
The demon king is an endangered species!? Oh, slash such fate! A brand new Action-RPG presented by gorgeous creators!
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About
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 got this game hearing it was a sort of spiritual successor to the Summon Knight: Swordcraft Story games. I do see where they took inspiration from parts of those games, but i do have my own gripes as well. They focus a bit too much on the visual novel and dating sim parts of the game for my preference, took way too long to get to actual "gameplay". I do love the weapon crafting system, comes almost straight out of the swordcraft story games. My other complaint would be how fast the dungeons and combat feels, i wish that is was just a hair slower so that you could actually react to things and combat would devolve into button mashing. You don't really get to enjoy all your new weapons, and everything feels like a feather being swung to different combos. overall... if you liked swordcraft story get this game on sale, if not... i would probably say give this one a pass.
好评给铸剑物语的。 四不像游戏,作为act游戏它可以给你战斗锁30帧,受身是没有无敌帧的,怪物是大多不吃僵直的,战斗是基本脚不着地的,模型是还不如13年的SN5的。说硬核人也不给你什么操作空间,说休闲人还要卡你等级卡你装备。 唯一还可以的就是剧情部分,你单独抽出来做个adv就凭你这美术也很难冷门到这种地步,偏偏厂商非要做act还做到这么冷门了。你实在不行你做像素抄铸剑的系统我都觉得比这好玩多了,还能当个2D横屏塞尔达传说玩玩,手绘像素动画你帧数做低点也不怎么会有人说,偏偏你做个简陋到极致的3D还给我锁30帧,我拿个PSP都比你这玩意看着流畅。 各种意义上的很难不骂,只能感叹厂商不争气。
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
首先,游戏根本没有给PC版做键鼠优化,三套操作(日常,锻造,战斗)三种键位,没法改,而且设置的极其反人类。 其次,游戏的画面那真的是零几年的手游画面,手感一坨,所有人物都是用的一套战斗模组,没有任何区别。剧情也不算出彩。 最后,本作值得一看的只有原画,冲着原画来的请直接去找解包看看就行了,这个游戏让我这种为了情怀买单的老登玩就好了,其他人请快跑,快跑!!!!!
👍
游戏非常过时,很难相信这是2022年的游戏 先说优点,立绘,配音讨喜,主角剧情的选择对话的情绪比较有趣,但是仅此而已 剧情一般般,有亮点但不多,但是并不是让游戏质量变差的罪魁祸首 30fps,1080p,这是最直观的问题,战斗3种武器,但是没见到有什么意义,就是为了单纯让你1对1,2对2罢了,毫无意义的加法,游戏战斗毫无深度,强制深度刷级,在一个平面战斗,被打一下就会硬直,是主角硬直,格挡没有一点收益,也很无用,因为boss战格挡几乎无用 建模仿佛让我回到了psp时代,甚至更久远的年代,完全一坨,地图也像是随便画的,没有任何辨识度几乎,委托的讨伐怪物或者收集似乎是固定的,有些大一些又绕的地图你得到处找剩下的一个怪,完全不知道做这个奇形怪状的地图是为了什么 打完一周目强制二周目,没有说回到决战前,好感又死难刷,真结局的触发条件似乎非常苛刻,而正常结局非常无语,经历如此多,还说了很多大道理,因为世界格局有所改变或者主角想要去改变,结果还是回到以前的格局,没有任何成长 这游戏要是把战斗全删了做出视觉小说估计质量都不会那么差
[h2]只要不談售價,這款遊戲並沒有評論褒貶不一來的糟糕[/h2] 這款遊戲我在Switch上衝了首發玩過了一次,來到了Steam再以50%折扣購入遊玩了一次,雖然遊戲設計整體稱不上是好玩,但遊戲體驗可以說是非常放鬆。 對於想要休閒遊玩一款動作遊戲的玩家,這款遊戲是相當適合的選擇。 [b]●遊玩時長[/b]: 全主線&支線通關約莫15~18小時 [b]●遊戲難度[/b]: 幾乎沒有,灌藥就能贏 [h3]▼優點[/h3] [b]+些微搞笑元素但又夾帶著嚴肅的劇本[/b] [b]+各個設計很有靈魂的NPC角色並且具有好感度系統[/b] [b]+主線&支線&攻略角色劇情全語音[/b] [b]+精美的角色立繪[/b] [b]+動聽悅耳的BGM[/b] [b]+具有隱藏角色設計,讓人感到很有意思[/b] [h3]▼缺點[/h3] [b]-雖然可操控角色眾多,但大同小異[/b] [b]-衝刺與防禦無法取消攻擊的動作僵直[/b] [b]-怪物種類稀少,大部分為換皮怪[/b] [b]-地圖稀少,委託任務重複度高[/b] [b]-委託任務無法中途放棄[/b] [b]-素材掉落任務極為嚴苛,最讓玩家討厭的任務類型[/b] [b]-Boss戰設計相當糟糕,Boss使用魔法毫無節制,尤其是連續「Debuff遺忘」的魔法最為要命[/b] [b]-怪物時常用衝刺的攻擊左右來回奔跑把玩家撞倒,讓人覺得煩躁[/b] [h3]■總結[/h3] 雖然我是給好評,但戰鬥的設計不得不說還是挺遺憾的,尤其是角色方面玩來玩去真的沒什麼變化了無新意。 總之還是等折扣入手吧。
i liked it
I loved this game from beginning to end the story was so much fun, the characters were also good. The entire experience was simple yet enjoyable. I play alot of the games from compile heart as well and there games also have a similar feel. if you like that simple turn off your brain grind and enjoy a cute and good story please play this. its not a triple a game its not even a double a. This is the sort of game you play as comfort food. Turn off your brain ignore the little issues with mechanics or the lack of depth and just sink in for the world, story, music, and characters. The combat is simple being toted as a spiritual successor to the sword craft summon knight games. I don't think it lives up to it. but I read some of the same people worked on this. there is a ton of weapons to craft and though they all look simple at first glance each weapons have slots where you stick accessories or colors or change the entire look of the weapon to say look like a christmas tree or a carrot. The game doesn't take its self seriously so neither should you. This has that saturday morning anime feel. its a cozy game its easy to start and easy to finish. you can find "endangered species" characters that add quests or give you new gear options which is mostly just a hide and seek vibe, be prepared to check every nook and cranny of stages looking for them. or find a guide. Also the "dating" mechanic was adorable super cute I loved taking the different characters on dates it was simple not sexual and just cute. dating each of the characters gives you a chance to learn more about them getting more info on them and just really sinking you further into the immersion which I loved alot. reminded me alot of the fire emblem bonding mechanics. anyway if you like compile hearts games you will probably like this one. some people could call this a otome Kusoge. I don't think this is a bad game though just a fun dating sim action rpg wrapped into a visual novel packaged. it doesn't do any of them perfectly but the story and characters are great and I loved the music.
我算是体验了一次什么叫初期是木棍戳小龙虾,后期是传奇木棍戳传奇小龙虾。从头到尾就是无数换皮怪,来回来去就是那几只。换个颜色就成新怪物了。攻击判定非常玄学,有时一套挥砍下来,愣是从小怪左边穿到右边,又从右边穿到左边,愣是没造成一点伤害。打击感纯属搞笑,Boss战就是你打你的我打我的,站桩互抡。明明有那么多可以用的角色,一丁点差异没有,嘿真行,主角也都是换皮怪,连一丁点动作差异都没有,属性也都是大同小异,被动技能完全体验不出任何区别,主动技能设计的都多余,除了回血以外我就不信还有人会用其他技能,那我就有疑问了,你设计那些个血瓶又是干嘛用的啊?战斗经验和连击数相关,嘿,怪又脆的要命,用推荐武器几下就秒,所以正确的玩法是怪物推荐什么武器就不用什么,他抵抗什么就用什么就对了。什么垃圾游戏。如果有一个系列叫此生千万别玩,这个游戏肯定位列其中。
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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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