
Immortal Planet is an action RPG with challenging combat that rewards patience and punishes recklessness. Explore the crumbling remains of a society of immortals trapped in endless cycles of rebirth. Fight your way to discover the planet's mystery and escape its curse.
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About


Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 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
No me gusto, me pareció frustrante por momentos, el movimiento del personaje es muy lento, la recuperación de la estamina, también, y las animaciones me parecieron un poco aburridas. Las hogueras están muy lejos una de las otras y los escenarios llenos de enemigos, más para sumar número y armar una dificultad artificial. El estilo artístico tampoco esta muy bueno, los escenarios son todos muy parecidos.
Agosto 2025 - 2 de 31. Controles toscos y combate accidentado, al estilo souls los enemigos normales tienen buenas posibilidades contra ti, pero eso es todo lo típico de souls que tiene, animaciones de ataques de apenas unos pocos frames y dificultad elevada que te obliga a farmear los mismos enemigos una y otra vez para tener posibilidades con los enemigos más poderosos. No tengo paciencia, y aunque la tuviera no creo que este juego valga la pena. 3/10.
3/10
Juegazo, muy corto
nope
Decent isometric soulslike. Not my cup of tea personally, but the mechanics are solid.
Alright, so in the end cool hack & slash with souls elements, i recommand for those who likes that. For my taste too much sneaky secret that lock you out of content... And PLEASE !!! MAKE REBINDABLE KEYS FFS
Yes.
老大爷械斗,主角是讲武德的老大爷,敌人是不讲武德的老大爷。 主角的优点: 闪避基本没有延迟,而且完美闪避的判定很宽松 然后,没有了 缺点,下面是最明显的几个: 1. 喝药的释放时间比boss放法术都长,喝药途中boss放法术,结果喝药后摇没完,来不及闪避吃了波扎实的。狭小的空间也基本不用想喝药了,敌人的攻击间隙是不够喝药时间的。 2. 撞精力条充足的敌人会出现大硬直,这设定有点大病,经常会在狭窄走廊遇到敌人,闪的过程中方向撞到敌人然后直接被打残。某些角度撞上敌人的时候已经无了,再闪还是会撞到,然后继续大硬直,直到被打死。 3. 无法跑酷,有仇恨判定门就不开,甚至有的时候敌人根本不在视野范围也不可能攻击到你,还是开不了门。 4. 精力条空了无法攻击(然而敌人不受影响,精力条空了一样打你)。。 [hr][/hr] 坚持把一周目打完了,然后二周目上来第一个大boss就是一周目最终boss,大概是第一形态吧,有光刃,有跳锤,有激光,有追踪光球,有霰弹枪。主角呢,默认带一个血包,甚至有一个法术位还是空的。 [hr][/hr] 二周目也打完了,除开第一张图boss打了好几次,后面流程其实很顺。二周目选的武器是一把能吸血,能消耗少量血量附魔加攻的长戟,试过的所有武器里最好用的一个,二周目直接从开头用到结尾。二周目魂量很多,升级很快,到后面只要精力够,被怪打中了也容易吸回来,容错率比反而比一周目高很多。二周目的法术和物品,除开药,一个是恢复红条和精力值,释放速度比普通血瓶快很多,危及时刻拿来救命;另外两个,一个是抽敌人精力值,一个是消耗一定血量获得额外精力值,打boss实用性很高,抽完精力条近身找机会把boss撞晕,a到精力耗完拿技能补一次精力继续a,这样几乎能打掉一整管血。二周目的最终boss甚至分身都没放出来过战斗就结束了。
It's an isotropic Soulslike with geometric 2D art. The gameplay is decently enjoyable and mechanics are added/updated throughout the campaign to keep things interesting. The campaign is fairly short, with a 100% playthrough (discounting the achievement for completing the game on "Nightmare" mode) taking around 7 hours of playtime. Within that 7 hours, there's about 30 lines of text dialogue, so story and lore are practically nonexistent. If you love Soulslikes and find it on a good sale, it's worth a playthrough. Otherwise, it's just not worth the money.
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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.
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