
Serke is a hack and slash game where you fight against a virus invasion. Use 5 different weapons to defeat your enemies and save the virtual world.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Korean, French, German, Spanish - Spain, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Italian, Polish*languages with full audio support
Reviews
If you’re looking for a fast-paced arena fighter with tight controls and rewarding combat, this game is a solid pick. Just don’t expect a gripping story or diverse level design. In a near-future dystopia where artificial intelligence has replaced human labor, society is on the brink of collapse. Frustrated protests evolve into radical resistance, leading to the hijacking of military-grade AI. What starts as an act of defiance spirals out of control when rogue AI infects the digital world, attacking everything in its path. To counter this existential threat, a tech corporation develops a squad of specialized AI. While the premise is compelling, the narrative quickly takes a backseat to what truly defines this game: fast, fluid, and electrifying combat. This is an arena-style action experience, where battles against waves of enemies take center stage. The game's biggest strength is its accessibility—most abilities are available right from the get-go, allowing players to experiment and dive into combat without unnecessary grinding. The game revolves around a tight and responsive combat system. Your arsenal includes melee and ranged weapons, with core mechanics consisting of attacks, special skills, evasion, and auxiliary actions. The evade function is snappy, allowing for consecutive dodges, but is limited by a stamina bar that refills very fast. Countering at the right moment replenishes stamina and delivers a powerful retaliatory strike. Overdrive mode, a temporary attack and defense boost, adds another layer of tactical depth, though its long cooldown prevents overuse so I barely used it. For ranged attacks, the game employs a twin-stick shooter mechanic with an optional auto-targeting, which I recommend because it helps you aim at targets off-screen. Meanwhile, melee combat is fluid and intuitive—holding down the attack button initiates seamless combos, negating the need for excessive button-mashing. While guns offer unlimited ammo, their reload times make swords a more reliable choice for sustained damage. Skill execution is equally engaging. Holding a seperate button and pressing one of four skill buttons triggers different techniques, powered by SP points that are easily replenished through attacks. The intricate control scheme requires dexterity, making a gamepad highly recommended for smoother play. Customization is handled at the Hideout, where players can undertake missions, buy permanent stat boosts, and upgrade equipment. Character progression revolves around a board-and-chipset system—boards act as the base, while chipsets slot into them, providing bonuses. Strategic placement is crucial, as matching colors for both chipsets and board amplifies their effectiveness. Boards and chipsets can be upgraded using rare materials, which must be bought in shops. This is not vital, but it’s a fun option. Weapons, though limited in variety (three melee and two rifles), each come with four unique skills, including a devastating ultimate move. Skills can be enhanced to reduce cooldowns, increase damage, and add extra effects, like an additional grenade or a wider shockwave. Abilities function as passive perks, with players able to equip three at a time. While most provide stat boosts, some introduce game-changing effects, such as gradual health regeneration or automatic counterattacks when hit. Each stage consists of interconnected sectors where players must eliminate enemy waves to proceed. Upon clearing a sector, a force field drops, allowing progression to the next battle zone. Completion yields currency and loot, with additional rewards granted based on performance. The grading system, however, is forgiving, making high scores more of an optional challenge than a necessity. You can also exit mid-stage while retaining all acquired loot. Despite its satisfying combat, level design is repetitive. There are only five stages, each divided into up to three rounds. Beyond minor aesthetic changes, environments lack memorability. The same goes for enemies that come in only a handful of types, including different sizes and color. Challenges comes from managing different types. Early foes are easily dispatched, but later stages bombard players with ranged attackers that fire from off-screen, making movement crucial for survival. There are also bosses at the end of each stage. Unlike standard enemies, bosses demand precise timing and pattern recognition. Expect to die multiple times before mastering their attack sequences. However, strategic preparation—such as utilizing auto-healing abilities, maintaining distance with ranged attacks, ignoring the best rank—can make the whole thing a lot easier. The game doesn’t overstay its welcome. Achievements are fair and don’t require you to beat the game on hard difficulty, which has some appeal due to higher ranks of chipsets and boards but also a lot more dangerous enemies.
액션성이 좋은 메카닉 핵앤슬래쉬 게임입니다 잘만들었어요 메카닉 좋아하면 해보세요 꿀잼
무조건 패드로 하세요. 게임 손맛이 아예 다릅니다. Must play Gamepad. 25/2/28일 기준으로 키 설정이 가능하게 되었습니다. 매우 굿
[h1] 未来可期的半成品Hack & Slash [/h1] [h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 在上手体验了这部作品后,我感受到了作者想要带给玩家的体验:节奏快、战斗爽。确实,在游玩本作的前几个小时我的确有了这样的感受,但是自从游戏进入第四关开始,我的游戏体验却下降了一节。 [h2] 游戏初体验 [/h2] 本作共有五个关卡,每个关卡遵循“清空房间→走廊→boss战”的固定模板,可能碍于游戏体量的原因,游戏中的关卡并没有什么地形互动之类的分类,五个主关卡除了背景,地图不一样,其余的部分并没有自己的特点。但如果游戏的战斗体验爽快的话这些都是可以忽略的。 可惜的是游戏的战斗体验只能说差强人意。 [h2] 战斗体验 [/h2] 1.需要说明的一点是:游戏人物总共可以使用五把武器,三种近战:剑,巨斧,拳套和两种远程:步枪(狙),散弹(加特林)。而游戏开始时人物会自带一把剑和一把步枪作为初始武器。每把武器有4个技能,开始时自带前两个技能。而这五把武器让我评价的话初始武器是最好用的。 2.游戏中的所有人(包括自己)都有着极大的前后摇,(更新中提到减少了前后摇)[strike] 而若是在前后摇期间被攻击了就会被打断。所以在面对小怪时只用按住普攻键就可以开无双了,所以我在游戏的前期体验还不错。 [/strike] 在三月十九日作者更新了,人物在释放技能前摇时不会被小兵普通攻击打断了,但还是会被重装,自爆等特殊攻击打断。但即使是这样,在面对第四关boss时,还是有种无力感。在我初体验第四关时,正好解锁了新武器,于是我带着新武器进行游戏。其中新武器拳套的问题是攻击范围太小了,只能打到前面一部分人,而巨斧和散弹枪前面提到过所有人都有巨大的前后摇,巨斧的后摇尤其长,很多次打完一段就被不知道从哪来的攻击打断了。(现有所改观,但还是后摇大,容易站着不动吃伤害)至于散弹枪我不建议任何人使用,每次攻击都要停下来攻击就不说了,[strike] 散弹枪是一发一发子弹的攻击,换弹也是一发一发换,每一次换弹都要在原地停一会,游玩体验太难受了。 [/strike] 换弹改成了一次性换所有子弹,但还是用着不舒服。 3.利用后摇,玩家可以不停地输出小怪。但是在面对boss的时候情况就两级反转了,相比较面对小怪只需要按住普攻键就可以无限打出僵直,boss各个都自带霸体,你砍它几刀不痛不痒,它打你一下伤筋动骨。尤其是在面对第四关boss时,两个boss一个永远正面对着你(正面有减伤),靠近你时突然冲你一下把你撞飞,要不然就是开始转圈,敢靠近他就会被一直攻击。另一个boss在远处发射子弹干扰你,子弹打在身上掉的血还挺多。面对这两个boss我只能屈辱的拿起步枪不停地刮痧(步枪可以移动输出),一点战斗爽的体验都没了。 4.合理利用闪避和格挡,在更新之前,游戏内血包的补充是很充足的,往往在你打完一波小怪后,掉落的血包够你回满一条血的,但是最近的更新中作者减少了血包的掉落,这就需要你利用好闪避和格挡了。游戏中有一个类似体力条的能量条,在你不进行闪避和格挡时会自动回复,格挡消耗的能量比闪避高,但是格挡只能挡一下,有时候开出了格挡,在格挡结束后又收到其他攻击了,所以我认为格挡并没有闪避好用。 5.游戏更新了一个在开局和每波战斗后都能四选一的局内增益选项,带上了点肉鸽元素,使游戏更加好玩了。 [h2] 总结 [/h2] Serke是一个看起来很酷的Hack & Slash游戏,[strike] 但遗憾的是,它所有方方面几乎都可以说是半成品。若以完整作品的标准衡量,它更像是一个充满潜力的早期测试版。 [/strike] 游戏作者在努力更新,而且更新的都是一些比较影响游戏体验的点,我认为这个游戏未来可期。 [quote][h3]鉴赏员测评配置:[/h3] CPU:AMD Ryzen 7 5800H GPU:NVIDIA GeForce RTX 3060 Laptop 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
잠재력은 있어보이는 게임이지만.. 플레이 20분만에 어떤 게임인지 예상이 되는거 같음 우선 수년전에 나왔었던 1인 개발 인디게임 '스매싱 더 배틀'과 매우 흡사하며 그 게임에 준하는 퀄리티임 이 두 게임의 공통점은 나쁘진 않은데.. 썩 나쁘진 않은데..! (...) 칭찬하고 싶은점은 무기 종류가 여러 있었다는 점. 덕분에 초반에 이 무기 저 무기 골라써보는 재미가 있었음 두번째는 평타모션도 괜찮았지만 여러 스킬들과 대쉬기를 통해 화려한 공격과 빠른 회피능력으로 생각보다 전투가 꽤 괜찮았다는 점 아쉬운 점은 딱딱한 움직임과 공격 애니메이션이 끝날때마다 딜레이 걸려서 아무것도 못하는 것 이 아쉬운 부분은 건틀릿 무기가 답답했던 딜레이가 없어 좀 해소가 되더라 그리고.. 컨텐츠는 던전, 훈련장, 육성 말고는 아무것도 없다 특히 육성은 게임 플레이의 중요요소이자 동기가 되는거 같은데 그 육성이 좀 뻔해서 별로 재미가 없음 짧은 플레이 타임에 아쉬운 점을 많이 느껴버렸지만 커피 한잔 마셨다 생각하고 게임이 발전해가는 모습을 보고 싶다는 생각에 내버려 둘 생각임
조금씩 몇판 하고 있는데 할때마다 업데이트? 하는건지 새로운게 생김. 핵앤슬에 패시브나 무기스킬 찍고 무쌍하면서 돌아다니는 느낌임. 인디게임인거 치고는 나쁘지않고, 제작자가 신경을 잘 쓰는거 같아 좋습니다. 처음에 했을때는 총을 쏴도 히트박스 안맞는 느낌도 강해서 ? 머리에 띄우고 겜했는데 업데이트 하고나서는 잘 맞는 느낌에 움직임도 많이 부드러워짐. 거기에 몹들 한구역에서 클리어하고나면 뭔가 뭔가 선택하는 카드 같은거도 주는데 이게 업데이트 하면서 생긴거 같음 ㅋㅋ 아직은 잘 몰라서 더 해보는중인데 나름 잼게 하고 있음. 일단 제작자가 여러가지 신경쓰는게 느껴짐.
재미있어요
메카닉을 좋아한다면 해볼만한 게임이라고 생각합니다. 게다가 바쁜 업데이트와 유저의 피트백에 대한 개선 등 인디게임에서 볼 수 없는 대응이라고 생각합니다. 빠른 템포를 좋아하고 메카닉을 좋아하는 입장에서는 재미있게 즐기고 있습니다.
This game rules. Combat feels great and I love that some weapon and skill options are unlocked from the beginning, with the ability to unlock more. The art direction and character design are fantastic.
죽고나면 생기는 노이즈 어떻게 해주세요 재밌는데 한번 죽을때마다 들리는 이명같은 노이즈때문에 플레이 하기 힘드네요
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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.
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