
Forestrike is a martial arts roguelite where every death brings you closer to winning the fight before it begins. Use your ‘Foresight’ ability to experiment without consequences before fighting for real until earning the ultimate reward - victory without ‘Foresight’.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 26 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Forestrike is a martial arts roguelite inspired by classic martial arts movies, where every fight is unique, and every death brings you closer to victory.
A martial artist, named Yu, embarks on a journey across the country to free the Emperor from an evil Admiral’s influence. As the odds become more and more overwhelming, it’s clear Yu will need more than his fists to overcome the Admiral’s vicious followers.
Enter ‘Foresight’, a mysterious technique allowing Yu to rehearse each encounter within the fortress of his mind. Mastering the fight before it begins won't guarantee victory in reality, but it will give Yu a fighting chance.Every single move matters when death comes at a price - beginning his journey all over again.
Winning won’t always mean Yu will emerge from each encounter unscathed, so careful planning will be required to navigate each randomly generated world map, making use of Inns for rest and the wisdom of wise Masters he’ll meet along the way.
The further he travels, the stronger Yu will become, eventually learning new techniques from five eccentric Masters that provide permanent upgrades. Combine and experiment with these techniques to achieve Yu’s ultimate goal - victory without ‘Foresight’.
The ‘Foresight’, a distinctive game mechanic that lets players experiment without consequences before fighting for real - and win or die trying. Forestrike’s roguelite game loop generates unique runs and encounters every time, so adaptation and improvisation are crucial to progress and earn the ultimate victory - winning without ‘Foresight’.
Always outnumbered, learn to dispatch mobs of brutal enemies with poise and efficiency using everything at your disposal. Upgrade and customize your movesets with techniques from your chosen Masters to help you outwit your opponents in fierce, puzzle-like battles.
Journey through a visually striking fantasy world inhabited by unique characters, vicious enemies and magical revelations. Intricate pixel art landscapes form an atmospheric backdrop to handcrafted animation and characters.
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 1Kreviews | 92% | — | $225.5K |
| $5.99−40% | 7ratings | 100% | — | not modelled | |
Engagement
Reviews
Themes across 81 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Interesting Blend Of Puzzles & Martial Arts[/h1] From the team behind Olija comes Forestrike, a martial art roguelike in which you use the power of foresight to simulate and predict the outcome of every single battle. The visuals have improved in comparison to the previous work, but the iconic, crispy, and grounded approach of the pixelated style remains. It is an interesting take on the martial arts' signature "one vs. all" theme. The game offers tons of tactical depth that rewards not only precision inputs but also strategical resource exchange. Even though Forestrike is a pretty barebone attempt at a roguelike, the process of refining each combat approach is easily rewarding enough for you to keep trying your best. [h2]Things I Like About Forestrike:[/h2] [list] [*][b]Foresight & Combat Puzzles:[/b] If you've played Katana Zero before, you might feel a little déjà vu. Forestrike basically shares the same core idea. In every fight you can use the power of foresight to simulate what's going to happen, to see what the enemies are capable of, and to learn how to deal with them. This is where the game shines the most. Forestrike is not just a 2D brawler. It's a combat puzzler in which you must carefully manage the resource exchange(dodge or block to expose enemies, etc.) in order to come out on top of every encounter. Experiment, explore, and practice all the possibilities until you find the perfect solution allowing you to survive the fight unscathed. Beware, though; unlike Katana Zero, you still need to enact that perfect solution in real time to complete the fight. It's an exhausting but satisfying process of trials and errors. No matter how threatening and difficult your opponents are, you will find the solution, which is something that never ceases to amaze me. [*][b]Schools Of Martial Arts:[/b] The game offers you five schools of martial arts to choose from. Each school plays out vastly differently from each other, including different defensive maneuvers, heavy attacks, and three starting perks that shape your playstyle. For example, The Leaf grants you a dodge that pushes enemies behind you, a heavy kick that sends any opponent flying, and three perks that focus on evading, friendly fire, or swapping positions with others when directly hit. During the run, you can also obtain new techniques to further hone your skills to perfection. My favorite is definitely The Monkey style. It's hilarious that you can simply double the projectiles you throw, surprise enemies in the most ridiculous way possible, or just lie down and watch the opponents hitting each other. [*][b]Other Compliments:[/b] [olist] [*]After completing the fight, you can see the instant replay to see how good/bad you are. You can also slow down or pause the replay to take the screenshot. [*]There is also a fun hat mini-game in which you punch enemies and their hats fly off in the air. You can position yourself to wear them as they fall down. They serve no purposes other than fashion. However, with certain techniques you can even turn them into makeshift projectiles or distractions. [/olist] [/list] [h2]Things I Like And Dislike About Forestrike:[/h2] [list] [*][b]After-run Conversations:[/b] This is a good trend that Hades kicks off in the roguelike/lite genre, and I am glad Forestrike follows through. After every failed run, you can always converse with the masters to have a glimpse behind the doctrine of the schools and their philosophy on life. This design goes a long way to set up the worldbuilding. It's also a natural and good way to turn the frustration of a failed run into anticipation for something different. However, what I dislike about this design is that you can potentially miss out on a lot of interesting dialogues if you succeed at a run. [spoiler] The respective master will leave the monastery for good[/spoiler], barring you any sorts of interactions you can get otherwise. [*][b]Roguelike Elements:[/b] The other problem is that Forestrike only provides the bare minimum when it comes to roguelike elements. It's enough variety to keep the game inside the genre, but you definitely wish there were more. "Protect The Smuggler" is a nice alternative combat puzzle that requires a different approach to solve. Sadly, this is the only variation in terms of combat; stage hazards only stop at falling rocks (second region only) and pitfalls. I wish at least the third and final region could have something interesting for us to deal with. Each region has a distinctive design, but the order never changes. Also, an endless survival mode would be nice. [/list] [b]中文小簡評[/b] 《奧利亞》的製作團隊最新作品,《預視武宗》兼具團隊別緻性的簡單像素畫風,遊戲也以獨特的角度描寫傳統武術「以一己之力對抗眾人」的特色,主打運用「預視能力」在腦中預演接下來的戰鬥會如何發展,不只講求精準操作,亦強調資源互換的特性。雖然本作在roguelike設計方面稍嫌不足,但核心玩法扎實,玩起來微燒腦又十分爽快。 [b]喜歡的點[/b] [list] [*]核心概念其實跟《武士零》有異曲同工之妙,主要都是透過腦內模擬戰場敵人的攻勢,了解敵人特性後思考如何應對,光是這點就讓《預視武宗》跳脫了一般2D格鬥遊戲的框架,每一場對戰都是一道謎題,必須謹慎把握每一次資源互換(閃避或格擋換破綻等),不斷摸索和練習各種可能性,直到找出最佳解讓你能毫髮無傷地獲勝為止。 [*]值得注意的是,本作與《武士零》不同,模擬出答案後還是得實際做一次才行,因此要盡力校正及驗收你的完美打法。無論敵人隊伍看起來在怎麼難纏難搞,你肯定能找在眾多失誤中找到解決方案,過程雖疲憊但成功打出來讓人非常有成就感。 [*]本作有五種流派可以選,每一種流派各自有不同重攻擊、迴避手段、以及三個初始卷軸(決定你打法的關鍵),每一run中也能獲得其他流派的卷軸,進一步精進你的打法,玩法十分多樣。我最愛的流派莫過於「瘋猴流」,不只可以狂丟東西,還能用最搞怪的方式震懾(驚訝敵人無法攻擊、迴避或防禦)敵人,亦或是用重攻擊躺在地上看敵人互毆。 [*]戰鬥結束後都有回放可以看你做的多好多糟,也可以放慢撥放速度截圖精彩畫面。 [*]敵人出場時有機率戴帽子,攻擊他們會擊飛帽子,抓準落點你就可以將之戴上,算是個沒啥意義的時尚小遊戲,如果是玩瘋猴流還可以拿來當投擲物用或是主動拋飛震懾敵人。 [/list] [b]又愛又恨的點[/b] [list] [*]很高興《預視武宗》有參考了《黑帝斯》的設計理念,運用角色間新對話將每一次失敗的挫敗感轉化為期待,每一run失敗時你都能在寺院裡和不同宗師對話,讓你一窺各個派系背後的故事以及為師們的人生哲理,有效地豐富世界觀。可惜製作團隊似乎忽略了一點,[spoiler]打贏一輪會讓相對應的宗師離開寺院[/spoiler],以致於你有極高的機率錯過很多有趣的對話,即使失敗也無法觸發。 [*]另一個問題是roguelike特色差了點,有做到但會讓人期望能有更多:像是戰鬥解謎類別不多,「保護偷運人」就是個很棒的另類解謎,需要完全不同的思路,可惜這也是唯一的衍生;環境危害有,但局限於落石(僅限第二關)與懸崖;每個區域的場景設計各有特色,就是出場安排的順序始終如一,沒有一絲變化。 [*]缺乏無盡生存模式挺可惜的。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
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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, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Korean
| $4.99−50% |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 81 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is ingeniously meta. Comprising of entertaining bite sized fights, the initial difficulty curve of sequencing your moves is made accessible by the ability to use "foresight", the ability to simulate the fight as many times as you like before trying for real. There are five fighting styles to choose from each with their own strengths and genuinely force you to adapt to the unique style. *spoilers beyond* What elevates this game is once you have finished the game using "foresight", you have the ability to attempt a run in "reality" (i.e., without forsight). This adds a whole new challenge to the game and forces you as the player to use your own "foresight" before each battle. This turns an interesting and well made brawler into a masterpiece. Fighting without foresight forces you to truly understand the mechanics of you character and the enemies. You'll also need to be flexible throughout, adapting on the fly, and emphasise survival tactics when choosing abilies and purchase options as the shops throught. Once you've picked up the mechanics and you're in the zone, you feel like you have the power of foresight yourself. Very meta - 10/10
一开始以为天下武功唯快不破,后面发现可以一力降十会
Game is great, cool concept except it makes me worry about my memory or just how fast I fold under pressure. Practice a fight 10 times. Initiate fight, f something up, panic and fail.
优点: 1.很少见的策略类动作肉鸽游戏,四大流派的技能系统风格迥异,招式之间构筑程度很高。 2.各类背景故事引人入胜,相关设定也很有意思,几个师傅之间的对话非常有趣,特别是塔尔贡和疯猴在围墙上面互相嘴臭的台词,非常好笑。😂 缺点: 1.不知道是不是设计师为了重策略的设计方向故意为之,本作的攻击手感奇差。 2.肉鸽系统可有可无,因为池中的元素非常少,总共就那么几种构筑。 3.部分随机生成的次要目标不符合构筑特性或者资源规模,一部分场景敌人的随机站位也不合理。 4.经济系统做得太烂,可有可无,完全可以思考别的形式。 总得来说是个90分的优秀作品,体量较小,整体体验丝滑。
An excellent little game thats surprisingly challenging! Maybe not perfectly balanced in every way, but its got great depth and complexity.
疲惫,焦虑且沮丧。这款游戏真是将这三个词深深刻到我心里。 游戏每场战斗分为模拟和现实,我要先进行模拟战斗之后再与敌人实战。因为在一次游戏流程中给的资源极少,所以每次战斗都必须不停思考,模拟尝试,去寻找胜算,考验攻击选择思路,还要看操作反应,一遍遍刷的过程让我疲劳,因为游戏战斗实时性,在战斗的关键节点还要集中注意力反应,真的是,通关可不止一场战斗,打下来很累,我通关过程中最长一场战斗进行了106次模拟!而且模拟胜利不代表实际战斗胜利,所以模拟结束之后还要进行一次大多数时候都没有复活机会的实际战斗,这让我焦虑:是否真的能赢?不想放弃之前走的那么远的路...并且每次重新战斗,攻击时站的位置,出手的速度,还有之前模拟没察觉到信息等因素,都会影响实际战斗的最终胜利,而失败,就意味着要从起点再来,一旦意识到这些因素,它们不仅不会减弱,还会加深焦虑,也会让一次完美行动顺序下的操作失误带来更大的沮丧。最后与最终敌人现实战斗时出现了操作失误,我还只有一滴血,我发誓这是我辈子心跳的最快的时候! 它的流程很短,通关只花了三个小时,但是玩法设计还算精巧;模拟成功现实失败让人焦虑,但是十分贴合这游戏的主题,很厉害;没有陷入数值游戏,但后期敌人大多都有次数盾,而build大概率还没好;地图很重复,怪物也一样,没有给我顶着失败的负反馈再来一次的动力。总之,绝对值得通关一遍,但不值得反复折磨自己。
在推演里打赢了不就行了,为什么一定要让人再打一遍。凹了十分钟然后操作失误一下就死了,这件事很没意思吧。
太JB好玩了
Geniuenly one of the best games i have ever played, 10/10 mechanics, replayability and story
Players by region
Where this game's players are, estimated from review languages.
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