
《勇者与亡灵之都》是一款在半开放世界探索的回合制RPG游戏,游戏借鉴了NPCDream、Blacksouls等rpg,采用了ATB行动条的设定,加快了战斗的节奏和策略性。 亡灵、魔物亦或是人类,只要阻挡在你面前的尽管杀光就是。勇者就是这样的存在啊... 游戏带有多结局与二周目元素,突出一个量大管饱。
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东之大地弥漫着浓雾,死者们再度苏醒。
战争,战争,无尽的战争。
现在是胜者们付出代价的时候了。
你是一位来自罗伯里亚王国的勇者,你要终结这场由【亡灵之都】凡尔顿王国带来的灾难。
或者..........这其实并不重要?
希望你能斩断这悲哀的轮回。
※win10或者win11用户在进行游戏时,可能会出现游戏速度异常的问题,可以通过进入 系统→屏幕→高级显示器设置 将选择刷新率调整为60hz解决。
※玩家交流Q群:974464175
※游戏攻略与讨论:搜索 勇者与亡灵之都吧
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
地图太大了
神作
Brave Hero and the City of the Undead is an indie role-playing game developed and published by grade that blends classic Japanese-style RPG sensibilities with darker fantasy themes and modern design ideas. Set in a world slowly being consumed by undead forces, the game places you in the role of a hero from a fallen kingdom who must confront not only monstrous enemies but also the moral weight of choices made along the journey. From the beginning, the tone is somber and melancholic, establishing a sense of decay and desperation that permeates both the narrative and the environments you explore. Rather than presenting a straightforward tale of good versus evil, the game gradually reveals a world shaped by loss, corruption, and unresolved conflict. The gameplay is built around a turn-based combat system enhanced by an active time mechanic, giving battles a more dynamic rhythm than traditional strictly turn-based RPGs. Each encounter requires careful attention to timing, skill selection, and enemy behavior, as opponents are often capable of exploiting mistakes or punishing reckless strategies. Combat feels tense and deliberate, especially during longer encounters or boss fights, where understanding enemy patterns and managing resources becomes essential. The system rewards planning and adaptability rather than brute force, encouraging players to think ahead and adjust tactics as battles unfold. Exploration plays a significant role in shaping the overall experience. The game features a semi-open world structure, allowing players to travel between towns, ruins, and dangerous zones at their own pace. Each area carries its own atmosphere and narrative fragments, often conveyed through environmental details, NPC dialogue, and optional side content. Abandoned villages, cursed lands, and the titular city of the undead all feel distinct, reinforcing the sense that this world has a long and troubled history. Side quests and hidden areas add further depth, often expanding on lore or presenting small moral dilemmas that subtly influence the tone of the story. One of the game’s standout features is its emphasis on player choice and replayability. Decisions made during conversations or key story moments can influence character relationships, available quests, and ultimately the ending you receive. Multiple endings and a New Game Plus option encourage players to revisit the game and explore alternative paths, making each playthrough feel slightly different. While the choices are not always immediately impactful, their cumulative effect becomes clearer as the story progresses, giving weight to seemingly minor decisions. Visually, the game adopts a pixel art style that balances charm with grim imagery. Characters and environments are rendered with expressive detail, blending traditional retro aesthetics with darker visual themes. The contrast between cute pixel proportions and unsettling subject matter creates a unique visual identity that fits the game’s tone well. Certain scenes incorporate more graphic or eerie imagery, reinforcing the horror elements without overwhelming the overall presentation. The soundtrack complements this aesthetic with subdued, atmospheric music that enhances exploration and heightens tension during combat. Despite its strengths, the game shows some limitations typical of indie productions. Tutorials and onboarding can feel minimal, leaving players to learn systems through trial and error. Difficulty spikes may catch less experienced RPG players off guard, and the lack of extensive language support may limit accessibility for some audiences. However, these issues are often outweighed by the depth of content, the care put into world-building, and the sense of purpose driving the overall design. Overall, Brave Hero and the City of the Undead is a thoughtful and content-rich indie RPG that appeals strongly to fans of turn-based combat, exploration, and dark fantasy storytelling. Its combination of strategic battles, meaningful exploration, and branching narrative paths creates an experience that feels both nostalgic and refreshingly serious in tone. While it may not offer the polish or accessibility of larger studio releases, it compensates with ambition, atmosphere, and a clear creative vision, making it a rewarding journey for players willing to invest time and attention into its world. Rating: 8/10
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺不错的,就喜欢王道冒险rpg游戏,地图很大但是可惜探索奖励不咋地
量大管饱
量大管饱
好玩,不论是本体还是dlc总流程都是量大管饱,价格也良心,想挑战就去图书馆开高难,想养生就不动难度二周目开始纯虐过去,属性稍微差点的话去爬塔开箱子,开个几万块钱去换水晶吃点属性就开虐了。 说是bs精神续作,二者同样的手绘画风加箱庭探索以及地上出字外加克苏鲁元素咋一看确实如此,不过实际上本身勇亡也有自己的特色。 剧情是线性流程,这点因人而异,bs太过碎片化导致不看攻略的情况下想玩透很费力,特别是bs2,一周目那狂鸟唱歌出来我是压根不清楚什么个情况的,还是特地查了攻略才开始玩的二周目。 相对勇亡的线性主线就显得简单明了,中间的支线最多稍微冗长了一些,但并不算难发现,同时也不难完成。 而用灵魂放进书架后可以观看对应视角的剧情,是对人物刻画和剧情润色的加分项,不然光凭借主线想看到完整的世界观和时间线是不够的,另外傲慢之塔也有一部分剧情,和第一圣典的资料,感兴趣的话可以去花时间爬爬。
一周目前中期体验还算不错。后期感觉有点数值崩坏,所有boss都是傀儡之舞秒过去的,导致boss战很没有存在感()。还有就是地图分支很多、很大、还有各种各样的连通路,这点我挺中意的,问题在于很多分支里的奖励都是些蚊子腿,不知道走这条分支的意义何在,这点在凡尔顿城那块尤为明显。最后是最大的问题,二周目重复度太高了。其实我是打完一周目后直接去看的二周目攻略,发现二周目除了莉莉线和一结局外没有其他新分支了,大部分内容和一周目无差别,而我一周目又几乎把支线都做了,这就导致我推二周目的动力不足……我想我可能得放置一段时间再回来继续推二周目吧。总体来说是还算不错的类bsrpg。
新玩家还在看评论,老玩家已经吓哭了
质量还可以的类bs游戏,游戏内提供了很多种类的武器和机制,每个人都能找到自己的轮椅,作者还在关键的支线旁写了谏言,不用看攻略就可以自己做完全部支线。可惜受限于国内不敢做成人的内容,那我缺的几十次ccb谁给我补啊。 花了五十个小时打了二周目的真结局和dlc1,感觉真结局没什么通关的快感,可能是游戏还在开发中的原因吧,另外dlc1最后没有一个包饺子的结局,我逛了半天以为自己还差什么通关条件,建议作者在打完真结局后加一段宅邸内聚会的剧情,观感会更好,另外就是dlc没有成就系统感觉差了点意思,希望作者也可以补一下。
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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