
Solve intricate tactical challenges to escape purgatory —through Hell or Heaven — or die trying. When you die (and you will), you unlock a new creature, with a unique skill set and multiple playstyles to master. The challenge is to survive, yet the reward lies in dying
Modeled estimate, not a reported figure. How we estimate →
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About
Anything that kills you becomes playable for your next runs.
Will you be tempted to die on purpose in a successful run to unlock the enemy you face? Dying is more bittersweet when the boss that took you down becomes the instrument of your revenge.
With dozens of playable characters, you’ll find your favorite playstyle. Play to its strengths, go beyond Hell or above Heaven, and discover why you’re stuck in the Purgatory.
Lost In Prayer's characters have:
Specific equipment slots: Not every loot will be useful for your character. Sadly, our big turtle-like guy, the Godly Terapin, can’t fit any chest armor on him.
Unique skill sets to unlock: You can play the same character in different ways thanks to a wide skill tree.
The odds are stacked against you, so whether it is part of your environment or a combination of your abilities, seize any opportunities to gain the upper hand. You’ll need it.
Create deadly Combos. Leave a burning circle at every step, swap your place with your enemy, and push them into traps using the Tango skill. Freeze enemies where they are before launching an area-of-effect attack
Create the perfect outcome for you with Lost In Prayer's extensive skill system:
Pull an enemy into the projectile of its allies.
Build up your Power at every step before inflicting a deadly blow to that pesky demon.
Push that pretentious Angel into burning lava with a well-placed headbutt.
Use hit-and-run tactics to inflict damage at every step before heroically escaping to the other side of the room.
Hit multiple enemies in your line of sight with a deadly ranged attack.
With their own inhabitants, environments, traps, and quirks, Heaven and Hell propose radically different experiences. You’ll need to explore both to unlock all characters in Lost In Prayer.
So if you’re tired of dying in one route, try your luck and skills with the other.
No matter the path you choose, every floor will challenge you more than the last. Victory is going to be a hell of a challenge.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Japanese, Simplified Chinese, German, Portuguese - Brazil, Traditional Chinese, Korean*languages with full audio support
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
This game surprised me. I don't usually play games with roguelike elements, but I had a hard time turning it off. I can't say the same for other roguelikes I've played. Once I figured out the way skills behaved, it did start to click. And the fact that you can play as whatever kills you makes this pretty dang fun. Also love seeing some familiar faces and equipment from Outward.
玩法上是比较硬核的地牢探索走格子,比较有难度和策略深度,游戏最让我惊喜的是夺舍机制,好一个画敌为己!
Note that Lost in Prayer at the time of this review is in early access, and I have a personal bias towards ninedots because of my love for Outward. I enjoy this game enough to recommend it to fans of rather difficult roguelikes. The most recent update was pretty major and completely rebalanced the game, so I'm confident that the gameplay will continue to grow and change on its way to 1.0. This however also means I can't effectively predict how the game will play by then. There are a lot of interesting concepts here: You control a soul stuck in purgatory and the only way out is to conquer EITHER Heaven or Hell. You are given the options of two completely different dungeon paths to take that have wildly different enemies and hazards. I personally find the Hell route a bit easier than Heaven so I tend to go there for most of my runs. Whenever you are killed by an enemy in Lost in Prayer, you unlock that enemy to play as on future runs. This is a fun incentive to death, and when I know a run is cooked, I will beeline for the toughest looking new enemy and get them to kill me so I can try a new character. There are also unique, really powerful characters that you kind of "secretly" unlock by dying to floor hazards. You will still certainly die more than you will unlock new content from it, but it plays a part in exploring further into the dungeon in a neat way. The turn-based combat of the game is very strategic due to the INSANELY TIGHT action economy. You may spend exactly one action on your turn: attack, use a skill, MOVE ONE SPACE, or use a potion. It's quite the learning curve getting over moving exactly one space ending your turn. To combat this, the speed stat may eventually let you take two turns in a row, as well as there are skills that slow enemies or (now since the most recent update) skills that simply give you an extra turn when you use them. Characters without this bonus to action economy typically have skills that combine moving and attacking, or skills they active that automatically move them when certain conditions are met. I'm gonna be honest, it took my probaby 5 of my 12 hours so far to get over how much I HATED the action economy. Now I value it as part of the unique experience this roguelike provides and enjoy learning new ways around it. The levelling system is cute at first, but ultimately needs some paring down imo. You gain experience fighting monsters to level up, but the xp curve for levelling seems to be more exponential than the number of enemies I seem to encounter. To combat this, every item you pick up can be scrapped for a percentage chance you give you varying levels of xp rewards and other potential buffs. If you get lucky, exactly one piece of starting gear you might not like could give you enough xp to level up before you even start your run. If you get horribly unlucky, scrapping every item you aren't using won't grant you nearly enough xp to remain in line with the difficulty of dungeon floors. Now, they've added a pseudo trader entity to some dungeon floors that you can exchange gear with, but for the most part your unwanted gear's primary purpose is to become more XP. I personally don't think this should be as random as it is now, or that enemies should give more XP. Gear drops can be pretty decent from time to time, but ultimatley without the XP to level up, you'll be toast quick. It's not a risk/reward balance, you're just expected to break old stuff and get something out of it as part of progression and bad RNG can absolutely hose you. On top of that, you are given 3 points each level to invest in any of the 7 heavenly virtues and/or deadly sins. It's cute flavor and on-theme, but ultimately means you have FOURTEEN Attributes to choose from every time you level up. To make it more complicated, each attribute raises 2 stats and lowers another. One may raise your attack and accuracy, but lower your defense. No problem, you say to yourself, you'll just take two attributes that raise defense to avoid the drop. Uh oh, that stat raises you defense and special attack, but lowers your accuracy! Maybe your character has a high starting accuracy and that's not a problem? Oh, also each piece of gear you find is linked to one of the FOURTEEN (14 [10 + 4 = too many]) attributes, which will then raise and lower these attributes as you get new pieces of armor or weapons. So you spend your level up increasing your attack and accuracy, but then all the armor you find undoes those stat raises, and you really need the passive skills they give or the defense bonuses. That's actually one thing I will say you can kind of breathe on: better gear always raises defense more, and better weapons will increase attack and/or special more. So you can try to balance your levelling choices by accepting little hits to attack/defense here and there, knowing every piece of armor will correct for that. I don't think the sin/virtue system is bad, I just think its wildly complex for a roguelike. I've spent more time thinking about building out my stats than it takes to clear the first floor of the dungeon. These runs aren't long, and none of these stats carry over to future runs. I just think the system should be more streamlined. Fourteen attributes that raise and lower stats, are linked to every piece of gear AND (almost forgot to mention) each enemy has specific strengths and weaknesses to just make the stat boosting complicated at best and arbitrary at worst. All that being said, the game feels pretty polished, and mechanics feel intentional. The big update it just received shows me the devs aren't sold on balance yet and are also willing to make big sweeping changes if it's potentially for the better. Like I said, I'll buy anything ninedots does thanks to Outward, but I do legitimately think Lost in Prayer can be worth the price to a fan of roguelikes looking for something different, with a LOOOOOOT (too much?) of versitality
Jeu sympa, il manque un peu de challenge. Peut-on vraiment débloquer tous les personnages?
模式不错,本次更新了天赋树,但是怪物数值依旧狗屎,是不是怕玩家厉害了舍不得死解锁不了英雄啊?那也不能一直被那几种怪杀的见不到后面的怪吧。等后续更新
肉鸽,没啥东西,但也能玩,需要更新。
现在阶段还不行,内容空洞,局外成长完全只有棋子,要失败才能解锁新棋子反人类,完全是折磨,数值有问题,玩家的成长跟不上敌人的成长。莫名其妙的炼金系统,连续几次炼金失败就让人觉得不想玩了,制作组还是多玩玩自己做的游戏比较好。棋子同质化严重,完全就是同一技能池里挑一些组合在一起,没有独特机制。不太明白好评率为什么如此之高,明明B站都是骂的多。 这里是建议,听不听看制作组自己:为棋子额外增加独立技能树,一局游戏开始时可以让选择的棋子再链接两个不同的棋子,使用三个独立技能树和进入棋子的普通技能树升级。增加特殊房间,每层起码两到三个。每层楼梯都加个回血(或选择装备或经验)的房间。
你是有病吗?给魅魔小怪设置手术医生,打半天,魅魔过来一个平a刚好一击必杀,直接结束游戏
没意思,纯数值。点了半天技能,结果随机刷的一把武器,直接AOE+3倍特殊攻击伤害,比点到最后的技能都强。 因为是纯数值,数值膨胀严重。前面运气不好,装备刷的不好,后面就玩不了。
Lost in Prayer is super interesting. It blends old school 90s roguelike gameplay with modern 3D graphics and art style. The concept of being able to play as a character that's defeated you opens up a lot of fun decisions about how exactly you want your run to end. Being able to take a demon that slayed you into the heavenly realm and vice versa also offers some neat gameplay decisions.
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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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