
The last installment of the dungeon-crawling RPG trilogy reaches its stunning conclusion! Will the Blood Maidens finally get their happily ever after?
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Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 8 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−85% | 154reviews | 75% | — | $26.2K |
| $49.99 | 111ratings | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]《Mary Skelter Finale》简评[/h1] 《神狱塔:断罪玛丽 最终篇》这款玩法已经非常少见的地牢探索类角色扮演游戏,还带有大量的视觉小说属性的剧情以及独特的世界观,也是“神狱塔”系列的最后一部作品。有一说一,这款二次元风格但确实黑暗童话题材的作品,美术、音乐、设定、剧情、角色、玩法等诸多方面,质量都是出奇的好,作为“地雷社”发行的诸多游戏里,难得一见的佳作,TOP 0级别的存在,以至于第一眼都怀疑这真的是“地雷社”他家发行的游戏吗?毕竟“地雷社”发行的众多游戏除了二次元美术风和角色人设立绘具有吸引力,大部分的玩法都一言难尽,本作从其中脱颖而出,并非没有道理的。 [h1]最终篇,炼狱逃脱迎来的依旧是炼狱?[/h1] 《神狱塔:断罪玛丽 最终篇》既然是系列的最终章,那么其世界观依旧如前作,故事也是承接了前两作继续开始。在最终章的开篇,可以得知被困于“神狱”的主角团众人以及其它的杂兵,历经千辛万苦,终于来到逃出了“神狱”来到了外界。然而,“神狱”之外等候他们的并没有自由的空气,映入眼前的只有血流成河的断体残肢,以及四位拿着武器明显不是善茬的战斗少女。她们直言所有逃出“神狱”之人皆为垃圾,一言不合就大开杀戒。主角团一行人被虐得毫无还手之力,在角色光付出了些许代价后,将所有幸存者(主角团)重新转移回到了“神狱”之中。被分散“神狱”各处的主角团成员们,为了活下去,为了真正的逃离“神狱”,开始新一轮的逃离“神狱”的冒险和战斗之路。 [h1]地雷社里的“另类”作品,神狱塔中的黑暗童话 [/h1] “地雷社”这家主攻日系二次元风格的游戏厂商,其旗下的系列作品很多(含乙女向),包括“超次元游戏”系列、“死亡终局”系列、“约会大作战”系列、“薄樱鬼”系列等等,并且名气都还非常的高。其最主要的原因就在于“地雷社”旗下游戏的角色们人物形象和设计,确实很讨二次元爱好者的喜欢,哪怕它们的剧情很寡淡、玩法很一般、没什么创新亮眼的特色,但是仅凭这一手角色也确实拉了不少的名气。 但是“神狱塔”这个地雷社里的“另类”作品,就不一样了。其传承了地雷社的优秀品质——以童话人物命名的主角团11人,每一名角色的塑造都极其认真,无论是外表还是内在,特点非常鲜明。与此同时,神狱塔的黑暗和童话的美好又互相交织,源于童话的主角们,怀揣着各自的美好品质,于这黑暗猎奇的血色炼狱中求生,这种带有强烈的矛盾对立的设定,绝对是地雷社其它作品中难以企及的。 [h1]迷宫探索角色扮演[/h1] “神狱塔”系列都是迷宫探索类型的角色扮演游戏(DRPG),说真的这种玩法的游戏真不多了,比策略战棋类型的角色扮演游戏还要稀少,但是并不能否认DRPG确实有玩法也确实有一定的玩家基础。《神狱塔:断罪玛丽 最终篇》最为系列最后一作,在前作的基础和同类的借鉴上,迷宫探索的玩法已经非常成熟了,战斗也都比较经典的机制,玩起来肯定不会差。并且由于本作是将主角团拆分成三个小组,各自独立进行迷宫探索,这又将小队和探索、剧情相关联,不同的队伍会探索不同的迷宫触发不同的结局,三条线相辅相成共同推动游戏的进度。这一项机制是本作的特色,也是本作的创新之处,值得肯定。 [h1]最后[/h1] 游戏除了正篇模式,还有另外两个模式——“前传”、“恋狱塔”。“前传”,即玩家可以体验“神狱塔”系列的前两作剧情内容,无需玩家再单独购买。“恋狱塔”,则是相当于一个类似于番外的关于日常和平校园的恋爱小短剧。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Traditional Chinese*languages with full audio support
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mary Skelter Finale, developed by Compile Heart, Idea Factory, and Ghostlight LTD, and published by Idea Factory International, closes out a trilogy that has always embraced a peculiar mix of dark fairy tale reinterpretation and classic dungeon-crawling RPG design. As a concluding chapter, it carries a sense of finality that permeates both its narrative and gameplay structure, immediately pushing players into a harsher, more desperate version of its already bleak world. Rather than easing into its story, the game assumes familiarity with prior events and quickly escalates the stakes, presenting a fractured cast struggling to survive in a reality that feels increasingly hostile and unstable. The narrative is one of the game’s most ambitious elements, weaving together multiple perspectives as the story unfolds through separate groups of characters. These shifting viewpoints create a sense of scale, showing how different parts of the world are affected by the same overarching crisis. At the center are the Blood Maidens, characters inspired by distorted fairy tale archetypes, whose personalities and relationships are explored through a mixture of dramatic storytelling and visual novel-style sequences. The writing leans heavily into themes of sacrifice, despair, and perseverance, often presenting difficult choices and emotional conflicts. While this approach adds depth and weight, it can also feel dense, especially when the story moves between several threads that demand attention and memory from the player. Gameplay remains rooted in first-person dungeon crawling, with players navigating complex labyrinths filled with traps, hidden paths, and unpredictable dangers. Combat follows a turn-based system that emphasizes planning and resource management, requiring players to carefully consider party composition, skill usage, and positioning. One of the defining mechanics is the Blood system, which allows characters to enter a powerful state at the cost of stability. Pushing this too far can lead to loss of control, turning strength into a liability. This constant balance between power and restraint adds tension to encounters, making even routine battles feel like calculated risks. A major addition in this installment is the multi-party system, which divides the cast into separate teams operating simultaneously in different areas. Players frequently switch between these groups, solving puzzles that often require coordination across multiple locations. This system adds a layer of complexity that deepens the overall experience, as progress in one section can depend on actions taken elsewhere. However, it also introduces pacing challenges, as the need to juggle multiple teams can slow down momentum and create moments of repetition, particularly when backtracking becomes necessary. The dungeon design itself reflects the game’s commitment to challenge, often presenting intricate layouts that demand careful navigation. While this complexity can be rewarding for players who enjoy methodical exploration, it can also feel overwhelming at times, especially when combined with the game’s other layered systems. Difficulty is generally higher than in earlier entries, with tougher enemies and tighter resource management requiring a more deliberate approach. This heightened challenge reinforces the game’s themes but may test the patience of those less inclined toward demanding gameplay. Visually, Mary Skelter Finale maintains the series’ recognizable style, contrasting vibrant, anime-inspired character designs with grotesque, organic environments. The dungeons feel alive in an unsettling way, filled with imagery that blurs the line between fantasy and horror. This contrast enhances the atmosphere, making exploration feel both intriguing and oppressive. The soundtrack supports this tone effectively, shifting between tense and emotional compositions that complement both combat and story moments. Despite its many strengths, the game is not without its drawbacks. Its reliance on prior knowledge makes it difficult for newcomers to fully appreciate, and its layered systems can feel overwhelming even for returning players. The pacing occasionally falters due to the constant switching between parties and the density of its narrative segments. Additionally, the complexity that gives the game its depth can also make it feel cumbersome, particularly during extended play sessions. In the end, Mary Skelter Finale succeeds in delivering a conclusion that feels both expansive and thematically consistent with the series. It builds on its predecessors by introducing new mechanics and deepening its narrative, even if that ambition sometimes leads to uneven pacing. For fans of the series and players who enjoy challenging, story-heavy dungeon crawlers, it offers a rewarding and memorable experience that fully embraces its identity. Rating: 7/10
本作是《神狱塔:断罪玛丽》这一三部曲系列的终章,原作于2020年在PS及Switxh 平台发售,并在23年移植上PC平台,并加入了官中支持。就和所有地雷社作品一样,本作以出色且风格化的二次元平面美术,以及独特的黑暗童话背景博得了垂类市场的关注,但在回合制战斗上依旧显得数值粗糙,体验一般。而剧情层面,在经历了一代的王道征途和二代的平行反转后,本作的处理多少算得上狗尾续貂,令人惋惜。 由于此前两作都没有官中,所以容我在这里快速带过一下本系列的背景和剧情:特奥菲尔是一种外星人用于星际垦荒和环境改造的植物,其因意外坠入地球后,其雄株成为了地底666米的神狱塔,并产生了许多被称为童话和梦魇的怪物,不断虐待人类;而如果孕妇和孩童被寄生,则会转化出具有童话主角特征的转世体——及杰克(《豆茎巨人》里的那个)以及诸多血式少女们。 一代故事中,由上述转世体形成的主角团在王道征途中逐渐获知了世界的真相,部分破坏了核心,并在第二部中继续征途,经历了黎明战线领导人Snark的背叛,并最终到达了地表,这也将故事带向了本作——地表之上没有救赎,而是更大的绝望,无数尸体漂浮在血海中。这一景象让队伍分崩离析,也顺理成章地引入了本作群像刻画为先的剧情思路,以及同时操纵三支小队进行地图探索的玩法框架。这种刻画模式也让本作的所谓主线都变成了关键角色的自我探索,并因某种和解最终选择了殊途同归的一个方向,不太王道,但依旧老套和可预测,而且这种“分-总”结构也解离了主线的连贯性。 单论玩法本身,本作有其特殊优势,尤其是在DRPG这一被限死在第一人称视角走格子玩法的迷宫探索框架下,能反其道而行之地想出这种多队分别探索,且都有探图相关技能设计的差异化体验足够独特。但是受制于地雷社一贯工业水平上的缺失,更少的怪物类型和Boss等问题,精致的风格化的人物立绘和《Doom 64》级别的灾难场景贴图的反差,这一切让它成为了一个不能靠DRPG玩法本身驱动的作品,而当核心剧情也不够凝练和有趣时,本作的整体体验就在各个方面上都算不上尽如人意了。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
1,2と経てこのエンドはかなりいい ただ後日談でシラやジュウ、等のFからの新キャラに言及ないのは残念。 せめてラプや赤ずきんのエンドでは何か言ってくれたっていいじゃん
One of the first games i played where the end really felt like a true end. well after all the ups and downs of Mary Skelter nightmares and Mary skelter 2 it's good to them finally having some peace
All in all an underwhelming finale. there is so much that they could've done with the game, but in the end it felt bleak, rushed, and bland. As of now the first game is the best, then I guess comes the second, and only then the third, which feels more like a big addon than a full game. At least they've given the chance to conclude the story of chosen girl, so at least for that I'm grateful. Gretel best girl.
玩的第一个DRPG 虽然说地雷社的游戏以大粪的游戏性而闻名 但我真心觉得这个还可以 后面为了全成就和通关不可避免的要练级 但是也没有很麻烦 只需要不停种花采不可思议碎片就好了
非常好游戏
Mary Skelter Finale, despite all its flaws, is a great dungeon crawler game, with a not so great conclusion to the Mary Skelter Finale Before I talked about the game itself, I just want to say that the PC port is surprisingly good, which is natural since I play the game 3 years after its launch. My spec is really old, and bad, yet I can play this game in 1080p/60fps quite well with Hardware Accelerated GPU Schedule setting on. There are some stutters but it's not that bad, but I have to keep HAGS on; otherwise, the performance would be terrible. I did encountered some issue like when HAGS is turned off, the stutter become unbearable and it also affect my controller, like the game did not reading inputs properly. Another issue I've found is that despite not having game rumble setting in the game, sometimes when I overkilled an enemy, my controller will vibrate, which is weird. I had to turn it off manually in DS4Window. Other than that, the game is pretty good technical wise. If you are new to Mary Skelter, I suggest you to play the first 2 games, they are a fun-but-rough-at-times dungeon crawler games. Finale do include all the cutscene of Nightmares and 2 in the bonus section, but unless you really love visual novel, it's not a good way to experience the series. Aside from some changes and new additions, Finale's gameplay is mostly intact compare to Mary Skelter 2. You explore the Jail Towers, solving puzzles, finding keys, turning switch along the way while avoiding Nightmares, who is kinda like the boss of the area. If you reach their aggro zone, a chase sequence will start and you have to run out of their aggro zone (indicated by a dark area with red outline). The chase sequences are usually really short, shorter than previous games, I remember most of the time when I initiate a chase sequence, it would only takes me 3 steps to get out of it. You can fight the Nightmares to stun them, giving you more time to escape. Due to lore reason, they will keep regenerate until you destroy the core, located somewhere inside each Jail Towers. New to Finale is the zapping system. Now, instead of exploring Jail Towers as one big team, the casts is divided into 3 smaller teams. You will switch them in between section to unlock doors and find keys. Most of the time, you will encounter a locked door that can only be open by a switch in an area that is only accessible to another team, or the key can only be found by a different team, which you can drop it into the dustbox to deliver it to the team that need it. I'd say this is a great addition to Finale, it's a fun system that force you to engage with the playable characters without playing favoritism like the previous games. The combat is still as good as ever. It's the most average form of turn based combat where your AGI stat decide who get to act first, there are some passive skills that can affect this too, also what skill you use will affect the turn delay as well. What make Finale so good is the Mary Skelter's signature "Blood Gauge" and Jail roulette system. So basically, whenever you hit enemies' weaknesses or score a critical hit or overkill enemies, their blood will splatter on the party, filling the Blood Gauge in the process. Once the gauge reach max, the character will enter Massacre mode, unlocking new skills that usually great AoE or skills that hit real hard with little MP cost, as well as increased stats. Massacre mode will wear off after some turns though it's kinda random to me, sometimes I only get to use them for one turn, sometimes they stay in Massacre mode for 4-5 turns, not sure what decide that. However, depend on how "corrupted" the Blood Gauge is (indicated by the color, the darker the more corrupted it is), the character may enter Blood Skelter mode, with even more increased stats in exchange to the fact that they will go out of control, attacking both enemies and allies randomly. You can purge corruption by splatter Blood Youth's blood or let other character lick their blood gauge after accumulated to a certain amount for a defensive skill, it can either a healing skill or partywide buff depend on the character. Then you have the Jail Roulette, which will happened after you filled out the Jail's mood (there are many condition to this). Once you fill the jail's mood gauge, the roulette will spin and you can stop it at anytime for the buff they pointed to. Jail Roulette provide a lot of benefits such as increase rewards, buffs/debuffs, heal or dealing damage or inflict status ailment to the enemies. You manipulate what will show up more on the roulette using Jail Pieces in Control Jail option before your expedition. This is the Mary Skelter's staple, you will use them a lot. For me, it makes the combat in Mary Skelter series one of the most unique I've experienced. Another new addition to Finale is the insectmare, which will swarm your party members randomly and make them unable to do certain action. It sounds good but in combat is kinda annoying since you have to use an item to repel them or bet for the roulette to have that option. Now for the story, there are some new faces here: Mary, an introverted girl that always daydreaming; Charlotte, the new ara ara onee-san; Pyre, a girl with trouble past; and Toh, a man who lost his memories. There are also some new NPCs as well, Jabberwock, who is Snark's twin brother; and Yuto Gato, a mysterious man living on the surface. The new characters are all great gameplay wise, as for the story, they will take up the most screen time. Personally, I think the story is the weakest part of Finale. The zapping system ruined the pacing of the game since you have to read all stories from all 3 teams' perspectives. For the older cast, I feel like other than Otsuu - Little Mermaid pair, Alice, Red Riding Hood, most of the Clara's team, the rest don't really do much. It's a bit BS actually, my favorite girl is Cinderella and even in her affection story she's kinda forgettable. That said, some older characters did get more screentime, like Clara, they fleshed out her characters to actually involve in the story now instead of just being Haru's apprentice. The story is also kinda rushed near the end, where they just introduced a lot of thing without explaining it clearly, or they are explained in the game's novel, which kinda ruin the impact of the moment, and make the plot twists feel like they came out of nowhere. At least the ending is really sweet, I don't really like it but I don't find it bad either. One thing I forgot to mention is how much I love the music. Imo, Finale has the best soundtrack in the series. Only bad thing is that the first 3 Jail Towers has some banger battle theme then later Towers just can't reach that peak again. Overall, I think Mary Skelter Finale is a really great game, if you are a fan of anime dungeon crawling you definitely should check it out. It's might not be the best conclusion this series need, but it's still a good enough ending for this series incredible run.
God I tried to enjoy this so hard. Way harder than I should have. But I can only deal with so much lost progress because of either: a. AMBUSH -> BLOOD SKELTER -> ENTIRE TEAM DEAD or b. Dead end hallway with treasure -> NIGHTMARE JUMPSCARE -> NO PASS-THROUGH ABILITIES -> ENTIRE TEAM DEAD Eventually it happened again and I just thought, "What exactly new can I realistically expect the game to have in the last dungeon I have left to do?" So I looked it up. NOPE.
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