
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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.
Genres
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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.
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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
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
steam deck下几乎无法游玩,希望能早日适配~
jank with mediocre performance
man im enjoying whats available to me but it crashes on me constantly
[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]
[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/
我就不明白了你老执着你那个破箱庭地图干什么呢 设计的又烂又绕 费老大劲金跑图开机关最后就给5个碎片 我请问你玩过自己做的游戏吗 没有很好的奖励就别老设计这些绕来绕去的东西行吗并不会给玩家惊喜感啊有这时间刷几个怪奖励也比这强啊 还有坐升降梯的触发音为什么是子弹上膛的声音啊不觉得怪吗 你不如做成线性的战斗爽游戏了天天模仿这模仿那这一部更是偷工减料大量套用前作boss 小怪 箱子 道具 指引 UI 更像是前作的重制版 一模一样的boss攻击模组你怎么好意思搬过来的让玩家再吃一泼屎是吗? 前半小时确实感受到了进步 流畅性大大提高 还增加了可供选择的武器 画面提升不大但舒服了很多 主角模型更细致了 但对比前作一模一样的玩法 boss npc 甚至小怪 直接成新作了? 怎么好意思拿出来圈钱的? 连玩三部琉隐身给我的感受就是开始走向圈钱之路了 不思进取 反复套用 和前两部一样的问题 玩着玩着不知道干什么了 这钥匙那钥匙的 正常玩家不看攻略有几个通关的?真的失望 制作组尝到甜头后立马发布半成品最后圈波支持国产玩家的钱跑路是吧 赶紧滚
Разработчик не смог в разрешение 2к (интерфейс тупо не оптимизирован)
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