
"An unique fast-paced, action-adventure, arcade fps shooter game featuring funny stuffs, anime yuri and more, with the mixture of old school mechanic, action game style boss fights, semi-open level design, and visual novel, anime style storytelling! "
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
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
*Fallen Times*, developed and published by DaFu Studio, is an indie first-person shooter that leans heavily into retro design principles while layering in an unusual mix of storytelling styles and tonal experimentation. At its core, it feels like a deliberate throwback to an earlier era of shooters—one that prioritizes raw gameplay, minimal guidance, and player-driven exploration—but it also attempts to push beyond that foundation by incorporating narrative elements that are far less conventional for the genre. The result is a game that feels bold and distinctive, even if it doesn’t always manage to bring its ideas together smoothly. The gameplay is built around fast, punishing combat that demands constant attention and adaptability. There is no reliance on modern conveniences such as regenerating health or heavily scripted sequences. Instead, players must carefully manage resources, stay aware of their surroundings, and react quickly to threats. This approach gives the game a sense of tension that is often missing in more forgiving modern shooters. Encounters can be intense, especially when enemies attack from multiple directions or when resources are scarce. Victory often feels earned through persistence and learning rather than simple progression, which will appeal to players who enjoy a challenge rooted in mechanical skill. Weapons and enemies provide enough variety to keep the action engaging, at least in the early stages. The arsenal includes both familiar firearms and more unconventional options, each offering a different approach to combat. Enemies range from standard adversaries to more unusual designs that fit the game’s eclectic tone. Boss encounters stand out as some of the more memorable moments, often requiring players to adapt their strategies and pay close attention to patterns. However, the difficulty curve can be inconsistent, with certain sections feeling significantly more demanding than others. This unevenness can disrupt the pacing, making the experience feel less controlled than it could have been. One of the game’s more distinctive features is its narrative approach. Rather than delivering a straightforward story, *Fallen Times* blends its action with visual novel-style segments, introducing characters and dialogue that attempt to add depth to the world. The setting itself—a fractured, war-torn realm shaped by exploitation and conflict—has the potential for meaningful storytelling. The protagonist’s role as a mercenary navigating this environment adds a layer of moral ambiguity that could have been explored further. However, the execution is uneven. The game shifts between serious themes, comedic moments, and occasionally absurd or meme-like elements, creating a tone that can feel inconsistent. While this unpredictability gives the game personality, it can also make it difficult to fully invest in its narrative. Level design reflects the game’s retro inspirations, offering semi-open environments filled with hidden paths, secrets, and optional encounters. Exploration is encouraged, and players who take the time to search their surroundings are often rewarded. This design adds replay value and gives each level a sense of depth beyond simply reaching the next objective. At the same time, the lack of clear direction can lead to moments of confusion. Without modern navigation aids, it is sometimes unclear where to go next, which can slow down the pace and break immersion for players who prefer a more guided experience. Visually, the game combines contrasting styles in a way that mirrors its overall design philosophy. Anime-inspired character art sits alongside darker, more grounded environments, creating a look that is distinctive but not always cohesive. The presentation is functional and occasionally striking, but it lacks the polish of larger productions. Some areas feel carefully crafted, while others appear more basic, contributing to an overall sense of inconsistency. Despite this, the game’s visual identity is memorable, largely because it is willing to embrace its quirks rather than conform to expectations. The most defining aspect of *Fallen Times* is its ambition. It is a game that tries to merge multiple ideas—classic FPS gameplay, narrative experimentation, and tonal variety—into a single experience. At its best, this approach results in moments that feel fresh and unpredictable, offering something that stands out from more formulaic titles. At its weakest, it can feel disjointed, as if the different elements are not fully aligned. This tension between creativity and cohesion is present throughout the entire experience. Ultimately, *Fallen Times* is not a game that aims for broad appeal. It is rough around the edges, occasionally inconsistent, and sometimes difficult to fully grasp, but it is also unapologetically unique. Players who appreciate old-school shooters and are open to experimental design will likely find something to enjoy here, even if it comes with frustrations. Those looking for a polished, tightly focused experience may find its uneven execution harder to overlook. It is a game that takes risks, and while not all of them succeed, the willingness to try sets it apart. Rating: 6/10
A true piece of ♥♥♥♥. Seen better games made using Roblox. It's edgy animu humor is unfunny af, the gameplay is buggy and handling the character feels weird. Avoid at all costs.
I tried to find something positive about every game but I couldn't for this. 1 out of 10 for shooting good boys!
+1 有中文 没成就
I'm killing you. I'm killing you. I don't care about anything else, I don't give a ♥♥♥♥ about anything else. My programming is just get that ♥♥♥♥♥♥♥ guy right now.
PEAK ♥♥♥♥♥♥♥♥. this game goes HARD. NO reload animation on the pistol. heaven smile GOBLINS EVERYWHERE. annoying ass white DOGS that dont shut the ♥♥♥♥ up EVER. UNICORNS that ♥♥♥♥ grenades. WOO YEAH. any game that opens by telling you what imperialism is in terrible broken english? now that's kino. player tip: you gotta KILL yourself. "errors beget errors, which beget errors and then more errors" - mokutaro shiroyabu. my name is midori midorikawa. i'm a cleaner. my younger sister's name is doremi midorikawa. you know, like the notes? do, re, mi, fa, so... it's one of those gimmicky names. my home's near midoriyama studio. during my rebellious teen years i went by kimidori. you know, like yellow-green? it's all one big tragedy, really, since my favorite color is red. I was cursed by the color green. I've been through a lot of ♥♥♥♥ because of the colour green. I wanted to hate my parents for giving me a name like this, but I just couldn't. I loved mom and dad... game's not very good but uhhhhh it's only 2 dollars and I got it for less on sale so idk
嗯哼。。看了一眼评论,表扬这游戏的都是没玩多久的。嗯。。游戏整体。。其实还可以,非要给分的话,4-5分吧,手感油腻,音乐还点吵,我个人来说不推荐玩,第一关还可以,后面几关吧完全自己虐自己。关键我卡关了我去连个攻略都没有,太惨。最主要他枪就跟消防水管泼水一样,噗噗噗都不知道泼到哪里去了,我都不知道我通关靠的是什么,可能疫情期间太闲了?总体不推荐,通关了就一个感受:蛋疼,蛋疼,蛋疼! 想了想,我补个攻略?先说武器,所有武器就算没收集到,最后也会给。推荐吧,一个是F2那个像MP40加消音器的枪,简称F2枪吧,突突突还不错,子弹跟手枪共用。前面给的M14,你都想象不到,一把狙那射速,跟泼水一样,还没伤害,不建议用。F1给的左轮,延迟爆炸伤害,,这个爆炸真的就只是爆炸的意思,,射出去2秒一团火炸开,,你要没点预判,,总之就别用。。火箭筒RPG完美还原其他游戏,还尼玛有下坠,胃疼,用着还行。反正F系列武器都是普通武器魔改过去的。子弹通用,F3那个100多发的大机枪不推荐用,为啥捏,因为挡视野!是的,你没看错,就是挡视野,,这游戏真绝了。。还推荐一个追踪炮,开始觉得辣鸡玩意,后来敌人一坨坨的,你露面就死,这时候躲起来放跟踪,,卡个视野,意外的还挺好用。。镭射枪不推荐,开火右边屏幕都看不到了。还有近战那个烧火棍,有几关没子弹,蓄力打僵尸不错。普通近战的话还是别用,没看出有啥用。好像就这样了。 下面一点小攻略,T键丢石头可以触发地雷,那个跟踪鸡之所以好用,就是因为他也触发地雷,,地雷可以点掉,但是后面很缺子弹,而且我的妈一路的地雷,我都被炸成傻子才发现石头能触发地雷,我还以为是引怪的,ORZ。M14就是那个狙,他射的比手枪远,,不知道为啥,子弹问题吧,你可以远距离点射,虽然很胃疼。 关于机关,有几个写着Armed的红玩意,你可以射爆他,也可以近战打爆,推荐散弹枪射,省心。有的关里面藏了几个这个armed,打爆了解锁隐藏武器,然鹅后面各种白给,这些武器除了F2和跟踪,其他的你都不需要在意。拿了钥匙可以F对应颜色的门,没啥说的。哦,这游戏有开关,就一个小小的黄色按钮配一个底座,一般绑集装箱子上,要很靠近才能按。 关于BOSS,第一关,按住WE加空格一直按,鼠标左键瞄着BOSS转圈,基本吊打。。没啥难度。我试过W加空格躲他冲击波,被蜜汁岩石砸死,加了个E,效果不要太好。 第二关似乎也是个傻子,头上扔石头,半血以下就张嘴吐怪物,说白了,那石头都没什么威胁,乱走都砸不中,那怪物你把握好节奏,他一张嘴喷子开火,怪物和BOSS一起掉血,磨都磨死,没啥难度 第三关好像就CG里面这个,取某教精神领袖,加很多自爆,不知道什么脑洞。比较难打。蓝色光球他站着不动吐的话,你就先站着不动,光球过来就按A或者S一两下,他就打不中你,有时候他放羊,无须在意,继续老样子躲,你要是在意就吃一堆篮球。还有一个瞬移吐蓝光球,你要是一直按A或者S跟他绕圈,他必有一个光球中你,你只能他瞬移到你脸上,你突然刹车往反方向,方有生机,基本是主要掉血原因,没什么可躲得。最后一个技能吐自爆球,没啥好说的,那个延迟爆炸,你看着躲就行,算好延迟没啥问题。 第四个boss飞机吧,美军飞机真的强大,他所有导弹都可以打爆,但很滑,而且你只能左右动,前面还好,他放蓝色导弹,你打爆几个没什么威胁,飞机过来黄色子弹扫射,你一直ADADAD,一定是AAAAAAADDDDD就走到左边,在回来右边,不是原地AD,,那你会被打爆的。。还有黑色飞弹配扫射,扫射没多少伤害,硬吃都行,黑色飞弹一发60,绝对不能吃,算好他发射延迟,就算吃他几发黄色子弹也要躲过去黑色导弹。最难的就是最后飞机没血。他会放跟踪黄色飞弹,这游戏瞄准还有问题,不推荐右键放大,推荐左键盲射,左右移动,偶尔打飞机几枪,不要贪,这算是我觉得所有BOSS最难搞的一个。 第五个好像是,,一个柱子配几个激光头,没啥难度,一直抬头攻击即可,蓝色球子共三波,每一波都会空出几个位置,你躲过去无伤,无需太计较,大概记得就行,没必要三波都观察入微,建议蹲着躲,就是一直按蹲,,有空位走过去就行,激光莫名你就吃不到。。绿色追踪球,他过来你就一直往一个方向走,中激光也无所谓,那个绿球伤害太高,不躲必死,好像就这俩招,挺废物的,全程抬头仰视,都不需要低头。。 第六个是。。喔,一个傻子,就自由X神像的头,它的篮球都是延迟跟踪的。就是停在空中2,3秒,然后炸下来。女神一段时间还会封你走位,只让你在半场活动。简单,我玩碧蓝航线过鱼雷艇的方法,原地站着不动,他篮球下来,你就往左或者右动一动,切忌来回移动,那样球子都是分波延迟发射的,你来回动,他就延迟轰炸,导致你无处可躲,必吃技能。反正他下来你就动两下,再下来再动两下,比较简单的BOSS 剩下的没什么可说的了,唯独印象深刻就是那个自爆怪,简直精神污染,还有一关比较恐怖,就很多僵尸,你还没多少子弹,作者本意我看是潜行,我试了一下,也确实可以潜行,拿着近战跑到尽头把石头敲炸,跳下去僵尸就不追了。不过我试过,你可以跑刀。。僵尸过来追你,你一个加速加空格跳加左键,砍他一两下就从他头顶飞过去了,无伤过。不过要技术。 哦,还有终极秘诀,你要实在打不过,可以用CE,网上一搜就是,可以改子弹,射几发搜一下,可以改成不用上弹,稍微好打一些。 呼,我不推荐大家玩!!!这难度,玩蔚蓝音乐挺好听,玩东方音乐更好听。。玩只狼仁王黑魂,他的设计比这游戏要平滑很多,,为啥来这受虐,,越说我越觉得我像个疯子,还通关。。
this game is awful and near unplayable. It runs fine to be clear, just horrible to play. I still recommend it though
♥♥♥♥♥♥ incredible
I went in having spent $.99 and with very low expectations. I still requested a refund. Please don't buy this.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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