
On the outskirts of town lies a mansion said to house the entrance to a maze overflowing with treasure. Do you wish to discover the magical mysteries hidden inside?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
ギリギリおすすめできない。前作のルフランをやった方が楽しい。 最初は王道アップデート版で楽しんでプレイできるが40時間ぐらいプレイしたところで何もかもリセットされて別ルート開始になる。 この別ルートがダメすぎて3時間ほどで挫折しそう。自動生成マップはお排泄物。
苦等三年,终于等来了汉化!在此感谢b站up主银子yzyz提供的汉化补丁。 和前作相比,这作剧情叙事更加优秀,环环相扣而不失逻辑,战斗系统更加丰富,同时可以捏的角色成倍增加,转生能够带走所有技能提供了更多的选择,迷宫方面更是有着3561层的超大迷宫可供探索!(虽然只是个幌子) 但是这一作缺点也更加多,第一是人物系统,首先可供捏的角色虽然增加了许多,但真的能用的上的其实很少,而且很多基本只能当转生素材,值得一说的是法师在这一作体验比较糟糕,前期没有好用的法术过渡,唯一不错的法术还要等到结局的迷宫之前的boss打完给的结魂书里拆出来(好像是它掉的而且就这一个),基本只能担当平时回血加buff(当然也不需要它)和刷级当代练的职位了,如果想要玩的舒服还是推荐枪兵和本作新加的双锤(谁用谁知道,打boss和精英会很舒服);其次是迷宫方面,这作的迷宫我认为做的有些潦草,为了方便做迷宫加了太多机制强行阻止探索,而且很多时候推着推着不知道该去哪儿接剧情了,一头雾水,整体体验远不及上作那三座塔;最后就是本作的敌人种类很少,一个怪物能换三种皮肤出来给我整无语了,精英怪和boss也就那几个而且也是素材反复利用,我来就是看各种克系怪物的结果全是换皮怪。可见本作制作经费可能确实有限吧()。 还有很多没有说到的地方,但纵使有着如此多缺点,如果是喜欢drpg的玩家,我还是会推荐游玩,当然鲁夫兰的体验我认为会比这代更好,前作可以找到的攻略比较多,而且容易上手,这作基本都是要看着各种汉化自己摸索,再者就是翻墙去看日文攻略(或者去b站搜抑郁质_amane和CPU番长) 即使在路途中有过许多抱怨,但越快到结局脚步也变得愈加缓慢,不愿结束这篇美好的故事,在走到结局那一刻也仍不免有些唏嘘与释然。[spoiler] “我和你共同编织出了让所有人都能幸福的世界,唯一的缺点是没有你“。希望善于寻找失物的ユリィカ最终能找到她的ナチル,也希望未来我们能再次相遇在新的地方[/spoiler](剧透警告) 无论如何,希望这个系列能继续做下去吧,期待有再重逢的一天!
It's a long, grindy, slow burn of a game, that separates the dungeon grind with, mostly, voiced visual novel cut scenes for events.
This is an indirect sequel to Labyrinth of Refrain: Coven of Dusk and, saying it outright, it's a downgrade. The core dungeon crawling party gameplay has received some nice QoL. Yet they introduced non-static dungeons in the manner of roguelites, which has been used to pad out the game and isn't all that fun nor engaging anyway. Along with even more obtuse progression goals and typical Japanese RPG ♥♥♥♥♥♥♥♥, the story is the only reason to dredge through hours and hours of tedium. I liked the story. If you steel yourself for the slog of a grind and have a guide, you might also like the story and see the end to it.
Je viens tout juste de commencer le jeu et je suis déjà sous le charme des visuels, tant les illustrations sont magnifiques et enchanteurs. On progresse case par case dans des donjons tortueux où la cartographie devient vite une obsession pour ne louper aucun secret. Le système de création de personnages est d'une richesse dingue, puisqu'on assemble soi-même ses soldats de plomb en combinant des âmes et des classes variées. Côté baston, on gère des groupes entiers au tour par tour, ce qui demande pas mal de jugeote pour bien placer ses unités. Une des mécaniques les plus cool reste la possibilité de briser les murs pour se frayer son propre chemin à travers les étages. Enfin, il faut apprendre à dépenser ses points de renfort intelligemment pour booster son équipe ou s'en sortir quand la situation devient tendue.
太好了,谢谢民间汉化。一出完整民间汉化我就买正版支持了。1代是ps4上少有的让我流泪的作品。震撼我心灵的故事。二代等了6年一直没看任何剧透。说好的2021年出汉化呢?日本一的游戏又能刷,又有故事又有音乐。没有比这更好玩的drpg了。 请日本一公司每个游戏都出中文。中文市场这么大,为什么要放弃。 "That's great, thank you for the fan translation. Once the full fan translation is out, I’ll buy the official version to support it. The first game is one of the few PS4 titles that brought me to tears. The story was truly soul-shaking. I’ve been waiting 6 years for the second game and have avoided any spoilers. Where's the promised 2021 Chinese localization? Nippon Ichi's games have replayability, a great story, and music. There’s no better DRPG than this. Please, Nippon Ichi, release Chinese versions for every game. The Chinese market is so huge, why let it go to waste?" "素晴らしいです、ファン翻訳ありがとうございます。完全なファン翻訳が出たら、公式版を買ってサポートします。1作目はPS4で涙を流した数少ない作品の一つです。心に響くストーリーでした。2作目は6年間待ち続け、ネタバレを一切見ていません。2021年に出るはずだった中国語版はどこに?日本一のゲームはリプレイ性もあり、ストーリーも音楽も素晴らしい。これ以上楽しいDRPGはありません。どうか、日本一のすべてのゲームに中国語版を出してください。中国市場は非常に大きいのに、なぜそれを無駄にするのでしょうか?"
Never have I seen an RPG waste my time quite like this one, and perhaps will never see an endgame waste my time like this ever again.
Super jeu, histoire prenante du début à la fin. Combats et exploration super
Labyrinth of Galleria: The Moon Society is a captivating dungeon-crawling RPG that embraces complexity while delivering a memorable blend of fantasy, mystery, and strategic gameplay. Developed by Nippon Ichi Software, Inc. and published by NIS America, Inc., the game serves as a spiritual successor to Labyrinth of Refrain: Coven of Dusk while refining many of its predecessor's ideas into a larger and more polished adventure. It presents players with an intricate underground world packed with hidden dangers, rewarding exploration, and an emotionally driven narrative that gradually evolves from an intriguing premise into a surprisingly compelling tale. The adventure centers on the mysterious Galleria Manor, where an immense labyrinth lies hidden beneath its walls. Players guide magical puppet soldiers under the command of a powerful witch as they descend into increasingly dangerous floors in search of powerful artifacts and forgotten secrets. Although the premise initially appears to focus on treasure hunting, the narrative steadily reveals deeper mysteries involving the mansion's inhabitants, supernatural events, and personal tragedies. The story unfolds at a measured pace, allowing its characters and world-building to develop naturally before delivering emotional twists that give genuine weight to the lengthy campaign. Exploration is the game's greatest strength. Each section of the labyrinth introduces new layouts, environmental hazards, hidden passages, puzzles, and increasingly dangerous monsters. Rather than relying on repetitive dungeon design, the game continuously expands its mechanics, encouraging players to think carefully about navigation and risk management. Secret rooms, optional objectives, and valuable treasures reward curiosity, making every successful expedition feel meaningful. The sense of gradually mastering each sprawling dungeon creates a satisfying rhythm that keeps exploration engaging throughout the adventure. Combat revolves around tactical preparation instead of fast reflexes. Players assemble squads of customizable puppet warriors, organizing them into larger formations capable of handling a wide variety of combat situations. Every class fulfills a unique role, and the flexibility to experiment with different builds, equipment, skills, and formations gives battles considerable strategic depth. Tough encounters often require adjusting party composition instead of relying solely on higher character levels, making thoughtful planning an essential part of success. The numerous customization systems allow players to create highly specialized teams suited to their preferred style of play. Character progression is remarkably detailed, extending well beyond simple experience gains. New abilities, powerful equipment, magical pacts, and advanced customization options become available throughout the journey, constantly encouraging experimentation. The game offers enough variety that players can spend hours refining their party while searching for stronger gear and more efficient strategies. Even after dozens of hours, new systems continue to appear, preventing progression from feeling stagnant and maintaining a strong sense of long-term investment. Visually, the game combines colorful anime-inspired artwork with darker gothic environments to create a striking contrast between beauty and horror. Character portraits are expressive, enemy designs range from charming to grotesque, and each area of the labyrinth possesses its own distinctive atmosphere. While the dungeon environments occasionally favor function over spectacle, the artistic direction successfully reinforces the mysterious tone that defines the entire experience. The user interface also handles its numerous gameplay systems well, presenting large amounts of information without becoming unnecessarily overwhelming once players become familiar with its layout. The soundtrack complements the adventure with atmospheric compositions that shift naturally between quiet exploration, dramatic story moments, and intense battles. Voice performances add personality to the game's cast, strengthening emotional scenes and helping players become invested in the unfolding narrative. Together, the music and voice acting create a memorable atmosphere that enhances both the eerie mysteries of the labyrinth and the emotional impact of its story. The game's biggest challenge is its accessibility. Its many interconnected mechanics, extensive tutorials, and deep customization systems create a steep learning curve that may discourage newcomers to the dungeon crawler genre. Progress can also feel methodical, requiring careful preparation, repeated exploration, and frequent party adjustments. Those looking for a streamlined or action-oriented RPG may find its deliberate pacing demanding. However, players who appreciate thoughtful strategy and intricate progression systems will likely consider these complexities among the game's greatest strengths. Labyrinth of Galleria: The Moon Society stands as an excellent example of a modern dungeon crawler that successfully balances challenging gameplay with rich storytelling. Its expansive labyrinths, rewarding exploration, highly customizable party system, and emotionally engaging narrative combine to create an experience that remains consistently rewarding across its lengthy campaign. Although its depth demands patience and commitment, those willing to embrace its layered mechanics will discover one of the most satisfying strategy-focused RPGs available. It is a game that respects the player's intelligence while offering countless hours of meaningful progression and discovery. Rating: 8/10
Very good story. At times a bit weird but in the end really nice.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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