
What the enemy can do, you can do as well! Activate the "Override" system and and hijack enemy Cyborgs on the fly during high-intensity battles. Mix and match the Cyborgs you seized with fully customizable "Extensions" and "Cores", and craft hundreds of game-breaking combat builds!
Modeled estimate, not a reported figure. How we estimate →
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About
A cybernetic dreamscape where consciousness drifts freely. Neon chasms, torrents of data, and the blurred boundary between flesh and machine—everything here is rewritten by code, yet filled with dangerously real desires and threats.
Follow your guide, Mayoi, as you step deeper into this city where the virtual and the physical intertwine. Uncover its radiance and its shadows, confront its mysteries, and survive its battles.

Experience the thrill of fluid, old-school brawler combat—every punch hits hard, every combo flows like a storm.
With the innovative Command Input system, each skill hides multiple branching moves. Master the inputs, unlock deeper tech, and unleash ultimate arcade satisfaction!

With the game’s unique Override System, you can steal an enemy’s abilities in the heat of battle and turn them into your own temporary weapons.
Each cyborg body comes with its own finely crafted traits and combat style.
Every override becomes a brand-new way to break through the fight—the battlefield shifts because you decide what to become.

Your playstyle is shaped by three key systems:
• Override Cores define your combat identity.
• Combat Extensions drive your combo engine.
• Enhancement Chips push your performance beyond its limits.
Mix and match freely to create hundreds of unique combat builds—your style, your rules!
Power isn’t just about gear.
Unique character traits, in-run evolutions, and deep ability upgrades all work together to forge a path where you fight more and grow faster.
Every battle leaves you stronger than the last.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
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
大约10小时打完了噩梦难度,2D横板搓招的Rogue战斗爽感还是有的,手柄适配做的不错,画风也很赛博朋克,总之期待正式版更好的表现。 下面说下我觉得有的一些缺点,第一就是构筑真的很不舒服,很多时候build还没成形基本就打完了,有时候来牌莫名其妙的(点了无人机权重基本也没无人机啊,而且我打到现在都没一个芯片满级过)。 第二就是我觉得超控系统做的有问题,当然我明白制作组希望的玩法是需要一直超控敌人然后触发核心,但是讲真的超控敌人在成群的时候会难以选择我需要的目标,然后一超控个什么弱智近战突然打boss直接被当路边一条一脚踹死,因为后面boss的难度增加也就只在于削硬直和防乱动(顺带一提,远程阴成啥了,我打到后面关卡超控一个那个远程蓝色兔子,然后一直屁股放那个迫击炮,打最后那个老师,她跳一下,我闪一下放一个,那前面构筑有啥用啊)这边建议超控完敌人是否可以记住,然后可以使用多一格的能量变成超控过的敌人呢。 最后新出的那个可用角色笑死我了,那个上段风车鞭是不是致敬了狂扁小朋友啊,打低难度可以一直大风车,笑死我了。
[h1] 《超控行者》简评[/h1] [h3] 赛博机甲拳拳到肉! [/h3] 《超控行者》是一款横板闯关类型的roguelike游戏。在游戏中我们将操控我们的机体,自掌握了“超控”系统之后,前往“茧”之中进行战斗,打败拦在我们面前的任何敌人,合理的使用自己的“超控”能力,打败敌人,享受拳拳到肉的超爽打击感,一切都是为了寻找我们的妹妹,为了寻找妹妹并找回隐藏在背后的真相,我们将战斗下去。 [h3] 核心玩法及亮点 [/h3] 游戏其实整体上玩起来还算不错,挺新颖的设定,打斗过程还是比较舒服的。尤其是这个美术相当的不错讨彩,赛博风格的游戏场景和人物一下子就吸引到了我,这种未来的科技感还是非常不错的。 本作最有意思的就是“超控“这个系统了。在我们的游戏战斗之中,只要是攻击敌人到达一定时机,我们就可以选择使用”超控“,“超控”的功能就是我们可以把我们的意识从这具机体上转移到敌人的机体上。还是比较有趣的设定,通过使用“超控”我们就可以操控敌人,使用敌人特有的攻击模组和技能模组,还是比较有趣的。一些精英敌人同样可以通过这种方式来进行操控,这种设定还是比较有吸引力的,而且游戏是属于横版闯关格斗类型的,因此有着“搓招”的系统,我们可以借此体验更多的不同的人物。 在其他方面其实与同类型的肉鸽游戏几乎没有什么差异,整体上的各种升级搭配上还是非常爽的,游戏的奖励房也是比较丰富,可以说提升还是比较容易的。 [h3] 短板与可优化部分 [/h3] 游戏的“z轴”感觉有点怪怪的,有时候移动一下就打不到敌人,但视觉上敌人应该是要受击的。 [h3] 总结 [/h3] 《超控行者》作为一款横版闯关格斗类型的肉鸽游戏,整体上的游玩过程还是非常顺滑的。战斗部分的爽感比较充足,奖励房间分布比较广,提升的难度比较小,提升的途径也比较多。而且游戏独特的“超控”机制可以说大大提高了游戏的玩法上限,反过来操控敌人的机体进行战斗而且能使用敌人独特的技能模组进行搓招,值得好评。整体上还是不错的,推进喜欢肉鸽游戏的玩家游玩。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
国产横版格斗爽游 期待加成就 祝大卖
美术很好,赛博朋克风格非常对味,游戏性也不错,虽然还有一些小缺点,整体来说是非常好玩的 一些小缺点希望后续可以优化: 跳跃后有段时间不让移动,这点手感很不好(如果想让游戏有难度应该加强敌人,而不是降低玩家操作手感,如果怕玩家把怪无限连这空中,可以给敌人加个空中起身的功能)。
[h1]在赛博朋克的世界内,尽情穿梭吧![/h1] https://store.steampowered.com/app/2848740/_/ [code]你喜欢赛博朋克吗?如果有一款游戏可以让你在赛博朋克的世界里,体验拳拳到肉的爽快打击感,你会为此心动吗?[/code] 发现这款游戏对我来说是一种惊喜,赛博朋克和 roguelike 这两种要素风靡玩家社区,所以,将这两种要素融合的游戏又是否能在玩家社区里掀起一阵浪花呢?或者说,是否是一股清流? 这款游戏最吸引人的地方除了洒脱狂傲的艺术设定以外,还有一点就是你可以操控你的敌人,运用你的敌人来克服各种困难。你所击败的所有敌人都会被你收录到你的数据库中,在战斗过程中,如果再一次遇到这个敌人,咱可以直接附身到他的身上,然后运用他的技能,他的招式来攻打其他敌人。 并且每一个敌人都是有自己专属的等级系统的。在你运用该附身战斗的时候,随着战斗次数的增加,击败敌人的增多,你获得的经验也会越来越多,从而可以使你当前附身的角色变得越来越强,你所操纵的敌人,他的技能也会变多。你也能更好地使用该角色来通关后面的关卡,试想一下,原本和和睦睦的一个敌人小队,突然之间被你附身了,兄弟之间反目成仇的感觉,有没有被爽到。 这创造了一种全新的战斗风格,可以让你每次进入战斗都接管新的敌人,体验完全不同的招式,感受到不一样的爽感 除了附身系统以外,本作的 roguelike 系统也是相当完整的。在战斗中每通过一个小关卡,都会有奖励供你选择,其中不乏有等级、经验奖励、技能提升奖励、素材获取奖励等一系列具有正反馈的东西,如果你通过重重关卡打到了最后boss关获得了珍稀材料,可以拿回基地用于升级你的基地。即使你在中途死亡了,你所获得的经验和死亡之前所收集的材料也并不会消失,而是会被你带到你的基地里。 你可以回到你的基地里提升你的伤害,提高你的血量,提高你的技能等级,甚至召唤其他设施来帮助你战斗。如此正向的正反馈,使得你有兴趣一次又一次地进行挑战,反复挑战,反复升级,反复提高,最后爱上这款游戏。 你的基地可能随时随地会被客人来到访,你可以通过材料帮助他们升级,为表感谢,他们也会回馈一些金币或者为你数据库内的义体升级。游戏内的许多组合技和技能使用起来也相当的爽快。 由于背景设置在我非常喜欢的赛博朋克世界观,曾经一度让我沉迷其中。虽然本作是以2D 战斗形式为主的游戏,但是背景的景深,背景中的广告牌儿与霓虹灯,让我仿佛真的置身于一个赛博朋克世界观中我都想放慢速度,尽情地在这个世界中遨游。 游戏剧情什么的就等你自己进入游戏中探索了游戏中有大量的世界观,就好像是一部科幻小说一般无论你是赛博朋克粉丝还是 roguelike 粉丝,甚至是格斗游戏粉丝,你都可以尝试一下这款游戏,它一定会符合你对于这个游戏的期待。 [quote] 闲暇时光,不妨试试游戏。 欢迎关注[url=store.steampowered.com/curator/45653622/] 闲暇時光鉴赏组 [/url] [/quote]
美术挺不错的,但是Z轴设定配上2D人物导致了人物控制的手感会比较奇怪,感觉可以扩大一下敌人的受击面积 希望还可以加一下成就系统,顺便优化一下ui
绝对魔权的赛博朋克低配版,结合打折时30块钱上下的售价,给个8/10很公平,而如果你是格斗游戏爱好者的话可以升到9以上,因为格斗游戏的一些肌肉记忆在这个游戏里意外有着良好的响应,会极大的提升游戏爽度。 因为是小众宝藏,所以先把缺点说一下,希望对尚处观望的玩家来说能有帮助: 1。成也格斗,败也格斗,搓招系统的加入还有游戏当“卖点”的【超控】系统,让习惯了苍翼和其他动作类肉鸽的玩家接触这个游戏的时候会有明显的不适感。虽然这个感觉会伴随着熟悉的过程慢慢转变为正向的爽快感,但是在前期依然有点劝退。 2。游戏的画面元素层级处理的稍欠火候,场景、敌人、自己、特效一多起来整个晋西北乱成一锅。不过这是小制作团队的通病,不是很影响实际获得乐趣。 3。前期引导缺失,然后又在一开始定义了一堆自己的名词,加重了初期的劝退感。 4。一些音效感觉品质略低。 5。目前剧情没写完。 好了,缺点到此为止,剩下都是优点: 1。如果你恰巧喜欢格斗游戏和以前那种传统老式街机,那么这款游戏非常适合你,搓招、和拳皇一致的取消逻辑,以及优秀的按键响应和打击感,即使抛开肉鸽部分也是很优秀的。 2。美术也特别戳我,一些色气的女角色骚气又不俗气,给角色设计师加鸡腿! 3。游戏的数值不刮痧,构筑的好坏只会导致你是正常的打过去还是爽过去。 4。大量细节能看出设开发组的用心,很多地方都能感觉制作方的心血,光这个作为卖点的”超控系统“(实际就是附身,类似系统的反面教材我就不点名了)就是很容易变得鸡肋的设计,这个游戏努力把它做成非常有特色的系统。 5。Boss设计也是一大亮点,每个Boss都有自己独到的设计点,又不会让玩家吃屎。 总结,因为这游戏非常冷门,所以曝光不多,我搜了一下油管,看到一个视频主的评价我觉得非常赞同,这里我就引用一下:”【超控行者】原本可以很轻松地去模仿曾经那些横板街机游戏,但是制作组却在此基础上加入了大量现代化的设计理念,这着实探索了传统的Beat'm up类型新的发展方向。“
I played this game on stream; a link to the VOD will be below. Overall, I think this game has potential, as it has a really cool concept and the combat is fun (and a little mindless), but the execution is not good. The main conceit of the game is the body swap mechanic. A chatter of mine brought up a good comparison in that it is similar to Kirby's copy ability. This is pretty cool allowing you to hop from one skill set to another. I do not envy the dev in having to come up with combos for every enemy. This seems like bloated scope that can easily get away from the dev. That being said, the execution of the copy ability is...not great. The game really encourages you to find and stay with a single favorite body, which seems like the opposite of the design concept. For example: You can level up each body, and the level up path for each body is quite long, so obviously the more you progress down a specific body's progression path, the more you are going to want to only use that body since the others would not match the level. Secondly, the body shares the same health pool as your main character. Draining your health pool while in the body doesn't kick you out of the body, but instead just game overs you. Basically, once you find the best body, there is no reason to leave the current body. There are other minor things, such as learning combos, that also contribute in minor ways to the psychology of never wanting to change bodies (why change to a body I don't know the combos to when I can use the body I know how to pilot?) My suggestion to the dev is to revise this system entirely. 1: It doesn't make sense for your main character's body to disappear completely. When you copy an ability, your body should be left behind defenseless. This provides a choice for the player to consider their main body's positioning when absorbing another body. 2: Bodies that are absorbed should have their own health pool. The health pool should be limited so the body is quickly defeated, pushing you back into your main body. (Ideally, the health pool of the body would be the exact same as the normal enemy's health pool.) 3: The skill for absorbing bodies should be limited. As far as I could tell when playing, you can absorb a body at almost any time. I feel like there should be some sort of limit. I would suggest a combination of all of these for absorbing: Countering an attack opens the enemy up to being absorbed instantly. Reducing the enemies health by over half would allow absorbing the body instantly. The absorb body skill can be performed at any time, but the skill itself has a long wind up time that can easily be interrupted - this encourages skillful absorption with the counter attack method or lowered health method, but still allows you to absorb at any time. With changes like this to the combat system, it would bring the body snatching ability to the forefront of the game and make it far more interesting and compelling. The game also features a semi-rogue-like mechanic of having randomly generated paths and upgrades. Overall, I feel like this doesn't contribute anything of value to the game, and it also makes the game feel more dependent on luck rather than skillful play. This game, and it's genre and move sets are almost entirely about skillful play, so the luck based part feels counter-productive to the game's identity. With a lack of stage hazards, every room feels the same, so there is no reason to randomly generate a path. I would outright remove these elements from the game because they contribute nothing of value to it, they only hurt the game's identity. Finally is the story: It is utter nonsense. Part of this is due to a language barrier, and that is totally understandable. But even if I spoke Chinese, I am certain the story is incomprehensible because the visuals do not accurately reflect what is being told in the story, the story itself is all over the place, characters are not introduced properly, and everyone talks way too much. I would recommend re-cutting the dialogue to be faster and get to the point quicker. I would also make sure events flow sensibly, and make sure characters have been introduced properly before they are getting stabbed through the chest and their daughters kidnapped. I look forward to what the future of this game may hold, but it needs some serious reworking mechanically, systematically, and story-wise. I sincerely doubt there is only 9 - 12 months of dev time left on this game. I suspect it will be in EA much longer. There is great potential here that is marred by poor execution. At this time, in this state, I cannot recommend this game. If you'd like to watch my time playing the game, you can find the VOD here: https://youtube.com/live/nqLYd-BLHpA?feature=share
A unique side scrolling Beat 'em Up x Roguelike game set in a cyberpunk world. It's Early Access and the story is WIP so I can't comment on the story. The gameplay is original though. You start as a basic character, but can hijack, i.e. the namesake "Override", every enemy in the game and gain their movesets. Some roguelike buffs at the end of each stage even buff you for doing so. Speaking of the roguelike buffs, they're very varied. You can make an unbreakable tank, make attacks trigger AoEs, summon swarms of drones to attack things for you and son on. The override-able enemies are also varied, there's a mix of ranged and melee with different flavors, Overall recommended and a fun ride, especially for the price.
这大概是绝对魔权之后,我玩过最好的肉鸽+街机横板清版游戏了(今年)。看了眼,这个游戏的发售日期竟然比绝对魔权早了将近一年……
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