
ZERO 2 is an ARPG with intriguing storytelling, an unpredictable battle system, and endless heartfelt adventure. The story includes multiple subtle metaphors for the relationship between God and humans.
Modeled estimate, not a reported figure. How we estimate →
About









Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 41 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
因想念參天律而來玩這款遊戲,光是開頭動畫就有滿滿的參天既視感,不愧是風雷工作室所製作的,動畫與配樂都超頂的。 救米亞那段的BGM竟然跟參天的凍羽部帕哈瑪雅村是同一首...聽到的當下真的很感人。 總之這款有時間再慢慢玩,希望有生之年能再看到參天律復活,或是出個單機小品也好。
好评都是特么刷的,游戏本身就不怎么好玩。而且最重要的是远程注入和创建程序,简称流氓软件!
Garbage game by perv devs.
第一作から貫かれていることだが 本作はストーリー重視のRPGです。アニメ作品といってもいいくらい。アクションは演出です。 第一作をプレイしてそのことを理解しておけば本作も楽しめます。 なので必ず第一作からプレイすることをお勧めします。 第一作は声優さんの熱演がすばらしかったが 危惧した通り今回はそれが実現せず、アセットの使いまわしだった。 次回作はどうなることやら。 ただし今作は大ボリュームになり、アクションもだいぶ派手に多彩になりました。
Heroine Anthem Zero 2: Scalescars Oath, developed by WindThunder Studio and published by Skywalker HK, is a side-scrolling action RPG that places narrative and atmosphere at the forefront of its design, often prioritizing emotional storytelling over mechanical precision. It exists in a space that blends visual novel sensibilities with exploratory platforming and light combat, creating an experience that feels as much like an interactive drama as it does a traditional game. Set in a world shaped by divine catastrophe and cultural mythology, it builds a layered setting that draws from East Asian influences while weaving in themes of faith, survival, and identity. The story follows Shama, a young priestess burdened by her past, as she journeys through a fractured world in search of purpose and understanding. The narrative unfolds gradually through extensive dialogue, character interactions, and illustrated scenes that give it the structure of a serialized tale rather than a tightly paced adventure. It is dense and often introspective, focusing on emotional nuance and philosophical undertones rather than constant forward momentum. At its best, the writing delivers moments of genuine resonance, exploring the weight of loss and the complexity of belief in a way that feels personal and reflective. However, the sheer volume of dialogue and uneven pacing can also slow the experience considerably, with certain sections feeling overly prolonged or lacking focus, particularly when translation inconsistencies affect clarity. Gameplay is built around a 2D side-scrolling format that combines exploration, platforming, and combat. Movement through environments is generally smooth, and the game encourages players to search for hidden paths, resources, and optional encounters. Systems such as crafting, cooking, and equipment upgrades provide a sense of progression, allowing players to gradually strengthen Shama and adapt to different challenges. These elements add depth to the experience, especially for those who enjoy methodical exploration and incremental growth, though they are not always fully integrated into the broader design. Combat functions as a real-time system with basic attacks, evasive maneuvers, and unlockable abilities that expand the player’s options over time. While it offers moments of engagement, it lacks the responsiveness and refinement needed to feel consistently satisfying. Encounters can vary in quality, with some feeling straightforward and others becoming frustrating due to balancing issues or enemy behavior. Boss fights attempt to introduce variety, but they do not always leave a strong impression, and over time combat begins to feel secondary to the narrative rather than a core pillar of the experience. One of the game’s most notable strengths lies in its presentation. The visual design combines detailed character artwork with layered environments, creating a world that feels rich and expressive despite its side-scrolling structure. The large number of illustrated scenes helps bring the story to life, reinforcing its emotional tone and giving key moments a sense of impact. The soundtrack further enhances this atmosphere, offering a wide range of compositions that support both quiet, reflective scenes and more dramatic sequences. Together, these elements create a cohesive audiovisual identity that carries much of the game’s appeal. Despite its strengths, the game is held back by a number of technical and structural issues. Controls can feel imprecise at times, and occasional bugs or inconsistencies disrupt the flow of gameplay. Interface design and translation quality also contribute to a sense of roughness, making certain systems less intuitive than they should be. Additionally, the game’s pacing can be uneven, with long stretches of dialogue or slower exploration that may test the patience of players expecting a more dynamic experience. The overall structure offers a substantial amount of content, including multiple stages, optional activities, and branching dialogue choices that can influence certain outcomes. This gives the game a sense of scale and encourages exploration, but it also highlights the uneven integration of its systems. Some mechanics feel underdeveloped or disconnected from the core experience, creating moments where the game struggles to maintain cohesion between its narrative and gameplay elements. In the end, Heroine Anthem Zero 2: Scalescars Oath is a game defined by its ambition and emotional focus. It delivers a richly detailed world and a story that aims for depth and introspection, supported by strong artistic presentation. However, its uneven pacing, inconsistent combat, and technical shortcomings prevent it from fully realizing its potential. For players who value narrative-driven experiences and are willing to overlook its flaws, it offers a unique and often moving journey. For those seeking polished mechanics and tightly structured gameplay, it may feel inconsistent and occasionally frustrating. Rating: 7/10
The artstyle, music, and atmosphere are astronomically better than the first game, but unfortunately the actual gameplay/combat is still just as dull and bland. I can tell that a lot more effort and attention-to-detail was put into this sequel when it comes to making things look good, but the actual gameplay is really boring.
可惜的游戏,美术音乐都很喜欢,玩法确实依托
有夠色,有夠香 但這些都只是點綴 真正了不起的地方是 - 挖靠這劇情有夠好!有夠黑暗!有夠反轉! 除了我是平台跳躍苦手以外,沒想到能玩到這麼棒的老作品,非常滿意!
剧情,cg还有音乐和美术风格都非常优秀的神作。玩完之后还意犹未尽,能不能开个二周目或赶紧出3,太好玩了真的T=T
【前言】我有多恨第一部(或者称为序章),我就有多爱这一部。制作组几乎优化了所有在第一部中出现的问题。 【难度】本作的标签为类银河战士恶魔城,跳跳乐,解谜,能力解锁新通路/区域等元素都有,但相比类银河,其玩起来更轻松,你可以通过收集和制作药品和伙伴的恢复技能,近乎无伤的完成最高难度的剧情探索,后期的复活币甚至用不完。 【剧情】本作有20章剧情,用双主角的多视角线性叙事方式,满打满算在绕路收集的情况下我总共玩了快50个小时才结束,唯一遗憾的是剧情又在中途戛然而止,这一等又不知道是何时了。 【战斗】这一部的操作流畅度上有了质的提升,而且战斗方式相比前作更加多样化,包括形态切换、角色切换、角色特技、角色必杀技、伙伴、印记等,也并没有对战斗方式做出很大限制,你可以充分发挥角色的特性来击败boss,也可以当一个宝可梦训练师只通过伙伴技能和印记来击败boss,可玩性和自由度上都有了质的飞跃。另外提一下本作的打击感,真的吹爆!! 【收集】本作包含非常多的收集要素,包括可以加血量/体力/攻击的圣杯,包括各种属性的武器和服装,可以用来复活/恢复/提升经验的各种道具,可以用于锻造的素材;这些东西往往不只限于打怪和开宝箱获取,某些素材和复活道具需要你在特定的地点下堆按下右摇杆探索,相比较其他大部分游戏一经过道具就会有ui提示,本作的所有需要下蹲探索的道具只能通过鸽子的探索技能或者不停的尝试搜索才能找到,某些道具会在其可以探索到的地方出现对应的木箱/袋子/杂物/植物/尸体/废墟等,但有些则完全没有提示,这无疑是本作最有争议的搜集系统,可以说快50小时的游玩时间,有一半以上我都在满地图的当摸金校尉。 【画面】相比较前作,本作的采用了3d结合手绘风格2d的方式来呈现,画面内容上有了深度信息,立体感更好,整体画面风格统一,2d和3d部分的过度较为自然,沉浸感ok,还有不少福利画面(笑),唯一遗憾的是女主和男主更换服装不会有任何外观变化,除了女主的变形印记或dlc外,无其他方式改变外观。 【结尾】非常惊艳的游戏,从美术/战斗/剧情/探索/收集/养成/音乐都有着十分难得的质量,特别是在折后不到两杯奶茶钱的价格下更是如此,我很难接受这作的剧情又在奇怪的地方戛然而止,以及过于拖延时间且毫无提示的“摸金系统”,还有万年不变的角色外观.......也许是真的很喜欢这部游戏吧,我真的希望能快点玩到下一部作品。希望下部作品能更加惊艳吧!期待!加油!
Related
Related
Trends
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.
Related
| Elderand | $312.5K | 803 | 75% | $19.99 |
| Hack 'n' Slash | $312.5K | 925 | 52% | $13.37 |
| Bus-Simulator 2012 | $312.7K | 1.1K | 45% | $6.99 |
| Disassembly 3D | $312.3K | 333 | 80% | $29.99 |
| SkyDrift | $312.7K | 1.2K | 88% | $9.99 |
| Sanitarium | $312.2K | 1.3K | 93% | $12.99 |