
Atmospheric souls-like. Fight enemies and bosses and explore the gloomy city.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
💋
Neat art style, wow the map and layout are just awful. Really cool for like $1 on sale.
堆怪,操作手感差,不能斷招閃避,防反途中可以被怪圍死,遠處景色會調暗不走近看不清,機翻的中文
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Languages: English, Russian, Turkish, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese, Korean, Polish +1 more
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing indie game. The mechanics the game creates are amazing and the way they use them is ever better. Level design and direction (as in guiding to the next objective. I would argue bigger games such as the dark souls games kind of have a similar issue, but community guides are much more common) could be stepped up a little, but I'm not trying to detract from this accomplishment. I was surprised to just how much content this game contains.
Estencel, created and published by Rone Vine, is a dark fantasy action RPG that wears its inspirations proudly while attempting to carve out its own identity. Developed almost entirely by a solo creator, the game immediately establishes itself as a moody, atmospheric experience set within a decayed city consumed by mystery and monsters. From the moment you step into its labyrinthine streets and twisting alleyways, it is clear that exploration and tension are at the heart of the design. While its ambitions are lofty, especially for a single-developer project, Estencel manages to offer a substantial journey that blends challenging combat, grim aesthetics, and a sense of discovery that rewards persistence. The combat system is one of Estencel’s defining features, and it offers a degree of flexibility that goes beyond simply hacking and slashing. Players can equip both primary and secondary weapons, mixing close-range options with ranged firearms like shotguns or specialized tools. This dual-weapon system allows experimentation with different builds and strategies, making battles feel adaptable rather than rigid. The game demands timing, precision, and situational awareness in encounters, often punishing recklessness with brutal efficiency. Boss battles in particular test the player’s patience and reflexes, though balance can be inconsistent at times, occasionally shifting from fair challenge to overwhelming difficulty without much warning. Exploration reinforces the atmosphere as much as the combat does. The city itself is designed to be confusing yet intriguing, with shadowy corridors, hidden paths, and looming architecture creating a constant sense of unease. Like its genre peers, Estencel thrives on the feeling of being lost, pushing players to piece together routes and secrets through observation and trial. The maze-like level design is both a strength and a weakness—while it captures the oppressive mood well, it can occasionally frustrate with repetition or unclear progression. Despite that, the moments of discovery, when a hidden shortcut is found or a new area opens, are rewarding and help maintain momentum. Visually and technically, the game reflects both the ambition of its scope and the limitations of its solo development. The aesthetic is heavily inspired by gothic horror, and while not as lavishly detailed as big-budget titles, the world carries enough personality to immerse the player in its bleak atmosphere. Animations and hit detection can be rough in places, and some environments feel a bit barren, but considering the scale of the project, the results are impressive. The game has also been updated since launch with meaningful improvements, including performance boosts, new content such as weapons and bosses, and even quality-of-life features like easier difficulty options. This continued support demonstrates a clear commitment from the developer to refine the experience. Multiplayer functionality adds another layer of interest, with co-op modes allowing groups of players to take on the game’s challenges together. While not as seamless as in larger productions, the option to share the experience helps soften some of the difficulty spikes and creates opportunities for camaraderie. Coupled with compatibility on platforms like Steam Deck and a variety of language options, Estencel ensures a surprising degree of accessibility for an indie title. The game is not without its shortcomings. Some players will find the difficulty uneven, while others may be put off by occasional technical hiccups, awkward camera angles, or the sometimes repetitive environments. Its narrative is minimal and often obscured, relying more on atmosphere and implied lore than explicit storytelling, which may not appeal to those looking for a clearly structured plot. Yet, for those who enjoy piecing together meaning from cryptic clues and environmental design, this open-ended storytelling approach can be compelling. Overall, Estencel is a testament to what can be accomplished with dedication and vision, even by a single developer. It captures the essence of the souls-like formula—demanding combat, oppressive worldbuilding, and the thrill of uncovering secrets—while bringing its own variations in mechanics and style. Though it lacks the polish and refinement of its larger counterparts, its atmosphere and challenge carry it forward as a worthwhile experience for fans of the genre. Estencel is best approached with tempered expectations, but for players willing to embrace its rough edges, it provides a surprisingly rewarding and memorable journey through a dark and haunting world. Rating: 6/10
画面有点太暗了,费眼
老头环3不给你做我不玩^0^ 一般机器翻译都差评的,算了,小厂,还是给点照顾吧,鼓励性好评。老头环的味道是做出来了,其它方面不敢恭维。好在有非质量入库理由:云存档成就掉卡加一。目前价格可以,约3元可入一波,游戏质量起码比80年代要好很多,哈哈。 we need man Tra en to cn. 我们需要人工翻译。 爱人如己,目前就这,估计以后也不会追评了。
Игра вызывает у меня чувство отторжение. Сильнее всего не понравилось введение игрока в игру. Тебя забрасывают в середину очень запутанного города, иди куда хочешь, ищи "костер" сам. Ещё не понравилось, что кроме оружия, нет другой экипировки. Одежда и шляпа, которые можно найти, это чисто внешка. Прокачка идет по средству траты уровней на 4 стата: Урон, Здоровье, Броня, Выносливость. Подбираемые предметы сложно разглядеть, по дольшей части их замечаешь по светящимся пятнам под ними. В целом локация выстроена многоуровнево, а персонаж можно "залетать" наверх и спрыгивать вниз, что ещё сильнее усложняет ориентирование. Большое количество светящихся пятен, таких как подсветка подсказок, подсветка мест где можно забраться, слишком четкие границы тени и света, все это так же раздражает. Боевка довольно однообразная. Помимо основного оружия есть ещё 4 слота для дополнительного, которое работает как скиллы на 1,2,3,4. Так что можно стукнуть или основным оружием или дополнительным, зачем это не понятно. Поиграв пол часика решил оформить возврат, но увидев цену в 32р подумал: "Да ладно, может ещё поиграю."... Но потом поиграл ещё немного и окончательно понял, что я не хочу в это играть и даже 32р лучше потрачу на что-нибудь другое.
Мне жалко эти 50 рублей. Очередные задроты,которые наиграли много в соулсы и делая свою игру думают - что главное что бы было душно. Однотипные и блестящие локации и вообще не понятно куда идти и где я.Напомнило Mortal Shell где выбраться из леса было серьезное испытание. Я куда то иду,умираю и не могу вернуться туда же,подобрать "души" потому что не понятная локация.И я просто с 1 уровнем бегаю по блестящему полу и где то умираю 5 часов) нашел одного какого то босса>победил и хватит с меня.
Игра, сложная но при этом интересная, очень советую не только в соло прохождение, а и поиграть с другом. Есть приколы с графикой но, как по мне она не мешает. Короче советую.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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