
Indie souls-like with innovative fight system where you practice your Katana on the path for endless improvement; again and again.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Ukrainian, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Game has been abandoned. It could have been something cool. But... it looks like the developer just abandoned it.
A very inuitive game to learn from ones beginning's...very Cool!!! <3 The Swordsmanship seems basic and binary at first glance then you realize there is way more to it than meets the eye ; )
Indie Sekiro. Similar to Sekiro, you have several stances (low, medium and high) for attack and defense. In order to parry, you need to match your defending stance to the attacker's stance and in order to attack you gotta mismatch your attack's stance to the opponent's stance. You can also evade but it consumes stamina way quicker than just parrying. It gets really hard when fighting multiple opponents because you can only parry one attack at a time so you gotta evade and keep some distance between the attackers all the time. It's quite hard not gonna lie
Les jauges vie et sante arme sont trop ds les coins, sur grand ecran on ne les voit pas. Progression du perso trop lente ou tableaux trop courts. La difficulté des adversaires monte avec la progression ce qui la rend inutile. Plein de bugs, des persos se figent, les tableaux se reverrouillent, je passe des levels sans qu'ils soient incrémentés ni ne délivrent des points de compétences.
This game is something else, it makes you crazy, it makes you want to eat your own eyeballs.. But...If you are good enough, it makes you want to kick a muhf%$a in the face..In a good way I'd like to see more added to the game, there is endless room for improvement, also a fist only mode, with more martial arts techniques at your disposal, nothing like fast paced hand to hand co,bat :D
游戏应该是慢慢推进的关卡,你认识路的话可以直接找到并击杀BOSS,就可以通过关卡,但是分数会较低。但是你如果在中途死亡,会进入与影子的决斗,决斗胜利,保留武器和被动从死亡关卡重新开始;决斗败北,这局游戏结束,失去武器被动,虽然从头开始,但你在第二关死后,下局可以选择从第二关开始。 主要分为两种攻击方式,一开始因为游戏名叫“型”,加上以前玩过《剑豪》,本以为攻击方式会十分多样,能和敌人见招拆招,但实际就分为上段和下段两种攻击方式。细分的话你可以通过蓄力的方式攻击,也可以通过在刀发光的一瞬间按下另一个攻击键造成连击。同时决斗中可以通过上段反击上段这类方式来进行格挡,也能主动格挡。 每把刀都有耐久度,身上可以带一块磨刀石磨,刀损坏则会进入肉搏格斗的模式,因为每个地图里的持械敌人都会掉落武器,有一些属性差异,比如攻速、伤害、耐久度之类,第二关的敌人还会掉落薙刀。可惜同一种刀模型都一样,甚至颜色都没啥变化,不然还挺有意思。而且盔甲之类的掉地上好像也没法捡起来。 角色主要属性分为力量(伤害)、敏捷(闪避、连击速度、闪避消耗)、健康(血量)、呼吸(呼吸槽,类似体力),在大佛雕像加点。杀死一定敌人可以获得被动效果,选择装备在解锁的槽里,效果有类似增加上段伤害、开局获得胸甲、长按闪避增加距离等效果,一开始我理解有误以为死了会让所有被动都丧失,现在观察后确定:应该是你装备在身上的被动效果会失去,如果你什么都不装备就能屯被动了。以及经验在彻底死亡后的确会清空,但如果结束前打败影子就会保留你的经验。 画面方面,模型比较简单,配置要求也很低,就是光影我不太喜欢,看起来有点朦胧,有意思的是模型虽然简单但是有断肢系统,一开始尸体没头我还以为是bug,后来砍了一条腿下来才确定有这个系统。 打折可以考虑入。 PS:刚刚发现道场里师傅后面摆着的武器可以捡起来,而且道场两边还有两个敌人,击杀一个就给一个被动,不知道是不是固定的。 PS:鼠标滚轮的那个圈,一旦范围内有敌人,就会摆出架势进入对峙状态,有点类似锁定,这时候就无法快速跑动了,所以要是想跑路,可以把圈缩小,范围内没有敌人就会跑起来。不知道是不是漏看了新手教程,看社区才知道ctrl是消耗呼吸的冲刺跑,但是对峙状态的时候按ctrl也会耗呼气槽,但速度却没什么明显变化,不知道是不是因为没做完。
为啥只有键鼠适配?手柄的适配。。不说也罢。。
難しすぎる。難易度を下げるには自分のキャラをレベルアップする必要があるが、途中まで行くと、それが、至難の業。連続で素早く技を出せないのもイライラする。レベル上げをもう少し小刻みにさせてくれたら、もっと良いゲームになるのでは。素材がいいのにもったいない。
the game is hard af but the art style is beautiful and we need more "feudal" japan/samurai games. Id imagine this was made by one or just a few people, but it's really well made. perk system, fun snappy combat, cool story, just all-around solid "souls-like" game. I can't get past the first level lol but maybe you can
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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