
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
《纯粹战斗的狂欢》 评分:7.5/10 一句话总结:画面不够打,但手感够硬。 【美术:二次元的皮,老派的骨】 先把丑话说在前面——这游戏的美术,真的只能算"能看"。 角色立绘是标准的二次元画风,人设第一眼不会让人讨厌。但进了游戏你会发现,场景贴图略显粗糙,特效粒子也谈不上华丽,怪物与建模都透露出贫穷的气息~ 对于画面党来说,这可能是个劝退点。但如果你是那种"画面能跑就行,我要的是操作反馈"的玩家——恭喜你,这游戏正是为你准备的。 【战斗系统:中速偏ACT,手感才是本体】 这才是这款游戏真正的灵魂所在。 游戏定位是中速偏ACT,不像鬼泣那种华丽连招流派,也不像魂系那种慢刀博弈,它走的是一个讲究节奏感和反应力的中间地带。攻击有前摇后摇,有完美闪避,完美防御,破防,背击,反弹飞行物——一切都在告诉你:这游戏,要思考,要操作。 五个机制交织在一起,构成了一套较为完善的战斗体系 每一场战斗都像是一场小型的"动作解谜",而你的操作思路就是解题的钥匙。 两个职业都能体验到全部核心机制,但操作手感和战斗节奏完全不同。如果你喜欢不同周目换着玩,这两个职业够你折腾一阵子了。 【局内:肉鸽元素】 局内可以获取2大类型的能力成长(蓝宝石、红宝石),还有一个武器成长,这种"每局都不同"的体验让重复可玩性有了保障。 但说实话,肉鸽部分做得中规中矩,没有特别惊艳的build构建深度,也没有那种"运气好直接通关"的极端体验。它更像是一个为战斗服务的调味料,而不是主菜。 【局外:场外成长,慢慢变强的成就感】 局外成长系统目前只有等级,通过积累经验提升角色等级从而提升基础属性、这套系统很简单,但提升也非常明显,给了你一个"下一局更强"的动力。 尤其是当你卡在某个BOSS过不去的时候,回去升几级,多观察BOSS行为,那种"我变强了"的感觉会让你特别有成就感。 【BOSS战:这游戏最大的卖点,也是最大的门槛】 如果这游戏只能夸一个点,那一定是BOSS战。 每一个BOSS都有独特的攻击模式、多阶段变化、明确的弱点提示。 浮空、破防、背击、完美闪避、完美防御、反弹飞行物……所有机制在BOSS战里全部用得上,没有一个是摆设。你需要像拼拼图一样把所有机制组合起来,才能找到击败BOSS的方法。 但——难度是真的有。 不是那种"手残勿入"的恶意难度,而是需要你观察、练习、熟悉招式、找到节奏,才能稳定通关。第1次打可能很快失败,第3次可能勉强过,第10次才能打出那种行云流水的完美表演。 比如我打BOSS“暗精灵弓手”,她放向前箭雨技能的时候用战士的4技能可以完美反击,属性够了直接秒杀,这种秒杀爽感无与伦比! 【没有剧情,纯战斗——是缺点还是优点?】 游戏没有剧情,没有对话,没有世界观铺垫。打开游戏就是打,打完就是结算,结算完继续打。 对于习惯了"边看故事边打怪"的玩家来说,这可能会觉得空洞。但换个角度想——当一款游戏把所有精力都放在了战斗上,它反而不需要剧情来填充。 你不需要关心谁是反派、为什么要打,你只需要关心"这个BOSS下一招是什么,我该怎么躲"。 这种纯粹,反而在如今这个什么都想讲故事的时代里,却也直白有趣。 【总结:它不完美,但它知道自己是什么】 这是一款目标用户非常明确的游戏: ✅ 热爱ACT、追求操作手感的玩家 → 强烈推荐 ✅ 喜欢挑战、不怕反复尝试的硬核玩家 → 非常适合 ✅ 享受肉鸽+战斗双重乐趣的玩家 → 值得一试 ❌ 画面党、剧情党、休闲玩家 → 可能不是你的菜 美术一般?是的。内容不够丰富?也是。但它把"战斗"这一件事做到了足够有深度、足够有爽感、足够有挑战。在这个"什么都想做、什么都做不精"的时代,这种专注反而成了最大的优点。 所以这是一款"上手后会特别爽"的游戏,但前提是你得愿意了解游戏机制。 推荐指数:★★★★☆(4/5)
游戏不错,挺适合魂类玩家的,难度有点高,需要很细腻的操作才能通过,回血的太少了
其他的都挺好,现阶段主要就是动作的问题,不管是攻击、移动还是放技能,动作都很缓慢,打起来没有爽快感,这点弄好了动作流畅了,整体游玩体验会好很多!加油!有潜力!
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
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。
还不错哦,背刺和反击都挺爽的,等级越高越爽!
打起来还是蛮爽的,改了demo里的闪避太爽了,一点不晕,微微闪避就能触发完美闪避,一直打怪一直爽
优质独立魂系肉鸽佳作,动作打磨格外精细,打击手感扎实,攻防弹反机制考究。随机构筑搭配硬核闯关,既有受苦的快感,又兼具反复游玩的趣味性,非常适合偏爱硬核动作的玩家。
左键普攻和右键魔法盾防御都能反击,堪称左右大嘴巴互扇,建议狠狠强化这个特性。 每个技能的作用都直接用文字明示这点非常实用。 美术和玩法都不错,蛮有潜力。 血瓶不够可以改成血瓶图标闪烁,不要文字遮挡屏幕。 我惯用Q回血EFR技能,建议有多套键位设定,或者有自定义按键功能。 SHIFT奔跑没有教学,触发条件奇怪,好像有内置CD,停止的时候有时候还有脚滑前冲的多余动作,有时候没有。 每个技能都很慢,普攻也慢,个人建议所有设定能快则快。 索敌功能简直是必用,可以考虑自动索敌或者加自动索敌开关,或者命中敌人一次后自动锁定该敌人,中途命中其他敌人不锁定新敌人。 建议加多视角切换。 建议在血瓶加上对应键位提示。 总之建议在能爽尽爽的事儿上多下功夫。 有中文,有成就。
The game is all about combat. You lock onto a target, attack with your main button, and use the very weak dodge to get away or raise your sword to defend and parry. Holding the defense button blocks most damage, but you still take some damage, while pressing the defense or dodge button just as an enemy is about to attack triggers a counterattack or slows the enemy down for a few moments. You also have five special attacks that are useful in certain situations, but instead of using a stamina system, they are tied to cooldowns and anger bar, which fills up when you deal damage. These attacks are things you can do in most action games. There’s a heavy attack to break through defenses, an attack that launches an enemy into the air, and a temporary damage boost. The other two, a flurry of attacks and a rage attack that deals huge damage, are unlocked when you reach the appropriate level. Progression is roguelite, which means you enter arenas and advance only after defeating all enemies that appear in several waves. After killing everyone, you're rewarded with either a blue gem that lets you pick one of four random upgrades, such as increased attack power, more health, an extra healing potion, and so on, or a red gem that increases anger gain, counterattack damage, and the chance of dealing extra damage with normal attacks. Eventually, you reach a boss fight that has all the characteristics of the Souls genre. It's a huge damage sponge where normal attacks barely dent its health bar, so you need to rely on special attacks, counterattacks, and dodging. It's not fun because the boss does the same things to you that you do to normal enemies, specifically stunning you or launching you into the air where you can't do anything but watch yourself take damage. The boss's attack telegraphs are too similar, and sometimes it feels like you get hit no matter what. Although levels earned during a run don't reset, you don't get much out of them except one extra attack point and a few extra health points per level. I assumed you could unlock new upgrades from the characters in the village you always return to after a failed run, but so far they don't seem to serve any purpose. The game works fine and the battle system is fine, but polish is missing.
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Trends
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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