experience the souls-like battle
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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
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
支持国产,再细细打磨一下。
大粪游戏,大粪手感,大粪美术,制作组按着你的头玩这游戏独一档的帕金森手感弹反,怕你弹得不爽在加入了无前摇的乱打连招,纯史
My kind of game. One of the best ever. Parry skill is a must. Brilliant 10/10
想法挺好,但操作拉得一批,反人类反直觉的动作设计,弹反毫无章法,也没啥提示,太折磨人了。最终给人的感觉就是,作者可能只是随便设计的这些,也不知道在致敬什么
Wonderful game
动作设计太差了 很不协调 该块不快该慢不慢 打人纯靠被动 一点激情都没有 加载也慢 谁买谁后悔
Temu Salt & Sanctuary, with none of that game's charm or polish. Uninteresting graphics and animations. It's basically a parrying simulator with little to nothing else, gameplay-wise. Parrying is mandatory from the first boss onward, and even many regular enemies will basically slaughter you if you don't parry them and counter. And the parry S U C K S. The timing is so jank, so inconsistent. It has to be hit considerably before the attack lands, and still feels incredibly inconsistent even once you adjust for this. The movement physics feel very stiff and floaty, like an old flash game, and the enemy attacks' hitboxes are so wack. Your attacks launch you forward a mile, which just feels terrible in games like this, and parries knock you backwards way too far (which will frequently launch you into pits if you do mid-air parries). From the moment you start the game, you see and feel the lack of polish. There are a variety of weapons and 6 weapon types, but other than the staff (which fires projectiles), they feel very similar. I tried dex build and smaller weapons for most of the game, but realized they're just inferior to heavier weapons, so there's little to no point in using anything but the biggest axes you can find. In particular, many enemies are much easier to hit with aerial attacks rather than grounded, but your aerial attacks with lighter weapons will almost never oneshot the enemies, whereas with a heavy weapon you often can oneshot flying enemies (and they become very dangerous if there are multiple stunlocking you from both sides). So, you'd think lighter weapons might perhaps be better in the air or something, but no. And, this is really especially noticeable on the boss encounters. Oh yeah and the final boss was a horrendous POS. Once you learn his patterns it's not so bad, but I'm not a fan of weird instant death nonsense attacks, especially when there's never been anything like that in the entire game up to that point. Also, the game design is such that when you pass a certain boss, you lose access to the first area, and several characters, and therefore you will be locked out of a bunch of achievements if you didn't do everything you needed to do already. With knowledge of this beforehand, and save backups, it would be reasonable to 100% this game in like, 8-10h, or even less. Otherwise, you'll be stuck in 2+ playthroughs like I was. There are some decent music tracks. And, I think the lore isn't bad, there's a little bit of story to uncover if you read everything, although the translation feels slightly dodgy at times. The game allows full respec (with limited consumables, but there are quite a few of them) which is a blessing in games like these. Way too many don't allow this, so points for that. Armor gives special abilities for full sets, but you always find full sets at the same time, so, it basically invalidates any mixing and matching you might want to do (which is extremely common in Dark Souls games to get the precise balance of armor/weight you're looking for). The firebrand system, which is basically a spell you equip that is cast when you parry, is a fine system.... but if you don't want to suffer, you'll just take the healing one at game start and never look back. By the time you're good enough at the game to not need the healing parry, there's no point in equipping any other because you simply no longer need any help. It still had better QoL features than Salt & Sacrifice though...
一周目是好玩的,虽然游戏本身也有很多不足,但内容足够有趣。 于是怀着想全收集的心态开了二周目,体验简直是灾难级的糟糕。 游戏本身有继承系统,可体感一点用也没有,我请问呢辛辛苦苦升上去的数值与什么用?是为了和你这个b水压相互抵消吗? 这就是局内长期养成?给怪升级是吧。 当然最后顶着87的水压对线最后的boss。女王还好,毕竟弹反就行,最后的那个b铃铛是人能打? 哎呀,好不容易弹两个,还没砍几刀,铃铛直接开启风火轮形态,弹反也弹不了,防御p用没有,光污染地图加光弹限制走位,被抓住直接转到死,打完不笑的是得了抑郁症。等转完圈,您猜怎么着,又得重新弹反,真tm气笑了。 其实一周目就初见端倪了,前面还算有趣,越往后玩体验越糟糕,没想到二周目能这么重量级。 水压升没升上去我不知道,反正血压升上去了。卡了1个小时犹如赤石。 作者自己能开直播顶着高水压打最后的boss嘛?
体验比较差,一个怪就一个初见杀,差评
以弹反玩法为核心的国产类银河恶魔城。 7.5/10 整体中规中矩,值得一品。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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