
Mizuki Konoe, also known as Exorcist Charlotte, lived among others using a disguise. Explore an abandoned factor and fight off the devils! Exorcist heroine RPG!!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Russian, Traditional Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Довольно скучная игра, со скучной боёвкой. Хоть H-сцены неплохие, но играть довольно скучно.
补票 玩的第一款RPG 算是我的黄油启蒙了() 先说结论 非常值得入手 这作质量高到什么程度呢 大概就是玩完后过了几年都念念不忘 以至于特地来补票 真可以算我心目中小神作了 前前后后加上补票的无h速通 玩了有5-6次大概 真王朝了 优点: 1.CG质量极高 量大管饱 全程CV配音 并非只有喘(太敬业了 一个CG几十句文本都身体力行 而且声线还是完美贴合的少女音 辛苦了CV老师 TwT) 玩法多样结局多种 女主有JK+修女双形态CG 还都是独立CG而不是简单换皮 两种xp一次满足(?)非常好用 给到夯中夯 2.游戏难度适中 全程共四章 4-6小时左右即可通关 地图引导很清晰 漏搜的地区和未探索地区都会高亮标红 方便查缺补漏 不至于一头雾水 不用特地去刷怪升级 杀光任务途中的怪和不小心撞到的怪基本够用 技能树也不要求拉满 拉到一半不到就可以单刷最终boss了 总体肝度还可以 3.战斗爆衣很涩()好吧其实有点跟第一点重复了 怪种类挺多的 每种都有单独的爆衣和战斗特殊动作 非常有创意而且好用 可以说战斗的特殊动作就相当于其他低质RPG的正常cg了 堆料真的很猛 缺点: 1:CG时间太长 按ctrl都要跳快一分钟 可以说对看回想的玩家不太友好 被硬控确实难受 但是有全程CV 而且实际游玩中重复cg可以跳过 也还算可以接受的范围 2.战斗内容比较简陋 重复程度高 且容错低 陷阱多 可能没怎么打磨战斗这块 多数游戏中的战斗技能都没什么卵用 基本是公式化破防+对应克制子弹 其他技能形同虚设 不是数值太低就是机制鸡肋 这方面可玩性较低 不过如果正常玩基本前中期是可以先手直接秒 重复但快 也不会影响太多体验 关于陷阱 只能说比较阴间 小巧思很多(以下例子有剧透:[spoiler]几把陷阱放出生点的都来了 工作台一个床一个 决战前回家还有必中剧情杀 神了[/spoiler])但游戏也有可以开陷阱显示的选项 对追求原版无伤的玩家可能比较不友好 一个没存档中陷阱不管练度如何 只要没修衣服/没蓝条中一个就炸档 这两个恰恰还是大部分人(包括我)最容易忽略的点 所以说容错低() 3.战败拖沓 认输后居然还要强制被调戏一分钟 有点难绷 大伙赶时间看真货呢呢你不知道啊() 一些小小tips:1、建议第一遍尝试无伤快速通关 通关后有送全收集辅助道具和回想 游戏cg量大差分多 第一遍全收集cg的话会很费时间而且很难收集全 集齐buff也很难 2、前期不用刻意刷怪攒material或者经验 后期获取容易 并且基本够用 3、记得睡觉 睡觉有暗线 地图按M 4、开作弊的话 第一场打雌小鬼恶魔战斗不能胜利 不然会卡死 最后是一些关于本体的小小吐槽&问题 希望能改进吧(应该看不到 多老的东西了哈哈 1.游戏开场和结尾校园场景加载有异常黑屏 对话可以进行但是教室场景显示异常 可能是dlc安装问题 民间版都正常 2.通关后奖励也太敷衍了 送的秒杀金手指居然是秒杀自己的 放弃键用来干啥的我请问了 然后数值调整居然只能+1+1这样 麻烦 3.CG加个跳过键谢谢 就这样了喵 谨以此篇记录我的启蒙RPG 近卫瑞树nb!
动漫不如游戏好看
6/10
不赖,就是Hcg有点长,事件1、2的cg差不多。
I can't seem to figure out the next steps for this game leaving it incomplete
Exorcist Charlotte, developed by No Future and published by WASABI Entertainment, is a dark and moody indie RPG that combines elements of horror and supernatural mystery into a tightly woven experience. Set in an abandoned industrial complex where a series of mysterious disappearances have taken place, the game follows Mizuki Konoe, a seemingly ordinary student who conceals her true identity as an exorcist known as Charlotte. Tasked with confronting demonic entities that have overrun the location, she must unravel the origins of the malevolent forces at play while coming to terms with her own inner conflict. It’s a premise that feels familiar to fans of Japanese horror RPGs, yet it manages to hold its own through atmosphere and sincerity. From the outset, Exorcist Charlotte sets a distinct tone that immediately draws the player into its unsettling world. The factory environment is suffused with a sense of abandonment and menace—rusted machinery, flickering lights, and echoing hallways create a palpable unease. The game relies on tension rather than shock value, favoring ambient dread over jump scares. Every creaking door or subtle shift in the soundtrack adds to the sense that something terrible lurks just out of sight. This minimalistic approach to horror serves the game well, reinforcing its claustrophobic and lonely tone. The visual design leans heavily into pixel-art aesthetics typical of RPG Maker titles, but it uses the medium effectively, mixing muted palettes with sudden bursts of color during combat or supernatural encounters to emphasize the intrusion of demonic energy into an otherwise mundane space. The narrative unfolds gradually, blending themes of spiritual duty, guilt, and sacrifice. Mizuki, as Charlotte, is portrayed as both a reluctant and determined exorcist—someone who shoulders her responsibility out of necessity rather than choice. Her dual identity adds emotional weight to the story, as she balances her human relationships with the burden of her sacred mission. The plot is largely linear, focusing on her exploration of the factory and the secrets hidden within its walls, but there are enough small revelations to keep players invested in uncovering the truth. The pacing is deliberate, alternating between quiet moments of investigation and bursts of intense combat. Although the story doesn’t stray far from familiar archetypes, it’s told with a sense of conviction that gives it authenticity. Mizuki’s internal struggle, her gradual acceptance of her powers, and her connection to the entities she faces lend the narrative a surprisingly personal tone. Combat in Exorcist Charlotte follows a traditional turn-based format with a few thematic twists. Charlotte’s two sacred weapons—the Libra sword and the Skorpius gun—form the core of the gameplay system. Switching between these weapons gives players a degree of flexibility, with the sword suited for close combat and the gun offering ranged options against more elusive or powerful enemies. Each battle is designed to maintain tension rather than grind, making encounters feel purposeful within the story rather than filler. While the mechanics themselves are relatively straightforward and won’t surprise seasoned RPG players, the presentation of the combat system aligns with the game’s aesthetic—each confrontation feels ritualistic, more like a battle of willpower and faith than a simple exchange of damage points. This gives even routine battles a symbolic resonance that fits the exorcism theme. Outside of combat, exploration forms the other major pillar of gameplay. Players move through the labyrinthine corridors of the factory, solving light puzzles, collecting items, and piecing together fragments of backstory from notes and environmental clues. The progression system is simple, but it keeps the player engaged with a rhythm of discovery and suspense. The setting’s design works to reinforce the feeling of isolation: doors are locked, pathways are blocked, and the player must constantly navigate the tension between curiosity and fear. The game’s sound design amplifies this mood—a subdued, eerie soundtrack paired with minimal sound effects gives each footstep a sense of weight. Silence is used effectively, creating an atmosphere where the player anticipates danger even in the absence of visible threats. What makes Exorcist Charlotte appealing is how it leans into its limitations and uses them to its advantage. It doesn’t attempt to compete with high-budget RPGs; instead, it focuses on mood, storytelling, and tone. The pixel graphics and confined setting lend the game an almost nostalgic quality, reminiscent of classic Japanese horror titles from the early 2000s. Its modest scope allows for consistent pacing and avoids the fatigue that often comes with longer, grind-heavy RPGs. The experience is designed to be completed in just a few hours, and that brevity helps sustain its atmosphere. By the time the credits roll, the story feels complete yet open-ended enough to leave room for interpretation. The developer’s restraint gives the game its strength—it never overstays its welcome, and every moment feels intentional. That said, the game’s simplicity can also be its biggest limitation. The lack of mechanical depth in combat and exploration means that players looking for complex systems or multiple endings may find the experience somewhat shallow. Some of the dialogue can feel terse, and secondary characters don’t receive much development beyond their immediate roles in the plot. The confined setting, while immersive, can start to feel repetitive after extended play, with visual and environmental variety taking a backseat to consistency of tone. These are common trade-offs for indie projects of this nature, and while they don’t undermine the experience, they do prevent it from reaching the emotional or mechanical sophistication of more elaborate horror RPGs. Despite its flaws, Exorcist Charlotte succeeds at what it sets out to do—it tells a compact, haunting story about a young woman’s battle against darkness, both literal and internal. The game’s sincerity is its most striking quality; it approaches its themes of faith, duty, and fear without irony or excess. Every encounter feels like an extension of the protagonist’s struggle, and the sparse but effective presentation reinforces the sense of solitude that defines the story. For players who appreciate atmospheric horror, character-driven storytelling, and the distinct flavor of Japanese indie RPGs, this game offers a rewarding experience. Exorcist Charlotte stands as a testament to how minimalism, when guided by clear intent, can produce something genuinely engaging. Its eerie setting, understated narrative, and thematic focus combine to create a small but memorable adventure. It may not revolutionize the genre or push mechanical boundaries, but it doesn’t need to. Instead, it carves out its own identity as a melancholic and introspective horror tale—one that lingers not because of its scares, but because of its lingering sense of loneliness and quiet resolve. In the end, it’s a story of courage and faith told with modest tools but unmistakable heart, and that alone makes it worth experiencing. Rating: 7/10
游戏性无亮点,CG虽说可用,但演出扣大分,简直西游记后传,重复【被超】、【黑屏】、【继续被超】、【黑屏】,每个都是如此,太折磨人了。
It's a decent time but its bit expensive so I bought it when it was on sale. It a rather easy to play as I beat the game with out Charlotte losing her virginity. Honestly wish it was harder.
Good game. Fun and simple crafting and level up upgrades. All the scenes are from traps, battle loses, or lewd stuff during battles. It seems like the playtime varies among the reviews, it took me 4.5 hours but I also did step on an absurd number of traps due to leaving them invisible which is optional. Best bought on sale due to the length. Also don't forget the patch.
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