
The demon king is an endangered species!? Oh, slash such fate! A brand new Action-RPG presented by gorgeous creators!
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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, Traditional Chinese, Japanese*, 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
I respect the attempt to try and put a small action system in the game to break up the VN aspects but its so simplistic that it gets old after an hour and actually detracts from the rest of the game. If I could turn it off and enjoy just the VN I would as the visual novel part is great. Unfortunately I cant see the end of it as I can't muster the will to play more. Hopefully its more up your alley. Stay safe
A disappointing visual novel with barebones dungeon crawling. Most dialogue choices have no impact on the story; there are many possible love interests/partners but dating is extremely shallow and consists of picking a location your date may or may not like. Right before the final boss you pick your partner of choice, choose if it's a love interest or a good friend and get 1-2 extra lines after the ending. Dungeon crawling is just as bad: there are maybe eight enemy types and you see all of them in every dungeon, with different colour palettes. They even have the same weaknesses every time, which defeats the purpose of experimenting. Dungeons aren't random and every quest has the same map layout and boss rooms. I received this game as part of a bundle and I'm happy with what I got, but I wouldn't consider buying this even discounted. It's a shame because the soundtrack is catchy, the art gorgeous and the weapon customisation pretty enjoyable.
好评是给铸剑物语的
got this game as a gift for Secret Santa, just to be clear. And while I put it into recommended - it is because I enjoyed the game in spite of its negatives. Anyways - the gameplay, when it comes to combat, frankly, is very lacking and gets very repetitive fast when your goal is to 100% the game (aka getting all enemies, all their drops, all weapons LGR/LGR+, etc). The fact that a lot of things in this game are not clear as to how to get them (such as requirements for certain LI's), as well as some annoying things like certain drops for craft being stuck to ONE enemy that you can kill only in 1-2 missions makes the situation a bit more worse. A lot of my gameplay was basically grinding specific enemies and secret bosses for their items - and trust me, savescumming, while helpful, doesn't make it THAT faster of an ordeal... Still, despite very subpar and clunky arpg gameplay, I enjoyed this game a LOT, surprisingly. VN-wise, it has that vibe I very much LOVE in games like Disgaea, mixed with romance a la Otome genre, and honestly, is basically everything I wanted out of Trillion: The God Of Destruction, but never really got there every time I tried to play it. The world is interesting, the art is amazing (gotta give credit to Lack - their artstyle is as grogeous as always!), the characters are a colorful and enjoyable bunch (yes, even Acklao), and BOY did this game made me crave more of this! Idk if I will fully replay this game again (maaaaybe once - just to see how male!Killizerk acts), but this game 100% will stick in my heart just because of how charming it is when it comes to VN part.... It's just unfortunate that such a charming and silly story is connected to clearly undercooked arpg, tho I do see the vision as to what exactly devs were trying to do here, and still appreciate the attempt, even if it didn't really land. If you are fans of VN genre - i think it could be a nice read if you do not try to go for 100% like I'm doing and will stick to doing only enough for the Ribbon (tho keep in mind, if you are to seek out the guides - info on the game is all over the place). If not - probably not the best idea, but you do you. Best to buy when on sale.
I absolutely adored playing this game. it is pretty heavy with the visual novel aspect of the game, but if you can look past that it is still a pretty good game. the combat is fairly simple to grasp and there isn't anything too difficult about it.
先总结 就是一坨......甚至不如部分抛弃R18的黄油 主要玩法的act: 1.怎么会有这么烂的建模啊,这么会这么烂啊!你卖这个价格建模就这坨? 2.动作极其的僵硬,动起来看着像若只,玩家基本没有霸体,而所有boss全程霸体 3.怎么会有这么无聊的动作玩法啊,全程无脑复读,无脑的换血莽就得了。为什么这么说呢,因为真的没有别的玩法了。 4.所有的怪的攻击动作都少,而且技能释放判定写的简单粗暴,基本就是不停的复读;复读就算了,那些人类boss放技能有语音,tmd就那几句破语音也搁那复读,打的那叫个精神折磨。 作为噱头的所谓"相亲": 1.真就是个添头呗?就这点内容? 2.一共就这点内容竟然还不是全语音!?!? 3.一共就这点内容竟然还有接近一半是几句话就跳过的糊弄人的内容? 4.进个人线要最终boss前,然后打完boss给个后日谈,你在逗我吗?一共两段对话,加起来没超过40句? 可能是唯一的优点,立绘画风?但是这受个人审美的影响差距很大。 不管你是什么精神续作还是别的什么东西,这个单拿出来就是一坨史。别看我游戏时常,我是全支线委托打完且通关的,这仅仅只是因为我是“老”玩家,我对这种及其落后的东西有一定的承受力,如果我向别人推荐这个,那我可太不是个东西了。
虽然可选女主角,且男性可攻略角色设定相对时髦, 但不好玩就是这个游戏最大的硬伤…… 虽说可以算arpg,玩起来流畅度和手感还不如2d的超级玛丽。 剧情很无聊,任务很无聊,关卡更是无聊透顶, 浪费了我人生中宝贵的3小时。
Even though it's clunky, outdated combat system, still a fun experience especially since it's the closest to Summon Night: Swordcraft Story. The visual novel parts are fun and the characters are charming, although the combat is repetitive, i still found it fun since, again, very reminiscent of Swordcraft Story.
我以为是传统JRPG,它做了个手游的UI 我以为是动作游戏, 它却是木棒打龙虾 我以为是GAL GAME视觉小说,它却最后来了个标准的反转 我以为是个轻松愉快打出GG的游戏,却有硬核的限时友好度要求。。。。 这就是魔剑物语,铸剑物语的精神续作.....
MAGLAM LORD is an action-oriented Japanese RPG that blends fast-paced combat, crafting systems, and character-driven storytelling into a package that feels equal parts charming and uneven. Developed by FELISTELLA Inc. and published by D3PUBLISHER, the game centers on the fall and attempted revival of Killizerk, a once-feared Demon Lord who awakens in a future where demons are nearly extinct and magic has faded into obscurity. This unusual premise immediately sets a playful tone, framing the protagonist less as an unstoppable force and more as a relic struggling to adapt in a world that no longer fears them. The narrative places strong emphasis on character interaction and humor. Dialogue sequences are frequent and often lighthearted, filled with banter, exaggerated personalities, and moments of self-aware comedy. Players choose Killizerk’s gender at the start, which subtly affects certain interactions and relationship paths. Conversations and story events unfold in a visual-novel-like format, complete with expressive character portraits and solid voice acting that helps bring the cast to life. These narrative segments are easily the game’s strongest aspect, offering personality and charm that carry much of the experience forward. A notable feature of MAGLAM LORD is its relationship system, which allows players to form bonds with various characters through dialogue choices and story progression. While not a full dating simulator, these elements add emotional texture and personal stakes to the adventure. Some interactions unlock unique scenes or endings, encouraging players to invest in the cast rather than focusing solely on combat and progression. This focus on relationships reinforces the game’s identity as a character-driven RPG rather than a purely action-focused one. Gameplay shifts between narrative-heavy sequences and real-time combat encounters. Battles take place in semi-open areas and dungeons where players fight waves of enemies using a selection of weapon types known as Maglams. Each weapon has strengths and weaknesses against different enemy classes, encouraging players to switch loadouts rather than rely on a single style. Combat includes basic attacks, blocking, evasive maneuvers, and special abilities, as well as a temporary powered-up state that allows Killizerk to unleash devastating attacks. While functional and occasionally satisfying, the combat system remains relatively shallow, offering limited depth beyond weapon switching and basic positioning. Exploration and quest structure lean heavily on repetition. Much of the game’s progression is driven by request board missions that ask players to defeat specific enemies or gather materials. These tasks are necessary for leveling up, crafting weapons, and advancing the story, but they often recycle the same environments and enemy types. Over time, this loop can feel grind-heavy, slowing pacing and diminishing the excitement of combat encounters that initially felt engaging. Weapon crafting and customization play an important role in character progression. Players gather materials from defeated enemies and use them to forge and decorate Maglams, which can enhance stats or provide cosmetic flair. While this system adds a sense of ownership and progression, it does not significantly alter combat behavior, limiting its long-term impact on gameplay variety. Still, the act of forging powerful weapons fits thematically with Killizerk’s attempt to reclaim lost strength and identity. Visually, MAGLAM LORD presents a noticeable contrast between its polished 2D artwork and its more modest 3D environments. Character illustrations are colorful, expressive, and full of personality, reinforcing the narrative’s appeal. In comparison, the in-game 3D models and environments feel dated, with simple textures and limited environmental detail. This disparity can be jarring, especially when transitioning from dialogue-heavy scenes to exploration and combat. Replay value is limited, as the game offers little in the way of post-game content or meaningful New Game Plus features. While alternate relationship outcomes and endings provide some incentive to replay, the repetitive nature of combat and quest structure may discourage players from starting a second run unless they are particularly invested in the story and characters. Ultimately, MAGLAM LORD is a game that shines brightest when it leans into its narrative strengths. Its charming cast, humorous writing, and unique premise give it a distinct identity within the action RPG space. However, its mechanical shortcomings, repetitive structure, and uneven presentation prevent it from fully realizing its potential. It is best suited for players who value character interactions and story above deep combat systems, offering an enjoyable but flawed journey that is carried more by personality than by gameplay innovation. Rating: 6/10
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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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