
An unforgiving game with precise combat. Fight challenging bosses in any order, acquire their unique powers, and succeed on your own terms.
Modeled estimate, not a reported figure. How we estimate →
About
Rei, the main character, is a human spirit bound with the challenging duty of defeating mystical entities of nature, the Kami, to obtain their power.
You are free to pick your fights against the Kami in any order. The game features a dynamic difficulty system where each enemy strength is defined by the player’s chosen path. This means that the very same Kami fought at the very beginning could also be the final boss in a different route. Hope to never leave the one you struggle most to fight last!
Besides sword attacks, dodges, head stomps and other basic abilities, Rei will learn a completely new skill for each defeated Kami. Those will provide further depth to your combat arsenal, be it a stronger dash, a weapon that can execute enemies, the ability to heal and many more!
Player choice is the ultimate power. Taking into account the vastly distinct enemies’ patterns and unique skills granted upon each victory, you will be able to decide how to approach every challenge. It won’t be easy either way, but you can always go back and try something different.
Gurei is a game about fighting strong enemies, but that’s not all. The Kami inhabit a surreal castle located between the human and spirit worlds. After each victory, Rei comes closer to the realm of spirits, starting to encounter peculiar characters from Japanese mythology. These creatures will add novelty and strangeness to your journey, providing commentary, unique animations, side objectives and obscure secrets.
You will get to know the different Kami quite well. When Rei defeats them, she absorbs their power – and their personality. The defeated Kami will be carried around wherever Rei goes, and they’ll surely have stuff to talk about. Sometimes their remarks will be useful information that builds the player’s understanding of the lore and the game mechanics, but sometimes they will be... not so helpful, to put it briefly. Good luck!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, 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 | $15.99 | 302reviews | 84% | — | $123.5K |
| $19.99 | 136ratings | 73% | — | not modelled | |
Engagement
Reviews
Themes across 282 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
(Ignore the playtime, I was one of the playtesters and have a few hundred hours in total) It's always refreshing to see unique spins on well-established genres. The premise of the game is very straightforward: You enter each boss arena, defeat them to unlock their power and the next one gets stronger. Do that until you finish the game (It's much easier said than done). You're free to choose to fight them in any order you want, which makes it have a surprising amount of replayability based on which powers you unlock first, which annoying boss you want to deal with first and the final boss (no spoilers). While the lobby is really beautiful and atmospheric and there is a lot of polish in dialogues and interactions, the main highlight is for sure the bosses. Each one has a beautiful arena and and great OST to accompany it. The later fights have a rare and satisfying sense of rhythm paired with innovative boss design that is very difficult to find on most games. If you are someone trying to scratch that itch of fighting a boss while locked in at the edge of your seat while your BPM skyrockets, this game is for you.
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Languages: English, Portuguese - Brazil, Simplified Chinese, Japanese, Traditional Chinese, Spanish - Latin America, Russian, French
| $19.99 |
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| 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 282 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Too punishing and frustrating in late/superlate game. You have limited deaths, plus each next boss only becomes progressively harder, so gl learning their new patterns with what little 2-4 tries left in you. Failed? Start the entire run over. Sounds like fun, aye? Imagine getting to Eigong(Nine Sols), getting immediately slapped like 6 tries in a row, and then starting the game from Kuafu. Also some bosses' attack combos are unfair and too rng(Monkey, Frog) as well their hitboxes(Bull, Raven). Also you have only ONE TRY for the final boss, no matter how much retries you collected. Oh, you failed due to unknown boss' moves? Too bad, that was your only attempt, now start the entire game over. This is just humiliating. I understand it from the story point, but not from the player one. Only for masochists.
Pude jogar a demo e estava muito ansioso pelo lançamento! O jogo é muito divertido, os visuais são lindos e feitos com muito carinho, e as mecânicas de jogo são bem interessantes, Recomendo!!
本游戏好评率大幅度受益于退款率,请不要因为好评率在这游戏上浪费时间,你大概率会退款。如果一定要玩,存档位置在C:\Users\用户名\AppData\LocalLow\Lobo Sagaz Studio\Gurei,在复活次数用尽前备份存档。 游戏的主要优点如下: 1、有特色的美术风格,画面整体很舒服。 2、很精致的逐帧动画,动作非常流畅。 3、挺用心的音效设计,这么一个小型游戏还用了FMOD。 4、BOSS本身设计的还可以,每个BOSS都有特点,招式也比较有想法。 游戏的主要问题如下: 1、限制复活次数与Boss Rush玩法的核心背道而驰。给没玩的讲一下,这游戏每打过一个boss加一次复活次数,复活次数用尽直接删档从头再来;每击败一个boss,自身获得新能力,后续boss难度提升(会出现新招式),打boss顺序不固定。这游戏整体的打法还是背板,尤其难度6以上的boss你总得有熟练度,但你就算前头一次不死你难度6-10也就场均2次复活,复活次数没了就又从头再来。然后boss顺序不固定让这个限制复活更加恶心,我连查攻略提前熟悉boss技能都做不到,同一个boss我靠前打和靠后打可能打法完全不同,甚至我和你都在这个位置打同一个boss打法都可能不一样,因为咱们前面不一定打的都是同样的boss、拥有的能力不同。制作人小时候儿上厕所必须一整条拉完,不能夹断,夹断了就要塞回去重新拉。 2、跑图找boss的过程相当多余。这游戏的宣传还好意思写没有跑图,典型的是陷入开发者难度了。您打这玩意儿一遍过了当然没觉着要跑图,那我碎个十几二十次档我这跑量可就上来了。本身碎档就烦,碎档了还得再跑图找boss更烦。 3、很少有游戏会惩罚完成精准格挡的玩家,但这游戏这么干了。精准格挡不会免疫击退,很可能你精准格挡了这个攻击然后被击退到那个攻击上。面对很多招式你都不能只是闪避或者格挡,而是要站在正确的位置闪避格挡并且做出合理的后续动作。这种设计进一步加强了对背板的需求,还在和限制复活左脑反驳右脑。 4、这游戏的手感其实很便秘,动作各种前后摇,角色本身的招式也没什么联动,但凡加个体力条就是典型的类魂性能。依旧增加背板需求,依旧和限制复活的设计干架。 不推荐任何人购买这款游戏,无论你是横版爱好者还是boss rush爱好者,这都是一坨食之遭罪弃之笑嘻的游戏。可以看得出来开发者很用心且很有想法,但沉浸在了自己的艺术当中,对一般玩家的体验缺乏考虑。
played for a couple hours, loving this game. I love the gray japanese artstyle. The combat is very good, its like a slower-paced Hollow Knight. The design of the bosses so far has been awesome, they are so satisfying to fight. CAT LADY BEST BOSS btw.
想法很好但度过头了. 如果这个游戏能在打完10个boss之后立刻结束或是最终boss作为隐藏要素单独挑战的话,凭借着非常优秀的美术与音乐这个游戏完全值得一个好评。但就像我说的最后一个boss改变了一切,令这场跌宕起伏的挑战之旅成了一个千里之都溃于蚁穴的沉重负担。首先最后一个boss不允许任何意义上的重来,一旦失败就只能再次重复挑战完前面10个boss,其中玩家不仅要忍受着对自己操作不允许失误的压力,还要求玩家必须要近乎全神贯注的重复这10个挑战,再算上跑图的过程哪怕在这其中有加入一些小支线,但本质上依旧是从一个boss房门口跑到另一个boss房门口的过程,重复感依旧是非常强的。如玩家在前往最后一个boss的过程中是正在挑战的时候再次失败那么挑战带来的疲惫感以及痛苦将会不仅是加倍而是乘倍的累积,更别提挑战这10个boss要求近乎全神贯注,这一过程还会削减对最后一个boss的熟悉感,进一步加重了对失败的痛苦 所以就像我说的这游戏目前的度过了头,哪怕仅仅是反复挑战这10个boss的重复感都能让玩家立刻从层层堆叠的成就感立刻转向另一个极端。这游戏就好比单纯给你指向一个目标却又不给予玩家足够的学习机会,如果你非常强或许能非常顺畅的玩下去,但如果你仅仅是个普通实力的玩家并随着刚进行游玩的新鲜感一过,很快就会被过长时间的重复劳作给淹没,毕竟这并不是一个肉鸽游戏,你实际上并不会获得任何有助于你下次挑战的提升,你在局内变强了其他boss也会变强,甚至幅度还更高,尤其是最后两级,如果说前面四个boss的难度像是在爬一个缓慢上升的坡,那么从八级开始往后的转变就像是在攀爬一堵墙一样。例如玩家在体验过9级10级的boss之后重生很可能会出现尽可能想要将复活次数留在最后使用,这个时候假如玩家在前面的过程中就出现了失误,无论最后是否依旧打过都会产生巨大的愧疚与失落感 最后就是他的复活机制,首先这个复活机制是一个非常好的想法这是毫无疑问的。但依然像我说的那样是在是过了头。利用游戏上的机制来辅佐于剧情这是完全没问题的,但是游戏却用一场场要求非常高的挑战来锁住玩家的进度。首先玩家如果不算上某个boss的增强的话一共只有七滴血,在早期的挑战中受击一次通常只会扣一滴血,随后随着挑战难度的变高,一次掉三滴血甚至四滴血都是完全有可能的并且躲避的难度也会提升,也就是说越往后他反而要求你越要接近无伤通关玩家实质基本上只有两三次的容错机会,唯一能进行回血的技能由于前摇过长甚至要求对对手的技能非常熟悉,就像我前面所说的一样过长的重复劳作消解了玩家对想要熟悉BOSS技能的热情。 这种种一切的游戏设计导致如果玩家出现反复的失败,比方说在最终boss上无法再前进半步,一定会被沉重的挫败感与愧疚感带来的痛苦死死的拖住脚步,哪怕只是最后的挑战依旧允许玩家继承前面的复活次数,或是允许玩家重来哪怕一次,失败带来的痛苦都不会堆叠的如此强烈 总的来说就是这游戏将所有想到的好的辅助游玩以及剧情的机制混杂到了一起,但最终产生的反应却是灾难性的
Gurei é um jogo igualmente difícil e engajador por não abrir mão de sua visão: E se a progressão até o final fosse completamente definida pelo próprio jogador? O resultado é um jogo de enfrentar chefes onde você escolhe a ordem que luta contra cada um. Cada inimigo lhe dá um poder único, mas fica mais forte dependendo de quantos você eliminou antes. Isso parece simples no início. É só enfrentar os inimigos que você mais odeia no início, quando estiverem mais fracos, certo? Mas e se os que você tem mais facilidade são os que te dão seus poderes favoritos? Bom, aí você derrota eles primeiro... e arrisca enfrentar os chefes que mais te matam quando estiverem ainda mais difíceis... Esse jogo de decisões vai te acompanhar pelo resto do seu tempo com Gurei, e no início a quantidade de escolhas possíveis parece quase esmagadora. Mas, como todo jogo difícil, você vai aprendendo mais e mais a cada falha. Como eu disse, o jogo não vai abrir mão dessa visão. Ele não vai te dar poderes de graça, metaprogressão, nem nada do tipo. O que você faz, então? Você testa todos os chefes e todos os poderes. Você aprende a usar a movimentação leve e instantânea do jogo. Você aprende truques para bater mais rápido. Para desviar de ataques impossíveis. Você descobre que aquele inimigo desgraçado na verdade é muito fácil quando você pega o poder daquele outro bem menos insuportável. Você começa lentamente a formar um caminho próprio. Este mundo opressivo, abandonado e monocromático começa a fazer sentido, e algo mágico acontece: você começa a descobrir, finalmente, a sua rota ideal. Você não conseguia derrotar 5 chefes seguidos antes, mas agora está derrotando 8, 9 e finalmente chega no 10º inimigo. A dificuldade é absurda, mas você aprendeu muitos truques, então se sente tenso, mas preparado, focado. Você não chegou aqui por acidente, mas sim por bater tanto a cabeça na parede que ela começou a formar uma porta. Você finalmente enfrenta o último chefe... ...e provavelmente perde. Você volta no início, frustrado. Você quer desistir, mas... ...e se eu enfrentar o vermelho primeiro dessa vez? Gurei pode não funcionar para todo mundo, mas esse é o custo de seguir uma visão específica. Nesse sentido, ele funcionou muito bem pra mim. Se você quer se desafiar, experimentar e formar sua rota perfeita para o fracasso e (eventual) vitória, eu recomendo fortemente dar uma chance para esse jogo.
游戏本身没什么太大问题,但是死亡一定数量之后会强制删档太打击我了,而且比我想象中要难,是一款挑玩家的游戏,手残慎入。(前后摇还是不小的,受击框有点奇怪。)
It’s incredibly fun and easily has S-tier art and visuals. The combat variety is great, keeping things fresh, and the story is genuinely intriguing.My only minor gripes are the i-frames—they can feel a bit weird/inconsistent at times. Other than that, it's an amazing experience!
Honestly this game is amazing the flow of combat is smooth and the ability to choose which bosses you fight first or save for later is super cool. Im not huge in to 2d games as is but i knew from just the visuals that this would be something special and im so glad i was right. took me a little over 2 hrs to beat my first run through but still im left wanting to play more. Ill definitely 100% this game even though its difficult it is surprisingly fun and very rewarding. Getting use to the timings of everything is a little weird at first so i would be patient and finding which bosses you like and dislike will also take time but in the end its worth it All in all id definitely recommend this game for anyone who enjoys these games and to those that even usually dont id at least give it a try as i was thuroly suprised how much i enjoyed it.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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