
Quantum Beast is a hardcore sci-fi stylish action fighting game where you need to execute massive crazy robots to save the city. Be sure fully acquiring various skills to pass through those hard battles.
Modeled estimate, not a reported figure. How we estimate →
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About
Quantum Beast focuses on rumble fighting that you need to fight against massive enemies ALONE. So if you are confident of your power, then go for it.
Cool Fighting Style
Kick the robots in the ass!
This is the core mechanic that you can counter enemy's attacks to blow them in the air. And after that, a heavy strike kick could teach then a good lesson.
Throw them toward the wall!
Crash the enemies away. When they hit the wall, the additional stamina damage could stun them more easily. And may get chances to execute continuously.
Multi-Weapon System
You can switch between several main weapon at any time.
Use Sub Weapons
Shoot or explode, your choice.
Powerful Skills
Quantum Blade!
Search The Area
Weapons and resources are spread in the whole area. Those little things could help you pass through the challenges.

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
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
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 游戏的打击感出乎意料的好,拳拳到肉打起来很爽。战斗的核心机制围绕着“反击”展开,成功弹反敌人的攻击后,能将其打飞至空中,随后以一记重脚将其终结,这套流程操作顺畅,正反馈强烈,提供了极高的成就感。 必须强调的是,《量子猛兽》基本上是由一个人独立开发的。从这个角度审视,其表现出的完成度、特别是战斗系统的深度和手感,已经堪称惊艳。
Really cool character action/ beat 'em up about breaking down enemy defenses so you can launch them across the room. There are no English language reviews, so I feel I should try to write something a little informative. You can knock enemies around and deal a ton of damage and Break by countering their attacks with your own heavy attack/ running attack, or deplete their Break with usual perfect guard sort of mechanic. Enemies who are hit by a counter or in a Break state can be launched with an uppercut, or knocked away ("blowed away" as the current translation says), knocking them into walls or each other for extra damage. Enemies whose Break is depleted can also be hit with Execute, either a kick on the ground or an Izuna Drop if you're jumping. You can also simply grab enemies who are blocking with your aerial heavy attack and throw them into a wall to make some space and knock them over for a followup (it's literally the Guillotine Throw from Ninja Gaiden). Fists are the default weapon, there's also a staff, a sword, and presumably one or two others I haven't found yet. You can assign each weapon to a shortcut and switch on the fly, but I've only focused on fists so far. There are sub-weapons like guns, throwing knives, and a rocket punch, but I haven't used them enough to say much about them. You have a meter that depletes when inactive and fills up while attacking. Meter allows you to teleport out of anything: Cancel your attacks, cancel yourself out of getting hit and knocked around the screen, approach distant enemies instantly. Or spend more meter on a sweeping laser sword attack; I've found this one of the most important tools for getting through tough fights, especially against heavier enemies. The mechanics all feel very well thought-out and the developer clearly has a pretty good understanding of action games. Enemies are extremely hectic and have a pretty steep learning curve, but all feel distinct and require their own approach. It's still an indie game made by one guy and being sold for $6. Don't expect a real story, a great translation (mostly coherent but doesn't seem like a fluent English speaker), amazing environments, detailed level layouts or cinematic camera angles. It all has a very hectic cobbled-together feel. But the mechanics are great, it feels good to play, it's surprisingly lengthy as I still don't seem close to the end after 4 hours, solid boss fights, decent pacing, and nice enemy variety. The guy making this is clearly talented and it's more than worth $6.
There's some jank in here - it's a solo dev project - but wow, the combat design has some neat stuff going on! The game's big unique mechanic is "quantum teleport" - essentially an invuln dash straight to an opponent that you can do at any time, and I mean ANY time. Want to extend a combo? Quantum teleport to cancel your attack chains. Want to close distance? Block an attack and quantum teleport to cancel your blockstun. Want to escape an enemy's combo? Quantum teleport to cancel your ragdoll. The weapons all have fairly developed movesets, and there's an array of assist weapons that let you apply CC or ranged damage as needed. You can also spend your teleport meter on a quantum blade - a massive, sweeping attack that's fully invuln and knocks enemies away - but each use of the blade clears out your entire stock of meter, so using it at a bad time will leave you vulnerable. There are some things I'm really missing (skippable cutscenes, some better sound mixing, one-button options for the quantum attacks on KBM) but overall I'm having a great time and can't wait to play more!
Quantum Beast, developed and published by RaidenV_00, stands as a fierce and unapologetic entry into the world of hardcore action combat, merging the style of spectacle fighters with the intensity of science fiction warfare. It presents itself as a raw, fast-paced, and highly skill-oriented experience where players are thrust into battle against colossal robotic enemies threatening a futuristic city. What makes Quantum Beast remarkable is its ambition and energy—it’s a one-developer project that manages to capture the spirit of high-octane fighting games while infusing its own flavor of chaos, momentum, and precision. Rather than attempting to build a sprawling world or weave an elaborate plot, the game focuses its entire essence on visceral engagement and the thrill of mastering brutal combat sequences that test every reflex and decision a player can muster. The heart of Quantum Beast lies in its combat design, where every strike, counter, and wall impact feels loaded with consequence. The player is given a versatile toolset—melee strikes, counter systems, sub-weapons, and even teleportation maneuvers—to dismantle enemy robots in stylish and devastating fashion. The ability to kick enemies into walls and witness the subsequent impact not only reinforces the tactile brutality of the encounters but also creates a rhythm where aggression and timing coexist in delicate balance. It borrows elements from modern spectacle fighters and high-skill action games, demanding that players study enemy patterns, react swiftly, and capitalize on opportunities to execute powerful finishers. Each battle feels like a dance of destruction, punctuated by explosions of metal and energy, while the pacing keeps adrenaline high and downtime minimal. Visually, the game’s science fiction aesthetic supports its mechanical mayhem. It embraces an urban, futuristic setting filled with glowing machinery, neon lights, and imposing robotic adversaries. While not reaching the graphical fidelity of large studio productions, Quantum Beast compensates through style, energy, and clarity. The environments and animations prioritize readability, ensuring that every movement, spark, and explosion contributes to the overall sense of momentum. For a solo-developed title, it shows impressive attention to kinetic detail—blows land with force, and every enemy feels like a significant presence. The game’s presentation carries a raw confidence that echoes the enthusiasm and craftsmanship of its creator, reflecting a genuine passion for old-school combat thrillers rather than a polished corporate formula. Quantum Beast’s structure is relatively concise, yet it uses its brevity to its advantage. It is designed around a compact series of levels that grow progressively more demanding, culminating in large-scale battles that require both mechanical mastery and composure. Players are encouraged to replay stages, refine their technique, and pursue achievements tied to precision, speed, and skill-based feats. The inclusion of weapon switching and a “multi-weapon system” adds variety and strategy, letting players mix approaches between melee aggression and ranged attacks. The short runtime might initially seem limiting, but the replayability factor—combined with the joy of performing seamless combos and conquering punishing bosses—transforms the game into a test of endurance and excellence. It is the kind of experience that invites repetition, rewarding those who commit to perfecting its nuances rather than simply surviving its challenges. As an indie effort, Quantum Beast also carries the familiar marks of small-scale development. The story is minimal and largely symbolic, serving as a backdrop for the real attraction: the mechanical ballet of destruction. Technical imperfections, such as occasional collision quirks or momentary control bugs, are present but overshadowed by the game’s compelling rhythm and responsive feedback. Moreover, the developer’s consistent communication with the player community demonstrates a dedication to refining the experience over time. This sense of direct interaction gives the game a personal touch often missing from larger productions—it feels like a project made by someone who loves the genre deeply and wants players to share that love through the lens of challenge and chaos. Ultimately, Quantum Beast succeeds because it knows exactly what it wants to be. It is not a cinematic epic, nor a massive open-world adventure, but rather a tightly wound, skill-driven combat game that channels pure action energy. Every frame, every explosion, and every counterattack reinforces that identity. For players who crave fast reflexes, high difficulty, and rewarding combat depth, it stands as a satisfying and unexpectedly polished experience. It invites mastery through repetition, transforming its mechanical core into an arena of constant growth. Quantum Beast may not cater to everyone—it is unapologetically difficult, intense, and focused—but for those who live for the thrill of stylish action, it offers an electrifying and memorable ride through a world of steel, sparks, and relentless momentum. Rating: 8/10
So I've played around 4 hours or so (1 hour was letting a friend trying it out), cleared the 2nd stage, also got an S rank on the 1st stage. Let me say this outright: this is a damn steal at this price point, it's crazy this game is cheaper than a meal where I live. This is a pretty damn brutal, straight-to-the-point 3D melee action game that is more than a bang for your buck. Of course, being a solo indie dev project, do expect that sort of "unpolished" aspects here and there - somewhat choppy animation on some enemies, it's easy to mis-press some UI stuff (like at the merchant), some translation don't have the cleanest English (but no issue in understanding it), some finicky collision or pathing here and there, camera going a bit haywire at times. But these issues don't distract from the main thing the game is offering: a pretty interactive combat experience against various aggressive enemies. So how is the combat like? You have straightforward weak and strong dial combos, strong attacks being chargeable. Defensive options include a regular dodge, a guard + perfect guard, and just sprinting out. What really makes the combat interesting to me is how the properties of different attacks interact with enemy actions. From basic hitstuns, classic launching, collision with other enemies or environments, not to mention the different ways we can interrupt enemies (to varying degrees of risk) - the back-and-forth with enemies is a genuine fun brawl. There are two signature actions in Quantum Beast: the Quantum teleport and Executions. Quantum teleport is, well, a teleport both to chase enemies and to move out of danger. It spends a meter, which is refilled by your attacking enemies. Actively using, almost spamming, the teleport really opened up the game's combat and its stylishness to me. The rate of meter usage and refill is balanced in a way that the teleport is a regular move, not a "metered action." Same thing for the game's Execution - more often than not, executions in modern action games tend to be this epic final blow, but in Quantum Beast, it's part of your regular action flow. Oh and obviously, you can do an Izuna Drop (it's a powered-up form of the air Execution), so Ninja Gaiden fans rejoice. The aesthetics and sound design also deserves mentioning. If you are someone who likes cyberpunk, powered-suit type of sci-fi design (think Warframe for instance), this will be right up your alley. It's also a nice touch that gears you collect as you go is visually visible on the avatar. The music also fits the game tone, from electronic-sounding stage music to metal tracks in combat. Nothing groundbreaking, but more than does what they are meant to - give you a nice hype-up for beating the living bolt out of a bunch of droids. All in all, a great action game purchase at this very generous price point. It's hard, it makes you learn and observe, it requires technical execution, and most importantly, it feels good to improve and become unstoppable. What are you waiting for?
Quantum Beast, şehri kurtarmak için devasa çılgın robotları yok etmeniz gereken, hardcore bilim kurgu tarzında bir aksiyon dövüş oyunudur. Bu zorlu savaşlardan başarıyla geçmek için çeşitli beceriler edindiğineceksiniz. oyun düşük bütçeli ninja gaiden gibi. tavsiye edilir.
很让我意料之外的一款游戏,20块的忍龙还说啥呢,直接爽玩, 目前就体验空手棍子电锯左轮,动作衔接差了点,但打的真夠爽,可惜子弹弹数给的有点少,不过光棍子也能爽玩了。 引导部分在找公交卡的时候忘了迷宮那有门,线性地图设计我完全可以的,而且迷宮里有箭头,所以不至于迷路可以接受。 战斗方面有点鼓励防闪,大招+处决有无敌帧,但因为没难度选择在打杂兵时有时候会被一下子几个蓝闪吓哭了,红闪手柄好像是要我L3左右搖,还没弄懂目前只能吃投了,感觉这个部分可以加个教学或者优化一下?战斗bgm可以作为探图工具,也没怎么阴兵。 玩法和忍龙4的实机演示类似,如果有人问哪款作为适合忍龙4来练手,我目前会推荐这一款。
爽但也不爽,不爽在给的武器弹药啥的有点少,不够我打个痛快,建议多给点武器弹药
挺有意思的act游戏,战斗很爽,招式和手柄震动做的挺不错的。 缺点是教学太少了,而且引导也不是很充分,比如枪在旁边的屋子里,有可能就漏了,而且没有训练场模式,希望能加入。 另外希望能更新ps手柄的ui,Xbox ui也能凑合玩,但是还得想一下是对应哪个按键。
[h1]先人已去龙犹在 长使英雄泪满襟 后继有人猛兽雄起 畅玩战斗血脉喷张[/h1] 越打越爽的战斗精品作,虽受限于独立游戏的经验与制作,但是确实有龙系:你们被我一个人包围了的超忍壮志豪言感,《量子猛兽》恰如一头桀骜不驯的雄狮,从地面连段精防打断击飞到空中连击饭落纲处决,一脚击飞小怪弹墙压制群雄,猛兽入场畅快厮咬猎杀。 [h2]深钻动作系统的猛兽之魂,非常有想法的独立作品,也有一段美妙的厮杀体验[/h2] 首先是丰富的基础连段与跑图带来的性能解放,量子猛兽确实是性能怪物,从力量感,机动性和数值都是顶中顶的金字塔级别水准,而其现代的战斗思路和古朴的忍龙群怪战斗策略倒确实是真的有一套自己的说法了,在战斗系统上,量子猛兽毫无疑问是打出了这个定价最洪水猛兽的滔天之势,我可以说《守望先锋》中的源氏是“有基佬开我裤链”的拔刀数值美与太刀特殊机制的战斗美,而在《量子猛兽》中的主角则是《神之手》的空手化利刃与多武器畅快厮杀的多样战斗体验,而在游戏“简单,普通,困难”的难度分级下,不禁会心一笑:连下忍都没办法过,那只当狗了。 [h2]巧妙难度分级,大概每个不同level的玩家都能体验到帅和爽的快乐吧[/h2] 首先必须要讲述本作难度分级的意义(笑),简单难度中,敌人的攻击力和防御力都会降低,同时每场战斗都只有一个目标会保持高攻击欲望,部分特定敌人将不会使用一些连招。 困难难度中,除了敌人的属性提升,每场战斗还将至多有3名敌人保持高攻击欲望。每周目的难度提升将和该设定叠加。 而游戏默认普通难度,当在一个地点死亡7次后会默认降级,假如是初次上手该一VS多的硬核类战斗,建议直接从普通难度开战,并且千万不要跳过教程难度,我们在教程中便可以体验到来自制作者非常用心的空手道战斗制作,以及怪物的快慢刀连段和要你命3000投技,以下简要说说战斗方面的杂谈。 [h2]从空手到诸武精通,完善的主副武器战斗和跑图的充分结合[/h2] 游戏内设置有空手战斗和道中收集的棍子,大剑,双刀等武器,玩家在开局的空手阶段其实已经解锁了该阶段战斗的80%内容,而在道中我们会在必经之路与迷宫中收集到进一步的战斗技能解放,虽然总所周知,忍龙中80%的技能都是几近无用的废物,但是在本作大多都属于能够改善细微体验的收集,例如跑步时能够得到冲撞和浮空技连段(从地面走向空战也是一种体验,尤其是饭落纲,确实不错,对付小体型敌人很爽) 在地图上有着武器的收集成分在,关于武器作者非常费心思的在每种武器上都做了专属模组和一些巧妙的强化,例如笔者认识不少人体验下来棍法有种《黑神话》中单纯棍法基础性能战斗的体验,但是实际上搭配小李飞刀的特殊强化(武器说明有提及)在数值维度和战斗体验上是有特殊的感觉,也是一对多ACT所强调的:你的目标首先是杀死第一个敌人,然后是他们所有人,放在忍龙中是快速打出断肢然后吸魂,而在量子猛兽中那就是带派一脚,踹飞至版边形成强压制,在地图设计上作者有意设计了箱庭式地图和封锁密室场景,毕竟是在高科技现代都市化城市中,一些无害仅阻拦功能的激光是制造“斗兽笼”的好手,游戏中在此进行了深邃的战斗设计,群怪/精英怪/群怪+精英怪,逐层强化难度,而不是陡然无法战胜的对手。 [h2]当然游戏也有不得不喷的缺憾,这是独立制作所无法避免的[/h2] 首先是制作者的制作经验明显不足,美术场景和战斗视角切换非常容易造成人的昏厥感,我们看到了制作者试图用软锁定,视角切换和游戏缓时,来建立一个帅气的战斗场景,但是视角切换的过度帧和一打多的视角变换堪称灾难级别,我相信大部分人,尤其是新人接触该游戏后最大的问题不是领悟不到游戏的“把资金花在刀刃上”的设计,而是晃得头晕目眩然后咬牙坚持适应才能接受的战斗节奏;我们在游戏中看到了一些商业的美术场景设计,但是可以说:太多太乱,物品的遮挡关系和特效的思考非常显著的新人设计味道,尽管设置上有视角可以介于摄像机和人物之间,尽管优化日志里记载了物品虚化和手柄灵敏性提升,但是整个战斗带来的头晕目眩影响确实是严重的,我相信作者在以后游戏设计和思考上借鉴一些“取巧”的设计会优化好整个战斗场景和视角切换逻辑,真的有时候游戏太多堆料,反而没有好效果,本作利用虚幻5制作,在霓虹灰暗的交织光影之间,有着惊人的“我去,轻薄本能畅玩”的惊喜,也有一些场景和画质的缺憾,不过你让我和战斗时那股子集中与压制和交互的劲头相比,我相信是微不足道的。 [h1]结语:这显然是一个“需要走出去”的好游戏,不应该被埋没[/h1] 如龙似虎,本作的战斗确实是令人血脉喷张的,而在制作者辛勤精品制作的奋斗下,我也享受到了这个价位游戏的“梦幻体验”,但是“酒香也怕巷子深”,我敬佩制作者是一个单打独斗,十年磨一剑的猛人,但是好游戏我始终觉得该被大家所体验,游戏值得表扬,也值得被大家认识,目前B站/油管等主流平台大多只有作者和少数制作者的视频,我期待更多的制作者们把视频上传出来分享,嘛==打起来是真帅~ [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]
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