
An RPG adventure game with Souls-like style. It features free exploration in a vast world, turn-based battles, collections of various equipment and skills, multiple endings and playthroughs. Under its magnificent and fantastical plot, there are countless Easter eggs and surprises hidden.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
An RPG Maker single-person independently developed fantasy adventure game that took thousands of hours to make. In terms of the plot, it is both a prequel and a sequel to the text adventure game "Routine Soul (Chinese Name: 套路之魂)" released in 2019.
"Being summoned to another world out of the blue, only to find the corpse of the summoner?! The continent eroded by filth, the legendary divine ring, the commission from the elves... People from all sides happen to gather at the notorious Lonely Mountain at this very moment. But what on earth is it for? When you finally fight your way bloodily to the top of the mountain relying on your own unknown power, is what's waiting for you really just the legendary evil dragon?"
The gameplay lasts for more than 10 hours, full of collectible elements, and there's plenty to enjoy.
Free choices. Will you follow your heart or restrain yourself by moral principles? This may determine the direction of the final ending! Multiple endings and multiple playthroughs are available.
The main storyline adopts fragmented narration. Many details (such as the descriptions of equipment and items) hide clues to the truth. There are also countless Easter eggs. If you're a game enthusiast, you're sure to find your own surprises.
The side quests are diverse in style. There are a small number of side quests with an extremely long span. In terms of the plot, there are ones that are hilariously off the rails, as well as sad and regretful ones, and even some that are dark, deep, and disturbing. There are quite a number of hidden quests, and if you're not careful enough, you're very likely to miss them.
Strategic turn-based battles. Wonderful combinations of skill effects can create different playstyles. Find the weaknesses of your enemies and beat them until they doubt their existence!
It's an innovative work under the framework of classic traditional RPGs, playing new and extraordinary routine with the trope of "the brave traveling through another world"!
Stats
Languages: Simplified Chinese**languages with full audio support
Engagement
Reviews
关卡设计和地图设计真的差劲,野区不止看到的怪,走路也会随机跳出来怪,而且遇怪概率非常高,跑图非常难受。而且地图引导也基本没有。UI逻辑方面能点击操作但不是完全点击,还得需要键盘才能选择。 最后说个[b] 开局即无敌 [/b]的玩法:[spoiler] 在根目录SteamLibrary\steamapps\common\Routine Soul\www\data里面改json文件,点开第一个Actors文件,找到initialLevel":999999,"maxLevel":999999并修改(我这个数是已经改好的,你自己看着改就行),第一个是初始等级,第二个是上限等级。改完重开个存档进去就能行了。 [/spoiler]
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免费游戏。支持一下,作者加油。
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 35 reviews with recorded playtime.
好玩。类魂游戏,没有清晰的任务指引,隐藏要素巨多,全靠自己摸索,如果没玩过魂类游戏的,建议慎入O(∩_∩)O [spoiler] 一周目的我独自升级打了bad end再到加群学习了解在二周目打出good end最后打了五周目终于三结局全通关,这一路走来真是太不容易了。另外我想说要塞滚石那儿设计的“太好”了,从未见过如此出生的作者。 [/spoiler]
Souls benzeri bir tarzda RPG macera oyunu. Geniş bir dünyada serbest keşif, sıra tabanlı savaşlar, çeşitli ekipman ve beceri koleksiyonları, birden fazla son ve oynanış sunuyor. Muhteşem ve fantastik hikayesinin altında, sayısız Paskalya yumurtası ve gizli sürprizler var.
湖中女神原来是剧情杀.....我说我练好久等打过了怎么打不死
【4.2h一周目41级盗贼四件套没打通关/魂类云玩家/免费入库】游戏我是不推荐游玩的,游戏是流行文化梗+魂类梗的结合,和常规日式RPG有相当多的不同,“更加不人性化”了,没有战斗加速、不能自由存档得到篝火(水晶)处手动存档、战斗死亡退回主页(魂类设计死亡是自动读最新的存档...这游戏更加折磨人),只有少部分NPC战斗不会游戏结束,但也可能是丢失所有的魂(游戏货币,照抄魂类设计)、后面滚石摸到直接死,机关触碰没反应(望月崖上去那图我不知道差什么,三种颜色的按钮交互不了,反直觉)滚石有快有慢,明明不是斜坡无动力却能快速移动并转向就很诡异。游戏战斗其实就是敏捷速度回合制(例如崩铁),和市面上的类魂不是一个游戏玩法,底色还是日式回合制+魂梗包装,这个游戏的初衷和定位更多是魂类爱好者一块会心一笑的梗游戏,包含吐槽与反游戏设计套路的玩法,但这游戏做的并不好,游戏难度还是偏高,但底子还是回合制,比拼的依旧是数值硬对硬的碰撞,是非魂游的(等级因素较弱,攻击可以靠操作闪避,而非这游戏里的敏捷+闪避率),因为游戏引擎问题,魂类的箱庭关卡设计、路线引导与地图分层、魂类美学与地图标志性巨物奇观并暗示方位,光影引导视觉注意力等无法做到,更何况作者是一个人开发,免费素材+AI制图制作,能力有限不该奢求多顶级,但这游戏玩下来打赢BOSS并没有什么成就感,说是碎片化叙事,但仅限我个人的体验,一是不感兴趣,二是零散不成体系(不能让人直观的将事件分类归纳,通常要结合BGM和场景叙事,但结合实际也怪不得作者),三是绝对不史诗(梗游戏,基调不同,正经的神剧情是不可能的),四是这是硬学,我个人认为国内作者没必要学这个,这是老高自己儿时的经历(看书杂,儿时知识量不足理解不了书的内容,靠自己想象力弥补缝合)又不是主创自己的,有彩蛋致敬就好不要学那一套,模仿再超越并不容易。另外开局的剧情杀能躲,但我被BOSS的名字和成就名“纯爱战士”误导了,一直以为是差装备和道具,一直在摸索地图,查人解法才发现是奇异博士的“多拉姆,我是来谈判的”...两个梗硬融...(但其实还是有些许不同的,重复挑战主角是1滴血,也可能是反游戏重复挑战的梗设计)。游戏难度我认为不该设计的这么高,底色不同,游戏节奏属于比较慢热偏“熬”,但游戏体量得支棱起来,我没通关也不可能多周目,所以体量可能够,这要其他有心人去讲了。游戏应该是想做成类似动画界的“十万个冷笑话”或“魂类梗式崩坏”,或像『超精简的RPG』那样梗应接不暇的游戏,但...唉,游戏虽然免费,但我认为不值得花时间去游玩,游戏非魂类,只是魂类梗包装起来的常规RPG,甚至有梗融进游戏玩法的弊病,属于二不像。当然可能是魂类不适合我,或是我对魂类的了解与理解不够,我并没有体验到这游戏带来多少乐趣,以“愿不愿意推荐给兄弟玩”的标准来看,我得给差评。(另外我想起游戏地图有些疑是绝路,设计出来干嘛呀...就应该阿卡姆剃刀原则删掉啊)
智障遊戲 低能到不行 村裡可以跑步 出去探險不行 走得慢 地圖又大 戰鬥也沒加速 還超慢 到底為何會有這種想法???? 走超慢很好玩? 好玩點在哪? 你以為這是什麼療癒系遊戲? 走好慢 好舒服這樣? 村裡那個瘋子要麵包 想說 好吧 可能是一直搞麵包出來送他 久了好感度上來就觸發劇情之類的 然後你他媽 他要超級多麵包 我給了很多很多很多很多個麵包 他還是叫我滾 這又是啥小設定? 浪費一堆時間搞麵包 然後還是叫你滾 媽蛋 腦子有洞是不是 不會做遊戲就不要浪費時間做 做來浪費大家時間的 就像你村裡人說的 多讀書 少遊戲
传统RPG结合了一部分考验操作的元素,还有超多隐藏要素,没有攻略自己摸索的感觉很有意思,找到了以前拿电子辞典玩RPG的乐趣。作者塞了一大堆梗在游戏里,有些道具拿到的时候总能让人一笑。 虽然前两天经常遇到bug导致卡死,作者一直在更新和修复bug,现在已经好很多了,很有诚意的作品,支持!
确实是一个类魂的RPG,开头可以被剧情杀,也有可以破解的办法,游戏难度也很高,但持续钻研机制,然后找到怪物弱点,能够很好的帮助过关~ 后期如果有攻略出了,结合着对于新玩家来说应该还是很爽的!
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.