
In a world much like our own, Tenshi sets out to uncover the evil threatening the balance of nature, joined by an eccentric cast of characters along the way.
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, Italian, Japanese, French, Russian
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've had this on my radar for a few years and I finally got around to playing it. It's super fun. I just finished all 1CC runs with all shots on Normal and it was a great time. It's obviously very similar to Touhou, but it has a few seemingly subtle differences that give it a unique flavor. The fact that you can only ever carry two bombs, and they don't refill on death, means that you cannot just stockpile bombs to clear the late game. You can however stock up on extra lives, but this is partly mitigated by pretty notable power loss on death (comparable to Touhou 12: UFO). This all encourages you to at least somewhat learn to dodge all the attacks, or at least that's what I thought when I started playing the game. There is another interesting design choice that kind of lets you skip patterns. The primary shot of most shot types is a bit more narrow compared to most shmups, but it also deals pretty good damage for most shot types. The time it takes to kill bosses will vary a lot depending on how well you're able to trace their position, and if you make good use of your i-frame from death or bombing, you can clear patterns quite quickly. It feels good when you're able to finish a pattern early, and the boss movement seems pretty deterministic, so it never felt like I was guessing where I had to go to deal the most damage. The portrait art is great. I can't get Mizuiro's annoyed face out of my head. The actual in-game sprites have very minimal animation and look nothing like the portait art. It's a bit disappointing, but also kind of inspiring, since it shows that you can make a great game without a ton of assets. The music is great and a very clear departure from Touhou, helping to give the game a unique identity. It does a good job of getting your blood pumping at the right moments. A not-so-good part is the lack of good practice modes. You can only practice entire stages, which is much better than nothing, but the standards here have gotten much higher since this game was released in 2015. The game also crashed like 3 times or so, one of these crashes occurring exactly as I was about to enter the final spell of the last boss on my TenSHI run. It was a bit demoralizing and has discouraged me from pushing myself further by doing higher difficulties: 3 crashes in 9 hours is just a bit too frequent. Overall, it's a nice cute shmup that's not particularly difficulty on Normal. Recommended for players of all skill levels.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
8 / 10. A well-made Touhou clone For the most part, Jigoku Kisetsukan just feels like a well-made Touhou Project clone, but with some minor differences. It tries to emulate the feeling of the first PC releases of the Touhou Project games and it does so with flying colors. From what I can see and remember, the big differences in Jigoku Kisetsukan are the graphics. This is both for the good and the bad. If I look some gameplay footage up, I can see a lot of differences and Jigoku Kisetsukan has it's own visual style. While not inherently bad, by any means, I find that animation is pretty low-res, and thus kind of blurry. Since this is a bullet hell game, visually identifying the elements on screen and the objects' hit-boxes is quite quintessential. With the low-res graphics quality, doing bullet grazing is quite hard until you pretty much get used on how the game behaves. Bullet grazing is probably one core mechanic that is not quite there in this game. Or rather, it is there but it is differently implemented. In Touhou, the grazing is done while your focused hit-box is touching a certain percentage of the bullet's exterior. In JK the character sweats when being too close co a bullet, but dies if hit. There's no grazing in the proper form. The other mechanic that JK implements is a grace time before dying. Basically, you have a very short delay in which you can activate your aura attack and retain your life. This sound good in theory, but in practice you'll notice this too late and end up dying. There's not enough indication to quickly react to this kind of events, especially at the last boss where the bullet patterns are hard to do. Other than that, the game is solid and is also free. If you haven't played other bullet hell games or the original Touhou games (which are hard to find outside Japan) then this is an easy recommendation. Other recommendations: - The Touhou Project series' main games, starting from the 6th (which is the first for the PC). Most people recommend the 7th, Perfect Cherry Blossom. These may be hard to find. Alternatively, there's an free and open source project called Taisei Project which plays very similar. - Gun Wings - The eXceed series (now delisted on Steam) - Touhou 9.5 - Shoot the Bullet - This is an atypical bullet hell game that doesn't feature any Shoot'Em Up elements. Instead you must avoid bullets and takes photos of the boss and the different bullet patterns. - If you don't have an issue with erotic games, there's a sub-genre called "Strip'Em Up". Here you can find the Deep Space Waifu series (now delisted from Steam), Sentimental Shooting (a old fan-made game for Windows 98) and Waifu Uncovered.
Игра 'Jigoku Kisetsukan: Sense of the Seasons' – это уникальный и жутковатый эксперимент, который определённо не для всех. Визуальный стиль, сотканный из эстетики ретро-хоррора и психоделических образов, создаёт гнетущую атмосферу потустороннего мира, где сезоны ощущаются как мучительные циклы. Игровой процесс минималистичен, но требует внимательности и наблюдательности, чтобы раскрыть секреты этого странного места. Повествование подаётся фрагментарно, через окружение и редкие взаимодействия, что оставляет большой простор для интерпретации. Игра заставляет задуматься о темах времени, смерти и, возможно, искупления. Однако, её неторопливость и отсутствие чётких инструкций могут оттолкнуть. В целом, 'Jigoku Kisetsukan' - это атмосферный и запоминающийся опыт, который, несмотря на свою незавершенность, оставляет сильное впечатление. Рекомендуется поклонникам нишевых хорроров и тем, кто ценит атмосферу и визуальный стиль выше четкого сюжета и геймплея.
Touhou de pobre é bem inferior a qualquer touhou, mas esse jogo é de graça né, não da pra reclamar
wanted to get into touhou type games and so far this has been the best one yet
C'est pas facile
从前的东方代餐,还是挺不错的
清爽的射击游戏 25.9.17追加:斜向移动速度是单向移动速度的矢量和,手感稀烂
wanted to play it for fun, but i saw just a visual edited fights from embodient scarlet, every fight i saw is copy of it(but a bit harder). Maybe it'll be good on last stages of the game, but start for me is just a copy of touhou 6.
As someone who has played a Touhou game, this one is really challenging, even on easy (Don't laugh at me, we've all been through easy modo once in our life). This is like a toned down version of Touhou 15. Anyways, enough with the Touhou comparison. This has amazing soundtrack, amazing bullet patterns, and a nice artstyle. I would recommend this game for other Touhou and danmaku fans.
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.