
Lost forever in the pitch black! But that's what makes it fun! The vast corridors covered in darkness change with each play. All you can do is run or hide from the frightening Apparitions. Use unique items and Karuta cards with special powers in your desperate search for an escape from the darkness!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese*, Korean, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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 in most aspects an upgrade compared to Shadow Corridor 1, but I'd also like to mention a caveat here. I do overall recommend this game, because it's got: - Better graphics - More items, mechanics, and apparitions - Something akin to a world hub with customization options built into the experience instead of in options menus - A more coherent story (though, I don't think the story in Shadow Corridor 1 was bad) - More levels, each with appealing themes to them The overall new experience is fresh enough, plays nicely enough, and provides enough of a challenge with the medals system that I think people coming from SC1 will like this game. However, it's of course inevitable that people who play this game will make comparisons to SC1. "Is Shadow Corridor 2 better?" It's a question with some hidden assumptions baked in; for example, the assumption that the core gameplay is similar or improved upon. And to that I say, the way the dungeons are randomized is not strictly worse or better, it's simply different. If you come into this game thinking that it SHOULD feel similar to how exploration works in SC1, you might be disappointed. In SC1, after several hours of play you can come to recognize the ~25 or so layouts in each stage as you replay them, and notice certain patterns or landmarks as you traverse around and make a mental map of the maze as you explore. However, instead of entire rooms being handcrafted and randomized into a grid like SC1, SC2 has a grid system where within a block, there are several smaller rooms, which occasionally include certain landmarks or features in them, as well as other small side rooms with items and lamps in them, connected by randomized hallways. These sections are then arranged in a grid-like pattern similar to SC1. The randomization within the room blocks is a two-edged sword; on the one hand, it makes subsequent plays always feel different since nothing is recognizable from play to play. On the other hand, the lack of recognizable landmarks makes exploration more difficult (particularly if you're trying to go over everything with a fine-tooth comb, such as to collect the coffee beans), and I feel like the randomness within a room block makes the dungeon a feel a little less inspired to look at. Take for example, the Abyss from SC1. It's got immediately recognizable, iconic rooms to it. The room with the lever puzzle leading to a hidden kagura. The room with the lever and a floor that falls away leading to the secret exit. The 3-floor maze room with the long hallways, rubbish piles, and stairs on the sides. The room with the bridge that goes across the top with a magatama under it, and the kagura bursts out when you approach. All of these rooms are immediately and distinctly recognizable, as well as completely hand-crafted, and each one feels like a cohesive experience that the room is trying to present to the player; more so than what you might encounter in a typical room block in SC2 due to the smaller size of the side rooms. So, I err on the side of saying that I generally prefer exploration of the dungeons more in SC1, but not so much so that I would say SC2 is bad; it's not, and I have greatly enjoyed what I've experienced so far playing SC2. I am going to continue and try to go for 100% in SC2! So to answer the question of is SC2 better than SC1, I would say in its totality, yes. The only caveat is the way dungeons are generated, but even that, in my opinion, just causes SC1 to not lose replay value. Like, consider for a moment what the replayability situation is like for The Binding of Isaac. If you go on Reddit or YouTube to see people playing that game, no one plays the original any more these days; everyone's moved on to Rebirth, because it strictly added to the core systems in every way, so there's no reason to even play the original. But with how different dungeon generation is in SC2, I think SC1 provides a different enough experience that it is still worth playing as well from time to time, depending on what you're in the mood for.
kakkkoi
可愛い女の子に追いかけられるゲームです♡
상급까지는 전작 단점들 잘 개선한 무난한 게임 시련부턴 레벨 디자인 좆망한 병신게임
재미는 있음 근데 좀 고통스러움
그림자 복도 1에 비해서 난이도가 많이 낮아진 느낌임 전작에서는 피 채워주는 포션은 들고 다닐 수 없이 그 자리에서 사용해야 했지만, 이번 후속작은 주먹밥으로 바뀌면서 들고 다니기가 가능하고 스테이너도 회복 시켜주는 효과가 추가되었음. 주먹밥 먹으면서 도망가기, 총으로 배회자 쏘기, 부적으로 배회자 출입금지 시키기 배회자랑 곡옥 위치 파악 등등 편리한 아이템이 많이 생김. 사실 이번 작품 하면서 느낀 건, 배회자한테 죽은 적이 잘 없음 이번에 새로 추가된 저주 시스템에 죽는 경우가 더 많았음. 1편은 배회자를 공략할 수 있는 방향이 적었기에 공포감이 강했는데 2편은 둠슬레이어 마냥 배회자를 구워먹고 삶아먹다 보니 공포감이 덜한 느낌 스토리는 대충 삼촌 집에서 담배 피고, 삼촌 물건 슬쩍하려고 하다가 걸려서 손찌검 한 번 당하더니 신뢰의 도약을 시도한 어느 여학생의 이야기
그저 산책게임
🥺
前作の良いところはそのままにいろいろと進化した新作。MAPもそれぞれ異なる雰囲気ですし、カルタによって前作よりさらに戦略的になってます。運要素もありますが基本実力ゲーで成長感じられるのも良い。ただ穢れだけは許しません。
このゲームが僕が人生で初めて熱狂したホラーゲームでした。 最初は徘徊者が怖すぎて手につきませんでしたが、高難易度の花腐しもおおよそ攻略できるようになりました。 難易度の選択肢もあるので、ホラージャンルが苦手な方でも最初は初級などから攻略していって慣れていけると思います。 僕はざっとプレイ時間40時間くらいですが、dlc含めて3分の2くらいしか進んでいません。 コンテンツの質・量ともに値段以上の価値があるゲームだと思うので是非皆さんにおすすめしたいと思います‼
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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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