
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
明明是个动作游戏,冲刺有前后摇就算了,只是别扭一点。这个踩头动作有任何存在的必要吗。。。本身又没伤害,打个猿猴快把我恶心死,整天踩分身。爬墙也是很无语的设计,猿猴那高度刚好卡在要爬墙的地方,完全是把这游戏动作上面的弊端展现地淋漓尽致。猴子还一直瞬移,我辛辛苦苦爬上去没a两下他就又跑了拉个分身出来,更别说平台本身踩上去就会掉。玩的很恶心了。 明明是个boss rush 游戏,真有必要让人重复跑图吗,跑个三两次得了,每打一个boss都要看结束动画10s左右 +跑图20s以上,玩着很牢了。死了以后又要去打很弱的低级boss,无意义时间太多,像是在水时长
The way the boss fights change depending on their difficulty is crazy tbh. I never imagined the difference would be this big. I fought that shield boss as the first boss on my first run, then fought it again on a higher difficulty, and it felt like fighting a completely different boss. The combat is really fun, and the skills add a whole new dimension to the gameplay, which makes the fights even more enjoyable.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, Portuguese - Brazil, Simplified Chinese, Japanese, Traditional Chinese, Spanish - Latin America, Russian, French
| $19.99 |
| — |
| — |
| — |
| 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
Gurei is a masterclass in simple concepts executed well. The gameplay seems hard at first but you will very quickly learn the patterns, and once you do you're damm near unstoppable
Think a Megaman boss Rush with 9 Sols bosses. One of the most ingenious takes on difficulty scaling I've ever seen. A catgirl. A dog. I love this game.
Amazing
The art style is GureiT ! The game design is GureiT ! This game is absolutely GureiT !
I was initially really excited for this game. I am working on a 2d platformer boss rush myself, and the only other one that I knew of when I started was Cuphead. My game has melee combat, so when this game was announced, I immediately wishlisted it, thinking I could draw some inspiration from it. But of course, it did not meet expectations. The combat is incredibly basic, and in some ways unintuitive. The forward attack is a three-hit sword combo (but all the sword swings take the same amount of time, so it might as well just be one hit), and there are up and down attacks as well. The weird thing is, none of these attacks push back the player, INCLUDING THE DOWN ATTACK; there is NO POGOING, which is such an airball design-wise. To make things more unintuitive, if you fall on top of a boss, the character jumps off their head with no damage, but this is never explained; I accidentally discovered it on the training dummy and then had to try it on a boss to discover that it's a feature. The movement is mid, and the dash is downright clunky and takes quite a bit of getting used to. It has this weird startup time before the dash actually happens (and not enough i-frames in my opinion) To be clear, I'm not just complaining because the game is hard; in fact, I love hard games, and I've beaten the first three Hollow Knight pantheons, I've beaten Lost Lace in Silksong (without using red tools either, cuz I'm one of those people), and I beat the Tree Sentinel in Elden Ring with level 1 gear. I just find the combat to be boring to use. The only saving grace started after I began unlocking some of the boss abilities. I started enjoying it then because I knew the combat system would increase and hopefully make the game more fun as I went along. But the nail in the coffin for me was the game pacing. The most interesting thing about the game is how the bosses scale in difficulty depending on the order you beat them in. The later you do the boss, the harder it is. When i first saw this concept in the trailer, I thought it was genius, and it did work great when I knew the first 4 bosses well enough to consistently beat all of them. But it quickly fell apart for me once I got to being able to beat 6 bosses, and then dying on the 7th. If you lose your last life in this game, your run ends and you have to start from the beginning. So at that point, I could consistently beat the first 6 bosses, and that took roughly 20 mins or so. So every time I wanted to attempt the 7th boss at the difficulty level it would be, it took 20 mins of doing the same thing I'd done many times over. That, on top of the fact that I knew I had 3 more bosses to go once I beat that one, and that the "runback time," so to speak for the harder bosses would only get longer, AND with the mediocre combat, caused me to just return the game. I didn't even get any inspiration for my game, because I didn't like the combat or movement systems, so I don't want to replicate those. Hollow Knight and Silksong have been my main inspiration for combat and movement because they are very crisp and responsive. If you only get one thing from this review, save yourself a dollar and go buy Hollow Knight instead. And if you've played Hollow Knight and are expecting combat like that, you will be disappointed
Homem Borboleta Carnavalesco me apoiou
fiz o final verdadeiro em 3 dias. Jogo absurdo.
jogo muito divertido inovador em partes recomendo muito comprar ainda esta em promo se duvidar vira meu jogo favorito, mais o jogo e muito dificil precisa de treinar bastante para zerar ele mais vale muito a pena.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $246.9K | 507 | 90% | $24.99 | |
| $5.7K | 26 | 77% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $123.4K | 397 | 80% | $9.99 | |
| $123.4K | 585 | 79% | $9.99 | |
| $123.6K | 260 | 76% | $14.99 | |
| $123.4K | 85 | 71% | $59.99 | |
| $123.4K | 97 | 81% | $39.99 | |
| $123.6K | 260 | 78% | $19.99 |