
Arena-based hack-and-slash combat Fight off waves of enemies with the weight of your hammer and the grace of your sword. Spellbinding Visuals A hybrid of 3D and hand-painted art styles, animated to create a breathing, if not quite living, world between worlds.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About



Genres
Stats
Languages: English
Engagement
Reviews
Довольно бодрая и приятная глазу игра. Удивило наличие анимированной сцены в конце игры.
Pese a ser corto tiene un muy buen estilo artístico con buen gameplay. Para pasar el rato
Real nice only problem is that the game is short
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
댓글 보고 짧다길래 얼마나 짧겠어 하고 해봤는데 ㄹㅇ 댓글에 쓴 사람이랑 똑같은 시간 걸림 10분컷 겜 솔직히 돈아까움
lol, would love to play the game but it seems i'm one of many who gets a screen of colour, limiting the game play to unplayable
Fácil y sencillo. Es corto, pero muy divertido. 9/10
局限:无中文无成就流程短 游戏类型:动作 游戏内容:疯狂战斗,砍砍砍,砍完所有怪就进入下一个地图,砍死小怪可以掉爱心,爱心可以回血。 可玩性:中 评价:不死的话通关一次就10分钟,操作手感有点奇怪,不过还能接受,属于小甜品。 评分:6/10
I was pleasantly surprised by the structure of the session, albeit the early signs of shallow waters for combat held true. All enemy varieties except the bats are sluggish enough to be dispatched before they can try even a single attack, and consequently that exception ends up as just a moving target. Pre-rendered cutscenes are a beautiful bygone delicacy; for some reason I found the enemies' annihilation to be exceptional shots. The Friedrich's "Wanderer" composition and the emotional ambiguity conveyed at the end was cheesy and captivating; in short, a lot of the game feels like an excuse to flex some graphics on a custom engine; whether or not I broadly agree with that pursuit these days, I can't deny it to be a beloved ambition of the medium, and here it nurtures a nostalgia that not many avenues are offering except for their primary sources. The game is testing my endurance on attributing a "Land" mood to so many games; variability of locales and a small yet magical discovery of the path of rising islands; these are present but not yet fully activated through the design. I would suspect that Nerve games are so readily abundant in the catalogue due to the instructors and their rubric's ability to fall back on the establishment of basically every famous game prior to the colloquial inception as an art form (late 5th or early 6th gen in my humble opinion). On second thought, the attributes of Land game design seem to begin and end with the members and instructors who are responsible for the artistic rubric. Alright, alright, it's a Land game; kudos specifically to Ryan Davis, Trevin Dahl, Amy Kim, Josh Bechtol, Anoop Herur-Raman, Blake Johnson, and Sierra Keeser for making me screenshot the credits for this bit. The 2-3d style lauded in a similar manner by Bastion is distinct from the style of Final Fantasy's posterboard environments, even though they operate identically. Perhaps the difference just centers my bias around the constituent elements; preferring a world map with movement and scale rather than static challenges, for example. Even though the second level wasn't as intricate as Midgar or Esthar City, it still had enough of a vibrant distinction from the previous area, whereas the pith tones of Bastion's first few levels reveal its age more than any other feature. Isles of Limbo gets a B for Big Crystal, Quick Beater.
Very short but extremely well made! I really like this concept and hope it has a fuller release at some point. Awesome job devs! :D
hasta yo duro mas qu este juego.
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.