
As Humanity’s last hope, lead your army to combat in an intricate dance of spectacular actions and counters, using an original Dynamic Timeline System, and face fearsome bosses in epic battles.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 3 → 1.71/day in the week after.
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Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.3Kreviews | 82% | — | $3.4M |
| $5.99−80% | 960ratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Listen, I've seen enough of this game to know that it's a waste of time to keep going with this. Othercide is a really pretty-looking tactical strategy game mixed with a Roguelike. I found it while looking for suggestions for XCOM-like games and I was told that this was basically "goth girl XCOM". It kinda is, yes. In concept. Let me get the positive part out of the way first. Othercide is the most stylish looking game you'll ever play. 90% of the people that purchase this game bought it for the artstyle alone. I've never seen a game try to do an artstyle so reminiscent of 2005's Sin City. It's stunning to look at. Environments and enemies alike look wonderful in this style. That's all great. However that's where my praises end. Gameplay is much like XCOM, yes. Instead of having actions like XCOM, each character instead has Action Points. Abilities and moving costs AP. The farther you move, the more AP you use. This means that if you don't move far, you can attack multiple times on your turn or use multiple abilities. Cool, I like that. The mission design however is either dull or awful. While XCOM's missions provide a sense of urgency or a feeling of tactical strategy most of the time, Othercide's missions don't invoke this. Hunt merely asks you to kill all enemies present, which is fun enough but gets dull quickly due to the lack of other mission variety. Penance is basically the same thing - except each individual unit of yours has to kill enemies to fill a gauge, in which they automatically exfil. Survival has you survive for a given amount of time before heading to the exfil zone. All of the mission design here is boring, is my point. When missions are such a big part of the gameplay just like XCOM, it's a huge issue when they suck to play. The between-match gameplay is also not very intuitive either. Your units, or "Daughters" obviously can be killed during missions. Spending currency earned from completing missions can summon another one. One of the core mechanics of Othercide is sacrificing a leveled-up Daughter to provide a Passive bonus to another one. I never felt the need to do this. Othercide advertises itself as making you make tough decisions, but what if the player does not want to make a decision in the first place? See, you can't say your game is about making tough decisions and then not give me those. The gameplay of missions isn't nearly tactical-strategy enough to make those tough decisions you're talking about a majority of the time, and sacrificing Daughters doesn't feel worth it. The one Daughter I sacrificed provided a Passive that was a +1% boost. What's the point? By the way, there's only 3 Classes in the game. Blademaster, Shieldbearer, and Soulslinger. There's no unlockable or extra classes. Just those 3. There's a fourth called the Scythedancer that you get after the 4th boss. (Thank you to someone for pointing that out for me) You can also end runs early I suppose if things aren't going well, but every Roguelike has that option so I can't give Othercide credit for that. Between runs you can spend another type of earned currency (forgive me for forgetting the currency names) on upgrades for your run, which are pretty useful - stemming from being able to revive 2 Daughters or giving them all +15% max HP. When it comes to plot, I don't ask for much from a Tactical-Strategy game. Great examples? XCOM. Aliens are trying to take over. We have to stop them. Cool! Into the Breach. Aliens destroyed Earth in every continuity. We need to jump between timelines to try to save as many continuities as possible. Awesome! What the hell is Othercide's plot supposed to be? I genuinely don't have any idea. I swear on anything, I do not know. We begin the game as "Mother" in the tutorial and when she dies to "The Child" the game begins, where she creates Daughters to send into combat. "We must put an end to Suffering!" What's that mean? Forgive me, let me go on a little side-tangent here. Have you heard of the term "Techno-Babble?" Techno-Babble can be positive or negative, but generally it's a writing trope in Sci-Fi where characters spout a lot of lore-based technological knowledge. "Don't worry, I put the harmonized resonator into the warp-hyper drive accelerator!" It can be positive. It works in Doctor Who for instance because The Doctor is supposed to outsmart everyone else and be all-knowing. It's a really dangerous trope to use because most of the time it's negative and just comes across as meaningless nonsense with no substance to it. I give that example because Othercide has "goth-babble." Or "emo-babble." Either label works. There's all this brooding and despair-ridden dialogue. None of it means anything, it's just hollow. It doesn't make any sense, none of it is explained well, or etc. You can't just bombard people with pillowy dialogue and expect it to pull people in. In fact, it does quite the opposite here since the game feels like it doesn't really have an identity. When the game's tone and plot don't make sense, what am I really fighting for? In XCOM, yes, the plot is simply that we're getting aliens off of our planet, but that keeps me going - it gives the game identity, a reason for your units to fight. I don't know what Daughters and Mother fight for. What is Suffering? What is the Plague? There's unlockable lore in the game, but the keyword there is "unlockable". And the lore I did unlock is the equivalent to vague text logs. Another major issue with the Daughters is that they all look too similar. While you can rename and customize them to an extent, there's not enough customization options to differ them much. You also really need to give them your own names since the game's own name pool isn't that deep. I didn't even play the game that long and I had 2 girls named Desire, 2 named Mercy, and 2 named Charity. What's even worse is that they all simply look the same. All the Daughters have white hair, and a miniscule amount of 2-3 outfits each. I apologize for bringing up XCOM so much, but that's the gold standard and baseline that judging other Tactical-Strategy games should be based upon. XCOM's customization is such an underrated aspect, because it's not even that deep either but it does enough to make sure your soldiers don't all look the same. I have to also mention that the controls are a bit odd. The game has button prompts on the screen even if you're using mouse & keyboard, which also means hovering over these prompts with your cursor doesn't have any feedback. Very odd. The game can be played with a controller, and I did have one plugged in, so maybe that was bugging it out. Regardless, I had an instance where the camera just couldn't be panned in a mission anymore. I tried unplugging the controller, even tried remapping the keys to the same key. Still didn't work, but then it fixed itself the next mission. The command menu for abilities feels a little unintuitive as well. While you can right click like XCOM to move, if you click another ability, you have to re-click the "Move" command in order to move again. Strange UI and control decisions here. Othercide cannibalizes it's own identity through these poor design decisions. Playing it feels numb. It's pretty to look at it, but all of this style over substance wore me down too much to go any further. I beat the first boss and continued my run pretty well after that, but I can't bring myself to play it anymore. I'm satisfied with leaving it there. Because I don't feel like I'm dropping it - I saw everything Othercide has to offer that's worth any time at all. Such a shame that I feel this way. It's a really beautiful artstyle and I wanted to like it. I don't think Othercide is terrible, since the core combat does work and is fun for a while. Beyond that, it's simply not worth the time. Score: 67
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Every market we collect.
Reviews, worldwide (the counter carries no country): 129.67/day in the week to Jul 17 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Simplified Chinese, Traditional Chinese, German, Korean, Russian, Italian, Spanish - Spain, Japanese, Polish, Portuguese - Brazil*languages with full audio support
| $29.99 |
| 463ratings |
| 88% |
| — |
| not modelled |
| $29.99 | 121ratings | 76% | — | not modelled |
| $5.99−80% | — | — | — | not modelled |
| $29.99 | — | 90% | — | 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.
Hours played at review time, across 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Othercide is one of those games that I don’t really want to leave a negative review on, but the game simply gives me no choice. [h1] THE GOOD[/h1] [list] [*] Visuals. The game has an amazing style: with mostly black&white palette with small amounts of red it creates a very nice, grim style that fits perfectly for the story the game tries to tell. [*] Sound. Sound effects are good, narrating voices sound fitting, BGM for random combat is kinda average, but boss soundtracks are really good. [*] Overall world/story/lore. While it isn’t really that big - it feels good combined with visuals and sound design. [/list] [h1] THE BAD[/h1] [list] [*] The whole theme of sacrifice and necessary losses works poorly combined with local economy - instead of valuing your daughters you know they are expendable and just raise a second/third/fourth squad that serves as nothing but a health pack for your main team, and at later stages you just hire new girls to immediately kill them off just to get a buff for your active party. [*] Economy. This is the reason why the previous point works so poorly - you are not in any kind of resource shortage at all - you always have lots of Vitae to hire as many daughters as you like and to equip any mods you find - but you find those rare enough and don’t really need many anyway. And with that many resources instead of a perilous journey with hard hitting losses it just feels like you are sending wave after wave of conscripts towards the enemy line. [*] RGP system. It is lacking. There are a bunch of stats - but most of them are only upgraded by leveling up. There are a few abilities on certain levels and you have to pick one from two available - but since your daughters are replaceable cannon-fodder, you will most likely run one build for them to be interchangeable. Variety is not helped by the fact that half of your abilities require HP to cast - in a game that has no healing and where percentage can be higher than the damage the enemy deals - it just means that you will not use that half of abilities in most fights. [*] Fights. While there are enough mission objectives (even if those are generic), the enemy roster is severely lacking - you will only get around 5 enemy types per chapter. It would be fine if every chapter had its own types, but those are just the enemies from the previous chapter with one additional action and one element of their appearance changed (and raised stats). Considering that you are already running only 3-4 girls per combat with limited action variety this asset reuse makes those fights stale and boring rather fast. [*] Roguelike structure. It just doesn’t fit here for a simple reason - it amplifies all of the problems with variety I just described. If this game was a linear experience - it would take around 8 hours top, but those would be good hours. Instead the game is structured in a way that forces you to restart to buy powerups like damage, AP, HP and starting levels for your new daughters, because without those enemies scale way too fast and you simply don’t deal enough damage to get through them. And having to fight the exact same 5 enemies that you have been fighting for the last 10-15-20 hours? Welp, it is just boring. [*] Cheap damage scenarios. It wasn’t often, but it was highly frustrating to get an enemy spawn on top of my girl before I am able to move and to receive a free attack from said enemy. It is not a major point, but I am still salty about those. [/list] Overall I really liked my initial experience, but with lacking variety and extremely repetitive gameplay it gets boring pretty fast. If the game is on a good sale - try it out, it is not bad and you may actually like it - but for the full price asked it has way too many flaws.
It looks and sounds slick, but the gameplay is simplified too far and unfun. Poor UI, same missions over and over, meh character progression, minimal difficulty, severe lack of enemy variety. Avoid unless you like your tactics games uber edgy. Looking at the achievements it seems almost everyone who plays put it down after less than an hour of play... and that seems about right. It's got just enough content to fill a demo version and not much to show after that. 3/10
Эта игра не про пошаговую стратегию, а про бесконечный перетрай. Тут проигрыш часть геймплея. Ты обязан ошибаться, чтобы идти дальше. После каждой неудачи тебе дают бусты, и уже с ними ты снова проходишь те же самые миссии, пока не сможешь добраться до конца. На деле получается, что всё твоё развитие завязано не на скилле, а на накапливаемых бонусах. И вот тут теряется интерес. Ты не побеждаешь, потому что стал лучше. Ты побеждаешь, потому что тебе разрешили стать сильнее. Особенно это чувствуется, когда снова и снова приходится перепроходить одни и те же задания с теми же врагами. Только на этот раз у тебя больше урона, больше здоровья, выше уровень. И вроде бы легче, но уже и неинтересно. Возникает вопрос, зачем вообще играть, если путь вперёд - это просто гринд ради очков? Сложность тут тоже странная. Игра карает за любую ошибку. Союзники дохнут быстро, часто твои же способности жрут здоровье, а лечить персонажей можно только за счёт других. И ты такой играешь не на победу, а чтобы хоть кто-то выжил и дотащил до следующей попытки. В игре есть классы дочерей, всего их три: мечник, щитовик и стрелок. Мечник наносит урон, но умирает быстро. Щитовик живёт дольше, но бьёт слабо. А стрелок в принципе имба. Он и атакует с дистанции, и помогает союзникам, и сбивает ходы врагам. И как бы ты ни строил отряд, стрелки всегда чувствуют себя круче, чем нужно. Игра невероятно мрачная, атмосфера и стиль правда цепляют, и наверное, это единственное, что удерживало играть в неё. Но за это, сами понимаете, рекомендацию не поставишь, когда такой душный геймплей. Ещё хочу выделить музыку, музыка просто супер крутая, Soulswap поселился в плейлист. А так не рекомендую, есть варианты лучше и сбалансированней.
+ Красивая, стильная. + Мрачный сеттинг дарк фэнтези. + Любопытные механики с прерывающими и отложенными ходами.. + Есть сюжетик. + Затягивает. - Интерфейс. Не видно действие баффов на юнитах. Непонятно, когда они кончаются. Это максимально неудобно, особенно для тактической игры. - К середине стоновится душно и однообразно. Вместо новых врагов появляются модифицированные версии старых. - Гринд. Каждую эру вам дают жетон на воскрешение дочери. К последней можно воскресить 6. Особенности их останутся, а вот апгрейды абилок нет. Нужно заново проходить миссии, чтобы их нафармить. - Часть абилок, которая полезна для битвы с боссом, бесполезна на миссиях, и наоборот. Дочь могут задолбить, если у неё нет любого вида отпрыгивалки, а при выборе абилок выбор либо эскейп, либо что-то дамажистое. А иметь несколько наборов дочерей для боссов и для прохождения миссий - непозволительная роскошь в этой игре. Жетонов восркшения всего 3-6, а качаются дочери довольно медленно. - Тактические бои в некоторых миссиях заканчиваются тупым закидываем игрока мобами. Ясно, что раз миссия про то, что надо кого спасти и свалить, то гриндить мобов вам не дадут, но тупо заваливать мобами едва вы пересекли половину поля, - такое себе. Учитывая, что к концу игры появляются жабы на длинных ножках, которые лишают дочерей инициативы, а ещё жополицые пузыри будут вешать окаменение через всё поле. Тогда как в некоторых миссиях, где надо просто убить определённое количество мобов, порой приходится ждать их спауна, пропуская ходы. - Отдельный пункт про закидывание игрока мобами. Мобы спаунятся в рандомных местах и СРАЗУ ХОДЯТ. К тому же часть мобов баффает друг другу инициативу и понижает инициативу юнитам игрока, просто загоняя их в хронологии на самое днище. Это тактика? Нет, это необоснованная душнина. - У юнитов есть бафающие друг друга ауры, если они стоят рядом, но... Два ваших юнита стоять рядом не будут почти никогда. К тому же бафф на дамаг у рэйнджа, и он никогда не достанется милишникам. И вишенка на торте! Финальный босс. Для прохождения финального босса вам понадобится: - Любимый напиток (литров 5) - Любимые вкусняшки (здоровенный таз) - Возможно кинчик на фоне Ведь бой будет проходить так: Босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит. Одна дочь ходит. Босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит. Одна дочь ходит. Босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит, босс ходит. Одна дочь ходит. Босс машет руками, вы нифига не понимаете, что он делает, пока не сделает. Он скачет из угла в угол, как e б a н ы й заяц. Едва ты дойдёшь милишником, он въeбeт ему по морде и откинет в дальний угол футбольного поля. Баланс просто выходит из чата. Ведь ты старательно выкачивал разные классы, а в итоге щитовичка, мечница и частично девица с косой просто идут нaxyй, являя из себя бесполезное гoвнo. Тактика? Какая наxep тактика, если босс тупо делает 5 РАНДОМНЫХ абилок подряд, а ты просто стоишь и смотришь?! Не добив боссу 15% и померев, понимаешь, почему финальный босс называется "Страдание". При чём в описании босса в кодексе так и написано: босс делает рандомную хрень и постепенно умирая, дочери понимают, что убить его надо как можно быстрей. То есть создатели прямым текстом пишут - зазергай босса побыстрей, пока он не сгноил всех твоих юнитов. Вот это тактика от бога! Полезный совет: обязательно иметь бафф у девицы с пистолетами на устойчивость к уменьшению инициативы на всех. Как убить босса: [spoiler]Девица с косой + 4 девицы с пистолетами. Бафф-усиление на всех на защиту от откладывания. Ставим пистолетчиц парами, чтобы бафали друг друга дамагом, избегая опасных зон, через которые босс будет дёргаться как даун. Усиляем друг друга на инициативу и дамаг, включаем реакцию атаки на каждую дружественную атаку. Девицу с косой ставим дальше всех от босса, он будет в неё скакать, не трогая пистолетчиц. Всё. Босс успеет помахать руками максимум пару раз.[/spoiler] Я максимально разочарована. Три класса абсолютно бесполезны. Нельзя так делать игры. Ну а вообще игра хорошая. 250 рублей, которые я за неё отдала, она отработала по полной.
[h2] Frustração em preto e branco [/h2] Peraí, nota 8 ou 9 pela maioria dos meios jornalísticos? Mas e essa conquista de matar o último boss, obtida só por 6% dos jogadores? kkkkkk Othercide é um jogo de batalhas táticas em turno ao estilo X-COM, Hard West, Darkest Dungeon ou Mutant: Year Zero, onde, de fato, oferece muito estilo, porém pouca substância. E ele vai testar os limites da sanidade até mesmo dos jogadores mais apaixonados pelo gênero. A arte é linda, não tem como negar, o preto, o branco e o vermelho contrastando durante os golpes e habilidades especiais das suas Filhas, tudo isso emoldurado por uma trilha sonora de puro metal, feita pela banda francesa SOLITARIS (a qual já entrou nas minhas playlists do Spotify.) Mas... O jogo fez todas as escolhas erradas. Me parece, inclusive, que seus devs agiram sob o seguinte desafio: E se a gente fizesse o jogo mais frustrante possível, com o combate mais FDP possível? Exemplos daquilo que frusta qualquer jogador de videogame: *Você faz duas ou três ações antes dos seus Pontos de Ação acabarem. Já os inimigos, principalmente chefes? Fazem 4597539583965 ações no mesmo turno. *Inimigos que fogem e que se curam, ficando full de novo no mesmo turno. *Inimigos com ataques à distância que te acertam do outro lado do mapa (Suas Filhas da Classe de Pistoleira só acertam alvos até 6 quadrados de distância.) *Spawn infinito de inimigos durante certas missões. Afinal todo mundo gosta de passar 3 horas numa batalha, né? *Matemática sem sentido. Você causa 800 de dano num ataque básico, mas o chefe tem 50k de HP. Você se buffa com um shield que te dá +180 de Defesa, mas o inimigo te causa 1000 de dano num só golpe. *Inimigos que spawnam e já agem imediatamente. Se ele spawnar ao lado de uma Filha, provavelmente já vai dar dois ataques seguidos nela, matando-a, sem você poder fazer nada para evitar isso. *Inimigos que "leem suas habilidades". Você ativou alguma habilidade de contra-ataque? Ninguém vai te atacar essa rodada. Está preparando um ataque numa determinada área? Todos os mobs vão se afastar e sair do alcance dela.
The game was fun until I was unable to calculate the damage to finish off enemies, looked it up to see if it was me who was doing something wrong and it turns out that the way armor works is bugged, such a shame, specially considering it being a fundamental part of the gameplay. I could just keep it in mind and play around the bug but I'm demotivated already, my daughters died because of uncaring devs. The game has been out for almost 6 years already... they even have another game under development, won't support.
Game has a lot going for it especially if you dig bleak apocalyptic settings you just got to realize what you are getting into... it's more of a puzzle strategy game where the roguelike mechanic comes into play as you learn by failure and repetition what works and what doesn't. Not sure if I myself if I'm feeling that type of commitment at least at the moment but I'll keep this in mind if I ever do. Addendum: From what I gather the real sticking point of this game is that you will reach the end and be woefully unprepared to deal with what awaits there and a large portion of the game is just grinding to get powerful enough to take on that last challenge so... yeah that might make the game overstay its welcome.
Слишком однообразный геймплей. В игре есть три класса девочек (а ближе к концу появляется четвёртая девочка, но распробовать её уже не хватило мотивации), которыми нужно почти идеально отыгрывать, потому что хилять девочек можно только если Вы принесёте в жертву [strike]девственницу[/strike] другую девочку такого же уровня. Ну или можно её убедить а потом воскресить, если у Вас есть особый жетон. А девочек вы закупаете с первого уровня или если победили босса и нафармили валютки, то с более высокого уровня (с каждым боссом разблокируется бОльший минимальный уровень, но всё равно нужно обязательно рестартить весь забег). Каждые 5 (?) уровней девочки могут выучить дополнительный скилл на выбор (один из двух на каждой "прокачке"), в скиллы можно вставлять один камушек для дополнительных свойств. Каждый класс имеет свои пассивки, которые разблокируются при определённых скрытых условиях и... ВСЁ. Мобчики одинаковые почти на всех уровнях и их всего 5-6 видов, по мере прохождения они просто немного модифицируются меняя свой вид (как краб в MMO RPG, меняющий свой цвет в зависимости от уровня), имея больше ХП и какой-нибудь дополнительный скилл. Только в конце игры начинают появляться злые девочки, похожие на девочек, которыми Вы управляете, только, как будто бы, нельзя этим девочкам давать атаковать, иначе можно сразу отъехать. Музыка сомнительная, всё время вы играете под какой-нибудь эмбиент, а иногда даже под звуки похожие не дрель, а на во время сражения с боссом начинает играть какой-нибудь РОООООООООК под который хочется грустить. Боссы достаточно простые, не считая последнего, если внимательно читать их описание скиллов и считать ХП, при котором босс будет переходить в другую фазу. Последний же босс начинает Е БАТЬ, инициативу ему подливает в карманы дождь, который льёт всю игру, поэтому он может ходить 3 раза подряд. Так же он может отнимать инициативу Ваших девочек, что в итоге превращается в 5 минутное избиение парализованных инвалидов с почти гарантированным рестартом, потому что он может просто с одного скилла сразу убить девочку. Постоянно летает по карте, меняясь местами с самой дальней девочкой, прерывает ближние атаки, в общем веселье невероятное. Если не удалось его забёрстить кучей разных атак в последней фазе, то это либо ALT+F4, либо Вы наворачиваете [strike]г о в н о[/strike] контент по новому кругу. Кайф? - Кайф!
???: 죽느냐 사느냐 하는 마당에 무슨 말인가! 자식은 또 낳으면 그만일세!! 전체적인 게임은 무난하다면 무난한지라 게임에 대해서는 간략하게 말하겠음! 굉장히 어두운 세계관과 준수한 그래픽이 맞물려 외관은 좋으나 아주 많은 억까와 불쾌한 요소를 넣어놔서 난이도가 정신나가버릴 정도의 하드 난이도라 턴제 장르 숙련자이신분들한테만 추천하고 싶은 난이도임 얼마나 어렵길래 그래? 라고 한다면 그냥 플레이시 경고문 여러번 "우리 겜 준내게 어려움 ㄹㅇㅋㅋ" "이 겜은 너가 실패하고 계속 죽도록 설계 해놨음 알아서 잘 파먹어보셈 ㅋㅋ" 라고 계속 어려운 난이도를 강조함 근데 이 게임이 나의 궁금증을 가장 유발했던 요소! "딸을 죽여서 딸을 살린다" 너무나도 궁금증을 유발하는 시스템이라 참을 수가 없었음!! ..근데 게임을 키고 시스템을 엿보았지만 거기엔 오직.. 어둠뿐이었어.. '딸을 죽여 딸을 살린다'는 곧 회복 시스템을 의미하며 이 게임에 !!유일한!! 회복 시스템임 딸이 사망시 영구 삭제라 조심해서 잘 성장 시켜 강해져야되는데 턴제 게임에서 진행중 체력을 잃지 않는다 라는건 말이 안된다! 라 할 정도로 쉽지 않은 일인데 잃은 체력은 동레벨 이상의 캐릭터를 제물로 소비하는것이 유일한 체력 회복 수단이라 캐릭터 성장이 굉장히 질질 끌림 성장이 질질 끌리니 재미는 떨어지고 하드한 난이도로 인해 스트레스는 증가하고.. 쓰으읍... 기본적으로 어려운 난이도지만 불합리한 회복 시스템까지 더해져 굉장히 하드한 난이도를 자랑하기때문에 턴제 장르를 즐겨해서 숙련도 및 이해도가 높다!라고 자부한다면 추천! 그 외는! 쓰읍.. 추천하기엔 조금 어렵다!
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