
The old world is gone, lost with the disappearance of the King. Reforge reality in this dark action RPG through skill-based combat, innovative open-world platforming and the testimonies of survivors… some more trustworthy than others. Are you ready, Wanderer?
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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, German, Spanish - Spain, Russian, Simplified Chinese
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
Jogo sensacional, uma ambientação/ temáica unica. Esse jogo sem sombra de duvida consegue ser bem original. Trilha sonora com clima bem aesthetic. Mapa bem grande pra explorar. Poucas armas infelizmente porém cada uma difere muito das outras. Unico ponto negativo na minha opinião são os finais do jogo, pra ferrar com o final é muito facil e não tem nada que possa ser feito pra reverter a maioria das decisões que influenciam os encerramentos. De resto, otimo jogo, recomendo muito !
I grant you it doesn't have the most complicated combat in all of gamedom dark souls or sekiro it is not, but the looks and general vibe are awesome and if you want to play a bit more simplified game then either of those games this one is just fine; Game difficulty is not a mark of quality just because it's hard doesn't mean it's good nor does and easy game means it's crap.
Впадлу даже тратить время и блудиться в этом пустом мире, где даже непонятно куда идти и зачем идти:)
作为rpg玩家,我很难去评价这款游戏,就简单说下我个人看法 你说小工作室吧,这部作品给我的感觉就是除了美术画风就一无是处 1、教程:除了最基本的操作之外没有任何教学,乃至治疗药、传送药,哪个是哪个都一脸懵,各种心脏关卡解密塞什么放什么是什么东西都不提示 2、优化:最基本的物理碰撞都有bug,我甚至能整个人穿模到石头里面?这属于是最基本的错误吧,另外是键盘键位,你是从手柄暴力移植过来的吧,ZXSC移动真的是正常pc玩家会用的键位吗?虽然设置里玩家能自定义,但从这方面来看官方没有下心思去改动,我看个动画,按esc还能出现虚空设置列表,你说键位可能是习惯不同,但穿模跟ui的bug这些是我不能接受的低级错误 3、战斗打击:这方面真的我没有见过这么失败的,官方真的有认真玩过这个游戏吗,首发90块钱的价格,里面的动作设计简直一言难尽,先不说格挡了,攻击衔接大差特差,另外老毛病了,添加2.5D视角没有问题,添加跳跳乐也没有问题,两者加在起也很完美,问题出在你为什么要往2.5D视角的跳跳乐添加Y轴进去??? 4、剧情音乐:画风确实值得夸奖,但目前为止到了第三张图貌似音乐都基本没有变动,制作组资金真的有这么缺吗?买下这个游戏貌似除了画风就没有能挽留玩家的手段,而且剧情方面,对我这种剧情党来说,真的也是很无语,随便几句话几张图就潦草完事了?玩家们都不知道发生了什么,没有能吸引我的地方 稍微说下优点:游戏画风优美,地图设计也算是一个比较好的地方,解密特别多(这个对号入座吧),整体美术成分比较充足,如果图这些的话,春促9块钱可以考虑 最后说下总结吧,这款游戏缺点太多了,多得足以掩盖他的优点,春促9块钱,如果喜欢这种画风并且接受僵硬的操作手感,可以选择尝尝鲜,但对我个人感觉来说,就是游戏毕业生的毕业设计,想法是有的,但严重缺少技术力!
Баги, плохое управление, унылый дизайн всего, невозможно поломанный интерфейс всего (от меню до инвентаря). Есть плюсу у игры, но мне о них лень писать, я вряд-ли я дошел до них за такое время.
Potentially solid game. It's a pity that it's not polished and technically incomplete. However, the level design, exploration, and atmosphere are excellent. The world's story is well-written. It's definitely worth giving this project a chance, as it could potentially earn its place in the genre. Sadly, the developers abandoned their creation.
Shattered – Tale of the Forgotten King, developed by Redlock Studio and published with the help of Dear Villagers, is a haunting and ambitious action RPG that attempts to merge the cryptic storytelling and punishing combat of the souls-like genre with the atmospheric worldbuilding of surrealist fantasy. Set in the desolate realm of Hypnos, the game casts the player as the Wanderer, a lone traveler awakening in a world shattered by the disappearance of its mysterious ruler. With the fall of the King, reality itself has fractured, leaving behind a landscape of broken geometry, drifting islands, and ancient ruins populated by echoes of former life. It is a world both majestic and melancholy, designed to evoke curiosity through its quiet emptiness. From the very first moments, Shattered declares its intention to be a journey through isolation and decay rather than a traditional hero’s quest, and in this respect, it succeeds admirably. The game’s visual identity is perhaps its greatest triumph. Hypnos is rendered in a stark, painterly art style that blends minimalist architecture with surreal dreamscapes. Massive monoliths float above abyssal voids, long-forgotten temples stretch toward blackened skies, and fragmented landmasses drift like pieces of a dying puzzle. Every region feels deliberately alien, and each vista captures a sense of grandeur and mystery that encourages exploration. The developers’ use of lighting and shadow transforms even simple areas into striking compositions, and the soundtrack—filled with solemn piano melodies and ambient tones—perfectly reinforces the melancholic tone. There are moments when the game feels closer to a work of abstract art than a conventional RPG, and it is these moments that linger most in memory. Mechanically, Shattered adopts the familiar rhythm of the souls-like formula: deliberate combat, stamina management, precise dodging, and punishing death mechanics. Players collect “souls” as currency for progression and risk losing them upon death, forcing the familiar tension between greed and caution. Where it differs from its peers is in its fusion of 3D exploration and 2.5D platforming. Certain sections shift to side-scrolling sequences, introducing a sense of variation and flow that prevents the experience from feeling entirely derivative. The game also grants the Wanderer a unique traversal tool—a levitating skateboard-like device that allows for fluid movement across open terrain. It’s an unexpected addition that contrasts the heavy, grounded combat with moments of almost dreamlike freedom, and while it can feel awkward in practice, it adds personality to the world’s design. Unfortunately, the ambition of Shattered often outpaces its execution. While the combat system has the foundations of a strong action experience, it lacks the precision and weight that define the best entries in the genre. Weapon strikes sometimes feel disconnected from impact, hitboxes are inconsistent, and certain enemy animations can lead to frustration rather than challenge. The camera, though serviceable in exploration, struggles during tight encounters or boss fights, occasionally obscuring crucial movements. Platforming, too, suffers from imprecision; jumps that should feel fluid instead feel stiff, and missteps can result in long, disheartening falls. These technical shortcomings do not make the game unplayable, but they erode the sense of control and mastery that is so essential to this style of gameplay. The open-world structure of Hypnos is another double-edged sword. On one hand, the sense of scale and freedom is impressive—players are rarely corralled along linear paths, and the game encourages curiosity by scattering hidden routes, shortcuts, and secrets throughout its sprawling environments. On the other hand, the absence of clear direction or an in-game map can make navigation feel disorienting. Objectives are often vague, and progression depends as much on intuition as on observation. For players who enjoy unraveling a world through trial and error, this design choice enhances immersion and mystery. For others, it may lead to frustration and aimless wandering through visually stunning but sparsely populated landscapes. The emptiness of Hypnos is thematically appropriate, but it also means that large stretches of gameplay pass without meaningful encounters or narrative developments. The story of Shattered unfolds in fragments, true to its name. The game offers minimal exposition, relying instead on cryptic dialogue, environmental storytelling, and hidden lore pieces scattered throughout the world. This narrative style creates an alluring sense of mystery, as players piece together the mythology of Hypnos and the forgotten King. However, the payoff can feel elusive, as the story remains intentionally abstract and distant. Characters speak in riddles, and the truth of the world seems perpetually out of reach. This design choice mirrors the spiritual desolation of the setting but also risks alienating players seeking a more tangible plot. For those willing to engage with its opacity, the lore reveals subtle beauty—an allegory about memory, loss, and the fragility of creation—but for many, it may feel more obtuse than profound. Despite its flaws, Shattered – Tale of the Forgotten King stands as an impressive artistic achievement for an indie studio. Its world-building, atmosphere, and visual design rival those of much larger productions, and its willingness to blend genres sets it apart from countless souls-like imitators. When everything clicks—the lighting, the music, the combat rhythm, the slow reveal of ancient secrets—the game achieves moments of genuine transcendence. Yet it also demands patience, forgiveness, and a tolerance for uneven mechanics. It is not a refined experience, but a fascinating and ambitious one, brimming with creative ideas that occasionally falter under their own weight. In the end, Shattered is a game about mystery and imperfection—about exploring a broken world that reflects its own fragmented design. It offers wonder and frustration in equal measure, rewarding players who value atmosphere and curiosity over technical precision. For those who can accept its rough edges and embrace its cryptic beauty, it provides an experience unlike anything else in the genre—a haunting journey through a dream that is always on the verge of fading away. Rating: 6/10
Cool
So far don't really feel like I have reasons to keep playing it, feels pretentious to have vague story with weird and unexplained world and character design, while having 5-6 different items and currencies in your inventory IN THE FIRST 15 MINS OF GAMEPLAY! For a Souls-like feel-like game, the combat should at least redeem itself, but here is just common, kinda boring, not really responsive, you don't really get to choose anything at first and the first weapon you encounter can't even be picked up, you have to get the next one. I get that they did it to put emphasis on returning back when you have enough essence, but the world itself doesn't feel interesting enough (at least for me) to traverse over and over again and explore. Ofc I only played it for 30 mins, it may be getting better later, but I'm still naming the quit moments for me here. PLEASE ADD A LOCK-ON-ENEMY FEAUTURE!
horrible : aucune explication, combat atroce, graphismes pas terrible
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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