
To heal a corrupted and crumbling world, Nia's journey begins. Beyond the twisted space, restore the gates and reclaim the forgotten flow.
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About
[About Game]
The world's rifts began at the 'Primal Gate'. And now, the journey of the last being capable of purifying that gate begins.
《Little Gods of the Abyss》 is a 3D platformer adventure game set in a corrupted world. The player becomes Nia, a little god with the special ability to mend and restore gates, embarking on a journey across a ruined and twisted world to purify the Primal Gate.
The world is already covered in rifts. Life has stopped, emotions are twisted, and space has lost its original form. Passing through silent forests, lifeless ruins, and geometrically distorted places, the player does not simply move forward, but directly experiences how broken the world has become.
Nia's journey is not a simple exploration. It is a process of reversing the severed flow, reopening closed gates, and restoring the lost balance. And at the center of it all lies the power of music that will set this world in motion again. During the journey, the player gathers healing stars filled with music to activate closed gates and advance deeper toward the Primal Gate.
In a world that is beautiful yet unsettling, quiet yet unfamiliar, the narrative—conveyed through symbols and atmosphere rather than words—stimulates the player's senses and imagination, leaving a lasting resonance.
When the gate closes, the world stops. Now, with the last hope, Nia, head toward the truth beyond the abyss.
[Game Features]
Become a special being capable of mending and restoring gates, and restore the ruined world.
Experience dense controls combining jumps, dodges, attacks, and timing-based gimmicks.
Analyze twisted spaces and find your way to continue the journey to activate the gates.
Distinct areas such as silent forests, lifeless ruins, and geometrically distorted spaces convey unique emotions.
Play while listening to a beautiful soundtrack. Gather singing stars to activate closed gates and restart the halted flow.
Rather than direct explanations, the story is told through atmosphere, direction, space, and emotion.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, French, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America
Engagement
Hours played at review time, across 38 reviews with recorded playtime.
Reviews
[quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote] [h1]Story:[/h1] Doors: Inner child is a story about a journey through your soul and how the power of healing lies within you. A journey of finding how that power, your inner strength, can open the door so you can overcome and move on. A story about heartbreak, fear of rejection, loneliness and other emotions. A journey of falling, failing, getting back up and trying again. Or at least that’s what I took out of my playthrough. So don’t quote me on this one, I could have interpreted it death wrong. Most of the story also didn’t hit me on the moment itself but a while later when I gave it all some thought. A sudden eureka moment so to say. And I still believe I may not have grasped every meaning of it. [h1]Gameplay:[/h1] It's pretty straight forward gameplay. You’ll platform your way from the beginning to the level to the end, sometimes while doing a small task, avoiding obstacles or collecting cube parts. You can’t die but besides one level you don't have respawn points so you’ll have to start from the beginning of the level every time if something happens. [h1]Visuals:[/h1] Very unique and experimental as it occasionally changed style, but in a charming way. I can’t say I liked every level design and some made certain stuff a bit harder to see for me personally. At the same time somewhere gorgeous in its own way, colour and style wise. It will be very personal to each one of you whether you’ll like it or not. [h1]Sound:[/h1] I have to admit that sometimes I was so focused on the gameplay the music faded away. But from what I heard of the background music, it was pretty. Well at least most of it, there where also a few tracks I wasn’t a fan of like the very beginning of the game. It sounded weird and off putting, I wasn't a big fan of that. [h1]Controls:[/h1] You're given a small tutorial of the basics. It shows a controller, which I played it with, so I suspect this game is played preferable with one. I tested it briefly and keyboard/mouse seems to work fine too. So it will be a matter of preference. [h1]Issues:[/h1] Oohboi, there were a few to be honest. The interface menu didn’t always work well when I paused to exit. There are no options to change stuff like background music, ambiance sound, screen size etc. With moments the dialogue felt like it didn’t give me enough time to read it properly through, along with the structure and colour. It happened that when I was standing still my character moved by sliding or plain out refusing to jump despite pressing the jump button. The long loading times of a still image sometimes made me worried my game was stuck but it wasn’t, it’s just a long loading time. Not always getting a proper sense of depth even despite moving the camera. And probably a few other issues I forget to mention. As for some of the issues I wonder if they were intentional, as part of the journey or if they truly are just wonky and it’ll be a matter of time for them to be polished and on point. [h1]Closing word:[/h1] So you probably wonder why despite the issues the positive review. It’s hard to explain but this game seems to have a certain charm to it, a 'je ne sais quoi', that made it hard for me to hate it and I did enjoy the game and the journey. Despite some struggles here and there the flaws were forgivable to me. On top of that I really liked the concept of certain puzzles and some of them were a bit more challenging for me but eventually I got through them all. It took me roughly 90 minutes to complete since with small ledges I seemed to be an expert in walking or falling off multiple times. Yet it wasn’t rage inducing, It was just picking myself up and trying again, a part of the journey. Of course it didn’t go unnoticed to me that the developer is still working on improving the game, so I’m curious where it will stand in x-amount of times and how polished it will be, what has changed etc. I would like to revisit it then and compare it to what I’ve played through now. I also wouldn’t mind seeing more of it as I feel the journey isn’t completed yet. With love, Tchii [quote]I received the product for free. I did not receive any compensation to write this review. The opinions represented here are entirely my own and were not influenced in any way.[/quote]
가볍게 하기 좋은 힐링 게임입니다 이미지도 너무 몽글몽글하고 브금도 잔잔하고 1회차 끝나고 아쉬워서 계속 하다보니 4회차까지 했네요 난이도도 적당하고 퍼즐도 직관적이라 좋았던거 같아요~ 게임 못하는 저같은 사람도 편하게 할 수 있어요~~ 조작감이 미끄러운감이 있지만 그것을 감안해도 재미있고 감동적이었습니다
힐링게임의 탈을 쓴 승부욕 자극 게임 일단 그림체가 동화 같아서 귀엽습니다. 안에 구조물들도 조약돌 같이 아기자기 하구요. 그리고 특정맵에서 왈츠같은 클래식 bgm들이 나와서 힐링게임같다는 생각이 들었습니다. 스테이지마다 나오는 장애물 중에서 라그나로크의 포링같은 몹들이 나와 옛날 생각이 많이 났습니다. 그래서 더 좋았습니다. 그러나 스테이지마다 발판을 밟을 때 리듬게임 같으면서 생각도 해야하는 게임입니다. 머리를 써서 해야하는 게임을 오히려 좋아하는 편이라 이것도 즐겜요소 중 하나였습니다.
사지말라면 사지 좀 마 눈 아프고 조작감 미끌미끌해서 미끄러져서 죽고 답답해죽겠음
You are Nia, someone who enjoys resting a bit too much and who completely missed that something is going on in the world. Now that trouble has stirred up, you are forced to travel to the so-called First Door. Honestly, the story gives you very little to work with. There is no real introduction to who you are or what the trouble actually is. You talk to characters as you progress, but they rarely reveal much. The controls are straightforward, and you are not required to juggle many actions. Besides movement, you have a jump, a roll mostly used to dodge threats since it is faster than normal movement but pretty useless overall, and a hammer attack to deal with blocks and enemies blocking your way. Combat is best avoided, as it is not very well designed. You have no ranged options, and while slimes are simple since they only require one hit, other enemies take more hits and will damage you when you try to get close. Although your abilities are simple, the challenges you encounter are definitely not. The game takes you through individual stages in a linear order. Environments change as you progress, but there are barely any new mechanics. Threats and assets remain largely the same from start to finish, with only a few rare surprises. Some stages are smaller, and these are mostly used to move the story forward by letting you talk to certain characters. The majority, however, focus on platforming challenges involving moving and disappearing platforms, falling blocks, spikes, swinging hammers, and many other hazards. Each stage takes place in a 3D environment, and although you can move in all directions, you are confined to a linear path surrounded by water. Falling into the water removes a small chunk of your health, so an occasional misstep is not too punishing. However, this damage is inconsistent and varies from stage to stage, sometimes costing you much more health. Getting hit by hazards is far more dangerous and often leads to cheap deaths. Some unfortunate falls also occur because foreground assets can obstruct those in the background, though this does not happen often. While the presence of a health bar might suggest you can take several hits, it is not that simple. A hit causes knockback, which can throw you straight into the water. More often, and far more frustratingly, you are knocked into another hazard, then bounced into yet another one, leading to death without any chance to recover. This happens because there is no invincibility period after taking damage. Each stage contains several checkpoints, some more generous than others, where you respawn after falling into the water. Losing all your health, however, forces you to restart the entire stage. The stages are not long, but they are challenging. Occasionally, you are offered two paths, though this usually just means choosing between two different hazards. Finishing a stage simply requires collecting all stars and reaching the exit door. Since there is no freedom or exploration, stars are placed directly on the main path or clearly visible nearby, making them hard to miss. Some stages even contain more stars than required. Sometimes the exit is blocked by a locked door, but the chest containing the key is always located somewhere along the way. There are around sixty stages in total, but nothing particularly spectacular happens, not even in the final stage. You simply play through all of them in the same way. Achievements are planned for future updates, and hopefully they will be rewarded retroactively, as there is currently no stage select or additional content unlocked after finishing the game.
독특한 색감과 그래픽 스타일이 인상적이고, 다양한 퍼즐 요소가 잘 구성되어 있어서 보는 재미와 플레이하는 재미를 모두 느낄 수 있었습니다. 퍼즐을 하나씩 풀어나가는 과정도 꽤 만족스러웠고, 전체적인 분위기도 매력적이었습니다. 무엇보다 이 작품이 1인 개발이라는 점이 정말 대단하게 느껴집니다.
아기자기한 게임을 좋아하시는 분들이라면 잘 맞을 것 같아요! 동화같은 일러스트라서 일단 보는 맛이 귀여워요! 초반 진행 시 난이도나 게임의 흐름이 너무 단순한 부분이나, 장애물이나 적들을 처치 시 타격감이 조금 부족한 느낌은 있는데 게임을 진행할 수록 점점 나아집니다. 나중에 혹시 패치를 한다면, 게임 속도나 난이도 패치 그리고 아름다운 배경음악 같은 것이 좀 더 추가되면 더욱 좋을 것 같아요. 킬링 타임용으로 훌륭하고, 혹시 집에 자녀가 있다면 함께 플레이해도 좋을 것 같아요!
見た目と音楽がとても心地よくて、ついゆっくり遊びたくなるゲームです。 ジャンプに失敗することもありますが、すぐにやり直せるのでストレスは少なめ 落ち着いた気分で遊びたいときにちょうどいい一本でした。
그래픽이 독특하고 귀여워요! 동화 같으면서 왠지 몽환적인 분위기입니다 그래서인지 그냥 보는 것만으로도 아기자기하고 힐링되는 느낌이 있어요 조작은 사선으로 움직이는 방식이라 처음엔 좀 어려운데.. 하다 보면 적응해서 괜찮아집니다 (초반에 거리 감각, 점프 감각이 익숙하지 않아 많이 떨어졌네요.ㅠㅠ) 점점 방해물도 많아지고 난이도가 올라가지만 완전히 죽기 전까진 체크포인트에서 부활하다 보니 '깰 수 있겠다'는 오기가 생겨 계속하게 되더라고요ㅋㅋㅋ 잔잔한 BGM도 좋고 자극적이고 머리 많이 써야 하는 게임에 지쳤을 때 가볍게 하기 좋은 게임 같습니다
동화같은 영상미와 계속 도전하게 만드는 난이도 있는 게임입니다. 가볍게 힐링하는 마음으로 시작했지만 생각보다 재미있는 게임 구성으로 스테이지를 완료할 때 성취감이 좋습니다. 다소 난이도가 있어서 게임패드로 플레이를 추천하지만 키보드로도 충분히 플레이 할 수 있습니다. 게임룰은 복잡하지 않아서 보자마자 어떻게 하는지 가이드가 없어도 충분히 알 수 있어서 좋았습니다.
Related
Related
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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