
This is a medium speed hard core 3D action breakthrough game, with no extra plot to focus on fighting. There are 2 roles to choose from. With appropriate Rouge elements, you can combine your own fighting style according to random ability!
Modeled estimate, not a reported figure. How we estimate →
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About
In this medieval role-playing action game, you can opt to play as two adventurers with entirely distinct abilities, wielding swords and magic in your hands to hone your skills within the Jinghu Village array, and upgrade your level to master more advanced combat techniques.

This is a moderately-paced, hardcore action game infused with an appropriate amount of Rogue elements, allowing you to craft your unique combat style based on random abilities!
Currently, the game boasts over 40 types of monsters, 11 uniquely styled bosses, and 10 completely different stages. Come and immerse yourself in a diverse combat experience!
Perfect Defense: Defend at the precise moment when the enemy launches a "critical" attack to trigger Perfect Defense, rendering yourself invincible for a short duration and knocking back surrounding enemies to regain control.
Perfect Dodge: Use dodge at the moment when the enemy is about to attack, trigger perfect dodge, slow down all enemies' movement speed for a certain period of time after triggering, make yourself invincible and gain additional anger/magic, speed up the release of big moves, and make it easier to break defense and back attack.
Back Attack: A regular attack from behind the enemy has a chance to trigger a Back Attack. Upon triggering, you become invincible for a short time, breaking the enemy's dominance and defense state, causing them to become stunned.
Defense Breaking: Enemies can enter a defense state, making them immune to normal attack stuns. Use Defense Breaking skills to shatter the target's defense state and deal additional damage. Most monsters will lose their defensive gear after their defense is broken! You can also be defense-broken by the enemy's "critical" attacks.
Floating in the Air: Utilize the Floating in the Air skill to levitate enemies. Enemies in the air cannot retaliate and will suffer additional floating damage. Beware of powerful enemies who can actively escape the floating state to counterattack. You can also be floated by enemy attacks.
Bounce Flying Objects: Regular attacks can bounce most flying objects, with the bounced objects dealing increased damage.
In-Game Cultivation: Sapphires enhance players' basic abilities; Rubies grant players stronger abilities and additional effects; Weapons significantly boost offensive capabilities.
Out-of-Game Cultivation: Gain experience points each time you defeat an enemy or enter settlement. Players' levels will continuously increase through accumulated experience points, strengthening their attributes. The current version has a maximum level cap of 60.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Korean, Portuguese - Portugal, Vietnamese, Traditional Chinese
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
[h1]镜湖之中[/h1] [h2]游戏玩法[/h2] 游戏开始可以选择两种角色进行战斗,选择之后进入教程模式,游戏教程还是很全面的,基本会把游戏基础的操作都教一遍,例如技能:破、空、速、连,破是一段冲刺攻击,可以直接破盾,空是挑飞,敌人在空中是无法做出动作的,速就是快速攻击,增加一段时间内的攻速。游戏还有背刺,格挡,以及近战武器可以打飞射来的箭矢,游戏还有招架值,被破防后会一段时间无法作为动作。进入关卡战斗开局会随机几个词条让玩家选择,都是可以增强角色属性,攻击方式的,关卡后续还会持续获得能力提升,并且击杀怪物获取经验可以升级,升级也会带来属性特性提升。游戏内就是闯关,击败这该关卡内所有敌人后进入下一个关卡。 [h2]个人游玩体验分享[/h2] 游戏虽然有背刺,但是背刺的判定过于严格,必须走到正背后才会触发,实战中怪物的视角会随着角色移动,就很难绕后,只能抓技能后摇去背刺。游戏虽然简单,但是战斗的机制很丰富,并且融合了rogue元素的属性提升玩法,给玩家每一次局内带来的体验感都不一样,这点还是不错的。 [h2]结语[/h2] 《镜湖之中》这款剑与魔法的动作战斗游戏,战斗机制很丰富,背刺,格挡,以及破防都给战斗增添了不少操作上限。感兴趣的可以尝试一下。 [quote] 晚八不睡,早八不醒,梦里准点测评,迎接美好游戏人生! 欢迎关注:[url=https://store.steampowered.com/curator/46039267/] 睡不醒的早八人 [/url] [/quote]
《镜湖之中》是B站UP“吃我一套连连看”单人开发的一款偏中速硬核的3D动作闯关游戏,可以选择剑士或者法师开局,并且融合了肉鸽元素,玩家可以自由搭配能力创造属于自己的流派战斗。 游戏开局玩家可以选择男性剑士或者女性法师两个不同的冒险者,然后在镜湖村的法阵中开始战斗,战斗可以选择低到高的难易度。开始前可以选择秘宝或者能力,有点像肉鸽一样多选一。 剑士主要是以近战攻击为主,底部有两个计量条,绿色是血量,红色是怒气值,剑士想要使用技能就需要通过打击敌人积攒怒气。 法师主要以远攻为主,底部也有两个计量条,绿色是雪亮,蓝色是MP,使用MP可以使用魔法攻击,MP随着时间逐渐恢复。 因此两个职业可以说是两套不同的底层玩法逻辑,不过都能使用通用的防反,格挡,破防,背击等机制对敌人造成大量伤害。 游戏采用关卡制,玩家清理完地图小怪后可以像肉鸽一样,选择局内养成,然后再进入下一个场景。 总的来说游戏的打击效果做不错,角色的动作和技能释放也比较流畅,虽然3D建模一般,但是局内养成和战斗流派构筑都很丰富,推荐给喜欢动作闯关游戏的玩家入手。 [quote]欢迎关注[url=https://store.steampowered.com/curator/45214439/]轻游社[/url],以轻松认真的态度,对待每一款游戏 [/quote]
有点硬核的3d动作游戏,整篇都在塔塔开!游戏在流程上混入一些肉鸽元素,这种能力的提升在一定程度上减少了游戏难度,开局选择的两位男女角色,也分别代表了战士与法师两种职业,游戏的想法不错,但内容及美术较为稚嫩。 游戏的动作还是比较多的,毕竟是主推的地方,能够使用精准格挡,普攻反弹远程攻击制敌,背刺还有几个强力技能,她们用途各不同,当然你也可以选择闪避,攻击手段体验很多,动作流程都只能说还行,当个小品级的游戏,喜欢有点硬核的动作游戏玩家也可以进来挑战一下难度,不过哥们是手残党,对于这种需要一定耐心与技巧的优秀玩起来会有一些困难,不过官方也为玩家考虑到了这一点,首次死亡可以复活... 当然要玩就要玩萌妹子,不过UI简陋,场景简单,音效方面也比较稚嫩,有一些地方感有些网游的质感,敌人虽然没有语音,但是也会用浮空的文字来表达对话。 如果你是为了休闲或是杀杀时间可以尝试一下,如果你想要3a级别的体验,那还是比较难的,可以看得出制作人想做出很多东西,有骨架但肉体很干枯,碍于现实——单人制作耗费时间与精力,也是一次宝贵的经验。 [quote] 妙笔提手点墨花,妙语成章满纸纱。 欢迎关注[url=https://store.steampowered.com/curator/44852326/]猪式会社[/url],用心绘测游戏。[/quote]
由单人全程独立开发的游戏出乎意外的优秀,难度比较高,本作是肉鸽元素的3D硬核闯关游戏,有着丰富的战斗机制,但比较吃操作,比如说完美防御、完美闪避等等,还能使用破空术、连斩等技能,有局外和局内成长要素,虽然建模略显粗糙 但是新手教程做得不错优化建议UI ,美术封面,操作上限较高,再加上价格也相对便宜,虽然没有多余的剧情,就这么去体验战斗,爽吧!
[h1][b]轻量立回博弈,派生动作完整的孤剑照影[/b][/h1] [hr][/hr] 单人制作的独游,作为3D动作闯关游戏,在优化侧尚需打磨,在立回博弈以及派生动作感上已属充满匠气地落地。 动作设计与肉鸽随机往往是稍有相冲的两个游戏要素,前者如果足够完整,是可以自成一体进行非常精彩的魂类闯关的,而如果带入肉鸽要素,那么局内属性提升,会让游戏硬核程度大幅下降,成为介于魂类与割草之间的存在,会让游戏更具重玩价值。 这也是我觉得游戏难度会有点类似《塞尔达无双》的感觉,当然塞尔达无双整体会更加简单。 [h2][b]偏中速硬核的动作游戏[/b][/h2] 基本的动作系统包括垫步闪避以及格挡、对于“危”攻击的完美格挡反击等,组成了游戏中攻防立回中重要的“防守博弈”,当化解敌人的攻势后,利用进攻回合造成减员就变得极为重要了,1-5的技能譬如说破防技、浮空技等,让怪物直接僵直(但因为没有技能取消、普攻取消,技能的衔接感没有那么流畅),搭配一秒五破的普攻连段,玩家在矩形的格斗场中能够尽享战斗淋漓。因为有攻防博弈,所以游戏有一定硬核。 因为怪物难度没有那么大,而且给出的反击时间相对充分,所以整体至多“偏中速”。 游戏现阶段的遇敌锁定会稍微有些奇怪,虽然按中键可以锁定怪物,但当玩家和敌人同时快速移动时,镜头转移有时不会那么流畅;游戏虽设有背刺机制,但是想要绕行到怪物背后打出破击,实战中不是易事,所以可能连段有但不甚完美,游戏现阶段带来的体验是一种闯关渐进带来的即时回馈感的满足。 双角色的养成以及城中养成,同样为这一冒险带来长线发展感,六十级的满级让每一次击破敌人都有成长,动作闯关之外,玩家更像是从镜湖村小虾米一路成长为剑与魔法的豪侠。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
玩法设计非常用心,一看就是资深游戏策划,比较吃技术讲操作,手残党可能不太友好,也正是这样游戏玩起来才非常爽,值得推荐
[h1]剑与魔法[/h1] 《镜湖之中》是一款第三人称的3D动作闯关游戏,同时还有轻量的Rouge元素, 不过游戏整体来说做得极简,但核心的战斗玩法还是比较完善—— 游戏共有两个职业,但与性别挂钩的角色可选:男性长剑、女性法师,而角色也就相当于各自职业的存档,数据相互独立。 不过还好,新手教程只用固定的过一遍即可。 [h1]这是攻,这是防,这是BOSS骷髅王![/h1] 游戏的玩法很简单,就是简单的战斗爽,因为极简的不止是UI,也有剧情…… 虽然游戏纯粹是战斗的主要玩法,但毕竟每个人能适应的难度不一样,所以还是做了三种难度以供选择挑战: 秩序-正常难度 混乱-无法复活,且关卡随机 混沌-无法复活,且关卡、怪物均随机。 另外战斗爽的前提是什么?操作与数值,所以也不能落下打小怪升级的环节—— 你也不想慢慢刮痧刮过去吧? [quote]关注&加入∶[url=https://store.steampowered.com/curator/45540934/admin/reviews_manage/]深澜探索者[/url][/quote]
镜湖之中是一款第三人称的动作肉鸽游戏,我们要操纵一名角色,在这个镜湖之中参与试炼不断提升我们的实力。 本作的玩法相较于其他同类来说,动作和一些美术上进行了一定的简化,不过玩法和机制倒是挺齐全的,而且许多机制能看出来,作者是个只狼的粉丝。我们的角色有基础攻击和五个技能以及防御和弹反,完美闪避等多种机制。闯关方式和肉鸽游戏一样,我们刚开始的时候可以选择自己的能力,比如说增加攻击力,或者背刺秒杀概率和技能伤害等等。每次通关也会获得新的能力。 每个大关都会有若干个小关,而每个小关都会以不同的波次出现敌人和我们进行战斗。只有将当前敌人全部消灭后才能出现下一波敌人。不过敌人的动作攻击比较慢,而且弹道也非常明显,我们的攻击还能打断正常的攻击,所以实际难度并不算高。 背刺机制,目前我感觉不是特别好用。很多时候只有在正后方才能触发,稍微偏一点就有可能不太行。而且敌人的攻击频率并不算低,也很难跑到背后,实用性略低。完美弹反和完美闪避,在我看来两者差不多。弹反是格挡攻击并造成伤害,闪避则是进入子弹时间,减缓敌人的时间流速。 总的来说本作的难度不算高,有许多常见的机制,上手很容易,如果对本作感兴趣的话可以试试。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
中规中矩,在九十年代是相当能打的。一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。
InTheLake is an action-focused indie title developed and published by ZhiZhi that wears its inspirations proudly. Rather than attempting to blend multiple genres into a sprawling package, it narrows its ambitions toward delivering a mechanically driven experience built around combat mastery. Set in a fantasy interpretation of Jinghu Village, the game places players in control of one of two heroes, each offering a unique style of play. It immediately establishes itself as a game for players who enjoy learning enemy patterns, executing precise maneuvers, and steadily refining their skills through repetition. The heart of InTheLake lies in its layered combat mechanics. Timing is everything, and the game consistently rewards players who are willing to engage with its systems. Defensive actions are more than simple survival tools; perfectly timed blocks can completely nullify attacks and create openings, while well-executed evasions grant brief advantages that can shift the momentum of battle. Additional mechanics such as attacking from behind, launching enemies into the air, breaking defenses, and redirecting incoming projectiles add considerable depth to encounters. The result is a combat system that encourages experimentation and calculated aggression instead of reckless button presses. Replayability appears to be one of the title's major design goals. InTheLake features over forty enemy variants spread across ten stages, culminating in eleven boss encounters that test the player's understanding of its mechanics. Roguelike elements introduce randomized upgrades during each run, ensuring that no two attempts feel entirely alike. Players can discover different combinations of abilities and equipment, leading to distinct builds depending on the choices made along the way. Combined with the presence of two playable characters, the game offers multiple reasons to revisit completed content and approach challenges from a fresh perspective. Progression is handled through a blend of permanent and temporary upgrades. During gameplay, players can acquire enhancements that increase their offensive and defensive capabilities, while accumulated experience contributes to a broader leveling system outside of individual runs. This structure creates a satisfying sense of advancement even after defeat, making failures feel like part of the learning process rather than a complete setback. With a level cap of 60, there is enough long-term progression to support players interested in investing significant time into mastering the game. From a presentation standpoint, InTheLake embraces a vibrant anime-inspired visual style. Built with Unreal Engine, it favors readability and responsiveness over photorealism, an appropriate decision considering the speed and intensity of combat. Special effects are flashy without becoming overwhelming, and the fantasy setting provides an attractive backdrop for its battles. The game's relatively modest hardware requirements are another advantage, allowing it to run on a wide range of systems without demanding cutting-edge components. Full controller support further reinforces the notion that this is a game designed with action enthusiasts in mind. Its biggest limitation is also one of its defining characteristics: the near-total absence of narrative emphasis. Players expecting extensive world-building, cinematic storytelling, or deep character development may find the experience lacking. InTheLake is unapologetically centered on combat, and that focus means other aspects of the package receive considerably less attention. The game's appeal will largely depend on how much value individual players place on mechanical depth over narrative engagement. Despite its modest scope, InTheLake succeeds in carving out its own niche. ZhiZhi has created a title that understands exactly what it wants to be and commits to that vision throughout. Its combination of demanding combat, roguelike progression, and replayable structure makes it an intriguing option for fans of challenging action games. While it may not become a mainstream sensation, it demonstrates a clear passion for the genre and delivers enough variety and depth to justify repeated playthroughs for those willing to embrace its combat-first philosophy. Rating: 7/10
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Steam followers (game-group members) tracked daily from when we started recording.
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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