
A challenging yet forgiving souls-like action adventure. Parry, block, and dodge enemy attacks while exploring a ruined fort. Discover rich lore and epic boss fights.
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About
-Collect Arc capsules and level up.
-Collect items and learn more about world and its characters.
-Parry enemy attacks to reduce their stamina.
-When enemy stamina hits 0 they are stunned and take double damage.
-Avoid unblockable attacks by dodging.
-Get magic abilities to use in combat and activate switches.
-Estimated play time is about 2-3 hours.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
An amazing masterpiece of a game. It even compares to the release of Elden Ring. The combat is so perfect and smooth and really makes it feel like you are a humanities legend. Truly a modern work of art that deserves the highest praise and awards possible. Such a shame this game doesn't have more recognition.
This is one of the best replicas of Sekiro out there. It's low budget, it has the stupid godrays, but it sure was damn fun with all its clunkiness. If Mr. Tanis works on that clunkiness and maybe gets some better animations, then this would definitely be a big game, since the combat and gameplay already have potential. Loved it, and even finished it in 116 minutes, but I won't be refunding it just because of the execution of this. Weird how it only has 1 other review and it released almost a year ago; or maybe not, since the price, in my opinion, is the single offender of this game.
The little known progenitor of the Souls-like genre, originally released in late 1994 for home consoles, it stunned many a family with its beautiful world and in-depth world-building. This remake does an incredible job of bringing an old classic to modern screens, with its high fidelity graphics breathing new life into the incredible world of Humanities Legend: Hollow Ascending, and the incredibly tight controls making for incredibly engaging combat with fun and interesting bosses that really make you feel like you are Humanities Legend. There are even moments of the story that cause a well of emotions to spring forth! I know when I finally beat the final boss, a tear fell down my face, because in that moment I understood everything the game had been leading to, and the goals and dreams of the many characters immersed me in the world, bringing me closer to the main character, and making me truly feel like I was the Hollow. The art direction is also superb, and lets you really breathe the emotion built into every stone and brick you come across. There may even be some true lore scholars who could discover story intricacies not shown in the game itself. Some may say this is inspired by the well known FromSoftware titles such as Demon Souls, Dark Souls, or even Sekiro: Shadows Die Twice, but this could not be farther from the truth. In fact, Humanities Legend: Hollow Ascending was actually originally inspired by a game described in one of the oldest works of literature in the world, The Epic of Gilgamesh, where the titular character of Humanities Legend: Hollow Ascending, the Hollow, would have to combat many opponents in an arena-like setting, finally culminating in the, also titular, ascension. To me, what this work of art really is, is an exploration into the history of games in it's entirety, culminating into a wonderful moral to always remember the inspirations behind the art you enjoy! Truly, Humanities Legend: Hollow Ascending is a masterwork of gaming, and Derek Tanis, a modern Shakespeare.
This is an indie soulslike made by a solo dev, and while it's very obviously an amateur product, it has some good ideas and competent implementation of the core mechanics. The combat places its emphasis on a parrying system rather than dodge-rolling, so it's closer to Sekiro than Dark Souls. The combat is janky, but fun. Holding down shift will parry attacks, and if you parry at just the right moment your enemy will lose stamina. By chaining together a string of perfect parries you can knock out an enemy for a short time, allowing you to hit them for extra damage. Most enemies also have heavy attacks that can't be parried, for those you can dodge with space (but unlike the Souls games it's not a dodge roll, just a quick standing dash). Attacks are well-telegraphed and attack patterns are easy to read and learn. So even though the combat feels a little clunky, it's perfectly fair. Every enemy and every boss has consistent attack patterns, there's not a single unfair gotcha moment in the game. Exploration, the other pillar of soulslikes besides the combat, is also pretty decent. The only way to improve your character is by finding red and blue orbs. For every three red orbs you can improve your attack damage, for every three blue orbs you can improve your health. Some of these orbs are on the main path you need to take to reach the bosses, others are hidden in optional side areas, so the game rewards exploration. One major difference to other soulslikes is that enemies don't respawn. When you die, you return to the last crystal (basically a bonfire), but enemies you killed stay dead. You also don't get any experience or other currency for killing them, as your only source of powerups is the little orbs you can find (often guarded by enemies). The game's levels are varied enough to remain interesting. You start in an underground dungeon, then enter an outside area, then proceed into a castle, and finally another outside area with an open structure where you have to collect several keys in any order you want. I enjoyed exploring these areas, but there are some amateur mistakes in the level design I have to mention. The final outdoors area, for example, has plenty of interesting spaces to discover and the previous area taught you that exploring off the beaten path will reward you. But there are some empty stretches of forest where there's literally nothing at all, not a single item to discover nor a single enemy to fight. And it's not just a small section, it's huge tracts of land with absolutely nothing in it. I thought "hmm maybe there's something hidden here" but then realized there's nothing and had to backtrack. And the underground dungeon you start in feels a little confusing to navigate because a lot of the hallways look the same. Ultimately, the level design shows some good ideas, and some areas are genuinely good (the castle is a highlight), but there's still a lot of amateur mistakes. So you should only play this game if you're willing to engage with what's clearly one man's passion project, with good core gameplay but several flaws you just have to live with. Speaking of flaws, while the controls felt intuitive and responsive, I often had a problem of mouselook not working after exiting a menu, until I clicked the left mouse button. Slightly annoying but not a big issue. Also, while the tutorial messages at the start tell you the proper keyboard and mouse controls, the control overview you can access from the main menu only shows controller keybinds. Pretty damn useless if you don't have a controller. But with a solo dev project like this, these are little quality of life issues you just have to live with. Visually, the game looks good, but most of its assets are obviously bought from an asset store. That doesn't make the game an asset flip, because the gameplay and level design are all original. It's just another one of these facts you have to accept for a solo dev game like this. That said, the assets are used tastefully and they all fit together to create a consistent vibe. EDIT: I have to correct myself here, the assets were NOT purchased from a store but modeled by the developer himself. I recently found his website while researching this game for a Mobygames entry, and he's an artist who makes his own 3D models. The models used in this game just happen to look a little generic, but they're original, not store-bought. My mistake. Ultimately, I enjoyed the game despite its flaws and it definitely shows promise. It's a competent debut from a solo dev and scratches that soulslike fight-and-explore itch. It took me about three hours to complete the game, and a few of the bosses were actually challenging. I recommend this to anyone who likes rough but promising solo dev passion projects and doesn't mind rough edges.
This game is not playable currently on steam deck. Tried proton experimental, GE, etc. Tried all the different in game graphic settings as well as lossless scalling. Totally not currently playable. Unfortunate.
i want to change the button set..can you tell me how to change the button and action set
Прикольная боевая система, чем-то мне напомнило Sekiro/Dark Souls. Есть разные виды ударов, на которые нужно по-разному реагировать. Игра хоть и небольшая, но прошёл её с удовольствием
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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.
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