
A 3D cyber-fantasy ARPG with metroidvania levels & multiple endings. Combat rewards aggression – hesitation means defeat. In a world where the Wheel of Reincarnation, corrupted by tainted energy, became an AI that merged flesh, souls, and machines to create new life, survivors reject this evolution.
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About
Game Background
The Wheel of Reincarnation in this world has been corrupted by polluted spiritual energy, transforming into an AI entity. Through advanced AI technology, it has broken the boundaries of life's end, merging flesh, soul, and machinery to form a new life system. However, the surviving humans and demonic races do not accept this practice. The protagonist will explore this world where remnants of humanity, mechanical AI, and demons coexist, uncovering the conflicts and entanglements among various factions.
Game Setting
This game is the final installment in the Liuyin trilogy, adopting a Chinese fantasy cyberpunk style to complete the series' overarching世界观 (worldview).
Combat System
The game emphasizes aggressive play and counter-defense mechanics. In addition to standard actions like blocking and dodging, it enhances the series' exploration-based collection system, featuring 2 sets of martial arts and 1 passive skill system.
Equipment System
The game introduces weapons, soul firearms, and cloak equipment. Players can obtain new gear with unique traits by defeating bosses or exploring, significantly improving replayability.
Level Design
Levels are intricately designed with labyrinthine box-style layouts, creating a sense of progression and discovery. There are 8 major zones with distinct themes and numerous smaller areas.
Endings
The game features multiple branching paths and endings, encouraging players to replay for different outcomes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Portuguese - Portugal, Korean
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
《琉隐无界》是《琉隐》系列的衍生作三部曲中的最后一部,不得不说,制作组的效率是真的高,感觉这四部作品中间的间隔时间非常短。同时这几部作品的时间线连接起来也可以看得出来每一部都比之前的要有所进步,无论是从画面上还是操作上以及各方面的优化上,照这样的效率生产下去,技术力都要进入顶部梯队了。 从游戏的售价方面就可以看得出来,本作游戏依然是一款小品级的独立游戏,内容相对比较短篇,地图也并没有多么宏大。游戏是以动作战斗为主的ARPG游戏外加硬核一些的操作和难度,游戏喜欢把自己称为类魂游戏,其实更倾向于只狼这类游戏,更注重动作上的进攻和防守反击。 不同于前面作品的武侠题材,本作游戏选择了霓虹灯闪烁的赛博朋克世界,画面上更加科幻现代,与前面的作品在观感上形成了鲜明的对比。地图中的环境和内容加丰富,色彩更加鲜艳。但是游戏的核心玩法还是有点换皮,除了一些作品之间更迭的优化和进步之外,其实战斗方面和前面的作品玩起来的核心感觉差别不大。 本作游戏增加了全新的装备系统,玩家可以在地图探索中和boss战中获得各种特性的武器装备从而改变战斗的属性增加战斗力。游戏同样包含收集系统,玩家想要挑战全程就需要收集所有的内容。剧情方面则依然采用多分支的结局增加了游戏的重玩性。 总体来说,游戏比起前作进步明显,是一款非常不错的只狼代餐游戏。但是希望制作组不要太过于追求推出新作品的效率,而是希望可以更多的打磨作品,在同一部作品中精心打磨得更加细致,可能更容易被玩家们所接受。 [table][td][b]欢迎关注我们 [/b][url=https://store.steampowered.com/curator/10591434/]突突突发糖辣![/url] [/td][/table]
This latest installment in the Liuyin series takes the formula fans already know and propels it into a futuristic setting. While the backdrop and themes are noticeably different, the core mechanics remain intact from the previous game. Assets are reused, gameplay foundations are familiar, and the biggest changes arrive in the form of new environments, redesigned enemy appearances, and small tweaks that slightly alter the way combat unfolds. From the very beginning, the controls are instantly recognizable to anyone who has played the earlier game. You still rely on a single main attack, which can be chained into a flowing combo simply by holding down the attack button. Movement is supported by a responsive dash that doubles as both an offensive gap-closer and a defensive tool for escaping danger. The parry button remains just as demanding as before, requiring razor-sharp timing to succeed, and of course, you have access to skills that expand your offense. The main distinction this time around is the replacement of the old throwing daggers with a gun. Functionally, it isn’t a dramatic departure; the weapon is still bound by limited uses and a short cooldown before it can be fired again. How you deal with enemies hasn’t changed. Each attack chips away at both their health bar and their posture gauge, with successful parries contributing additional posture damage. Combat revolves around reading the color-coded telegraphs of incoming attacks: those accompanied by a white glow can be parried or dodged, while those highlighted in red are entirely unblockable and must be avoided through distance or timely repositioning. A staggered opponent becomes vulnerable to devastating finishers, sometimes even instant kills if conditions are favorable. These moments are most easily triggered when an enemy has already been knocked to the ground or backed into a wall. Certain enemies raise the stakes further by unleashing special moves that are signaled by bold Chinese characters. If the letters flash in white, the correct counter is to dash directly into the attacker. If they appear in red, however, that is your cue to retreat immediately or risk being crushed by an unblockable strike. Skills are divided into two categories. The first set revolves around kung fu techniques and sword abilities. These can be used freely so long as you have stamina, and since stamina regenerates rather quickly, you can pretty much spam them. You can assign up to four of these skills to quick-access slots, though it’s a good idea to use one of those slots for healing potions. The overall selection of kung fu abilities is not particularly vast, which simplifies decision-making but also means there is less room for experimentation. The second category of skills demands perception points. Unlike stamina, perception points cannot be regenerated naturally. Instead, you earn them only by dealing damage and filling up a special meter. Each time the bar fills, you receive a point, but stronger skills may cost multiple points to activate. As such, perception-based abilities are best saved for clutch situations, like a tough boss phase or a sudden swarm of enemies. Both skill types are unlocked by purchasing them from the in-game merchant. Acquiring new techniques requires energy crystals, which you’ll find scattered in treasure chests, as well as experience points collected from slain enemies. But there’s a catch. Unlocking a skill also requires you to sacrifice unique boss rewards. Every such reward is tied to two potential skills, yet you can only choose one of them. Boss battles, as expected, are the highlights of the game, though they can also be sources of frustration. Success often comes only after observing and memorizing attack patterns. A tried-and-true strategy is to dart in, land a few quick hits, and then retreat before the boss retaliates. The flashy animations of your character’s attacks can obscure subtle tells in the boss’s movement, so you need to know when to pull back. For those who want a safer alternative, the so-called “dagger trick” from the earlier title returns, only now it uses the gun. The method is simple: charge the gun by holding the button for a few seconds, fire, dash away until the cooldown finishes, then repeat. Once you begin unlocking special bullet effects, such as poison or lightning, this tactic becomes even more efficient. The gun proves useful against ordinary foes as well. A quick tap inflicts posture damage, making enemies easier to stagger, while a charged shot delivers heavy direct damage. Once staggered, executing an insta-kill on one enemy has the added bonus of pushing nearby enemies backward, sometimes into walls where they too can be dispatched instantly. Not all encounters are equally enjoyable, however. Balance issues and sudden difficulty spikes remain a recurring problem. Some bosses crumble quickly once their patterns are mastered, while others turn into near-endless slogs thanks to bloated health pools and absurd defenses. These “damage sponge” fights ruin some fun. Outside of combat, experience points feed into four distinct spirit levels. Each level features three tiers of upgrades, though they must be unlocked sequentially and become increasingly costly in terms of experience. The final upgrade in each tier requires a special item hidden somewhere in the world. Each upgrade provides three perks, though their descriptions vary in clarity. Some are straightforward, like boosting health or stamina, while others are annoyingly vague about what they actually improve. Shrines return as the primary hub for saving progress and restoring health. They are generously scattered across the world, and saving at them respawns enemies, allowing easy grinding for additional experience. Shrines also function as fast-travel nodes, letting you move between previously unlocked shrines. On top of that, they serve as gear-swapping points, where you can switch weapons and cloaks. Each piece of equipment offers its own unique perk, but the main sword is still good enough to carry you through the entire game. Progression through the game world mirrors the linearity of past entries. Corridors and environments often look repetitive, and multiple doors in a given area usually funnel you down only one viable path. Locked shortcuts and occasional keys open new routes, but the overall design feels like you’re being guided on a specific path. One area where the game shines, however, is technical performance. Load times are impressively short, often nearly instantaneous after saving or dying. And speaking of death, you don’t drop currency or items upon defeat. Instead, you simply respawn at the last shrine, losing only the unsaved progress you made since your last save. Narrative beats and encounters echo familiar rhythms as well. The first stage pits you against an ape and a spider boss, followed by an elderly warrior and a duo of siblings. The central merchant’s chamber is once again a hub you can revisit from any shrine, complete with collectible records to listen to. Returning characters from earlier games provide side quests, though these can be missed if you rush forward without exploring thoroughly. In the end, this entry in the Liuyin series is a solid but safe addition. For newcomers, it works well as a compact, stylish indie action-adventure, offering flashy combat and multiple endings to encourage replayability. For veterans, though, it may feel overly familiar and somewhat short, with recycled assets and mechanics.
steam deck下几乎无法游玩,希望能早日适配~
[h1]《琉隐无界》:赛博与玄幻的融合?的确是想法无界[/h1] [h2]不用怀疑,你没有看错的[/h2] 其实在玩这款游戏之前我也惊讶并仔细看了许久——嗯,是的,没有看错的,这款游戏是3D赛博玄幻ARPG,在这个世界里面,有玄幻战斗,当然也有妖怪,当然咯,还有AI与机械……主打一个多元素融合,然后这款游戏也是《琉隐》系列的续作,可以说真的很惊奇。 [h2]你瞧瞧,赛博修仙真的出来啦[/h2] 我们平日都听说什么“赛博修仙”、“机械飞升”什么的,来形容未来赛博世界的奇妙莫测,这里就是这样的世界——之前的作品就是玄幻古风,这次在此基础上加上了赛博元素,我之前真的很少接触到这样的想法,所以说在众多游戏同质化的今天,这款游戏给我的更多的就是新鲜感,当然,这款游戏的品质也对得起我们的这个好奇感,这里用的就是虚幻5引擎制作,场景足够传神,很有氛围感(当然缺点就是SteamDeck都不一定能够正常运行起来),能够把刀剑与赛博打造的足够精致,而且还能够有不错的交融,可以说真的很推荐玄幻游戏爱好者体验一下,真的是很不错。 [h2]眼前一亮,耳目一新[/h2] 本作的玩法还是采用看重战斗和动作的类魂类型,能够把动作细节做的足够流畅,首先就是能够把视觉方面做的足够舒适,非常炫酷,虽然不敢说打击感十分优秀,刀刀到肉的感觉还是差点,但是总体而言,真的就是在动作、场景、光效、音效等多方面的配合下,能够把战斗做的足够新奇,还是那句话,玄幻赛博啊,本就新奇,玩起来也就更加新奇啦。 本作也是很扎实,战斗有着多种熟悉的刀剑装备,可以选择顺手的来使用,技能也是多样,玩家可以发挥的空间还是足够丰富的,如果能够从之前的两部作品玩过来,还是能够感受到制作组的经验也是愈加成熟,体验方面也是不断提升,当然咯,本作的玩法设计也很大胆,比如剧情与叙事等等,总体总有种不拘一格的感觉,对于新老玩家而言,都不会失望的。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
jank with mediocre performance
man im enjoying whats available to me but it crashes on me constantly
[h1]好嘛!古风赛博修仙、肉体机械飞升都出来了![/h1] 《琉隐无界》是由kingnagame自研自发的一款古风赛博玄幻风格(没错,古风和赛博这俩个词是真的在一起的)的类魂动作冒险游戏,这也是《琉隐》系列的第四部作品,不得不感叹一句,kingnagame的出品速度是越来越快了! 《琉隐无界》由虚幻五引擎制作,场景制作相当不错,各种场景全由全动态场景构成(电脑也会因此发热的厉害),昏暗又高科技的赛博场景搭配古风玄幻的内容倒也是融合得有模有样。角色建模也颇为精致,只是场景在拉近的时候还是略显粗糙。但整体表现还算不错,就是希望制作组能在优化上加把劲,不然迟早有一天把玩家的电脑干废就好玩了。 《琉隐无界》游戏里的世界因世界转轮环被腐化灵气污染化身成为了AI人工智能,然后通过AI高科技手段将肉体,灵魂和机械结合,形成了一种新生命,新的生命体与残存的人类和妖族冲突不断。而我们的主角就将探索这个看着各方面都很矛盾,但又很理所当然的世界。 作为一款类魂游戏,战斗和动作肯定是游戏的重中之重,游戏的战斗动作还算流畅,虽说打击感有着些许不足,没有那种刀刀到肉的打击反馈感。但连招、弹刀、躲闪、斩杀、破绽反击等等动作应有尽有。近身武器和远程混枪的搭配更是突出“赛博玄幻”这一题材。近身技能会和武器属性产生效果增益也是一个相当不错的机制,很是值得探究。 整体而言,游戏无论是场景画面、角色建模、动作设计、等都还算不错的,战斗流畅度也还可以,虽说手感反馈感觉上略有不足,但是这种因人而异虚无缥缈的东西,也并不是不能接受的嘛! [quote]关注「 [url=https://store.steampowered.com/curator/45145702//]左邻右里鉴赏组」 [/url] [/quote] [u][b] 游戏好不好玩,只有玩过才知道! [/b][/u]
Liuyin's World – A serene narrative adventure painted with delicate visuals, where players explore memories, solve gentle puzzles, and uncover a heartfelt story of loss and healing. ⭐ Rating: 8/10 – Beautiful and emotionally resonant, though its slow pacing may not appeal to everyone. - Video Gameplay - https://youtu.be/BVTd2e3Jb74 - Follow my curator page - https://store.steampowered.com/curator/45547027/
Разработчик не смог в разрешение 2к (интерфейс тупо не оптимизирован)
[h2]从去年的《琉隐九绝》到上半年的《琉隐神渡》,时至今日,随着这部《琉隐无界》的发售,kingnagame终于为“琉隐”三部曲画上了句号。[/h2] 作为一个国产厂商,特别是一个小作坊式的独游厂商,选用虚幻5引擎来制作本就是一个相当大胆且有野心的决定。虽然优化没能尽善尽美,但 其优秀的水面效果和战斗特效足以证明制作组已初具驾驭虚幻5引擎的实力。 本作的美术风格总体上,按照制作组的话来说,充满了赛博朋克式的科技感。但在此之外,游戏还引入了部分中式美学元素,使得游戏的艺术设定非常新颖,可说是赛博武侠风。 在玩法上还是非常经典的ACT玩法,一本道跑图加上大小规模战斗穿插,也没有冗长乏味的对话,几乎就是拔出刀来就是干。玩家操控的主角的性能也是十分出色,从格挡到闪避的判定窗口也颇有余裕,对不怎么熟悉ACT游戏的玩家来说算是相当友好。再搭配上并不单调的攻击连段以及优秀的特效(比如刀刃拖曳出的流光和闪避留下的残影)足以让本作成为一款体验舒适的动作游戏。相比前作只有一把武器,该作也增添了多种不同模组的武器,武学和战技在集前作之长的同时也仍有创新,在可玩性与战斗深度上也颇有诚意。 无论如何,在国内模拟经营和视觉小说占大头的土壤里,有厂商坚持做动作游戏是一件非常不容易的事。希望厂商得到支持后能够坚持初心,将作品打磨得更加精致吧。 [quote]欢迎前来关注「 [url=https://steamcommunity.com/groups/35307916/]品游拾光鉴赏组」 [/url] [u][b] 品味欢乐游戏,拾取快乐时光。[/b][/u][/quote]
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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