
Filiy Eclipse is an exploration action RPG that explores a mysterious world.Explore the surface, underground and sky of the star to discover what happened aboard it.
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About
When he wakes up, he finds himself in an escape pod.
He has no memory, doesn't know where he is, and can't even remember his own name.
He arrives at a shopping street but there is no one there. Only a robot.
The robot speaks to him.
"You have temporarily lost your memory. If you want to regain your memory quickly,
you should go to the museum and look around at various things."
With nowhere to go, he decides to head to the museum.
● Obtain a secretary hidden somewhere and learn and strengthen command skills.
It can also be learned at a dojo.
● Enemies have attributes, and each has their own resistances and weaknesses.
Weapons and command skills also have attributes, so you can change weapons depending on the enemy or use command skills to exploit their weak points when fighting.
● Filiy Friends are somewhere, so find them and make them your allies.
Filiy Friends' abilities will expand the places you can explore.

●Explore this star and find out why everyone has disappeared.
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Languages: English, Japanese
Reviews
Filiy Eclipse is truly delightful, the kind of game that makes you gratetful to have found it. As someone who scrolls Steam new releases daily, finding something truly special has become rarer and rarer. But it’s all worth it, because sometimes you find Filiy Eclipse. Filiy Eclipse is more than anything else bizarre. The floaty movement, strange and slightly unpleasant music, and bewildering world and scenario all combine to make something that is truly strange and captivating. What’s especially cool is the way the game’s setting immediately confronts you. If you look up at the store screenshots you may notice very strange things going on with the horizon in the background. This is on purpose and it is wonderful, with it being just about the first thing you notice upon starting a new game. It’s a delightful bit of strangeness that gets your mind churning, forcing you to confront the game’s setting head on. You can probably figure out what exactly is going on pretty quick, but rest assured, the horizon is probably the least strange thing going on with with game’s world. The game's combat is something truly special as well. It’s definitely a hard sell since the game’s movement is so floaty and inaccurate. But the floatiness also means that everything has commitment, and luckily the game provides no shortage of strategic tools to use in combat. Something that isn’t clear at first is how heavily the game lets you build your own moveset. As you play you unlock skills that can map to one of six command inputs, most with fighting game quarter and half circle motions involved. What’s interesting is rather than letting you put any skill on any input like you see in other games that have similar systems; Filiy Eclipse instead restricts specific types of skills to specific inputs. So quarter circle forwards will always be a hadouken like thing and DP input will always be some sort of anti-air. One advantage of locking skills to specific inputs is the preservation of muscle memory allowing you to better master the combat system even while changing around the nuances of your build. In other games with similar systems, such as the modern Ys games, I never really developed any true knowledge of what buttons were good since what each button did changed so wildly over the course of the game. Instead in Ys especially I would get in the enemy's face and just spam buttons. It’s not too much of a problem in Ys, whose combat has always had a particular flavour of meatheadedness; but Filiy Eclipse has allowed me to see the benefits of a more restricted system. Generally speaking if I need to deal with an aerial enemy I know what to do, if I need to get an enemy far away I know what to do, regardless of what specific skills I have equipped. That certainly isn’t to say that skill choice doesn’t matter but rather that the finer details of the skills play a much larger role. Things like damage type, elemental effects, cost, cooldown, hitbox size, and more all play a role in what you want to choose and that choice will change over time. In the mid to late game, especially on hard difficulty, enemies become quite tanky if you aren’t exploiting their weaknesses, so picking skills that do so is very important. In addition, even if they aren’t hardcoded weaknesses, certain enemies require certain types of skills. For example, one enemy type teleports way whenever you get close so having an option that either approaches very quickly or hits from far away is necessary. Many late game enemy types also love blocking which are countered by specific grapple abilities. It isn’t just the enemies you have to consider however but the environment as well. The game is very adamant about attacks not being able to pierce walls so long range skills tend to have their usability severely nerfed in tight areas, allowing short range melee options to have their moment to shine. Just as delightful are the enemies you fight against. The game has an adaptive leveling system where the same enemy types are reused throughout the game and rank up alongside you. While often maligned in RPGs what makes it work here is the changes that come with rank. High rank enemies don’t just hit harder and die slower; but have completely new moves that in many cases feel deliberately designed to counter techniques you use in lower ranks. It makes seeing new enemy ranks both exciting and frightening as previously simple encounters become more dangerous. This also evolves alongside your own mastery of the game's movement. The enemies have simple movesets early on where any sort of combat encounter is a struggle due to the floaty movement however as you learn to move and position effectively the encounters place much more expectation in you doing so. Also high rank enemies drop better loot and getting better loot in this game feels really, really good. There are unfortunately some balance issues with the combat. Most notably I would say the guns in the game are way overpowered since they can stunlock just about any enemy, letting the player stay at a safe range and spam shooting until the problem goes away. Personally, I’m the kind of player who can play games in ways that are fun rather than seeking out minmaxing so I just stopped using guns. I do think that the game would improve quite a bit if the guns did not stun enemies as they do now. Having a long range, reliable, and cheap damage option is already really good, but making enemies completely unable to approach you is a bit too much. I’d also say the game suffers from a bit of a design slump in the middle. Early encounter design is very much focused on the challenge of hitting enemies at all, and your at the time limited moveset along with the floaty controls that you are still becoming accustomed to makes this a genuine challenge. As you get stronger and get a toolkit that can more effectively deal with any situation, the game transitions to encounters with genuinely challenging enemies with varied and dangerous attacks. This is a welcome change, however in my case came a little too late leaving a number of areas in the middle where I kinda just autopiloted through. The Ungerground LOOP suffers from this the most and is just a very dull area to explore. One thing I want to shout out is the game’s wonderful sense of humour. There’s a wonderful macabre whimsy to the way everything is delivered. The presence of death is immediately apparent in the game, with the very first enemies being zombies. It’s something that at the time feels so innocuous, as good of a first enemy as any you suppose, but the presence of the undead is apparent everywhere you go and makes the world immediately unsettling. The undead presence seeps even into the game’s items; with demonic contracts, bizarre curses, and just an actual dead body make up some of the sellable junk items you get. But don’t worry, the body’s item description makes sure to assure the reader that a memorial will be held after you sell it! The game just has great text in general honestly, and I always felt compelled to check every item description just in case there’s something funny in there, which there often is. All in all the game is excellent, rough for sure but absolutely worth your time. There’s definitely a lot of adjustment as you learn to play the game by its rules but once you do, you realize how much there is to love and the utter strangeness of all of it compels you to see it through. I very strongly recommend it if you have any interest in action RPGS. I sincerely hope that the dev continues to make games because this is something seriously special. Also you should add a way to unequip shoes so that you can see his feet again thanks.
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This game reminds me why I enjoy playing games. I like experiencing new things, in weird places, and approaching a game on its own terms in a way I enjoy. Filiy Eclipse is an odd sort of game. Its style reminds me of Shareware games in the 90s on DOS, but in a way that I think is very charming, and at times even impressive by what it pulls off. The controls are similarly strange, buggy, even. The trigger buttons don't really properly work (I couldn't hold guard on RT and had to rebind), you have a massively high jump that's very committal, and your attack mechanics are fighting game based. You have DP inputs, quarter, half circle inputs. There's an interesting buffer at play, and you grow your skills over time. EDIT: The dev fixed the issue I had with the triggers. I can only hope they can figure out why the game crashes for some frequently. Igavanias (Aria of Sorrow, Symphony of the Night, Bloodstained), Fortune Summoners, Tales Of, DOS gaming - it reminds me of a lot of games but most importantly it feels wholly unique. Just by the main character alone with the outrageously big feet, or the simplistic designs of his companions and the weird sci-fi fantasy world. There's a lot I enjoy about this game and I'm not even finished yet. I spent at least an hour playing with the controls. If you want to play something stranger, I really recommend Filiy Eclipse. EDIT: I beat the video game. It's excellent. I think like many games the back half can feel rushed, or not as baked as the front part, and while Filiy Eclipse may have a bit of that, I think I can say that I really enjoyed everything this game does and I would want nothing more than a sequel. Every single lore piece of this game is explained in some way, in a way that isn't very common for exploration platformers, in a setting that is very strange with characters that are even stranger. But still, I enjoyed every boss fight, every odd area, and most of all I enjoyed something I didn't touch on in the original part of the review: There are SO many skills and SO many weapons. It's really really fun to fight new tiers of enemies because you get to see what new weapon you'll find. There are many areas of the map that have unique skills you can't get anywhere, and it changes up the way you play in a big way. My favorite thing this game has is GRAPPLING. Because yes, you can grab an enemy and slam them, bunt them, or pincushion them. It's incredibly satisfying and the one problem with grappling is that you can't do it to most bosses. I would've liked it if you could do it like in DFO where a grab attack may not actually GRAB them but at least it does a chunk of damage. Here, no such luck, but the beauty is that you can change them whenever you feel like it. BETTER yet, you can switch between two loadouts of your skills at any time, I only wish you can switch loadouts AND your weapon immediately but it's fine that they're two separate buttons. The biggest downside is definitely the translation. Although, it is also a bit of an upside. The translation isn't incomprehensible, not that much anyway. It has a lot of high concept lore with very awkward names that I can only assume was translated literally rather than with much consideration for what English speakers can understand. Like, I know the partner "Fuwafuwa" is a sound effect for fluffy in Japanese, and I can only assume similar puns was made for the other Friends. I don't know if 'Filiy' is also a pun, or why some characters have names like Death=Adder from Golden Axe where their names are spelled with an equals of two names. But, I know enough about the lore of the world you're on, who you are, and why... most things... happen as they did. And the game does it's damnedest to make it easy to understand with two full codex dictionaries on the lore. I experienced one crash and the map button still doesn't work that great for me but it runs really well otherwise. I can't recommend it enough. I can only hope some online guy or a community can see this game for what it is. Because, it's really cool. ALSO (Spoilers for Ending) [spoiler] There's a Vergil-style rival fight and it is the coolest ♥♥♥♥ ever I love that kind of thing, inject it into my veins, you can even grab the bastard and he heals mid-fight like you do it's great, love it. [/spoiler]
I found this due to Steam recommendations. The demo intrigued me enough to give it a go, and I'm very, very happy that I did so. This game makes an interesting (positive) set of choices that I don't believe I've seen executed in quite this way before. You don't get levels as a whole. Instead, you get per-stat levels. HP, AP (magic), Str, Magic, Def, Mind (magic def). Your stats increase based on usage and increase in levels individually. HP increases when you get hit. AP when you use a magic skill and it hits. Def when you take hits, and so on. It's easy to understand. A nice benefit of this system is that, if you die to a boss battle, you've been hit and thus have a little more hp. There's a config option to turn on the ability to see your stat increases. I highly recommend turning that on and leaving it on since it's not cluttering to the screen. For the fighting, you get scrolls that you can assign to different move patterns. One of them might be up - right - Z. There's other move combos. I'm not super into fighting games, but the patterns were easy enough that I could pick it up. Your skills, again, get better with more usage. Fighting itself is straightforward. You've got your attack, but also several moves you can choose to have, or maybe you just say forget the skills. There's different weapon types that have different feels to them *as well as* different ranges. You can pick three at a time and hit A to fast swap between your weapons, and there's a moveset swap as well (I didn't use that so much). You can upgrade your gear too, which is neat. Some of the gear confers resistances of one kind or another. The map has many places to explore, many secrets to find. It's structured in a way that's easy to remember, and I say that as someone that frequently gets lost. The different places have different feels to their layouts, which I like a lot. There's checkpoints and a teleport system that you get access to early on. It's got great QOL for the size it is, which I appreciate. It's unique and charming, and I'm very happy I found it. :)
The other reviews put it well, this is something unique and nice :)
the station just feels so alive! its interconnected in a way that is wildly clever and weaving back and forth through its various rooms and facilities is fascinating. the way the story unfolds through little details and logs and interactions complements the exploration. way more depth here than i ever would have thought, and using fighting game inputs for combat skills works really well!
A lore rich indie action platformer with solid depth, but also floaty controls, clumsy design choices, and recurring crashes that ruin the experience. Before the start of the game, you can choose between three difficulty settings. They are fairly similar, and aside from enemy strength, the biggest differences are how much money you lose upon death and altered attack patterns for some enemies. Everything else remains the same, and there are no secrets or extra achievements tied to completing the game on the hardest difficulty. While gamepad support is available, playing with the analog stick is practically impossible. The sensitivity is far too high, and unless you push the stick perfectly left or right, even the slightest deviation will cause the character to crouch or defend. Crouching is especially frustrating because it also makes you fall through platforms. As a result, you are forced to use the direction pad for movement. Unfortunately, this does not fix the overly floaty controls. The issue becomes most noticeable when fighting flying enemies, as they often move away before you can land a hit. You cannot turn while airborne, and attempting precise running jumps on moving platforms quickly turns into an exercise in frustration. Thankfully, the rest of the controls function well. You have a jump and an attack that can be charged briefly for stronger hits or modified using up and down inputs for different combinations. There is also a defend button to block damage and a quick step backward to dodge attacks. Jumping is pressure sensitive, meaning a short tap results in a small jump, while holding the button produces a higher one. Your character can grab ledges and pull themselves up, which removes the need for perfectly timed jumps. The gameplay is an action platformer with light role playing elements that mainly revolve around gear and character stats. There are no levels or skill trees. Instead, stats increase based on how they are used. For instance, dealing damage raises your attack, while taking damage increases your health. Actions fill a progress bar, and once it is full, the related stat increases by one. Most actions affect multiple stats at once, so grinding a single attribute is rarely necessary. In fact, grinding is not even possible against weaker enemies, since you gain nothing if your character is already too strong for them. These enemies almost always drop a chest containing new gear instead. There is a large amount of equipment, and you will frequently open the equipment menu to compare new loot with what you already have. Alongside weapons, there are armor pieces, footwear, earrings, and rings. Improvements are clearly shown through plus or minus indicators next to the four main stats, and some items include special perks such as increased critical chance or improved defense. Weapons are divided into three categories, slashing, thrusting, and crushing. This distinction matters because certain enemies are more vulnerable to specific weapon types. Some weapons also have elemental properties, which can further increase effectiveness against particular enemies. Enemies belong to several categories such as beast, insect, plant, and others. In practice, however, you rarely need to worry about exploiting these weaknesses, since all weapons still deal damage. Learning enemy affinities is also unnecessarily cumbersome. You must first open the bestiary to see an enemy’s type, then open another menu to check which element counters it. While icons do appear next to enemy health bars, you still need to recognize and remember what they represent. The game includes an extensive codex that tracks almost everything. In addition to enemies and elements, it contains entries for items, lore about the world, and information gathered from signposts scattered throughout the environment. New entries unlock automatically when you encounter something for the first time. The map gradually reveals itself as you explore, showing its exact layout. Since the map uses a grid system, areas are uncovered in small squares rather than revealing an entire room at once. Important locations such as shops and save points are clearly marked, and you can place your own markers to remember spots with unreachable treasure. Save points are rare, but they allow you to heal, fast travel between discovered save locations, and store unused items. Overall, this is a rough indie experience that demands a great deal of patience and stubbornness to look past its flaws. The world is decently sized and rich in lore, but you will have to tolerate several design choices that may not appeal to everyone. Sadly, all of this becomes meaningless due to a random “error 13” crash that can occur whenever you switch screens. There is no discernible pattern to it, and it appears entirely at random. With no autosaving and save points spaced far apart, you can easily lose minutes or even hours of progress. It is a real shame, because you want to give the game a chance, but the game does not return that goodwill.
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