
Use sword and spell combos to slash and blast through hordes of attacking enemies! Guard break a boss's defenses, find an opening, then obliterate them for good with a well-placed super deadly attack! Satisfying 3D side-scrolling action with game-play elements inspired by fighting games!
Modeled estimate, not a reported figure. How we estimate →
About




Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English, Simplified Chinese, Traditional 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
The erotic stuff is average. You need the patch get the sexual stuff but the genitals are still censored. What really turned me away from this game were the clunky, unresponsive controls and overwhelmingly bloated move set. I dislike it so much, I don't think the erotic stuff will be enough to get me through this game.
我在教程关搓了半小时的连招搓不出,只能屈辱退出了
不能改键简直就是反人类 现在的游戏还能没有改键功能的? 如果能改键是个好游戏
操作の爽快感が癖になります。スピード感のあるアクションが楽しかったです。難易度調整もできますのでアクション苦手な人にもオススメしたいと思います。
玩过的最垃圾的动作游戏没有之一,作者完全不懂动作游戏,打连招表跟弹钢琴一样痛苦,输入慢一点明明招全连上了但是连招表不算你连上,明明技能动作还在进行中,连招给我断了是何意味?真以为人人是节奏大师啊。以及,银牌第一个,刺击后接斩击狂袭你告诉我怎么接?这是人能想出来的东西?刺击打完了手错技能->->+z直接人穿过去了根本打不到怪。盾牌技能必须按住下不松开同时按攻击,非盾牌技能又不能一起按,爆气说是同时按但完全按不出来。这作者是人类吗?
本人的黄油界白月光,我愿称之为最强黄油act
한손플 불가아쉽 패치해줫는데 떡신 왜안나오나햇더니 옵션에서켜줘야함...; 잘만듬잼슴
Demon Sword: Incubus is an action RPG developed by Brianode and published by Eroge Japan that blends side-scrolling combat, character progression, and dark fantasy storytelling into a surprisingly ambitious indie package. Set in a kingdom overwhelmed by a demonic invasion, the game follows Amila, a young noblewoman who finds herself forced into a desperate struggle after her homeland falls into chaos. Her greatest weapon becomes a mysterious sword inhabited by an incubus, granting immense power while tying her fate to a dangerous supernatural force. This premise creates a compelling backdrop for an adventure centered on revenge, survival, and the fight to reclaim a shattered world. The story may not reinvent fantasy storytelling, but it succeeds in providing a strong motivation for the player’s journey. As Amila searches for answers and battles through hordes of enemies, she encounters allies and adversaries who help flesh out the setting and its ongoing conflict. The narrative maintains a steady pace and serves as an effective framework for the action, keeping the focus on the protagonist’s growth while gradually revealing more about the demonic threat consuming the kingdom. Combat is unquestionably the game's strongest feature. Rather than relying solely on simple hack-and-slash mechanics, Demon Sword: Incubus incorporates elements commonly found in fighting games. Players can execute special moves through directional inputs, perform defensive maneuvers, evade attacks, counter enemies, and create lengthy combo chains. The result is a combat system that rewards practice and experimentation. Battles feel fast, responsive, and satisfying, especially once players begin unlocking additional abilities and learning how different mechanics interact with one another. The variety of offensive options helps keep encounters engaging throughout the adventure. Amila can utilize both sword techniques and magical abilities, allowing players to switch between aggressive close-range attacks and ranged spellcasting depending on the situation. Larger enemy groups encourage crowd-control tactics, while stronger opponents demand careful timing and precision. Boss encounters stand out as some of the game's most memorable moments, often requiring players to master defensive techniques and identify openings before unleashing powerful combinations. Progression systems add another layer of depth. Defeated enemies grant experience points that contribute to leveling up, while talent points allow players to customize Amila’s development. Different builds can emphasize physical attacks, magical strength, or balanced versatility. This flexibility gives players a sense of ownership over their character while ensuring that advancement feels meaningful throughout the campaign. The inclusion of tutorial and training modes is also a welcome addition, making the more advanced combat mechanics easier to understand and master. Visually, the game adopts a colorful anime-inspired style that prioritizes expressive character designs and flashy combat effects. Amila receives considerable attention in terms of customization, with unlockable outfits and cosmetic options available through the dressing room system. While environmental design and technical presentation reflect the limitations of a smaller-budget production, the overall art direction remains appealing and succeeds in supporting the fantasy atmosphere. Combat animations are generally clear and energetic, helping maintain the excitement during intense encounters. The game also embraces fan-service elements as part of its overall aesthetic. Character designs and outfit options lean heavily into anime-inspired styling, which may appeal to players who enjoy that approach while potentially feeling less appealing to those seeking a more serious fantasy presentation. Fortunately, these elements never completely overshadow the action gameplay, which remains the primary focus throughout the experience. Despite its strengths, Demon Sword: Incubus is not without shortcomings. The storyline occasionally feels predictable, and some players may wish for greater enemy variety or more elaborate world-building. Certain aspects of the presentation reveal the limitations of an indie development budget, particularly when compared to larger action RPG releases. However, these issues rarely undermine the core gameplay loop, which remains entertaining thanks to its depth, customization, and satisfying combat mechanics. Ultimately, Demon Sword: Incubus succeeds by offering far more mechanical complexity than many players might initially expect. Its blend of side-scrolling action, RPG progression, combo-driven combat, and character customization creates an experience that is both accessible and rewarding. While it may not achieve the polish of genre leaders, it delivers enough engaging gameplay and personality to earn a place among enjoyable indie action RPGs. Fans of anime-themed adventures and combat-focused games will likely find plenty to appreciate in Amila’s journey against the forces of darkness. Rating: 7/10
인디야겜수준의 ㅈ작감에 깨기힘들게 난이도 쳐넣은거 하나떄매 추천을 못하겠다. 그나마 이지모드로 겜하면 어거지로 대충대충 할수는있는데 마지막에 6스테이지 보스는 이딴 조작감에 RPG보스잡는것마냥 패턴으로 피하게 유도하는건 ㅈㄴ 애바라고보는데 "야겜에 단순히 야한요소만 넣기보다는 고난이도 패턴 넣으면 유저가 성취감을 느끼겠지 ?" 뭐 이런느낌으로 추가한거같은데 얘네는 생각이 짧은게 지네 조작감 생각못하고 롤 정도의 반응속도를 요구하는데 맞는건지 모르겠음 시간때려넣어서 몇번하면 어거지로 패턴알고 깨거나 그냥 던전에서 잡몹 잡으며 레벨업해서 강해져서 보스깨는방법 (어거지로 플탐유도) 두가지가 있긴함. 근데 이걸 게임본질의 주제파악못하고 "야겜" 에 쳐넣은게 문제임 참고하다가 빡쳐서 비추준건 6스테이지 보스하나떄문임. 이거할때쯤되면 얼추 2시간넘기기 떄문임 환불타임 딱 넘기니까 "원래 게임 ㅈㄴ어렵게만들어서 고통주고싶었는데 스팀환불떄매 못하니까 2시간넘길때쯤 해야지 ㅋㅋ" 같은 느낌으로 의도한것마냥 ㅈ같은게나옴 이게 ㅈㄴ괘씸함 세일로 만원에 삿는데 6~7천원이면 딱 적당한듯. ( 화나서 7천원이라한게아니라 진짜 7천원정도면 적당함)
这应该是EJ他们发行最好的游戏了,JRPG和FTG相结合,有很多必杀技,属实是惊艳到我了。 打前面几关没啥说的,很简单,搂就完了。后面的boss别放别的,就放一堆魔法球,百试不爽。加点就点满前五行属性,全加攻击力,防御力不用,最好的防御就是进攻,打就完了。 最终boss和其他的不一样,它属实是玩赖,得打头才行,魔法和技能打不到,很费劲,只能空中平x。那怎么办?洗点,重新点技能,关于魔法和sp一律舍弃,把右侧关于攻击力和防御力点满,双重跳和绝对防御点上,boss放波你就放绝对防御,不用担心蓝不够,这个绝对防御很省蓝,一直开就对了,然后有机会就双重跳,一边跳一边平x,对加防御力,能把boss磨死,你会发现这个boss很单调,技能前摇很大,足够你开绝对防御,弄得好你半管血就能磨死它。 果真,规律性的敌人最好打了。 等等,我不是来玩小黄油的么? 算了,什么小黄油,老子要当新boss!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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