
HunterX is an action-adventure game full of spirited battles. Use various styles of weapons and magic to experience your own fighting style and explore a great world.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Jul 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 660reviews | 80% | — | $222.3K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 71 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
충격적인 그래픽 은은한 구린내 어딘지 구멍 뚫린 시스템 그래도 나름 액션게임의 기본은 갖춰져있는 게임이라 추천
HunterX is an action-focused Metroidvania that combines interconnected exploration, character progression, and demanding combat built around precise defensive timing. Developed and published by ORANGE POPCORN, it follows a teenage devil hunter whose seemingly routine supernatural work takes an unexpected turn beneath a mysterious purple moon. After discovering a crack leading into another world, she enters an unfamiliar realm filled with hostile creatures, dangerous bosses, hidden pathways, and valuable equipment. The premise is straightforward, but it provides an effective foundation for a game that places its greatest emphasis on combat and exploration. Combat is easily one of the most engaging parts of the experience. Basic attacks can be developed into combinations, while dodging, guarding, and parrying provide several ways to survive enemy assaults. This means success is not simply determined by how aggressively the player can attack. Stronger enemies encourage careful observation, particularly when their attack patterns become more complicated. Learning when to evade, when to defend, and when to risk a parry creates a satisfying rhythm. The system is accessible enough to understand quickly while still offering room for players to improve their timing and efficiency. HunterX also gives players considerable freedom when developing the protagonist. Weapons, skills, character parameters, and Occult magic can be combined to create different approaches to combat. The skill board provides a visible sense of advancement, while more than 170 collectible items, including weapons and supernatural abilities, make exploration worthwhile. Finding new equipment can provide more than a minor numerical improvement because certain discoveries can encourage experimentation with a different offensive strategy. This relationship between exploration and character progression helps prevent optional areas from feeling pointless. The world follows the interconnected structure associated with the Metroidvania genre. Players are encouraged to investigate different routes rather than simply moving through a rigid sequence of stages. Hidden locations and useful discoveries reward curiosity, while progression gradually expands what the protagonist can accomplish. There is an enjoyable feeling of entering an unfamiliar location, encountering obstacles or branching routes, and wondering what might be concealed beyond the obvious path. The overall scope is more concentrated than some of the largest games in the genre, but that smaller scale helps keep the adventure moving at a comfortable pace. Boss encounters provide some of the game's strongest challenges. These fights require players to understand distinctive enemy behaviors instead of repeatedly attacking and hoping to overpower everything. Recognizing telegraphed moves, maintaining an appropriate distance, and choosing safe opportunities to retaliate become increasingly important. Parrying can be particularly rewarding because successfully executing it requires confidence in the enemy's timing. Defeating a difficult opponent after learning its behavior delivers the sense of progression expected from a combat system with noticeable Souls-like influences. Visually, HunterX uses a 2.5D presentation that gives its side-scrolling environments additional depth. Three-dimensional characters and scenery are combined with movement largely confined to a traditional side-view perspective. The protagonist's anime-influenced appearance contrasts effectively with the darker supernatural creatures and locations encountered throughout the journey. Although the production values are understandably more modest than those of a major-budget release, the visual direction remains consistent and gives the adventure its own recognizable identity. The story serves the gameplay adequately without becoming the primary attraction. The mysterious alternate world and devil-hunting premise establish enough intrigue to motivate continued exploration, but players expecting a deeply elaborate narrative RPG may find the storytelling relatively restrained. HunterX is more interested in giving the player another dangerous area to investigate, another weapon to experiment with, or another boss to overcome. For an action-oriented Metroidvania, that focus works reasonably well, although stronger characterization and more substantial narrative development could have made the adventure more memorable outside its mechanical strengths. Progression remains satisfying because several systems operate together. Improving character parameters provides straightforward growth, the skill board expands available techniques, equipment changes combat potential, and Occult magic adds another offensive dimension. Players can therefore adjust their approach when a particular encounter proves difficult rather than relying exclusively on mechanical execution. The variety does not transform HunterX into an enormously complicated RPG, but it gives the player enough control to make character development feel meaningful. Steam Deck compatibility is a positive aspect for portable players. HunterX is listed as Steam Deck Playable rather than fully Verified. It can be played on the handheld, but players should expect that some aspects may not meet every requirement for the highest compatibility rating. Its side-scrolling design and controller-oriented action are nevertheless naturally suited to portable play, making the Steam Deck a practical way to experience the game. HunterX ultimately succeeds by concentrating on the fundamentals that matter most for this type of adventure. Responsive action, rewarding defensive mechanics, challenging bosses, numerous collectible items, character customization, and interconnected exploration create a consistently entertaining foundation. It does not attempt to revolutionize the Metroidvania formula, and its relatively modest narrative prevents it from reaching the strongest examples of the genre. Even so, its combat has enough depth to remain satisfying, while progression provides a steady incentive to keep searching for the next upgrade or ability. Players who enjoy side-scrolling action RPGs with demanding battles and meaningful character development should find plenty to appreciate here. The combination of parrying, dodging, guarding, weapon experimentation, magic, and exploration gives the adventure greater depth than its simple premise initially suggests. HunterX is a focused and enjoyable indie Metroidvania that understands the appeal of becoming progressively more capable while confronting increasingly dangerous enemies. Rating: 8/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil
Hours played at review time, across 71 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
할만함~
2022年发布的游戏,画风是略显复古的,四年前的游戏了也是算古早级别了,复古画质复古建模,也就音乐还好还挺有意思,除此之外技能都还挺有意思。 游戏非常简单容易上手,作为只玩过类魂和肉鸽的选手来说,这个游戏也就第一关死了三四次熟悉键位剩下的就还是容易上手的,除去按键多的情况外以及部分BOSS,基本上是可以理解攻击套路的,用肉鸽来说塑造玻璃大炮的效率更高。 游戏内提升有武器、法器、饰品、属性点、技能五种。 其中前三者都可以通过打怪掉落,剩下的是靠宝箱开出。武器是提升攻击力的主要来源,只是局内的武器种类改变并不会有不同的攻击方式,只是同一种外观有略微改变。法器是特殊的攻击方式,远程输出有着不俗的伤害。饰品是提升部分属性的重要来源,攻击力暴击率特殊属性防御力等等。 游戏内的重要货币,卡码同时也是提升技能点的唯一需求。每次提升属性点就会给予技能所需的材料同时也由箱子开出,每个主技能都依托于主线剧情推进。 主线明显是似乎有着具体世界观的,根据剧情引导似乎能拼凑出一个故事来,只是一开始就云里雾里让人产生"是不是有前作"的感觉。同样的,根据主线做的地图似乎也是有联系的,其中的怪物重复度好像没有那么高,能看到很多不同种类的怪,攻击手段也不同。 部分场景有着陷阱如地刺或者是掉落的落石陷阱,以及解密都需要慢慢尝试解开。 我不是银河战士恶魔城专精,玩的也少只能从一个新人角度去从新人视角来看这个游戏 首先我要提出的问题是,除去平A靠闪避躲技能以及格挡反击,另外的攻击手段也就是游戏内的法器,作为主动释放的另一攻击手段感到疑惑,如果要释放的话不是错过了A的机会,是贪刀还是用这个让我产生了疑惑。 第二个是,这一侧被门关掉了,只能从另一侧打开,这就导致一个问题,我对地图看不明白哪怕是现在经过了几个小时,经常性迷路走四五遍也无法理解的情况,导致绕来绕去又回到了这一侧,焦头烂额,再看地图也看不出路在哪来,或许是像我之前忽略过的一次再次被我忽略了。 第三个,那个前面关卡的火蚂蚁的受击范围是最让我红温的,我实在无法理解那么大的可以看出的受击部位却打不出伤害空A了,每次转身都得再靠前才能打出来,这真的是让人无法理解。当我的视觉认为没问题,可实际却有问题那到底是哪里出了问题?你说它高可以理解,那么跳着打到它身上不出伤害是不是太过分了。随着血量降低攻击频率上来,除去弹幕攻击就是持续喷火,我还打不到它,最后连续死了几次就真的爆炸了。 第四个,宝箱为什么要前面就放那么高啊,完全找不到路,在那里崩了几十分钟上不去,只能干着急啊,又不想走又不想丢掉这个箱子,高跳短跳,不停地试最后发现上不去,只能无奈离开,心里一直有这个疙瘩忘不掉。 [quote]欢迎关注三真万法鉴赏组: https://store.steampowered.com/curator/45742107/ 欢迎加入三真万法鉴赏组: https://steamcommunity.com/groups/szwf [/quote]
Honestly, there are quite a few things I like about this game. However, this game often has some unusual quirks that other games don't really do, which I can't really say are good or bad. In my opinion, I think this game has the potential to reach a higher level than it currently is. I'll break my thoughts down into sections: Pros, Cons, Issues, and Suggestions. But before getting into those sections, I should mention that the game offers two difficulty levels to choose from: Easy and Normal, and I chose Normal. This review applies only to the Normal mode. Pros - There are many usable items for you to choose from. - The ability to parry in mid-air and dash in 8 directions. - The game shows the exploration percentage of the entire map, both for specific areas and for the whole map within the game. - I like that there's a chance to randomly obtain weapons, Occults, and equipment from defeating monsters along the way, and there's equipment that increases the odds of getting these drops. - I like that even defensive-type equipment gives a slight boost to attack power as well. Cons - The map should use different background colors for each area to make it easier to read — for example, an orange color for volcanic areas, blue for snowfield areas, and so on. As someone who tends to get lost, I have to say the map is fairly hard to read. - I'm not really sure what purpose the elemental system even serves, since there's no real weakness or advantage between elements. It feels more like just an extra attribute added to our weapons and to monster abilities, mainly used to apply elemental debuffs on us. - The game gives too much freedom in how you play, to the point where basic features that should be available early end up coming far too late. For example, weapon and Occult upgrades — I got my first Occult upgrade after unlocking over 70% of the areas, and even after unlocking close to 80–90% of the areas, I still couldn't upgrade my weapon at all, which felt really strange. - Boss monster hitboxes are too small relative to their body size. For example, the dragon boss — I don't even understand why I could only hit its head, while both of its arms, which it uses to smack me, couldn't be hit at all. On top of that, its head is very small, and there were many times I failed to land a hit on the head, which caused me to lose the fight repeatedly. But before you say I might just not be skilled enough — we're talking about a D R A G O N here. The question shouldn't be "why can't I land a hit," but rather "which part should I be hitting." And if you really want players to only be able to hit the head, then maybe it shouldn't have been designed as a dragon in the first place. There are other bosses with similarly questionable hitbox design as well. - Few pieces of defensive-type equipment feel genuinely useful. Aside from equipment that fully blocks debuffs, I feel like whether you equip more defense or more elemental resistance, in the late game you'll still die if you take continuous hits anyway — and some debuffs can leave you unable to move or drain your stamina completely. It feels much better to equip gear that fully blocks debuffs and instead focus on dodging boss skills and finding time to heal. That said, this doesn't mean other types of equipment are useless — it's just that defensive-type equipment isn't as useful as the alternatives. - Puzzles often say there's a hint nearby, but they don't actually give any hint at all — not even a keyword. Saying "there's a hint nearby" without providing any actual clue doesn't help at all. Issues - The rewards from opening some treasure chests aren't worth the effort of opening them — most of the items you get from chests can even be bought directly. - The Ability Tree upgrade system has too many unnecessary options, such as increased defense, increased healing from Hunter Potions, and increased speed when using items and Hunter Potions. - The story doesn't connect together very well, and there's far too little of it, so you only get a vague overview — it doesn't even answer basic questions like who the main character is or what they're doing. Suggestions - The "increased defense" option in the Ability Tree should instead just be an additional stat boost tied to leveling up. - The "increased healing from Hunter Potions" option should instead be turned into an item that's harder to obtain, placed in treasure chests. - The "increased speed when using items and Hunter Potions" — honestly, this should just be a default feature of the game to begin with. - I feel like this game didn't necessarily need 3D character models. I won't comment on whether they look good or not — it's probably the best they could do given the budget — but sometimes I do wonder if it would have been better to just go fully 2D and make it as beautiful as possible instead.
老游戏,类银河恶魔城,手感还可以。 解谜翻译很有问题,很容易卡关,全靠玩这么多懵的 小怪攻速很快,有点烦人,主角几乎只能平a,而且只有二连击。 后面点升级还好,但大体是打的不爽的 传送门位置少的过分且有问题,做为银河城要跑太远了, 喜欢银河城的可以买来玩一下,不然还是不建议了
甚至没有全屏
기본기는 잘 만들어졌음. 하지만 전투기획이 모든걸 망침. 데지미 원툴! 방어력이나 스테미너 패링의 존재는 왜 있는지 모르겠다. 다단히트를 처 넣을거면 데미지를 낮추던가 그냥 한번에 뒤지는 경우가 다반사. 전투기획자가 다 망쳤다. 모두를 위해 퇴사하길 바란다 진심!
ストーリーはよくわからないソウルヴァニア ゴリ押しは難しいけどレベルの圧で多少は何とかなる ちょっとだけヒリつくボス戦をメトロイドヴァニアに求めるなら楽しめるかも
HunterX is a solid title with Souls-lite elements, good OST and hard-hitting combat. Kinda on the minimalistic side of things when it comes to the story and characters, but no prob, i never play a Metroidvania for these stuff. Definitely recommended to get your Igavania fix.
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