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About
Path of the Abyss is a single-player, grid-based dungeon exploration RPG.
You explore dungeons expressed in black-and-white pen drawings with your freely customized character and aim for the deepest level.
・First person RPG
・Real-time Combat that can be paused at any moment
・Diverse Character Builds
・Many mysteries and loot to be uncovered in dungeons
Combat operates in real time.
You can pause at any time so analyze your enemy’s attacks, buff your allies, intercept enemy attacks and deploy a wide range of tactics to gain an advantage.
You will be able to see what the enemy intends on doing. It is important to react with the appropriate skills.
Basically, you want to…
1. Pause and see how the enemy intends to attack.
2. Choose the appropriate skills.
3. Unpause.
Combat will be done by repeating these steps.
Skills you want to use in combat will be set into the “Formation Panel” formed by 9 panels, prior to combat.
The outcome of combat will be affected greatly by the skills and the position of the skills you place on the Formation Panel.
The Formation Panel will be shared by the party, a unique feature of this game is to come up with ways to use the limited number panels you have.
You can build a character by customizing 8 abilities, 5 basic stats, skills and gear.
You build the party by setting up skills of the characters into the Formation Panel.
Some skills have synergistic effects, and the Formation Panel should be set up so that the skills complement each other.
In Path of the Abyss, you explore a world comprised by one giant dungeon and several minor dungeons.
Uncover the mysteries of the dungeons, strengthen your characters and make it to the the deepest depths of the dungeon.
A small ruin in East Weltden.
In a forgotten ruin that has been robbed countless times, sightings of terrifying monsters became frequent.
Some scoffed at the sightings as mere rumors, and ventured into the ruins to boast of their intrepidity, only to never return.
The Lord of East Weltden dispatched an investigation team but it only resulted in a bloodbath.
Rumors of this ruin traveled far and wide, luring skilled adventurers to the land.
You are such an adventurer yourself.
Please post the URL of the Steam page for Path of the Abyss in the description.
Feel free to monetize.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
クリアしたのでレビュー。やりこみはしてません。 Wizベースに、世界樹と女神転生の要素を感じました。 アートワークは白黒で統一され、雰囲気があり良いです。 曲も、雰囲気、戦闘を盛り上げてくれてよかったです。特に戦闘曲が女神転生1を思い出しました。 (タイトル画面と店のBGMのみ主張が激しすぎてしんどかったです) オートバトル、隊列、スキルセットの仕組みを理解できるかどうかで、難易度が変わりすぎるゲームです。 理解するまでは3Fのボスに3回全滅させられましたが、 理解した後は誰一人戦闘不能にならずに最後までクリアできました。 3F~ラスダンまでザコ戦もボス戦も楽勝だったので少し虚無りました。 オートバトルは、戦闘のテンポを上げてハクスラの気持ちよさを上げるために入れたのは理解できます。ですが、残念ながら最適解が「敵の行動前にポーズして対応すること」になってしまうので戦略性には全く寄与しないのが残念でした。 全くポーズ出来ない代わりに、難易度を緩めに設定する方がゲームとしては面白くなったんじゃないかな?と思いました。 あと、未鑑定品が手に入りすぎです。 1回の戦闘で8個ぐらい入っちゃうので戦利品の選定に時間がかかりすぎて、 ダンジョンから帰って来るたびに億劫でした。 クリア後ダンジョンをプレイしたい気持ちはあるのですが、この戦利品の選定が恐怖すぎてプレイしたくないです。 よくハクスラをプレイする方は慣れっこなのかもしれませんが、 少し尖った性能の装備を念のため取っておいてしまう私には本当に向いていないと思いました。 ダンジョンの作りが楽しくありません。 あんまりにも特徴が無いので、ダンジョンに思い出がなく寂しい思いです。 (ワープしまくるマップだけ楽しかったです) 特別な要素として、マナ汚染度、征服度などの潜り続けることに対する要素があるのですが、 潜り続けることが簡単なので、「最初からMAXで良くない?」と思いました。 LPもほとんど機能してないので、途中から存在を忘れてました。 UI関係では、ESCを押すと今見えてないウィンドウが反応して閉じたりとプログラム的にも粗が目立ちました。 色々細かいダメ出しを上げるとキリがないですが、 結論としては、インディでこのクオリティのゲームを作り上げるのは 並大抵のことではないので次回作に期待して、オススメとしたいです。 荒削りですが、パワーを感じる作品です。
That was delightful. The main game has a nice on-ramp where the systems slowly build up to a satisfying showdown with the big bad. The whole game reads as a love letter to Wizardry 1, and frequent teleporters home lower some of the possible frustration this genre can cause. The anywhere-anytime map completely defangs the spinners and teleporters and I'm okay with that. Then the postgame hits and you realize it was all a tutorial for the real experience. The game offers a lovely flexibility to partybuilding and gearing with a ton of fine-tuning optimizations possible. The translation's great for an indie game (certainly come a long way from early days) and at this price the game's a steal. Looking forward to this dev's next game!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
+ 性价比很高的迷宫饭模拟器(?)捏人的时候可以自行上传立绘大好评 。 + 美术风格很棒。略显压抑的氛围营造得很到位,和设定结合得很好。 + 玩起来很有趣,也有足够的驱动力,好玩。 + 性价比很高,一周目至少有25h+,绝对物超所值。 - 剧情和游戏玩法上略显单薄。这么有意思的背景,没有任务系统或者NPC拓展剧情太可惜了。 - 不支持手柄。 但独游制作者在制作内容时有心无力也完全可以理解,当前的体量已经超出我预期了。期待作者的下一部作品!
短暂的开荒之后体验变得很顺畅,迷宫也没什么随机性,难度不高的甜点级drpg,算是很难得的现代化作品。九宫格系统要是能扩充就好了。总的来说花样比较少,能玩的也有限,但这个体量足够让人满足了。
这套UI之下做的鉴定系统我认为是极其的难绷 你下一趟地牢 捞回来100件装备 但是一键鉴定会要亏一半的钱 一个个鉴定意味着你不仅要对比鉴定后的结果还要看一下鉴定前的品质和战斗力 麻烦加倍 这是我体验最差的地方 其他的话就是团队共用资源、暗雷重复度高之类不一定算缺点但我不适应的东西
特徴的な戦闘システムとビジュアルが光るDRPG。BGMも良い。 3×3の隊列パネルやキャラビルドは少々とっつきにくいが、一度仕様を把握してしまえば戦闘はほとんどオートかつ20秒以内で終わるようになる。ハクスラに優しい! というか、ダンジョンのギミックはダメージ床・回転床・ダークゾーン・ワープといういつものやつがいくらかあるだけなので、探索より戦闘とハクスラがメインだろう。 不満点というほどではないが、9つのスキル枠しか使えない都合上、強いスキル(例えば壁役の[spoiler]防護治療+陽動+爆殺陣or反射陣[/spoiler]など)が揃うと隊列パネルが固定されがちで少しもったいない。実際私は終盤で覚えたスキルを全く試していないくらいだ。 エンディングまでは15時間もあれば終わるちょうどいいボリューム。しかしクリア後のダンジョンは強烈な環境デバフと高レベルの敵に苛まれてかなり大変。
Just beat the main game. I really enjoyed it. The combat is a main draw for this, as it really incentives understanding the systems. Admittedly it took about 10 hours to realise some basic things like I need to actually pick the passives off the stat screen, but that was a skill issue on my half. What really made this game click for me was having my physical DPS jump into a strange puddle, and suddenly develop laser eyes which meant she couldn't function as my sword anymore. It took me an hour to realise this after struggling wondering why I wasn't killing anything anymore. I realised laser eyes were actually really rad and I respecced her just becoming Cyclops. This entire event really just made the game for me. Also the soundtrack is amazing and gives me the same feeling as the DS Etrian Odyssey games. Definitely going to support hasu and buy the soundtrack and the arranged soundtrack on their bandcamp. There is a post game, and I enjoyed my time enough with this to see how much further Laser Eyes and team will go.
7/10 整体风格很有辨识度 玩法DRPG+暗黑刷宝 后期还是太肝了 商店鉴定系统不太合理 给入门的玩家提个醒 装备不要看物品等级 看需要的属性 哪怕是前期的装备都有可能用到终局
This is very close to 50/50. Going with "Yes" because the unique mechanics (the skill grid, skill synergies, targeting via the grid, the class/stat approach) are quite cool, and the early game rewards experimentation and using them in varied ways. As you approach endgame/postgame, however, it turns into the sort of grindfest where you have nested tiny chances with tiny grades of outcomes, which are compounded by a UI that just can't keep up with the volume of stuff. Racial choice is basically 1 Dwarf for a tank and 3 Karin for everything else. Humans truly have nothing to recommend them. Elves are an OK alternative to Karin, but faster cooldown is almost always preferable to an additive bonus and a little HP. At very early levels, poison, burn, and sleep (MT from Medicine 1 and Witch 1 respectively) are extremely strong. Those skills also have great synergy effects and can apply other synergy effects well due to being MT. However, direct damage quickly outpaces them, and DoT statuses don't become relevant again for quite some time. There are different strategies you can use for dealing damage. Dealing damage more effectively is nice, because battles go faster. But it isn't truly necessary. Survival is the key thing. That means Medicine 9 for an MT overheal effect (the simplest and strongest way to prevent damage without having to juggle tiny numbers of charges on long dungeon crawls) and Tactics 5 for a nice defensive tanking skill. Activate those anytime enemies survive to be 1 second away from attacking and you're basically set. For damage, magic eventually does MT better and physical does ST better. You probably want to split your attack types anyway so you can make use of both replenishing meters (Morale and Mana). Sorcery has a pile of good magic damage skills, some of which you can build teams around, including neat synergies with shock and burn; and Scout has the best selection of physical stuff. Those two "classes" also offer the best damage stat boosts. Scout also has key camp skills at 5 and 7 that turn most battles into cake, going very far into the game. Early stat priorities are STR/INT for damage dealers, and WIS for everyone else, for the Morale boost, which simplifies a lot and lets you prioritize other item stats. Repeatable battle squares make grinding wildly faster, and easier, since you only have to prepare for one enemy formation. Once you find at least one Li Darkne's Ring, item drops start to improve a lot. The more you stack Discovery %, the better they get. If there's an upper limit on its utility I haven't found it. Discovery should probably be first priority beyond the bare minimum of item stats you need to survive. Item grind with both bars full as much as possible, obviously. There are a few early repeatable battle specific drops that can provide piles of good stats, notably the Robe of Displacement. Once you unlock pools, Encounter % is also clutch. The pool mutations are potentially great, but it takes a LOT of pools to get the ones you really want, since it's random and you can't swap between characters. With high Discovery, the re-enchanting ability in town is wildly worse than just going and getting more drops. This means money mostly doesn't matter, and therefore neither does Greed %. Blessings are a pain in the FLIPPING arse. They are attached to equipment, but their effects have nothing to do with what they are attached to, and you can move them around for free in town. OTOH, you have a (gradually increasing) blessing quantity limit per PC. So it's as if you have blessing slots per PC... except instead of being able to sort and equip blessings directly, you have to keep moving them around items, including any time you upgrade your equipment, which is constantly. Add this to the grades-within-grades of the blessings themselves (you need the right skill, the right effect, in most cases with desirable number rolls and/or a desirable associated-skill roll)... it's like spending hours on end pressing A to play the casino in pokemon blue on a game boy in the 90s... except instead of pressing A, you are filling out paperwork over and over. Of course, even being able to sort and equip equipment directly, those become a PITA too, because you loot and process such huge quantities of them; the game basically pushes you to stop looking at individual items ever and just use the filters to sell most of them en masse. This inevitably means you'll miss out on some actual upgrades, but it's not worth the hours it takes to examine them (or the nerve damage from repeatedly trying to move the cursor into tiny squares in order to even SEE item stats. Why you can hover anywhere to see stats for stuff you have equipped, but not in any other place, is a mystery to me). I don't regret buying this game. The unique mechanics are cool. But at the same time: oof. P.S. I'd put my actual playtime at 30 hours. Most of that 130 hours is me leaving the game open while I do other things because I got tired of squinting at item stats.
優點: 1.平價的遊戲價格,對喜歡DRPG的玩家來說CP值極高。 2.就算初期沒錢沒裝備,也可以無限次重創角色實驗技能點法,不想重建也可以通關古墓第二層後解鎖商店的洗點道具。 3.只要全隊留LP兩點,就可以用"全力逃跑"從任何戰鬥逃走,就算是BOSS也留不下你(但BOSS可能會擋一般逃跑)。 缺點: 1.遊戲要順利上手需要了解不少機制(特別是技能的自動施放與預備施放),不喜好者可能很快就厭倦了。 2.劇情線薄弱,主要時間都會花在放在探索地圖與刷裝上,不喜好者可能很快就厭惡了。 3.下水道史萊姆王是實驗木樁,但有時會沒辦法用"逃跑"離開戰鬥(可能是進入戰鬥的方向導致),這時只能用"全力逃跑"。 給初心者的建議: 1.初期金錢不足時,可以到古墓第一層的重複生怪點(位置H20),用"咒術的催眠"刷裝去賣錢。另外注意鑑定費挺貴的,可以存檔後先鑑定看屬性(可以用+數與評價數來記憶裝備),讀檔鑑定要想的剩下賣掉就好。 2.在古墓第一層一定會找到一件自帶嘲諷技能的胸甲,所以不需要急著點出盾職的嘲諷技能。 3.吃"吐息"傷害會很痛,是因為"吐息"除了檢定過了能-30%傷害外沒有其他的減傷屬性,所以建議隊伍的盾職要盡快點出"意志10點的減傷被動"。 給開發者的建議: 1.可以開放Steam工坊功能,讓玩家能上傳自製的隊伍圖片(其他Steam遊戲也有類似的作法)。 2.商店的篩選選項建議增加記憶功能,或是增加未鑑定裝備名詞的篩選功能,方便玩家買賣大量裝備。 3.戰鬥隊形的九格遠遠不夠用,建議技能格能加入"排序施放"的概念(比如某一格的A技能施放後變為B技能),讓玩家自己去製造技能迴圈(可以設定為按順序施放完或使用"瞬發技能"後回到A技能),也能空出更多位置去放置一些不能重疊的被動技能(例如"第一節祈禱")。
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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