
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
最入眼的是美术和音乐,光是这两样就足够值回票价了。缺点也不少,操作手感略微僵硬,地图设计有点草率,堆怪现象也不少,但瑕不掩瑜,能克服以上缺点的话,我相信你会玩得很开心的。
好玩,音乐超大杯
Jogo excelente, lindo dmais, lore muito bem construida, recomendo!
so good , i like it so much
Esse jogo é fantástico. Muito bem feito e com uma duracao aceitavel. Roda num pc leve. Recomendo 100%
非常的好玩
手感不行,但是美术音乐绝佳
音乐美术都超级好的神作(如果城堡内的强制战斗少一点点的话就更好了)
我认为这是一个还不错的作品,但并配不上这么高的好评率。 1.自动扒墙的设计有时会起到不好的效果,并且无法在设置选项里面更改。我能理解可能是为了方便玩家跳跃,但是当你想在栏杆或墙壁下方赖怪的时候,跳起来攻击就会硬控自动扒上去,吃到怪物伤害,我常常在残血情况下因这种情况死去,十分难受。可以设计成有一个向上(摇杆向上)+跳的指令才能够扒墙,就像向下穿过栏杆一样。 2.类似遭遇战的场景能多次触发非常影响体验。我不能理解为什么这种场景能够多次触发,直接设计成打过后不再触发不就好了吗,尤其是在堡垒地图,收集物品的时候走两步就被两侧的闸门关起来,就像捕鼠笼一样,不把怪清完还出不去,不知道这个设计意义在哪。 3.技能和遗物缺少搭配组合。游戏路途中虽然给了大量技能,并且能够带两套技能(一套3个技能)随时切换,对我来说基本上都没什么用,而且技能还要素材升级,一直担心后面会不会不够用。从游戏开始到全成就,一直用的都是早期就拿到并且固定下来的3个技能,一个平a,一个远程,一个近战,也就通关之后为了全收集多用了2个带位移的技能。遗物的效果也是相当的匮乏,无外乎就是攻击提高,防御增加,掉落增加,回血增加等。完全没有搭配组合的玩法,完全可以多设计一点遗物,能够改变技能效果的,能够影响战斗方式的遗物,比如举个简单的例子,像什么带一套3个近战的技能,能够像格斗游戏一样xyb的连招,或者一些什么3个法师技能,3个远程技能这种等, 能够让玩家定义自己的战斗模式。 4.地图作为玩家的导航也太不明确了。首先没有标记,你拿到新技能后你都不知道去哪,找不到路,不知道干嘛,这种情况下会让人感到很无聊,曾经一度我也要放弃通关这个游戏了。但是收集完的场景地图上会变成黄色,这点我要给好评。 5.一小部分隐藏的设计简直奇葩。作为一个现代类银游戏,有些隐藏居然不是用游戏旅途中获得的能力来获取的,而是用收集到的技能来达到的,真是够罕见的。在全收集的过程中,看到一过不去的些隐藏,我一直都认为是自己没有拿全能力,到后面挨个试技能试出位移技能才明白怎么获取的。 另外我想说玩游戏的过程中遇到什么问题,一直会看到有人说看攻略看攻略就行的,无论是收集还是什么。什么时候攻略和游戏绑定在一起了,就比如引导收集问题难道有了攻略就不是问题了?
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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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