
Seraph is a skill-based, acrobatic shooter... without aiming! Take the role of an angel who's mastered the art of 'Gun Fu' as she blasts and cartwheels her way through hordes of twisted demons.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain
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
Игра могла выйти отличной будь в ней контент интересный, механика есть. В Seraph за 4 часов всего два босса, финальный босс к слову неплох. Ну или генерация уровней была бы поинтересней то могло выйти хорошо. Прокачка унылая. ДЛС виде костюмов серьезно? Там и качество дерьмовое, лучше бы бесплатно дарили.
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Somehow everything feels a little bit wrong and I don't even know how.
It's pretty fun
Cool concept, though some might dislike the idea of having aiming removed from the equation entirely (you always autoaim meaning movement is your only problem pretty much) However the main issue here is the adaptive difficulty, doing well means you're gonna end up getting hit in the face by a difficulty wall (and it is a brutal one at that) but a a little big it'll be just right and if it's high enough the game will drastically increase drops to help you with progression, doing bad means you won't get drops but will stumble your way through much farther, so basically the game is a constant exercise in juggling between doing perfect and intentionally getting hit so that the game doesn't force impossible odds against you to stay in "the right spot" on the difficulty level (indicated helpfully at the bottom of the screen. Beside that the game is spot on and despite the main big issue is still decently fun to play with.
https://youtu.be/XcEyEvvTjkw Taking the intrinsically silly 'gun-fu' concept and actually delivering a competent implementation with supporting animation is rather commendable.
Fun side-scrolling action. 👍
Seraph isn’t anything special. All-around, its presentation is pretty generic. The environments are visually plastered with dull office colors that mostly serve to allow the colored projectiles to stand out, except for the blood-red drapery in the last area. The demon designs aren’t very original, with appearances from familiar archetypes like the flesh spider, the flesh centaur, the pointy succubus, etc. The story is delivered in unvoiced back and forth dialogues that leave a lot to be desired in engagement and exposition. That said, while the presentation is forgettable, the gameplay is solid enough. The jumping isn’t quite as fluid as I’d like, and the hitboxes are a bit strict, but the auto-aim, double jump, and phasing give you enough freedom that they aren’t a big issue. It can be a tough fight to make it to the next checkpoint, but you keep accumulating crafting materials and crystals to power yourself up, so you incrementally increase your experience, health, and damage buffs as you retry the harder stages. It was hard to distinguish the pickups, so it felt a little arbitrary, but it wasn’t really an obstacle. The difficulty worked pretty well for me, though normal was still a bit of a challenge. I think the procedural generation screwed with me a bit. I like how after a room is generated that you can usually keep replaying until you make it through to a later checkpoint, but it can create some strange bottlenecks. The lockdown rooms, which trap you with enemies for 60 seconds or until you die, can be placed very inconveniently. There was a small one in Area 4 that had me stuck for hours, and then there was one I actually [i]couldn’t clear[/i] in stage 5-1, but for some reason the level got regenerated. I have no idea how that happened. Also, I’m not sure how the dynamic difficulty works. For some reason the dynamic difficulty didn’t go below 5 in the later stages of normal mode, even though I don’t think that’s how it’s supposed to work. For the challenge alone, this is a decent bargain, and it has some interesting progression mechanics. If you’re intrigued, go right on ahead, but don’t be prepared to be dazzled or shaken.
Muy buen juego de disparos 2D con mucho looteo. Se parece mucho a un roguelike, con niveles procedurales, pero no lo es realmente. Básicamente controlas a una mujer-angel con dos pistolas que va matando todo lo que se le cruza. La mecánica más inusual es que el personaje apunta automáticamente al enemigo para que te concentres solamente en la evasión y plataformeo. Con todo el loot que vas juntando se pueden ir adquiriendo mejoras de todo tipo. La parte floja es el diseño de niveles, le falta mas variedad y se vuelve repetitivo como suele pasar con los procedurales. Y lo peor del juego es que desarrolla una larga y compleja historia para después concluir abruptamente sin ningún final. Es muy divertido y rejugable para jugarlo de forma casual.
Seraph is an absolutely underrated gem, especially due to its properly working adaptive difficulty mechanism, which manages to continuously and gradually increase the difficulty of the game while you "git gud". Now the impressive part is that I rarely had the feeling that the increase in difficulty was unfair, which is a point at which many "hard" games fail, especially those bragging about how "souls-like" they are. I really like the visual flair of the game and the powers and the enemies are designed greatly. Also, the dark atmospheric soundtrack is absolutely amazing. If there is one thing that I have to criticize then it's the fact that the randomly generated levels often make little sense -- I have often been in levels where a powerful temporary power-up can only be collected after pretty much killing all enemies in that level, thus making the power-up completely useless...
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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