
A dungeon exploration RPG specializing in hack-and-slash. The game is full of challenging elements. There are 32 characters (8 classes), skills to enjoy combos, modifiable armaments, "NEW GAME+" to enjoy playing around, etc.
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Languages: Japanese, English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
シンプルにただただつまらない なにがおもしろいのかまったくわからない
探索は面白い。ちょっとずつ地図を埋めていくのは楽しい。 でも戦闘がつまらない。 戦闘システムがというより、敵を倒しても報酬が少ないから。 武器も金庫みたいな宝箱からで、あまり見かけないから手に入る量が少ない。 経験値も少なく、強い敵には容赦なくやられるので、レベル上がるまでに時間がかかる。 最初はどんどんレベルが上がるか、アイテムがたくさん出るようにすれば楽しかったのかもしれない。 UIもちょっと使いにくくて、この価格だとセールでも割高感があるかな。
アーリーアクセスから遊んでいるがレビュー書いてなかったので投稿。 かなり面白い! キャラクターや敵のイラスト、あえてレトロ風にしてある雰囲気もよい! 戦闘システムも複雑そうに見えて慣れれば難しくないし、シンプルだが敵(特にボス)によっては行動を色々考えるのが楽しかったりもする。 ハクスラ特化だけあって戦闘の回転もいいのでストレスなく戦闘を重ねられる。 周回プレイもあるし、役職や武器などを色々試すのも楽しいのでハマれる人はなんだかんだずっと遊べると思うw 一度遊べば絶対クセになる!そしてきっと推しキャラができる!w あとBGMもよい!!!
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Hours played at review time, across 40 reviews with recorded playtime.
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스위치로 1회차 클리어 후기 장점: 재미있음 단점: 재미 외에 아무 것도 없음
前作をやって、自分はハクスラが好きなんだなーと気づいたので、前作をクリアしてからこちらも購入。 前作と変わっていないことに不満を持つ方がいるのも理解できますが、自分はどちらかといえば新マップでもう少し遊びたいだけ&あのまま淡々と同じことを繰り返したい派なので、新しいシステムなどは特に求めておらず(多少の味変程度は許容範囲)、求めていた内容そのままでした。 また、ゲームを遊ぶにあたってストーリーもどうでもいいというか、むしろ邪魔に感じる人間なので(物語が読みたい時は別媒体で読むので)、せいぜいフレーバーテキストで何事かが仄めかされていればそれで十分で、その意味でも、このゲームは自分に向いてるなーと思いました。 コツコツ地道にマップの可視範囲を広げていくのも楽しい。 ハクスラ好きにもタイプがあるのかも知れませんが、自分にとっては非常に心地良いゲームでした。
QUESTER | OSAKA, developed and published by Thousand Games, refines and expands the formula established by its predecessor into something that feels more confident, broader in scope, and slightly more accommodating—without abandoning the punishing, systems-first design that defines the series. It remains a deeply niche experience, built for players who value careful planning and mechanical depth over presentation or narrative spectacle, but this installment does a better job of smoothing its edges while preserving its identity. The game’s setting shifts to a devastated version of Osaka, a city overtaken by environmental collapse and biological catastrophe, and this new location gives the world a stronger sense of place. While the storytelling still avoids traditional exposition-heavy methods, there is a clearer framing of the world and its dangers, making it easier to understand the stakes even without direct narrative guidance. The tone remains bleak and subdued, with the environment itself doing much of the storytelling. Crumbling urban remnants, hostile terrain, and the constant sense of decay create an atmosphere that feels oppressive without needing to be overtly dramatic. It’s a world that doesn’t ask for your attention—it demands your caution. Exploration continues to be built around grid-based movement, but QUESTER | OSAKA introduces more environmental variety and traversal mechanics that subtly change how players engage with the map. The addition of water-based navigation, for instance, alters the pacing and structure of exploration, forcing players to reconsider routes and resource management. These changes help break up the monotony that could sometimes affect the original, even if not every new element feels equally polished. Still, the overall effect is a more dynamic world that encourages adaptation rather than routine. Combat remains one of the game’s most distinctive features, operating on a system that emphasizes preparation over direct control. Players assign actions to their party members in advance, creating a flow of combat that plays out based on strategy rather than reflex. This approach can feel unusual at first, especially for those accustomed to more reactive turn-based systems, but it reveals a surprising level of depth once understood. Success depends heavily on how well you anticipate enemy behavior, manage resources, and construct your party. The expanded roster of characters and classes provides more opportunities for experimentation, allowing players to fine-tune their strategies and discover powerful combinations. Difficulty continues to be a central pillar, and the game does little to compromise on this front. Encounters are consistently demanding, and mistakes are often punished quickly. However, compared to the original, there is a slightly better sense of progression and balance, making the challenge feel more manageable without becoming forgiving. The game still expects players to learn through failure, but it provides just enough structure to make that process feel rewarding rather than discouraging. Over time, the systems begin to interlock in satisfying ways, and what initially feels overwhelming gradually becomes a test of mastery. Customization and progression systems are expanded in meaningful ways, giving players more tools to shape their approach. Equipment modification, skill synergy, and resource management all play crucial roles in determining success, and the added variety in this installment enhances replayability. Each playthrough can unfold differently depending on party composition and strategic choices, and features like New Game+ encourage players to revisit the experience with a deeper understanding of its mechanics. This emphasis on systemic replay value ensures that the game remains engaging long after the initial playthrough. Visually, the game maintains its minimalist presentation, favoring clarity and function over detail. While this continues to limit its appeal to a broader audience, it also reinforces the game’s focus on mechanics. The character and enemy designs carry a distinct artistic style that adds personality to an otherwise restrained visual approach, and the soundtrack complements the atmosphere with understated, retro-inspired compositions. It’s not a visually impressive game, but it is consistent in its aesthetic direction. There are still areas where the game shows its limitations. Repetition can creep in during extended sessions, particularly in dungeon layouts and encounter patterns, and the lack of strong character-driven storytelling may leave some players wanting more emotional engagement. However, these aspects feel like deliberate trade-offs rather than oversights, as the game clearly prioritizes depth and challenge over narrative complexity. Ultimately, QUESTER | OSAKA is a refined continuation that strengthens the core ideas of the original while expanding its possibilities. It doesn’t attempt to broaden its appeal significantly, instead doubling down on what it does best: delivering a demanding, methodical RPG experience that rewards patience and strategic thinking. For players who appreciate classic dungeon crawlers and are willing to invest time in mastering its systems, it offers a deeply satisfying and long-lasting experience. Rating: 8/10
It's kind of a budget-looking hardcore dungeon crawl, but it's surprisingly satisfying to play. Everything is a little bare bones but evocative. The first hour or so is kind of unforgiving, but once you know what to expect, I think things become a little more intuitive. Party composition is very important, as is equipping your questers appropriately as most skills and resources are derived from your loadout. A few things are kind of odd - safes replenish their contents every day, as do all other resource locations on the map, so the game is a little kinder than it might initially appear. Running from battles is easy and recommended to preserve your resources. You should be able to watch one or two gameplay videos and know if this game is going to be in your wheelhouse or not. It's not going to be for everyone, but if you've enjoyed Etrian Odyssey or other similar dungeon crawlers, Quester | Osaka might be for you.
探索時の視点こそ違うがプレイの感覚としてはカジュアルなDRPG、1プレイが短く加入する仲間や習得するスキルがランダム(クラスによる習得傾向はあり)な所はローグライトっぽさも出したかったのかもしれない。 ハクスラと聞いて武器掘りに期待をする人も多いと思うが、装備の獲得機会や更新頻度はそこまで多くない上にアイテムの性能は固定のためガンガン武器を掘ってランダムOPを厳選するのが好きなタイプの人は注意。
유니티 자동번역 먹혀서 그걸로 플레이해봤는데 꽤 잘 만든 게임인듯 여신전생 할때 화면 안보고 맵만 보면서 플레이했던 기분이 떠오름 1편보다 여러가지 진화했는데 1편 이전 내용이라는게 아이러니
really fun gameplay loop in an interesting world. has a very unique combat system that takes some getting used to, but i found myself enjoying a lot by the end. the artstyle is also endlessly fascinating to me. it's so crunchy in a good way
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.