
"Oedo x Zombie x Rogue-like" A rogue-like action where traditional Japanese characters (Samurai, Sumo Wrestler, and Ninja) destroy hordes of zombies. Since everything is randomly generated, no run will be the same. Decision making will be essential but there are some RPG elements as well.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese**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
是个roguelite动作游戏,玩起来很有ps2游戏的风格,游戏背景是江户时期丧失大爆发,当我看到介绍的时候才发现游戏名Ed-0的意思是Edo江户的意思,神必日式取名的味道一下就上来了。 能选择三个经典日式角色,分别是武士、忍者和力....力士。游戏本篇一共有8关,每关有15小关,内容大概是在每个场景里打怪收集道具、加属性的药丸、奥义、食物最后打败boss,打怪获得的钱和魂可以带出去进行局外养成。本篇通关时间大概在10小时左右。 优点: + 画面美术风格和bgm还算可以 · 有些boss设计还挺有意思,倒数第二关要对付两个唱歌舞伎舞踊的,还分春夏秋冬四个阶段,挺有趣,如果不是每个阶段都回满血的话。 说了这么多优点那么游戏的问题有哪些呢? - 没中文 - 难度曲线,僵尸攻击判定强、伤害不低导致角色的防御和假的一样,完美防御的判定也是很严格,每次局内只能带一个原素瓶,升满了也就四个,再加上某些道具一整局都不一定见到一次的随机性,导致大概从第三关开始难度突然提升,不过我认为是哪个机制boss的关系,通过第三关的成就达成率到现在只有8.5%。 - 机制太依靠随机性,导致build基本组不出来,组出来也大多没用。 - 迷宫设计,前几关还好,第4、5关直接给个大场景放一堆僵尸进去就是纯摆烂了,再加上下雨和燃烧的特效导致的掉帧,这两关我都是一下直接跑到终点鸟居的。 - 单调,很容易玩腻。 - 基本没有的剧情,过场的配音好像也就只有一个。 - 每次三选一不断跳出来的提示。 --- 就那个梦幻之间50层是人能搞出来的?完全没设计就随机然后纯堆怪堆数值堆boss堆机制,找三个大僵尸直接给你连死,还有能偷护符的僵尸、能消除奥义的僵尸,就玩吧,几个小时全部木大,纯纯的享受了属于。 不推荐,喜欢日式文化和动作肉鸽的可以试试,但我的建议是开ce。
i gave this game 2 try, i found the game annoying both of these tries
Ed-0: Zombie Uprising is a bold and chaotic action roguelike that combines feudal Japanese aesthetics with zombie horror in a way that feels both inventive and unapologetically rough. Developed by LANCARSE and published by D3PUBLISHER, the game imagines an alternate Edo-era Japan where the nation’s isolation is violently disrupted by a mysterious undead outbreak. Rather than leaning into historical realism, the game fully embraces absurdity, pitting samurai, sumo wrestlers, and ninja against swarming zombies in procedurally generated battlefields. The result is an experience driven more by momentum, repetition, and raw energy than by narrative sophistication or mechanical refinement. The core gameplay loop revolves around repeated dungeon runs, each structured as a sequence of stages filled with enemies, loot, and branching paths. Players choose one of three characters, each representing a distinct combat philosophy. The samurai offers a balanced, weapon-focused approach; the sumo relies on brute force, wide attacks, and crowd control; and the ninja emphasizes speed, agility, and hit-and-run tactics. These characters do not merely differ cosmetically—their movement, attack cadence, and survivability change how each run unfolds, encouraging experimentation and replay. Combat is fast, messy, and often overwhelming by design. Large groups of enemies rush the player, forcing constant movement, dodging, and aggressive offense. Attacks feel impactful, and mowing down hordes can be genuinely satisfying, especially when chaining abilities or unleashing powerful special techniques known as Secret Arts. At the same time, combat can feel inconsistent. Enemy hitboxes, sudden interruptions, and unpredictable physics occasionally undermine precision, leading to deaths that feel abrupt or unfair. This sense of instability is a defining trait of the game: thrilling when it works, frustrating when it doesn’t. Progression within runs is built around collecting items, charms, and upgrades that modify abilities or provide passive bonuses. Deciding what to equip and which paths to take becomes a strategic consideration, as resources are limited and hunger mechanics add pressure to keep moving. While this system supports adaptability, the overall pool of upgrades can start to feel repetitive over time, and long-term progression outside individual runs is relatively modest compared to more robust roguelites. The focus is clearly on moment-to-moment survival rather than deep build optimization across dozens of hours. Visually, Ed-0: Zombie Uprising has a strong identity but uneven execution. The default presentation is gritty and exaggerated, filled with blood splatter, ragdoll effects, and exaggerated animations that lean into grindhouse excess. One of the game’s standout features is its optional EDO Shader, which transforms the visuals into a stylized ukiyo-e inspired look. This mode significantly enhances atmosphere and readability, and many players consider it essential, as it gives the game a more cohesive and memorable aesthetic than the standard rendering. Narrative elements exist mostly to justify the action rather than to tell a detailed story. The premise of Western influence triggering a zombie catastrophe in Edo Japan is intriguing, but it remains largely in the background. Dialogue and lore are sparse, and characters are defined more by gameplay roles than by personality or development. This minimalist storytelling aligns with the roguelike structure but may leave players wanting more context or emotional investment in the world. Ed-0’s reception reflects its uneven nature. Players who enjoy high-intensity action, unconventional settings, and are tolerant of mechanical roughness often find it entertaining and memorable. Others are put off by technical issues, repetitive encounters, and a lack of polish that prevents the game from reaching its full potential. It is a title with clear ambition, but one that struggles to consistently execute on all of its ideas. Ultimately, Ed-0: Zombie Uprising is a game that thrives on chaos and personality rather than refinement. It offers a distinctive blend of Japanese historical flavor, zombie carnage, and roguelike repetition that stands out in concept if not always in execution. For players who enjoy frantic hack-and-slash gameplay and are willing to accept jank in exchange for novelty and intensity, it can be an engaging experience. For those seeking tightly tuned combat systems or deep narrative progression, it may feel unfocused and uneven, but rarely dull. Rating: 7/10
Nice concept, but waaaayyy to many tutorials and mechanics. And you can die from hunger.
Over all I did really have a good amount of fun with this game. It definitely isn’t going to be for everyone and if you are looking for quicker rogelikes/lites there are better, faster options out there but this had a premise and combat that did peek my interest over the few other examples that I have encountered. I really wish that they had presented the story a bit better but the real meat and potatoes is the gameplay here and it is fine. Pros: Interesting mix of tools and abilities that can add humor or create powerful builds Looks good at times. Three characters that play differently Cons: A bit ugly enemies and shadows Doesn't really teach you well. Combat is a bit shallow
D3のゲームは嫌いでは無かったが 初めてクソゲーだと思った 序盤からいろいろ厳しいのはわかるけど、序盤なのにせっかく集めたお金もボスで失うって やる気も失うわ どうみてもマゾ難易度とマゾ時間 爽快感無い無双感もないセコく戦わないといけないバトル ローグのわりに使えないスキルばかり 敵に当たらずスカるスキル攻撃、その上長いクールタイム バグも多いし、何度も操作不能でリセット チート入れりゃ遊べるかとおもいきあ、ただの作業な上高確率で落ちる どないせいっていうのよ と、いうわけで、なぜか10時間たってもクリア出来てない(笑) 掛川の虎かな
One of the best single player zombie titles i played in a long time, once you learn to upgrade skills (Getting multiple tomes) the game/gameplay just transforms, you can choose between a samurai, a ninja or a sumo fighter, and boy, playing as a sumo fighter destroying and thorning zombies apart with the SUMO using your bare hands, its simple something else. It's not just pressing light attack over and over like i see many youtubers talking about, you can combo your attacks with your skills (Try jumping + heavy, it's brutal). Thank you Lancarse for this masterpiece. The samurai is the basic warrior, great set of skills with his katana The ninja is an assassin, with jutsus and fast skills The sumo is essentially a grappler tanker destruction god OH-JI-GI.
Very weird but suprisingly fun roguelike.
[h3] 「3D版風来のシレン」であって無双系ゾンビゲーではありません [/h3] 今から買おうとしている諸氏はこの点に気を付けて購入するか決めると良いと思います 私は「思ってたのと違うな」ってなりました
hidden gem. great concept. the trailer is so funny !
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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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