
Begin your adventure in Shattered Divinities to reveal the truth! Traverse the land where deities have perished, explore abandoned divine realms, battle mutated monsters, gather divine power to awaken your strength, and unveil the truth behind the deities’ fall.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Aug 13 → 4.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The Divine War has ruined the world. Mutated creatures roam the land and through frozen time, while the remaining lives struggle to survive on the edge of oblivion and despair. The secrets of the deities before their fall lie buried beneath the broken temple, the stagnant current of time, and endless ruins.
Shattered Divinities is a 2D pixel-style Metroidvania action-adventure game. You play as a warrior awakened amid the ruins, braving perils such as the tainted Land, the lightless abyss, and the formidable stairways. Challenge powerful foes that stand in your way, claim the powers left behind by the fallen deities, and uncover the forgotten truth.

Nine broken lands with different styles and over a hundred intricate maps.
Amid those sacred divine realms now roam 20 powerful bosses corrupted by divine power, as well as creatures of various shapes.
The bloodstains left by the Guide, the notes of the Researcher, the unfulfilled duty of the Gatekeeper… their meaning will be retrieved with your blade.



Gather divine marks and reach your full strength with their might.
Dodge attacks with [Phase Step], nimbly maneuver with [Ethereal Step], counter foes with impenetrable defense via [Bulwark], strike your enemies like a rainstorm with [Assault], and summon creatures to aid you with [Invocation].
Strengthen your marks. Use the moves and combinations derived from the five marks to forge the build that suits you best!
And harness mighty divine possession to become unstoppable in battle!
You must keep exploring this land to gain more powerful abilities. Once you can wield these abilities flexibly, you may become a new god!


The ability shards scattered across the land hold immense power capable of turning the tide of any battle.
Harness the abilities of the deities, and you may freely forge a unique combat style and craft your very own exclusive combos!
Whether you seek reckless devastation that trades damage for victory, dance on the blade’s edge to whittle away enemies with precise techniques, or unleash an unending storm of high-speed strikes to suppress all who dare approach—every choice is yours to make.

As the final drop of divine blood drips from your blade,
will you accept redemption,
or ignite the flame that belongs to all mortals?
Engagement
Reviews
Themes across 211 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
올도과후 작성 - 진작에 해볼걸 그랬네 재밌어 사실 별기대안하고 세일할때 사놓고 유기했었는데 최근 한글번역이 좀 더 자연스럽게 바뀌었다고해서 그런김에 해봄. 5시간 내리 달렸고 무난히 엔딩+도과완료. 난이도를 적당히해서 그렇지 어렵게 했으면 아마 더걸리긴 했을듯. 타 메트로배니아와의 차별점 이라고 하면.. 편의기능이 매우 강해서 게임이 친절한 느낌이 많이 든다는거..? 마치 운영진이 유저들에게 '고생했지? 좀 편하게 게임해~'라고 하는것같음 예를 들면 * 순간이동이 원하는 곳에서 자유롭게 바로바로 가능함. * 오른쪽 위에 미니맵을 만들어 내가 어디있는지 알기 쉬움. * 맵에 모든 아이템이 해금되었을경우 색상이 바뀜. 얼마나 친절합니까. 메트로배니아는 불친절하다는 그 뭐야 그걸 깨버린 게임임 맵마다 기믹도 다양하고 몬스터재탕도 없고, 능력을 얻게되면 맵의 다른곳을 탐험할 수 있는 메트로배니아의 정석도 잘 살리고 전반적으로 매우 재미있었음. 게임하면서 피로하지가 않았어 ** 아 번역도 바뀌기전엔 어땟는지 모르겠는데 전체적으로 어색하지않고 자연스럽게 잘 되었음. 아카토리하고 신역추락하러 오니까 걍 한국원어민수준임 * 단점 - 5~6시간이면 엔딩을 볼 수 있는 작은분량. 짧게 즐기기엔 재미있는데 '어 벌써?'하면 엔딩에 도착해있음 - 스킬들을 해금하고 나면 보스가 매우 쉬워짐. 물론 초고난이도로 할경우엔 다르겠지만 쉬움,적당히 모드에선 그냥 키보드 공격버튼만 눌러도 죽어나가는 보스를 볼 수 있음 (장점일지도...)
轻松愉快的国产类银河恶魔城游戏
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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, Traditional Chinese, Korean, French, German, Spanish - Spain, Russian, Portuguese - Brazil
Hours played at review time, across 211 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its great so far story is ok as well.
Metridvania muito bom!
还行,无聊可以玩玩
great game. fun to explore all areas. I like the ability to adjust difficulty. story is interesting. combat feels great and the attack abilities are useful. nice simple metroidvania. played for about 4 hours, can tell im near then end of the game.
good game, the movement is so fluid and nice, the abilities mesh well with the environment and the platforming can be changed to suit your difficulty level, the only problems i noticed were that the reminders that you can lower the difficulty is a bit too frequent almost any platforming section and figuring out how to get the true ending is a little confusing to figure out but over all i give the game a 9/10
價格偏貴以外,整個內容沒有特別的新意,劇情道具與放置方式就像為趕而趕的擠在一起 音樂:3.5/5 中上,至少沒有超級順耳之類的,在劇中搭配上與頭目戰之間也沒有特別突出的部分 劇情:3.8/5 要打啞謎不是不行,但是沒有解迷沒有拚死對殺之類的,系統配置上比較像是「啊?這裡有謎題喔,順手來解一下。」,小解怡情 系統:4/5 及格歸及格,就受限於趕著作與趕著用,很多方面上是一整個:因為我是這樣的遊戲,所以有這些功能 特別不錯的功能就是那個地圖收齊會亮邊的,不過有BUG,毒池那裏有區域就是有隱藏牆壁在也照樣亮邊,要不是花時間巡邏還真無法發現寶箱 『毒池潛水可以用回復藥』由於沒有提示,害我多花了半小時找整個遊戲內地圖,找有什麼會在毒水內受傷減輕或無效的道具
息抜きにオススメ。 難易度がトロフィーに影響することはないので、ストレス値の高いアクションをキャンセルする設定が良い。 見落としがあるエリアはちゃんとマップで教えてくれるのが良い。 訓練された頭のおかしいメトロヴァニア民は最大難易度で好きなだけ遊べばよろしい。 訓練されていない人でも、まったり遊べるのでオススメ。
整體玩下來,我認為這款遊戲最大的問題,很多都出現在相當底層的設計上。 在開始說問題以前,必須先承認這款遊戲確實存在一些做得不錯的地方。例如難度可調整、角色機動性高、操作容錯也相當高;房間完成探索後會透過顏色變化提示,對於較少接觸類銀河戰士惡魔城遊戲的新手而言,是相當友善的設計。 同時我也認同,它確實把目前市面上類銀河戰士惡魔城常見的很多元素都放進了遊戲裡。 但問題也恰恰出在這裡:它什麼都有,卻有大量系統沒有經過足夠的整合與打磨。 以下是我最後給出差評的原因: 1. 地圖設計過度濫用隱藏牆壁 隱藏牆本來應該是一種鼓勵玩家觀察場景、發現秘密的設計,但這款遊戲的密度高到走幾個房間就可能遇到一個。 當隱藏牆多到讓玩家養成「看到每一面牆都敲一下」的習慣時,它就已經不是觀察與探索,而只是額外增加檢查牆壁的工作。 2. 前期小怪排布缺乏打磨 很多敵人的位置會直接放在玩家正常衝刺的落點或衝刺末端。 尤其在尚未取得後續移動強化的前期,正常使用遊戲提供的高速移動方式,很容易直接撞進敵人身上。 問題並不是敵人擋路,而是敵人的配置沒有很好地配合玩家本身的移動距離與節奏。 3. 場景陷阱的視覺辨識度不足 部分區域存在大量場景陷阱,但在初次探索時,陷阱貼圖與背景、地形之間會出現近似保護色的狀況。 不少傷害不是因為玩家判斷錯誤,而是第一次根本難以辨識那裡存在陷阱。 最後跑圖比較像依靠記憶:「我記得這裡有東西會打我」,而不是依靠畫面資訊去即時判斷。 4. 系統設計與引導不合理 遊戲存在 MP 系統,但真正會大量消耗 MP 的技能卻放在支線內容中,而且相關支線缺乏足夠明顯的引導。 這會讓玩家在相當長一段時間裡擁有一整套資源系統,卻不知道它真正能做什麼。 另外左下角能力提示在手把操作時,也存在左右對應不夠直覺甚至讓人感覺相反的問題,整體視覺引導並不好。 5. 核心能力的解鎖與主線流程缺乏良好的能力確認 遊戲確實包含大量常見的類銀能力,甚至連三段跳都有,但很多核心能力不是取得得過於隨意,就是藏得過深。 我認為真正的問題並不是「能力藏起來」本身,而是遊戲很少利用主線關卡去確認玩家目前究竟取得了哪些關鍵能力。 因此玩家可能漏掉相當重要的能力或 NPC,卻仍然能繼續推進相當長的一段流程,直到後面才發現自己少了某個核心功能。 6. Boss 戰缺乏交互感 不少 Boss 的攻擊前搖不夠明顯,或者前搖時間過短。 正常來說 Boss 戰應該是辨認攻擊、判斷安全區、閃避,再找到反擊窗口的過程,但這款遊戲很多 Boss 很難形成這種互動。 偏偏角色本身的容錯又很高,最後不少 Boss 的最佳解法反而變成貼著王一直輸出、靠機動與血量硬吃部分招式。 因此 Boss 雖然很多,實際打起來卻容易收斂成類似的攻略方式。 7. 非地面敵人的高度與移動設計不舒服 遊戲流程中存在相當多的浮空敵人。 但玩家的跳躍高度、空中調整能力與近戰劈砍範圍,和這些敵人的高度配置並沒有很好地配合。 經常會出現「補二段跳太高,只跳一下又差一點」的尷尬高度。 這讓大量空中戰鬥不是技巧上的有趣,而只是單純不好打到。 8. Boss 戰的視覺資訊設計不佳 不少 Boss 的攻擊、場景傷害與額外機制存在辨識度不足的問題。 例如部分危險提示藏在 Boss 本體附近、部分場景攻擊顏色過淡,甚至召喚出來的小怪也可能與背景顏色相近,攻擊動畫又不明顯。 我並不反對 Boss 召喚小怪限制玩家走位或輸出,這本來完全可以是一個很好的機制。 問題在於玩家首先必須能清楚意識到「那隻小怪出現了,而且它正在攻擊我」。 這款遊戲很多時候不是資訊不存在,而是資訊的視覺優先級做得太低。 9. 怪物動畫缺乏打磨 跑圖與清怪時,我經常有一種回到 2010 年代玩網頁 Flash 平台遊戲的感覺。 並不是單純指美術不好,而是怪物的動作、攻擊與碰撞缺少重量感和互動感。 很多時候會讓我覺得,只是在一個碰撞箱上套了一層動畫圖片,而不是在和真正有動作邏輯的敵人戰鬥。 10. 敵人、場景陷阱與 Boss 本體的碰撞判定缺乏一致性 敵人以及部分場景陷阱的碰撞箱,都有一種比實際貼圖稍大的感覺,而且不同敵人之間的尺度感也不太一致。 更嚴重的是,部分 Boss 從動畫與外觀看起來,會讓玩家下意識判斷「現在應該可以貼身輸出」,但實際上 Boss 本體卻存在範圍不小的碰撞傷害。 這會讓玩家很難建立可靠的距離感,也很難規劃「閃避完攻擊後靠近輸出」的節奏。 玩家不是不知道王會攻擊,而是很難判斷「這個王現在只是站在這裡,還是站在這裡本身就算一個傷害判定」。 對於需要精準下劈、貼身攻擊、抓極限距離或者規劃輸出窗口的場景,這個問題尤其明顯。 11. 探索體驗平庸,角色能力與關卡沒有互相成就 角色表面上擁有很強的移動性能,衝刺、二段跳甚至更進一步的垂直機動都有。 但實際探索時,地圖並沒有充分考慮玩家擁有這麼高的機動性。 很多跑圖最後只是一直衝刺穿過房間。 也就是說,角色「能力很多」,但地圖很少真正利用這些能力製造有趣的路線、選擇或操作。 整體而言,我認為《神殞之地》是一款把大量類銀河戰士惡魔城常見元素全部放進去,讓新玩家可以一次品嘗許多類型設計的作品。 但它最大的問題同樣來自這裡。 它有很多元素,卻缺乏最後一輪把這些元素真正整合起來的打磨。 角色性能沒有充分反映在地圖設計上;敵人與 Boss 的動作沒有很好地配合高速戰鬥;場景陷阱、額外敵人與 Boss 招式的視覺資訊也經常不足;核心能力很多,但流程又沒有很好地利用這些能力建立關卡節奏。 整款遊戲給我的感覺就是: 什麼都有,但在手感、視覺設計、關卡配置、演出與 Boss 招式設計上,都差了最後那一層打磨。 而且在很多地方都能明顯看出《空洞騎士》的影子,例如電梯的樣式、下劈跳跳樂,以及類似神居的 Boss 回憶挑戰區。 我並不覺得這是一款「難」的遊戲。 相反地,它的容錯其實相當高。 我認為製作組把遊戲的「難」錯放在了要求玩家額外分配注意力、辨認場上其他物件與不明顯的視覺資訊上,而不是放在玩家與 Boss 本身的交互上。 很多讓我感到挫折的地方,不是因為我沒有掌握遊戲機制,而是因為資訊不好讀、碰撞不好抓、配置缺乏理由,或者遊戲沒有充分發揮自己提供給玩家的能力。 最後形成的體驗就是:內容很多、系統很多,但玩起來既不夠有趣,也很少讓我感到驚艷。
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