
It's a world similar to ours, but where the darkness of the night is indeed riddled with monsters. Reika Ayakaze, an apprentice "hunter" who strikes down the monsters that threaten the people of the world, one day, she learns that an unfamiliar pattern is appearing on her best friend, Mana Tomita.
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About

It's a world similar to ours, but where the darkness of the night is indeed riddled with monsters.
Reika Ayakaze, an apprentice "hunter" who strikes down the monsters that threaten the people of the world, one day, she learns that an unfamiliar pattern is appearing on her best friend, Mana Tomita.
Reika and Mana start to investigate the pattern.
However, what awaits them are evil who are after Aina and countless monsters attracted by the pattern......
With the cursed demon sword "Rin" that has been passed down in the Ayakaze family, Reika's battle begins.

JRPG
Turn-based battle
Multi-difficulty levels
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified 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
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] [18+/RPG] Not only traditional turn-based HRPG but also greatly dedicated to the defeated lewd situations including many fetish ones. Cast-off variation, JP HQ anime artwork. [18+]『降魔彩風』世界版。敗北H特化フェチ系
This game tickles the rpg itch. As a good short little rpg to play it's decent, not an obscene level of grind. As an H-game I feel there's too much "Corruption" flavor and not enough of the yuri couple. I'm sure there's going to be a couple CG's towards the end, but as someone who loves these games for the "Pure" route, there isn't a lot of payout towards the early-middle game. Which I guess is fair considering the genre, but that's just my thoughts. Edit- There is no yuri whatsoever, I was wrong about there being a payout for the "pure" route. I feel slightly robbed by this.
Great game, I loved the gameplay mechanics and the the two main girls.
[table][td]本评测由[url=https://store.steampowered.com/curator/34464054]★王凌雪和他快乐的小伙伴协会★[/url]提供 欢迎关注[/td][/table] [h2] 简述 [/h2] 《降魔彩风》,Studio HOSHIWATARI出品,迷宫探索、解密,近现代背景老生常谈退魔少女RPG,整体难度较高。 [h2] 剧情 [/h2] 见习猎人彩风在救下好友爱菜后,发现爱菜身体上出现了不明意义的纹路。感觉自身能力不足的彩风决定背负诅咒拿起传承的妖刀,结果发现妖刀桑有完备的灵智且早已经被打点好就等彩风继承(笑死),随后二人着手调查纹路的意义后发现是魅魔的淫纹,且是为召唤魅魔准备的活祭品专属样式,二人探讨之际,被拉入异层,开始探索迷宫寻找出路,随后开始寻求解除淫纹的办法,同时不停击败各路妖魔鬼怪。[strike] (又是欺负对魔少女的一天) [/strike] 值得一提的是,本作采用了双视角模式,一方战败后切换至另一方,共同推进剧情走向,不用事件决定不同的结局走向 [h2] 玩法 [/h2] 双视角作战,彩风为战斗向,爱菜为潜行向。创新了彩风视角的战斗模式,采用了三段架势的对敌战斗机制(简单模式下可直接看到敌人攻击倾向),取消了经验数值的升级机制,改为击败敌人后直接夺取属性,且达成特定机制后妖刀可以掠夺敌人技能[u] (是的没错,抢就对了,用处有但是不太大) [/u],依靠回忆之楔通过妖刀解锁不同能力(这里建议先防御后攻击),就机制而言,较为新颖,且简单模式下直接提供各类线索,相对减轻了游玩负担。 [b]但是[/b],战斗机制有新意的同时伴随着较强的负反馈,击败随机夺取属性导致数值分配不均且拖慢了强度提升的速度,导致整体战斗节奏非常拖沓,由其,降魔少女只降不杀这个设定让人极为头痛,反复切换地图导致怪物不断复活,组织刷怪又要买阻断复活的道具,结果就是全程大部分时间不是在打怪,就是在打怪的路上,所以降魔少女,名不虚传。 ps:如果这是个以战斗为卖点的RPG,那我会称赞这个机制创新,然而这不是。 [h2] H [/h2] 步兵H约20左右,基本体现在各类战败CG中,画风尚可,退魔类经典XP方向,都有涵盖,本作可以自由设置爆衣程度姑且算是一个优势,同时双视角下活动一方能够看到战败一方正在被进行的动作,这一点着实值得肯定。 [h2] 总结 [/h2] 本作在地图和战斗系统的创意方面值得肯定,但是,强度相对同类产品确实高了一些,H内容较为常规,但双视角推动之下还是值得一玩,总而言之,是一部好作品,值得体验,由其推荐喜爱战斗要素的人入手。 Ps:实在不想打的,在战斗据点的左上角柜子,输入特典码[spoiler]B081[/spoiler]即可解锁全CG。
很久之前玩过手游移植版的,当年玩个开头就卡关了 现在来补票(其实是半年前买的,最近才开始玩) 看得出来制作组用心了,但是最高难度在黄油里确实算是相当高的了,推荐给有耐心玩下去的人
双女主,两个都很可爱,一周目打了12h左右通关,但游戏难度有点高,地图太大也比较复杂,各个地方都能串通,挺容易迷路的,也看得出制作的时候是非常用心了,玩的时候估计会脸红的比二弟的快,不过玩法设计的还挺有意思的,灵孺cg比较多,不介意绕迷宫探索的推荐入手玩玩, 附个全解锁特典码:[spoiler]B081 [/spoiler]
good game RPG. but normal mode pretty hard a little bit.
難度有點高 但玩起來還算可以 基本上不差CG也在水準之上 但就是隱藏BOSS有點太噁心了 真的不需要這麼誇張阿 全能力練滿了還是很難打
彼此相爱的百合恋人遭到了一个恶魔召唤师的暗算,恋人被刻上了象征着堕落的献祭诅咒印记。为了守护挚爱,少女抱着漆黑的决心夺取了那把诅咒夺取者的魔刀。只是这一切早已被长辈预料到了,魔刀的诅咒并没有被少女的鲁莽行为所触发,但敌人已然来袭,区块内的世界规则被妖邪覆盖置换,即便少女战败了也不会直接迎来不幸的终末,因为所谓的真爱不是任何一方单方面的付出而是两颗心之间的碰撞与同行。 ⚠️警告⚠️本作虽然核心题材和内容是百合恋人,但是绝大部分HCG更偏向于百破,不过只要没有双人战败环节(即营救不失败)则不会出现ntr味的恶堕。游戏只有两个结局是百合HCG(女主银堕成为九尾狐把最终boos沙了或者是女二银堕成为超级魅魔把最终boos秒掉自己来当最终boos)⚠️警告⚠️ 本作是一款回合制RPG🧈,游戏采用了与寻常回合制RPG截然不同的架势技和堪称基因掠夺者的基础属性和技能掠夺的能力,以及小怪封印机制(游戏更偏向于异形那种潜伏避战(挑软柿子嗦基础值和技能)和胜利ban小怪,小怪被击败以后没被封印的话过一段时间会站起来(有一种残血后撤步撞上刚复活堵路小怪的快乐😭)。 本作的游戏难度即便是最低难度下,游戏的难度也堪称是🧈回合制RPG中的只狼,最低难度可以看到敌人下一次攻击的攻击类型,然后狐狸眼可以不用开也能正常使用(降低了解谜难度和被偷屁股的概率)角色自带三个基础类型格挡(实际上也只有这仨格挡),选中对应攻击类型的格挡可以减伤和攒架势条。相比起其他回合制RPG中的小龙虾小怪,本作的小怪不仅视力极佳还有别的🧈小怪所没有的听力机制(苦露西),新手关卡的难度设计略微有点不太友好(逼着玩家开局十里坡刷门口怪,不刷的话三杂屠神阵就等着玩家往里跳进战败CG和切女二拯救大兵老婆,对喜欢纯洁通关的玩家来说可能有点折磨了。) 本作的剧情偏搞笑风,不同于其他🧈RPG的严肃地喊着什么梦想啊友情啊羁绊啊然后拎着一把菜刀爆种就把最终boos砍死了。本作的最终boos属实是一点排面都没有,女二结局:女二被最终boos激活银纹以后反手一下把最终boos秒了变尸傀准备把主角关小黑屋永远在一起(何等重量级的病娇女啊,关键是主角也不介意,只是想把女二的银纹解决掉)主角结局:主角把女二身上的银纹换到自己身上被最终boos激活,然后变九尾狐经过一场略微的苦战把boos砍死然后变futa跟女二快快乐乐地做艾了。(说实话要不是游戏hcg大部分都是百破,这结局还真挺对百合党胃口的) 总的来说本作剧情塑造85分(无论是召唤师还是被召唤过来的最终boos的剧情都挺乐的(滑稽挠头.gif)),游戏性90分(虽然游戏性设计的很好,但对于普通的色胚来说还是太折磨了,如果是能对的上这种游戏玩法电波的人打分可能是满分吧),瑟瑟性75分(才不是因为百破少了几分(转头吹口哨.gif))总体上来说本作比较推荐喜欢硬核回合制RPG的爱好者和百破爱好者。 [code]欢迎关注[url=https://store.steampowered.com/curator/45467420/]琴音社[/url] 让我们听见游戏的每一个音符♪~[/code]
GOMA AYAKAZE, developed by Studio HOSHIWATARI and published by OTAKU Plan, is a narrative-heavy JRPG that blends classic turn-based design with a strong emphasis on character relationships and darker thematic elements. While it visually aligns with many RPG Maker-style titles, it distinguishes itself through its storytelling focus and its willingness to explore more mature and emotionally intense subject matter. From the outset, it positions itself less as a mechanically innovative RPG and more as a story-driven experience built around its central characters. The narrative follows Reika Ayakaze, a young hunter tasked with confronting supernatural threats that exist beneath the surface of everyday life. When a mysterious curse begins to affect her close companion Mana, the story quickly shifts from a localized conflict into something broader and more personal. Much of the game’s strength comes from how it develops this relationship, using it as the emotional core that drives the plot forward. Rather than focusing solely on external threats, the story frequently turns inward, exploring themes of trust, vulnerability, and the cost of power. Gameplay adheres to familiar JRPG conventions. Exploration is straightforward, with players moving through environments, engaging in dialogue, and encountering enemies in turn-based battles. Combat emphasizes resource management and skill usage, requiring players to balance offense, defense, and timing to succeed. While the system does not introduce groundbreaking mechanics, it is stable and functional, providing a reliable framework that supports the narrative rather than overshadowing it. Difficulty options allow for flexibility, making it possible to focus more on the story or engage more deeply with the combat systems. One of the more notable aspects of GOMA AYAKAZE is its branching structure. Player choices influence certain outcomes, leading to multiple endings and encouraging replayability. While these choices do not radically alter the gameplay, they contribute to a sense of agency within the story. The inclusion of a recollection system further supports this, allowing players to revisit key scenes and explore alternate paths without restarting entirely. This design reflects the game’s focus on narrative exploration rather than mechanical progression. Visually, the game presents a contrast between detailed character artwork and simpler environmental design. Character portraits are expressive and well-rendered, effectively conveying emotion during dialogue-heavy scenes. In comparison, the environments are more basic, serving primarily as functional spaces rather than immersive worlds. This imbalance highlights the game’s priorities, placing greater emphasis on characters and storytelling than on visual world-building. A defining feature of the game is its incorporation of mature content. These elements are integrated into both the narrative and character development, contributing to the darker tone of the experience. For some players, this adds depth and reinforces the emotional weight of the story. For others, it may feel excessive or distracting, particularly if they are expecting a more conventional RPG. This aspect significantly shapes the game’s audience, making it more suited to players who are comfortable with its themes. The pacing is generally steady, though it can occasionally feel uneven. Dialogue-heavy sections sometimes slow the momentum, while repeated combat encounters can become routine over time. The absence of voice acting places greater reliance on text and visual presentation, which may affect immersion during key moments. Despite this, the game maintains a consistent tone, ensuring that its narrative focus remains clear throughout. Ultimately, GOMA AYAKAZE is a game that prioritizes storytelling over innovation. It offers a familiar gameplay structure supported by a character-driven narrative that explores darker themes with a level of commitment rarely seen in similar titles. While it may not appeal to everyone due to its niche focus and stylistic choices, it succeeds in delivering a cohesive and emotionally engaging experience for its intended audience. In the end, it stands as a distinctive entry within the JRPG space—one that embraces its identity fully, even if that identity limits its broader appeal. Rating: 7/10
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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