
A moderate-paced hardcore 3D action dungeon crawler with no redundant plot and combat as its core. With well-tuned roguelite elements, mix random abilities and character talents to build your own combat style!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 1 → 0.14/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
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 moderate-paced hardcore action game with roguelite elements. Combine random perks and character talents to forge your own combat playstyle!
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!
New Mechanic: Finisher Knock away all of an enemy’s weapons to leave them unarmed, which unlocks a finisher prompt. (Controller: Y‑Button; Keyboard: F‑Key) You gain invincibility and instantly execute all enemies inside the target area. Bosses and select elite enemies cannot be disarmed into an unarmed state. Airborne enemies are more likely to drop their weapons when struck.
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.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
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Genres
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
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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。
作为单人开发的国产独立 3D 动作闯关作品,走的是纯粹到极致的 “无剧情纯战斗” 路线,没有冗余叙事铺垫,进入镜湖村法阵后直接开启硬碰硬的动作试炼,中速偏硬核的战斗节奏既不追求快到眼花缭乱的反应比拼,也绝非慢节奏回合式博弈,而是卡在一个需要精准把控攻击间隔与闪避时机的微妙区间里,对操作手感和节奏理解的要求相当扎实。游戏提供了两名定位完全迥异的冒险者可选,近战剑士偏向稳扎稳打的格挡反击与浮空连击,法系角色则依靠灵活走位与远程法术输出,两套战斗体系手感区分度很高,配合完美防御、完美闪避、背击破防等核心机制,既能靠精准弹反打出无敌帧反手压制,也能靠闪避拉扯攒满怒气释放大招清场,四十余种杂兵与十一位风格各异的 BOSS 搭配十张不同关卡,敌人 AI 防御意识强、攻击套路多变,高难度下很容易陷入被包夹的窘境,逼着玩家必须吃透每类敌人的出招前摇与弱点,而非单纯靠数值碾压。适量融入的 Roguelike 元素是本作的核心乐趣点之一,每轮闯关过程中都会随机掉落各类能力秘宝,从攻速暴击、幻影攻击到特效触发应有尽有,不同词条之间能够形成丰富的组合效应,既可以走稳定暴击流堆输出上限,也能靠防御向词条走容错苟活路线,每一局都能根据拿到的随机能力摸索出专属的战斗构筑,反复刷取的过程中总能玩出新的流派思路。美术风格带着一股复古怀旧的质感,建模与场景氛围颇有早年经典动作游戏的味道,雨中镜湖村的场景氛围感拉满,战斗时刀剑碰撞的音效清脆扎实,打击反馈做的相当有分量,不过作为单人独立作品,目前版本还存在少量卡模、掉落物卡地形的小 bug,且整体内容体量相对有限,除了刷关构筑之外缺少更多元的玩法填充。总的来说,这是一款目标受众非常明确的纯动作向作品,没有花里胡哨的剧情和养成系统,把全部重心都放在了战斗手感与流派构筑上,难度门槛不低但打磨得足够有诚意,对于偏爱硬核动作、享受一遍遍挑战自我操作上限的玩家来说,是一款性价比不俗的小众独立佳作。
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。
还不错哦,背刺和反击都挺爽的,等级越高越爽!
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.
休闲类,非无脑爽动作游戏,稍加练习就能打出来很爽的操作。游戏机制相对平衡。推荐尝试一下,也期待以后增加更多游戏机制。
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
手感比较粗糙,但是动作游戏该有的倒是都有,什么反弹、技能,格挡等等, 就是地图和建模有点太僵硬了,锁定的时候老是往前冲。。。。 近战远程都能玩,感觉还是可以好好打磨下。
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