
ENDER LILIES is a dark fantasy 2D action RPG about unraveling the mysteries of a destroyed kingdom. On this sorrowful journey, encounter horrific enemies against whom a moment of inattention could be fatal. Overcome these hardships and seek the truth with the help of fallen knights.
Modeled estimate, not a reported figure. How we estimate →
About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese, Japanese, Korean, Traditional Chinese
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 646 reviews with recorded playtime.
Reviews
Themes across 643 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
白毛团子真好看啊 因为封面的小白毛所以入坑来玩了一下这个游戏,发现这个游戏音乐氛围还有剧情人设都挺不错的,因为背景里面这个小国的人可以说是除了小白:毛全部死完了有点惨,所以为了超度(净化)他们亡魂小白毛最后硬生生把自己从白毛团子变成了克系风格的黑红白毛团子,还好最后真结局还是成功净化根源了,自己也变回白毛团子了,真好结局啊。这个游戏难度的话,在打黑魔女前的老战士跟修女妹妹几乎都是白给的,黑魔女才是真正的新人杀手,前面两个阶段里二阶段的龙卷风配合复读小连招可以恶心下新手,三阶段的恶狗扑食跟丢红球一样有个小后摇,不注意就很容易被抓住,不过这家伙因为用本地图可以拿到的花魔女技能配合修女妹妹的空中形态快速削刃还是好打的。后面的修女姐姐、狂骑士、骑士长还有肉山之王都可以说是难度逐渐上涨的,除了真结局的污秽之王比较拉胯,花魔女加修女妹妹还有大锤可以说是摁着他打。不过这游戏的boss虽然我没受到什么苦,不过这游戏的小杂兵在我眼里存在感那可拉满了。从开局村庄里的乌鸦哥配合弓箭手的组合,就让我感受到了莉莉世界的乡村风情,以及本地居民的热情好客。中篇的悬崖蜘蛛哥以及崖壁边上的自爆弟弟以及跳虫直接给我打下悬崖更是让我对这游戏的跳跃甘之如饴。后期开始各种精通格挡的盾牌哥,更是让我在被他们群殴时,对他们那固若金汤的配合感到无可奈何。不过这都是小菜,真正的主菜还得是禁区里面的肉山哥哥,在禁区二开始的那一长段路里面遍地都有肉山哥哥扎推,这玩意体积大、手长血还厚,而且他还没有韧性条,可以说一个个都像个小boss,如果没有好对策直接上去砍很容易被他几巴掌抽爆。这些小怪哥哥都有自己的独门技巧,各个都是战力惊人的高手,真是带给玩家们无限惊喜啊。这游戏的全成就也挺简单的,一般来说你只要:打真结局基本除了100级这个成就之外都能顺手拿到,这游戏的地图收集也挺明显的,你只要拿完了地图就变黄了,需要补收集的话可以去看下活点地图自己一个个对照收集挺快的。这个游戏我全成就也就用了17个小时,其中还有吃饭挂机了会的时间,所以这游戏全成就还挺简单的。最后推荐下这游戏的技能,我个人是主武器拉满大锤跟必定满级的剑,副武器用的乌鸦哥修女妹妹还有花魔女还有黑魔女,这游戏因为材料有限无法一周目全拉满,所以如果前期随意升级后面肯定会卡材料的,除非用ce之类的改,如果有在意这点的得注意下。
好
Juegardo.
全成就 无新世界无改难度
Fun!
音乐最棒了,其次就是美术,最吸引我的就是美术,我可太爱了,但是反复重复有点小多,不过还是挺简单的,二十小时左右基本能全收集👍🏻就是棒
After playing for approximately 15 hours, I managed to get Ending A, defeated Julius, and progressed further. While the game has its merits, there are a few glaring design flaws that are deeply frustrating and unbalanced: 1. No HP Recovery on Level Up: Every time the character levels up, the HP bar doesn't refill. This decision severely disrupts the risk and reward flow. In trap heavy areas like the castle leading up to Julius if you run out of heals (Pray), a level-up should ideally act as a clutch saving grace. Leaving the player stranded with critical HP after a hard earned level up feels over punishing rather than challenging. 2. Disproportionate Contact Damage: The damage taken simply by touching or bumping into monsters, mini bosses, or main bosses is completely absurd. Getting hit by an active enemy skill or animation is acceptable and fair. However, simply grazing a boss's static model punishes the player with damage equivalent to a massive, fully animated skill. It completely breaks immersion and logic. If contact damage must exist, it should be a minor penalty (chip damage), not a devastating blow. The combination of these two mechanics feels like artificial difficulty. It feels less like the developers are testing the player's actual skill, and more like they are just inflating the difficulty in an unfair, unbalanced way.
broooooo lets make a boss named knight captain julius i swear it will be so funny to watch people get brutally ♥♥♥♥♥♥ by him 😎
“在崩溃的世界,感谢有你一直陪伴”,打完C结局和解了 1.音乐和地图美术很好,剧情通过文本和小短片也不难理解,配合上场景布置,确实很有遐想的空间。 2.地图设计挺离谱的,主要是地图类似流程图那样的(都是方块),显示连接路线和探索进度,但地图的其他细节完全不体现,而且目前走不了的门也没有显示,导致探索完基本上都是断头路,很多时候都不知道接下来需要去哪,哪里能去。还有很多隐藏收集物品,而且有的地方非常难跳,比较极限。 3.另外地图中敌人配置实在逆天,堆怪很严重,虽然不用都打,但碰撞伤害,跟踪子弹(很多远程都带有跟踪属性)在探图时非常难受,并且小怪伤害巨高(甚至没有受伤无敌帧,有时候多段伤害直接秒),伤害感觉和BOSS都没什么区别。BOSS则相对没有什么难度,基本上都是3次内就能打过,BOSS技能不是很多变,有时候经常会复读。 4.主角性能比较强,二段跳开局BOSS打完就给,前期冲刺是前扑(一般般),还有低冷却的格挡,中期就能拿冲刺和空中冲刺,能力锁设计比较常规,不过手感都还可以。 5.战斗方面,有等级,遗物,技能(普攻技能和召唤技能)。个人感觉等级设计意义不大,血量和治疗量都是收集地图上的特定道具,治疗数量是装备特定遗物。遗物的作用很大,有些构筑可以全程探索不喝血,后期有3减伤遗物后敌人的伤害就不是很恶心了。输出提升主要是靠技能等级升级,技能种类挺多,设计的也比较多样。 6.全成就很简单,全收集就OK了,然后等级要稍微刷一下。 整体还可以,前期很恶心,中期很迷茫,后期就非常简单了。
Classic vibe with modern mechanics.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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