
Homura Hime is an anime-style 3D action game merging exhilarating thrills with the tension-filled gameplay of bullet hell. Players dodge hails of projectiles, unleash combos that blend close-quarters and ranged attacks, and utilize dodges and parries to withstand the fierce onslaught of demons.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.57/day in the week to Sep 10 → 3.86/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 320 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Лучший ремейк Kill la Kill в который можно поиграть
was pretty gun overral with some questionable fan services and character design. end was not bad, cry a bit
BANGER
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 3.71/day in the week to Jul 24 → 5.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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**languages with full audio support
Hours played at review time, across 320 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
8.5 / 10 难得的act,弹刀很爽,BOSS战设计得很有意思,就是小怪的种类太少了。 还有地图反着再跑一遍是act的祖训嘛?后期两卷的内容就直接是把前期的关卡再打一遍,区别就是BOSS战部分有更新
先说游戏外的一点,我不知道是我自己电脑的原因还是游戏本身的原因,里头的声音非常小,就算我把游戏内声音和游戏外声音都拉到最大,也基本只是个勉强能听的清楚的地步,这点没太搞懂。那接下来就聊聊游戏,首先这是一个act游戏,里头没有什么等级压制之类的东西,基本就是用各种连段和技能一路杀怪战斗爽的游戏,至于剧情方面我就不多说了,高情商就是比较经典,看了开头就知道结尾的故事,也就最后结尾有点大展开,不过我不过多剧透,而且玩这类的多少也不是奔着剧情来的,说回游戏,我认为这游戏的小作坊下料是真的猛,但又没猛到一定地步,首先游戏前五章,每章都有新的而且画风不一样的地图,玩法种类也十分多样,什么跳跳乐,滑索啥的全往里头塞,怪物种类也是十分多样,每个地图都能给带出一两只新怪物,不仅符合地图元素,而且还不是换皮怪,当然,这游戏换皮怪还是有的,但每只换皮怪的招式又有所区别,不完全一样,打起来不看外表还是有新鲜感的,并且每关的关底boss打起来也是十分的带劲,可以说,只看前5章,这有的act元素可谓是精悍无比,但到了后面4章,就突然开始出现下滑的程度,新怪完全消失,每次战斗基本就是几只老怪的不同排列组合,在剧情上是说回到之前的地方,实际就是之前的地图重复利用,新地图也没了,流程也缩短了一大半,基本之前两章地图在后面重新探索的时间都不会超过之前一章地图初见的时长,当然这可能是考虑重复游玩的枯燥感而刻意修改,这里也就提一嘴,但关底的boss,除了一个新boss,基本就是之前5章的老boss再打一遍,有些boss可能还会有新的二阶段来提提神,但其他的boss基本就只是打完结局不同而以,有种开发到后面经费不够的样子(说不定确实),最终boss也是,虽然有两个阶段,但打起来感觉没有前面的boss爽,尤其是她一阶段的时候基本全是弹幕攻击,弹不了一点刀。说起弹刀,可是说是这游戏的主要玩法,但是,这个弹刀有个致命的bug,说是bug,其实良性的,就是你弹刀的判定时间比冷却时间长,可能有人没听懂,我讲明白点,你发起第一次弹刀的持续时间比你发起下一次弹刀的间隔时间要长,也就是说,只要你一直不停的点弹刀健,只要没有无法弹刀的攻击,你就是无敌的,后面还能拿到一个可以延长弹刀判定时间的御守,更加无敌,发现这个技巧,就会直接大大减低你游戏的难度,不过这也是应该的,因为这游戏后期的战斗,经常出现堆怪的现象,而且怪的战斗ai逻辑也没设计好,经常出现好几只怪同时攻击的情况,这种时候躲都躲不了,也只能拿这种bug去应对了,并且,你还不能杀的太快。这游戏的每场定点战斗是有评分的,总评分分为基础评分,消耗时间,受伤次数,其中基础评分是占大头,甚至你其他两样低的不成样子,只要你基础评分高了,你的总评分就是高的,那基础评分是需要你使用武器的基础连段和弹刀去获取,记住我这里只说了武器的基础连段和弹刀,因为这游戏的武器技能,是tm不涨分数和连段的,是的,不涨,他唯一的作用,就是扣怪的血,但是你太快把怪打死,基础分数就不会高,所以想要拿高分,你打怪的时候还不能多放技能???再结合我前面说的堆怪,你到后期的战斗,质量可以是有所下滑的,又想着要怪多活一会刷分数,又想要怪早点没优化一下战斗体验,有些矛盾。最后再说一下整体的探索体验,这游戏还是有一些分叉路的存在的,并且路尽头也会有宝箱啥的,但是,这游戏不是rpg,他的流派也只有一种并且开头就全部告诉你了,所以你每次的探索基本也只能获得一些钱,和一点提升数值的东西,能改变游戏底层玩法的东西不存在的,所以探索的正反馈实在有些薄弱。但不管怎样,他确实是一款合格的act游戏。至少我玩的开心。
This game is hype.
unapologetically a weeb game. also the gameplay is really good.
Brilliant action game. Combat gets extremely frantic later in the game, but it's very readable and it feels very good to perform successive parries. The game rewards offensive play which is great. Difficulty felt just right for me as well. Not frustratingly hard, but not too easy either. There is an optional mechanic to revive yourself in a boss fight, and I feel like avoiding those is the "hard" mode. The boss fights are an absolute delight. Cute character designs too. Some things that drag it down a bit from being an absolute top-tier experience is dodgy CPU-bound performance and the details of the narrative is a bit confusing at times.
アクション、デザインどれも素晴らしい! ストーリーに関しても定番で分かりやすかったが、安がいないのに安の射撃が使えたり、匂わせてるのかよくわからなかったりと、設定の甘さも少しあったかと… とくに最後の選択のあの演出は正直萎えた…。 終盤の開発中の掲示板?が何なのかわからないまま終わってしまったのが残念。 続編出たらいいなと思ってます!
Boss戰戰鬥過程很爽 後期有技能後變得有點簡單 感覺難度可以再設置高一階 BTW主題曲超好聽 已經單曲循環了
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.
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| — | 0 | — | — |
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