
Forge through hell in this survival action RPG! Defeat powerful bosses to collect all 5 Purgatory Stones in hell. Slashing, magic casting, arrow shooting, bombs throwing, exploring, eating, cooking, blacksmithing.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Korean
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
推奨以上のスペックでもカクカク
作り直して欲しいが、そうしない世である事が残念。 一応ここには書くが、初期能力値もキャラクターの動きも全てルール…であるのに説明不足でやり辛く、操作にややの煩雑もあって爽快感より不快感が目立ち、日本の会社が携わってこの言葉や文章はどうか。ゲーム結果に悪影響を与えるとしか思えず、この小手先の作業を好むゲーマーという種類は面倒が嫌いで、他のRPGやアクションゲームをしっかり十五本ほどは経験していないと本作にある理不尽に、すぐ投げ出してしまうだろう。 ただ最初の方は死亡が数えられず、慣れればやり込み要素と斬新で面白く感じる可能性もあり、沢山の着想や長い努力を惜しんで、少し遊んでみる事にする。 気になるのは十六年、十七年頃の評価は良く、それから悪化している点。謎が深い。 割引時のみ、ここにある様々な評価を読んでも気になるのなら、すすめられる。 追記… 簡単に書くと、しっかりと説明しカメラなども含めた操作性に伴う爽快感を上げ、細かい部分を現代的に仕上げていれば…名作と呼ばれたかも知れない(微笑) 更に追記… 装備強化の魂石でSPに+5が2つあるとはいえ、レベルが4つ上なだけのスタミナ22の街の人気者が、名無しスタミナ40より長く走れる理由が分からない。やはり魂石の力だろうか。隠しステータス以外の答えがある人は、どこかの駅で会ったら教えてくれ。 (ここから少々のネタバレあり。説明が不親切な作品だが一応記載) しかも走って走ってやっとかと思えば突然回転刃が出てくるし、その時諦めた直後のご褒美が…軽矢っ。説明・威力と飛距離どちらを選ぶかは君次第。この試練というサスケみたいなの止めるのも君次第なんでしょ多分。でもいけると思ったからしばらくやったら、軽矢っ。それにこのサスケじゃなくて試練をやっていかないと、世界の知識が得られないから、その分苦労するじゃない。やればやったでサスケじゃない。サスケ続きじゃない。ああ、やっぱりニンテンドーでゼルダの伝説やってる人が幸せなのかなぁ。クリエイター何人クリアしたの?だからー、クリエイター何人クリアしたの?!…えっ?特別なアイテムが必要なの?まだ五つ目か六つ目の試練じゃなかった?そのタイムアタックは特別なご褒美が欲しい人だけやるとして、全ての試練は流れでチュートリアルみたいなものかと思うよ。じゃあ、これもクリアしてから他もって、なるじゃない。~そうでしょう?!じゃあ三十回挑戦しちゃうじゃない!…と、クリエイターの一人と話した気分で怒っている人がいるので続編は彼が、あんな風にならないようにお願いします。 貴方達クリエイターが目指したのは無二の作品なので、続編では今度こそ心の底から、面白いと言わせて下さい。
カメラの動きが不快
Divertido e desafiador, principalmente pelo fato do jogo ser muito mal otimizado, atrapalhando a game play. Apesar desse defeito eu recomendo por estar na promoção por um bom preço e a jogabilidade ser parecida com um souls like da vida.
I'm very mixed on this game. There are lots of little really interesting ideas in it that I like but it's also very janky and the jank overshadows some of the niche neat things in it. So here are some neat little niche things you can do. You can throw bottles to attract enemies, throw eggs or banana peels to make enemies slip. Use heat seeking arrows to hit archers around corners. Cure parasites by lighting yourself on fire. Burn poison spewing mushrooms. Hide in treasure chests. Combat though is very simplistic and very jank. The enemy jellies attack hitbox will often suck you in when you seemed to be out of their range. A lot of attacks will send you flying which can result in a mob beat down on you, being chain thrown in the air, or being launched off a cliff which does massive damage. Even late game with good armor and lots of down defense, a lot of attacks seemed to just always launch you. The last bosses I was only dying because I was getting thrown off a cliff repeatedly not because they were doing actual damage with their attacks. I bounced off this game when I first tried it and when I came back I was really enjoying it at first but the last section was very frustrating. When you die it's tedious because you have to use a different character to go back to where you died to get your soul to use that character again. There is some fun to be had if you are into dungeon crawly adventure souls like games where you need to do some light preparations and resource management. There is apparently a newer version of this game though so if your interested you should probably look at that one instead.
Adorable tiny soulsy that captures the dreary feel far better than a lot of other attempts. worth a shot for the price.
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GOD AWFUL
拿什么做出来的游戏?有一点亮点可言吗?糟糕的手感,恶心的美术,可有可无的指引。2个半小时是因为我开着游戏去吃饭了。。。挂完卡就删
While the game has its charm and mixed in quite a few ideas to differentiate it from "Dark Souls", I just cannot say that I am a big fan of its unique features, namely the "Hunger-meter", equipment breaking now completely destroying the item and death now locking your character, until it is recovered using a different character.
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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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