
Samurai Bringer is a roguelite action game with levels which change with every playthrough, where you cut down hordes of Samurai and Demons to collect combat techniques and polish your fighting style in order to defeat Yamata-no-Orochi, the eight-headed dragon of Japanese mythology.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional 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
Too repetitive. After 30m you've seen all the game has to offer in terms of combat, levels and music.
great game, very customizable, make your own movesets!
The game is unique in it's own way, pretty interesting Musou/Rougulike gameplay. Add, combine and mix your own custom moves. Any kind of weapon can be broken with just your own setup. The pixelated visual can get used to it really quick. Must say, if someone is looking for a interesting concept and fun rougelite - THIS IS THE PERFECT GAME ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠛⠛⠛⠋⠉⠈⠉⠉⠉⠉⠛⠻⢿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⡿⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⢿⣿⣿⣿⣿ ⣿⣿⣿⣿⡏⣀⠀⠀⠀⠀⠀⠀⠀⣀⣤⣤⣤⣄⡀⠀⠀⠀⠀⠀⠀⠀⠙⢿⣿⣿ ⣿⣿⣿⢏⣴⣿⣷⠀⠀⠀⠀⠀⢾⣿⣿⣿⣿⣿⣿⡆⠀⠀⠀⠀⠀⠀⠀⠈⣿⣿ ⣿⣿⣟⣾⣿⡟⠁⠀⠀⠀⠀⠀⢀⣾⣿⣿⣿⣿⣿⣷⢢⠀⠀⠀⠀⠀⠀⠀⢸⣿ ⣿⣿⣿⣿⣟⠀⡴⠄⠀⠀⠀⠀⠀⠀⠙⠻⣿⣿⣿⣿⣷⣄⠀⠀⠀⠀⠀⠀⠀⣿ ⣿⣿⣿⠟⠻⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠶⢴⣿⣿⣿⣿⣿⣧⠀⠀⠀⠀⠀⠀⣿ ⣿⣁⡀⠀⠀⢰⢠⣦⠀⠀⠀⠀⠀⠀⠀⠀⢀⣼⣿⣿⣿⣿⣿⡄⠀⣴⣶⣿⡄⣿ ⣿⡋⠀⠀⠀⠎⢸⣿⡆⠀⠀⠀⠀⠀⠀⣴⣿⣿⣿⣿⣿⣿⣿⠗⢘⣿⣟⠛⠿⣼ ⣿⣿⠋⢀⡌⢰⣿⡿⢿⡀⠀⠀⠀⠀⠀⠙⠿⣿⣿⣿⣿⣿⡇⠀⢸⣿⣿⣧⢀⣼ ⣿⣿⣷⢻⠄⠘⠛⠋⠛⠃⠀⠀⠀⠀⠀⢿⣧⠈⠉⠙⠛⠋⠀⠀⠀⣿⣿⣿⣿⣿ ⣿⣿⣧⠀⠈⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠟⠀⠀⠀⠀⢀⢃⠀⠀⢸⣿⣿⣿⣿ ⣿⣿⡿⠀⠴⢗⣠⣤⣴⡶⠶⠖⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⡸⠀⣿⣿⣿⣿ ⣿⣿⣿⡀⢠⣾⣿⠏⠀⠠⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠛⠉⠀⣿⣿⣿⣿ ⣿⣿⣿⣧⠈⢹⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣰⣿⣿⣿⣿ ⣿⣿⣿⣿⡄⠈⠃⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣴⣾⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣷⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣦⣄⣀⣀⣀⣀⠀⠀⠀⠀⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡄⠀⠀⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠀⠀⠀⠙⣿⣿⡟⢻⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠀⠁⠀⠀⠹⣿⠃⠀⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⡿⠛⣿⣿⠀⠀⠀⠀⠀⠀⠀⠀⢐⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⠿⠛⠉⠉⠁⠀⢻⣿⡇⠀⠀⠀⠀⠀⠀⢀⠈⣿⣿⡿⠉⠛⠛⠛⠉⠉ ⣿⡿⠋⠁⠀⠀⢀⣀⣠⡴⣸⣿⣇⡄⠀⠀⠀⠀⢀⡿⠄⠙⠛⠀⣀⣠⣤⣤⠄
「メタルブリンガー」が面白かったのでこちらも購入、プレイ 技を自分好みにカスタマイズするのが楽しかったです。 コンボよりも一発のコスト高めの技を作って連打するのが強かったと感じました。
The game is cute but a bit buggy. The camera sometimes all of sudden rotates above you looking downward super zoomed in. It's hard to see in cramped spaces. Also it drives me crazy when you change the control layout like if you change button A to Jump, and B as Step/ Dodge and X for light attacks it all resets when you switch out Armor later. It mixes some of your other button mappings in strange combinations. Like I have attack back on A button mixed with Jump. This game feels half baked. You also get trapped between the terrain where keys drop above you in the sky out of reach. You get stuck mid air adjacent to a fence and enemies go to town on you. I feel like they could fix a bunch of things to make this game great, but I am already getting frustrated just an 1hr into things. I also hope the Devs allow us to set the FOV as I feel like it is zoomed in too close. If the Devs patch it I will upgrade my review.
Samurai Bringer is a compact yet surprisingly deep action experience that fuses fast-paced swordplay with roguelite progression and a strong foundation in Japanese mythological themes. Developed by ALPHAWING Inc. and published by PLAYISM, the game wastes little time establishing its premise: the storm god Susanoo has been stripped of his divine powers and cast into the mortal realm, forced to fight endlessly in order to reclaim his strength and ultimately confront the legendary Yamata-no-Orochi. While the narrative is minimalist, it functions as a mythic framework that gives purpose to the game’s cyclical structure and relentless combat. The core loop of Samurai Bringer is built around procedurally generated stages that remix enemies, layouts, and rewards on every run. Each playthrough feels brisk and focused, pushing players forward through increasingly dangerous encounters as the in-game day count advances and enemies grow stronger. Rather than relying on scripted sequences, the game derives its variety from constant mechanical recombination, encouraging players to adapt their approach with each attempt. This structure keeps the pacing tight and ensures that progress is defined less by memorization and more by tactical decision-making and mastery of the systems at hand. Combat is where the game truly shines, delivering responsive and satisfying action that balances accessibility with depth. Attacks are quick and readable, emphasizing movement, positioning, and timing over complex input strings. What elevates the combat beyond standard hack-and-slash design is the scroll-based skill system, which allows players to collect and equip different techniques dropped by defeated enemies. These scrolls can modify attacks, add elemental effects, introduce new movement options, or reshape combo potential, effectively letting players build a custom fighting style during each run. The freedom to experiment encourages creativity, making every successful build feel personal rather than prescribed. Enemy design reinforces this sense of progression and challenge. Players face a wide range of opponents inspired by Japanese folklore and history, from standard foot soldiers to powerful named warriors with distinct attack patterns. Boss encounters in particular demand careful observation and adaptability, often testing whether the player has truly learned how to use their current build effectively. Difficulty ramps up steadily, and while failure is frequent, it rarely feels arbitrary. Instead, defeats tend to highlight weaknesses in strategy or execution, reinforcing the game’s emphasis on learning through repetition. Progression extends beyond individual runs, allowing players to retain certain upgrades and equipment that make subsequent attempts more manageable. This persistent growth softens the game’s difficulty curve without removing its edge, ensuring that perseverance is rewarded. Over time, players gain a stronger sense of momentum, not just through better stats, but through an improved understanding of enemy behavior, skill synergies, and risk management. The result is a loop that feels fair yet demanding, catering especially well to fans of roguelites who enjoy incremental mastery rather than immediate gratification. Visually, Samurai Bringer adopts a bright, stylized pixel-art aesthetic that blends retro sensibilities with modern clarity. Character sprites are expressive, animations are fluid, and combat remains easy to read even when the screen fills with enemies and effects. The art direction favors vibrancy and contrast over realism, which suits the game’s mythic tone and ensures that visual noise never obscures gameplay. Sound design complements this approach with impactful audio cues for attacks and abilities, while the soundtrack maintains an energetic pace that underscores the urgency of each encounter without becoming overwhelming. Ultimately, Samurai Bringer is a focused and confident indie title that knows exactly what it wants to be. It does not attempt to deliver a sprawling narrative or endless mechanical layers, but instead refines a specific blend of action and roguelite design into a polished, replayable experience. Its strength lies in the way it empowers players to shape their own combat identity within a challenging but fair framework. For those who enjoy fast, skill-driven action paired with meaningful progression and a touch of mythological flair, it offers a satisfying journey that remains engaging long after the first successful run. Rating: 8/10
第一次挂掉之后,天照会让你站起来,然后你选否,会直接退到标题画面,前面打的内容全部丢失。 无法想象在2020年代存在这种设计。 还是退款了。
6/10
Retro(8-16bit) vibe meets unreal engine. Satisfying gameplay. Decent space for experiments with weapons & skills. Some combinations barely make difference, others turn your gameplay upside down. Personally, sticked to presets that I copied from fallen enemies. Modified them to my needs. My favorite so far is a tornado-mirage-blade-train(you run, tornado pull enemies to your 2x8 blades). Second option: spamming auto-aiming-wind-bullets (you shoot 10 bullets, which seek enemies, prevent them from escaping, and keep hitting after initial impact 8 more times). I also accidentally combined that bullet spam with dark attribute and it ended up becoming some sort of purple tesla coil which wipes entire screen. Summarizing: Plot: nominal. Like, 8-15 text lines in total. You're a God. You become mortal. Gf got kidnapped. You kill samurais, demons and legendary 8-headed snake. Gameplay: very satisfying. First run might feel a bit clumsy and slightly overwhelming (skills, sequences, combinations, inventory, weapons, second set of weapons, shop, inn, blacksmith, temple trials, time progression, demon portal, arsenal. There is more than that, but I've mentioned only unavoidable tutorials). After inevitably dying on your first run you'll find yourself in the arsenal with dozens of mannequins containing skills presets from enemies you have slain. Literally everything from garbage to killing machine. You will know what I mean. Also, there are puzzle-like trials. Unexpectedly various and solid. Rewarding too. Issues: There are a few bugs here and there, but nothing that I can particularly remember. I.e. minor things. Sometimes camera isn't fitting well into things that happen on screen. Even though I killed final boss twice and know his all attacks, the best strategy is to overdamage him. All previous bosses demanded some level of skill, so it was unexpected to find final boss demanding bunch of resists and particular skills (there is a bug that breaks autoaim on your missiles once boss has 2 heads left). Overall, highly recommended. I have no idea who made this game since they preferred to keep their names in Japanese in the titles : )
视角很烂,其他可以
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Trends
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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