
Test your limits against a brutal and mysterious world as Parvus, a curious warrior with a heavy burden. Raise your spear and cast ancient spells as you battle hostile creatures and towering bosses in procedurally-generated 2D landscapes. Answer the call. Break the cycle. Change your destiny.
Modeled estimate, not a reported figure. How we estimate →
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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**languages with full audio support
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 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
Oblitus is a hardcore 2d platform game that is inspired by Dark Souls but fails to capture its Essence. It's hard for the sake of being hard without the reward or satisfaction. For a in-depth review check: https://youtu.be/1DSnox1Aqa0
This is one of the weaker games from Adult Swim. It has a very nice design and premise, but the gameplay is unintuitive and sluggish, and there isn't any sort of saving or checkpoints. There just isn't very much content and what there is isn't very polished.
1. The control sucks, "w" is the jump and "space" is the defense. 2. NO CHECK POINTS! NO CHECK POINTS! NO CHECK POINTS! NO CHECK POINTS! NO CHECK POINTS!
[h1] Как будто бы двумерный Dark Souls, даже все враги так же возрождаются при переходе из одного мира в другой. И здесь всё так же криво... если не хуже [/h1] По крайней мере, механика очень напоминает серию про полых. Но тут всё довольно криво и неизвестно, будет ли полировка. Сначала всё начинается в окне. И нужно ещё перевести игру в полный экран. В общем, тут такое же примерно отношение к ПК-игрокам, как от From Software. Вот только там игра культовая со сложным миром, а тут какое-то 2D подобие. В остальном, также есть блоки, парирования, метания копья, удар, кувырок, даже прыжки есть. Можем ходить в любом направлении. Хотя больше даже напоминает метроид-игры. Тоже ходим по двумерным лабиринтам и ищем всякие ништяки. Притом смерть здесь окончательная с переходом опять в главное меню. Да даже если просто выйдешь в главное меню и не сохранишься в игре, то опять начнёшь сначала... А сохраняться я не понял где. Притом вроде убил босса одного и вроде бы должны были сохранить по привычке, но нет. Игра жестока. Впрочем, тут она не такая долгая, как Солсы и наверстать упущенное не проблема, вот только есть ли смысл... В остальном же игра очень кривовата. Кроме полноэкранного режима настроек графики нет вообще. Само передвижение тоже как будто на старых флеш-играх. Понравилились только идея, рисовка и звуковое сопровождение - создаёт нужную атмосферу. А в остальном, кто мы, где мы и т.д. догадайся сам. Не рекомендую из-за отсутствия русского перевода, облачного сохранения и общей кривизны проекта. Притом есть что-то цепляющее, но не в таком виде. С контроллера целиться уже труднее, чем с клавомыши. Разрешение полного экрана - стандартные 1280х720. Но самое худшее, что непонятен процесс сохранения. Либо тут так и задумано, чтобы проходить за один присест.
Рыгань
Could not even play the game due to resolution issues. Options are either fullscreen on or off, off is a window and on scales really bad to the point that I don't see the whole screen. Just really really bad.
Felt kinda lost. Just kept moving and moving and defeating monsters until I died and lost all the progress. Didn't feel attached to the character, didn't feel like anything was at stake. Feels like playing an old flash game.
Cant really recommend this game as theres no save points at all. Ive never played darksouls even though i own them. I plan to play through them at some point but i think even DS has check points of a type. I dont know just not really my kind of game. If it had checkpoints and some sort of save feature might be okay but right now it feels kinda like a student project. Rather than a full game. Youll notice i dont have much time in the game because one or two sessions is how long it took to decide i dont think ill enjoy this one. So its a no from me. Its not TERRIBLE but its not really all that great either. Take that for what its worth. Just my opinion. Your experience may be different. Who knows.
Зачем разработчики сделали этот "шедевр" лично мне не понятно. Ради любопытства заставил себя пройти первого босса и понял, что этого с меня хватит. Даже на обзор не хочется тратить много символов, пожалуй, oblitus этого не стоит.
Im of two minds about this game. On the one hand, it was a lot of fun to learn and play, and theres a definite air of mystery that surrounds the whole game. On top of that the bosses are Mostly fun to figure out and destroy after many repetitions. However... there are some significant negatives as well. Chiefly, my God does this game need a checkpoint system of some type. It feels like it was trying to strike a balance between 'souls-like' difficulty and 'rogue-like' exploration, but endded up falling between two stools, having neither the consistency that souls-like difficulty needs to feel fair despite the oppression, nor the exploration and slow between-runs progression of a rogue-like. Because of the lack of checkpoints and progression between runs, the difficulty feels more stifling than challenging, and the need to continally retread old ground with nothing to show in terms of advancement begins to wear very quickly. The random elements end up more frustrating because you cant find that one really great upgrade again and you feel like no run is going to go well until RNGeesus blesses you with the right combination of boss location and upgrades. All of this ALMOST chokes the fun out of the game. Almost. The postiives outweigh the negatives, because the gameplay is fun and at the very least DOES provoke the same 'souls-like' feeling of satisfaction when you progress despite the games limitations. Overall, a high 70's low 80s game, that could easily have been a high 80's low 90's with just a simple checkpoint system. Good regardless, but painful for what might have been.
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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
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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