
A Roguelike gameplay and action system combined dungeon game.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, English
Engagement
Hours played at review time, across 50 reviews with recorded playtime.
Reviews
Themes across 50 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
This game is a lot of fun. There's a lot of depth to it that you don't initially see. If you're a fan of combos, beat 'em ups, and loot, then check it out. Translations aren't great, but there is a guide in-game, that's English. It explains a lot of the mechanics. Other stuff you figure out from playing a bit. You can go back to previous stages to collect items if you'd like. Store weapons for later. Permadeath. Merchants, weapons can be leveled up and lots of random type events. You can get better loot by beating certains challenges that each stage gives you, like beating all enemies within a certain time limit or without taking hits. Hire some helpers or enchant them to help you too. Controls are fluid - I recommend a controller.
陪兄弟买的,他很喜欢这个游戏,我不喜欢,我喜欢他。
A fun action-RPG roguelike game that doesn't have quite the best translations (or sometimes no translations at all...) but is still playable. Still Early Access so hopefully they'll improve the translation overtime. The rest of the game feels done already. You get to choose up to three weapons at a time to use from a number of differnt weapon types, allowing you to combo between them very easily in action packed, fast-paced combat. You also can find items (which are called Props for some reason?) that can be used to help out combat in different ways. Although you dont gain experience during a playthrough, you gain experience after you die to gain new talents that help you on your next playthrough. Progression while inside the dungeon is done through improving gear or finding better gear. Overall, its a good game, just needs some better translations!
UPDATE - This game is in a vastly improved state now. Less grinding, more items, more run persistence through an NPC that sells starter items/weapons, a faster pace, refined skill tree, and special moves to add variety to the combat. Even if the art style and animation are keeping you away, definitely give this game a chance, as it will only get better from here. The developers are taking the game seriously, and it's updated several times a week. Any major issue is patched out quickly. The one downside is that there's almost no English community for the game, and the English feedback thread has been dormant for a few weeks now. Don't let that stop you from trying a good game out, though. A well-polished game, especially for one that's only been in early access for a day. The art style and motion tween animation leaves a lot to be desired, but the game has heart in the right places. The combat takes the roguelike/lite genre in new places with fights that feel like the player has control over their success even without grinding. Still, the game is a bit grindy in its current state; many of the time attack challenges are borderline impossible to clear on a fresh character, some bosses have way too much health for how often they break out of combos, and if you're only making it to the second boss consistently, it can take upwards of an hour to earn a single skill point. The progression system is deep even in this early state, but the grind to get anything worthwhile may be a bit too much for most players. Buy now if you want to support a roguelike doing something new (fast, responsive and stylish melee combat), or wait if you're looking for things like less grinding or co-op. Pros - The best melee combat in the genre, at least for now. - A progression system that adds depth through grinding like double jumps that extend combos, and more time to land just counters and dodges. - A combo system that easy to learn and mildly difficult to master. - A solid foundation that will only show improvement as development continues. Cons - The art style and motion tween animation look and feel a bit amateurish, but this doesn't prevent the game from feeling polished otherwise. At first glance it may not even look like a retail game. Perhaps this will be improved later on, but don't let it prevent you from trying the game out. - Some enemies and bosses have far too much health for a fresh run, slowing the pace down and making the progression system feel grindy when it takes so long to earn even a single skill point. - Even if the player goes for the meaty stuff (more health, double jumps, more counter time, etc.), it's a significant grind to get anything worthwhile. Combine that with the high enemy/boss HP and the beginning phase of the progression can start to drag on. For $9 you're still buying into an idea, but what they have so far shows a ton of promise. Hopefully articulate feedback is given and taken seriously by the developers. There are many roguelikes on Steam, but none like this one.
十分令人惋惜的一部雏形
三个小时打了四个周目,两个问题尤为突出。 第一,打击判定很奇怪,对地面敌人有一点点的辅助判定这很好,但是在打空中敌人的时候简直是饱受折磨;第二,重复度太高,玩了圣盾流、异常流、暴击、鸟双刀,战斗机制做的不少,但是战斗的本质过于相似,高难度怪物仅仅是改数值,没有新的机制,BOSS也挺少,导致没有一口气玩下去的动力了。 虽然游戏是两个人做的很强,但是在2022年,还是没必要花钱去体验一款已经跟不上时代了的五年前的游戏了。
My Quicktake on it (Parody): https://www.youtube.com/watch?v=-JYrC4IfxGM I have since finished multiple runs on all difficulties TL;DR: [h1]Pros:[/h1] [list] [*] [b]+[/b] Intriguing Talent/Misfortune System [*] [b]+[/b] Fluid transition from one weapon combo to the next [*] [b]+[/b] Equipment stacking [*] [b]+[/b] Endless mode with Leaderboard [/list] [h1]Cons:[/h1] [list] [*] [b]-[/b] Bosses are always the same [*] [b]-[/b] Somewhat small selection of equipment and artifacts [/list] Red Obsidian Remnant can't quite keep up with the genre giants, but has a few unique ideas going for it. Generally the combat is pretty decent, it's not amazing by any means and especially against flying units, it can feel a little frustrating at times, but the 5 different weapontypes can be strung together quite effective mid-combo which feels great. While there is a somewhat small selection of artifacts and equipment compared to f.e. binding of Isaac, if you happen to find the same piece multiple times, it's lets you stack them, increasing it's level und effects over and over. Additionally you can encounter NPC's that give you little sidequests or can be hired as mercenaries, and plowing through the dungeon with your own little hero group is oddly satisfying (or scarring whenver they get torn to pieces). After every run, you gain exp. increasing your overall level and gold that let's you buy new characters, and titles that will effect your future runs. Levelling up gives you talent points, that can be spent to improve your character permanently, but will also unlock random misfortunes, that effect the behaviour and strength of enemies. So that's how the metaprogression works and also increases replayablilty. (Re-skilling will also reset misfortunes, so they can be randomized all the time if you want that). One last thing to note is, that besides a lot of different difficulties, there is also an endless mode, where you can compete with others via a Leaderboard. A feature that I'd love to see in more roguelites. Overall it's not a masterpiece, but it's pretty good and for the cheap price, definitely worth getting in my opinion. Recommended!
还是别浪费时间了,看看别的游戏吧
A great and deep dungeon crawling experience with a satisfying and fluid battle system. I value games with a high replayability potential. Red Obsidian Remnant manages to deliver just what I want. The core gameplay is about proceeding through randomly generated rooms while killing monsters, opening treasure chests, encountering merchants or mercenaries and obtaining better loot. The game has surprisingly deep gameplay elements, and unlocks more features as you play through higher difficulties. Randomly generated options are pretty diverse. They're not just adding stats to your character, but sometimes even changing a way the weapon works by replacing combos or special attacks. Consumable items have a great variety too. Some items activate additional challenges you have to complete in order to get treasure chests to spawn. Other create areas in the dungeon where you can get gold by defeating enough enemies within them. The soundtrack is also very good. The only thing I can complain about is the technical state of the game. It has some minor bugs, translation typos and some very unclear gameplay elements I'd like to see explained in the game's guide. These issues don't really affect the overall gameplay experience, but I hope to see them addressed sometime in the future. If you like games like Dead Cells, Risk of Rain and battle systems with heavy emphasis on juggling your opponents with fluid combos you might want to give Red Obsidian Remnant a try.
You spawn in a room, kill stuff, pick a new room, kill stuff. Get gear. Gear has next to no variety. Enemies have next to no variety. The rooms have next to no variety. So what we have here is another game that's hedged all its bets on combat. And the question is: Is the combat good? Well inherently its going to be kind of lacking because of the enemy variety. But even beyond that? No. You get to take two weps with... okay movesets. And juggle enemies. Do it enough you get a super move to spend meter on. Its basic, functional, fine. But not satisfying. Its just so easy. The enemies barely fight back. The moves are too strong. One move in particular: There's a weapon in this where the super move is to throw it at enemies. It tracks them. It nearly instantly kills everything. ANd its basically free.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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