
Use your supply of items and traps to survive in a mansion haunted by yokai and vengeful spirits as shrine maiden Yono in this strategy roguelike horror action game!
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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, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
玩法類似風來人的地牢探索,但是需要點記憶 & 策略+背包管理的遊戲, 場景&妖怪滿滿的和風+陰陽師巫女, 對這類題材有興趣的可以入手.
After about 10 hours with Shinonome Abyss: The Maiden Exorcist, I can confidently say that this is one of the most atmospheric indie survival horror experiences I've played in years. Rather than chasing constant action or cheap jump scares, the game embraces a slower, more methodical philosophy that rewards patience, observation, and careful planning. What immediately stands out is its deep appreciation for Japanese folklore. The supernatural elements don't feel like generic horror monsters placed into a Japanese setting; instead, the game draws from traditional beliefs, ghost stories, and the unsettling ambiguity that has always characterized classic Japanese horror. Every encounter feels rooted in cultural mythology, giving the world an identity that is both authentic and memorable. The visual presentation is equally remarkable. Tatsuya Yoshikawa's artwork gives the game a distinct personality, blending elegant character design with a subdued, melancholic aesthetic. The illustrations capture both beauty and unease, reinforcing the feeling that every character belongs naturally within this haunted world. The art direction manages to be expressive without sacrificing subtlety, something that perfectly complements the game's tone. The overall direction by Kenichi Iwao is perhaps the game's greatest strength. Fans familiar with classic survival horror will immediately recognize his influence. Instead of overwhelming the player with scripted sequences, he builds tension through silence, uncertainty, and environmental storytelling. Fear comes from anticipation rather than spectacle, creating an experience that respects the player's intelligence. One aspect that deserves special praise is the game's pacing. Some players may initially find it slow, but that deliberate tempo is precisely what makes the horror effective. This is a game where rushing is almost always punished. Every room encourages caution, every corridor demands attention, and every decision carries weight. The slow pacing isn't a flaw—it's a fundamental part of the design philosophy. The sound design deserves equal recognition. Hearing is not simply an immersive feature; it is one of the player's most important tools. Carefully listening for footsteps, subtle environmental cues, and enemy movements becomes essential for survival. The game trusts the player's senses instead of constantly relying on visual indicators, creating a much more engaging experience. Combat and survival mechanics emphasize strategy over reflexes. Resource management is consistently meaningful throughout the game. Ammunition, healing items, and consumables never feel abundant enough to remove tension, forcing players to constantly evaluate risk versus reward. Deciding whether to confront an enemy, avoid it, or preserve resources for future encounters becomes a satisfying strategic layer rather than a simple mechanical routine. If you're looking for a horror game built around atmosphere, traditional Japanese folklore, intelligent resource management, strategic gameplay, and carefully crafted tension, Shinonome Abyss: The Maiden Exorcist is an easy recommendation. It feels like a love letter to classic survival horror while confidently establishing its own identity. For anyone who enjoys slow-burn horror that rewards patience and careful observation, this is an outstanding experience and a worthy successor to Rainy Night Manor.
这游戏有病吧,好玩是好玩。甚至没有关闭联网选项,每次死活着过关都要搁那转半天上传数据
Jogo incrível; A arte do jogo é Muito boa(um dos motivos de eu querer comprar o game); a Gameplay é muito maneira, com o tempo que vai entendendo melhor o jogo vai ficando ainda mais divertido, varias maneiras de tentar passar as fases, e vários itens diferentes liberados com o tempo, monstros bastante únicos também, tendo formas diferentes de matar cada um deles(nem todos são "inimigos" alias kk), tem o modo de jogo por fases que são fases fixas que você vai passar ganhando uma nota no final(como se fosse um modo historia), e tem um outro modo que são fases com geração aleatória(mais como roguelike msm, completando vc vai liberando outras fases pra ir meio que subindo de "rank"), tem um terceiro modo que é como o ultimo, mas até onde entendi é um modo infinito, que vc vai subindo os andares até morrer, é um dos mais divertidos, da pra liberar bastante coisa nesse tambem; o jogo não é tão caro e pra mim compensou muito, é um jogo muito divertido pra ficar horas nele!! obs: o único problema do jogo(que pra mim não faz diferença) é o modo "online" bugado que pode ser desativado nas configurações caso fique causando problemas como ocorreu comigo,(pode ser que arrumem isso nas proximas atualização, mas para deixar de aviso), o modo online até onde sei é apenas classificações de pontuação global, então nada que interfira realmente no jogo; Dito isso, Muito Bom, Vale a compra!!!
[h1][b]卡普空老兵的烧烤,反而让我的初见仓鼠症越来越重了[/b][/h1] 想到不可思议迷宫类的Roguelite游戏时,往往会有一种从容感,本质来源于相对静态的回合制与翻地板的箱庭设计,按兵不动,时间就是静止的,不会产生更多的压迫感。 但当卡普空老兵把自己的天分带到了2019年新设WODAN工作室后,将身着绯袴千早的文弱巫女写入复古像素日式和风宅邸中,既只身涉险中求生,亦力所能及地祓厄。老兵烧烤般路径依赖的是,《四目朝生:幽世府・雨夜奇谭》(以下简称“前作”)在2022年先把玩家丢入了[b]生化危机式的物资管理与生存焦虑[/b]中。 延续了类似的机制,增加了新的游玩模块、箱庭式样、怪物种类以及傍手道具,新作《深 四目朝生-阴阳之巫女-》(以下简称“本作”)更强调即时战略的动态性,玩家将扮演战斗巫女——四乃,在祓(固定的主线关卡,本质教程)、禊(rougelike闯关,不算硬核)、行(无尽模式,在线排名的终局玩法)三大依次解锁的模式中进行探索。 [h2][b]较硬核的游戏体验:长考后即时反应[/b][/h2] 制作团队将本作定义为[b]思考型Roguelike恐怖动作游戏[/b]。在随机丛生的日式凶宅中,15岁巫女四乃没有太多正面硬刚的法力,命悬于祖传物理火器(满匣三发),随着探索,地牢中偶布几枚强力的道具。 但是,获取道具常常需要穿过怪物狭间,老祖宗的望闻问切倒是在这里有用武之地:(1)靠听辨隔壁房间的嘶吼来预判物怪的类型,精打细算地规划路线,(2)甚至需要利用呼喊将怪物地形杀。 以上的针对性战术往往需要相对冷静的慢思考,但恶趣味的是,迷宫的推进是即时的,玩家的饱食度会随着时间衰减,而且开了声音后甚至踩在将朽木板上的吱呀声也会影响玩家对局势的判读,更何况中恐的和风怪物不会等待玩家做好心理建设,一不留心激活怪物们,肾上腺素的飙升会挤压思考空间。这时候,比较好的结局通常是成为火车王在一路迷宫中奔向往生,但常常是慌不择路地逃跑,大一脚踩进即死判定的落穴陷阱。 但有一说一,由于实体怪物的碰撞体积,因此背版后的拉仇恨是可以险中求富贵的,怪物凝成一团又是反而会延迟其速,但也会有不小心的正好拦住玩家去路从而一命呜呼。 恐慌的即时逃生氛围塑造以及理性资源分配的玩家习惯养成,反而构成了《深 四目朝生》不低但也迷人的核心门槛。在这里廉价的跳脸惊吓有时会变成宝箱怪快戾的突脸,有趣的地形设计也各有差分。比如说竹刺穴阱即死,而接续廊桥可以空中绕行,甚至不慎摔落也不会死。 游戏的虎之卷就揭示了核心玩法,用人话就是[b]资源统筹[/b],能用一个铁蒺藜掀翻锅盔肉人就不要花三个子弹;[b]预烛先机[/b],不同的箱庭有不同的调性,如果遇怪会提前有叫声示警;[b]巧借地形[/b],对于绝大部分实体怪物,引至围炉与落穴可以无损击破,而对于无实体的火焰,其反而是帮忙点亮暗室的伙伴;[b]戒贪求生[/b],通关的首要目的逃出秽物丛生的异界,高分通关才需玩家恋战。 游戏的[b]秽物生态与场景互动[/b]让其始终具备复玩新意与科研动力,秽物仇恨的拉去有时会判断失败,因此可能在运气的加持下,玩家可以对于一居室内的诸多怪物进行诸个击破;不具备攻击性的一目连、小仓妖只要妥当对待一般只会略作一些小小无害生命的袭扰,蟹坊主还会恰到好处地赏一个比苍蝇腿重要的道具;有些怪物被食物吸引、也会被纸人吸引,对于不同怪物组合都有一题多解的可能,激发玩家寻找最优解的动力,而一个个箱庭的最优解,最终会变成通关的最高分。 当然,更多的时候怪物的debuff会让人无措,此刻,我们只需在神龛面前做出“呼喊”,或者干脆成为迷宫内的美食博主,很多负面也能迎刃而解。 [h2][b]倒吃甘蔗的模式解锁[/b][/h2] 在上手之初,[b]祓[/b]既是与前作独立的主线,也是最严厉的教程,将资源管理和道具特性一点点灌注,当我们终于面对庞然怪物时即知他们的常速追不上我们的常速,当我们对于一关的左右歧路了如指掌时,这时候缓缓开始的肉鸽模式[b]禊[/b]和无尽模式[b]行[/b]变得愈发简单[b]。[/b]此刻方卸下负重、游刃有余,用即时与延时的连环陷阱将曾经追跑的物怪戏于股掌,总体略高的游戏难度苦尽甘来时,能够带来更为持久的延时满足。 [h2][b]初见仓鼠,终成战神[/b][/h2] 在还没有背板的初见,我常常会因为对未知关卡的信息差而生搜打囤的仓鼠症。 因为没有交过学费,总想尽可能将资源倾注在关卡后期,即摸清整体长度和Boss强度。虽然手里捏着清场手雷,脑子总有闪念,如果现在用了,后面遇到更难的没东西打怎么办? 老练的设计团队恰如其分地利用这种玩家心理来制造隐性挫败感,也就是可能武器高筑时候暴毙,或者到了一些场景切换时候必须舍弃掉一些冗余物资。在本作中,3个苛刻的栏位限制虽然随着探索可以慢慢增加上限,但是前中期总会遇到必然的取舍,而且往往为了省下一发道具,在面对两三个普通物怪的包夹时,总会开始尝试各种高风险或许高收益的操作。 这也是设计师的一场倒逼:玩家会被迫就在[b]一开始的关卡学习中努力探索每一个前置关卡的最优解[/b]。 为了反制这种高明但恶心的心理预判,玩家或许会在这个容错率极低的游戏里,放弃虚无飘渺的未来安全,而是握住当下的真理一遍遍的交学费;但是每一次都是有益的,虽然两星关卡就已经比较吃学费了。 但我想,这种对未知的过度筹谋恰恰会很有多人线下共玩的游戏效果,单人游玩时我常有暴毙的懊恼,但通过游戏复古的俯视角像素,忽想起我童年时和伙伴围在GBA时[b]一人一条命,死了就换人[/b]的感觉,不管是为了多玩一会苟延残喘,还是为了看别人笑话作狗头军师,都很有趣。 巧妙利用玩家恐惧贪婪的本作似深巷之酒,机制有趣非常耐玩,但确实挫败感较高而可能劝退玩家,尤其是现阶段在线排名对于不开加速器的玩家可能会直接造成游戏黑屏,影响游玩连续性,但相信随着实况攻略以及日后更新,本作的游玩会更易上手且连贯。 [table] [tr] [td][/td] [td]传统生存恐怖游戏[/td] [td]传统不思议迷宫[/td] [td]本作[/td] [/tr] [tr] [td]节奏[/td] [td]即时制[/td] [td]回合制[/td] [td]即时制下的定回合思考[/td] [/tr] [tr] [td]地图[/td] [td]固定箱庭[/td] [td]纯随机生成[/td] [td]前两者皆有,分属不同模式[/td] [/tr] [tr] [td]破局[/td] [td]战斗或绕桩躲柜[/td] [td]回合制走位与局内外养成[/td] [td]听音、活用道具与布置战术[/td] [/tr] [tr] [td]死亡惩罚与反馈[/td] [td]读档重来[/td] [td]一切归零[/td] [td]读档的地方很少,总体归零[/td] [/tr] [tr] [td]清图与探索欲望[/td] [td]鼓励地毯式搜索,拿到关键道具才能推进主线[/td] [td]鼓励探索全图,因为需要经验值和物资来应对深层的Boss[/td] [td]预烛先机,不能被FOMO感控制,当退则退[/td] [/tr] [/table] [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
1.官方管卡的就是用来实习道具用途和给你上压力(受罪)的,关卡还是比较多的。 2.官方的管卡内容地图和敌人(绝大多数?)刷新都是固定的,我初玩感觉很烦躁,不过耐心下来一步步试错最后通关其实也还可以(暂时还没打很难的关卡)。 3.其中的官方关卡有时候我感觉会有多条通关路线。 4.指南里面有大佬写的怪物日志,以及应对方法,小技巧什么的,最好看看。 5.rogue模式则是在你玩了官方设计的管卡后(上完压力之后),初玩开头就感觉比较简单了,但是随着rogue模式关卡玩的越多,后面的随机的地图也会很难,刷新的物资暂时玩下来每关比较充裕。 6.游玩时候,可以观察门的形状,灼烧说明有鬼火;开门后可以看一下对面的地板,竹子和鹅卵石地板会造成声音,有些闷在推开时候也会发出声音。有时候‘不存在以上要素的时候,敌人也会有概率找你,不过这种情况我也不知道怎么回事。 ps:对于这游戏最好是生活中有充裕时间下进行游玩,不然开头关卡还行,到星级难度一上来很就让人不想玩了。 —————————————————————————————————— 1.你一个有时间限制的游戏,敌人发出声音,并不是我一到房间他们就会有的,还需要等。 2.还有僧兵,他那个声音的时候,其他声音他们就像突然消失了一样,等打开门之后里边好家伙恶鬼还藏了俩,能让他们同时间出现声音么。 3.还有上面说的等待时间,就比如真的有一个怪物箱子,但是我只能直接开看怎么样,他说得需要在箱子身边等个一会儿才知道,哪有那么多时间等啊。 4.还有你要让怪物引到悬崖边上去,等你在外面的时候怪不进来。并且外面那根本就站不住脚。体型较大的,直接把你顶出去,火焰老鼠,一个冲刺直接就带下去了。 5.最重要的一点,食物在大部分情况下,都是不充裕的,并且开局你只能带三个来回搬东西,更需要时间。
意外的有趣
[h1][b]《深 四目朝生-阴阳之巫女-》:静动之辩,以声为眼,化静为刃[/b][/h1] 纸门微微鼓起,空气被无形之物压出缝隙,细碎模糊的声响从隔壁房间渗出,在走廊里拖出不安的停顿——《深 四目朝生-阴阳之巫女-》正是这样一款围绕探索、判断与资源管理展开的“思考型”rogue游戏,要求玩家在固定或者不断变化的迷宫中,依靠有限道具与机关寻找生路,在天黑之前完成脱出。 https://steamcommunity.com/sharedfiles/filedetails/?id=3693410516 本作围绕巫女“四乃”展开,她追寻着行踪不明的阴阳师兄长,而对方所经之地,往往已被妖魔占据。玩家所进入的鬼屋,在“固定结构”与“随机生成”之间形成了两种不同的体验:以“祓”为代表的剧情流程采用固定地图,在初次推进时更像是新手引导,注重探索与规则的理解,随着熟悉程度提升,解法逐渐清晰,甚至可以通过背板降低风险; “禊”与“行”则转向完全随机的迷宫玩法,此时玩家必须依靠当下获取的信息完成判断,在不确定性中维持生存。 在这样的设计下,需要玩家在进入房间前反复观察分辨声音,并且判断现有资源能否支撑下一步行动。推开一扇门之前,往往只能停在原地,仔细分辨隔壁房间传来的声音。缓慢拖行的脚步或者带有攻击性的低吼就代表下个房间可能会一只现在就可以杀掉的小妖怪,也可能是目前几乎无解的武士鬼。一旦判断失误,在缺乏对应道具或者空手的情况下,局势几乎没有回旋余地,只能被迫与敌人周旋,如果运气不好遇不到解法就会直接暴毙。 围绕这一核心体验,本作设计出“祓”“禊”“行”三种模式。“祓”作为主线剧情更接近新手流程,关卡结构相对固定,在推进过程中,玩家会逐步接触到不同道具与妖魔,并通过四乃的反应理解其用途,结合少量的文字提示,很多规则并没有被明确告知,需要在反复试错中被逐渐掌握。 进入“禊”与“行”之后,节奏收紧。此时的迷宫是随机生成,需要抛开原本积累的经验,重新建立判断。此时更需要注重资源管理,在重复的操作中试探。倾听声音、确认安全、寻找道具,然后开门。本模式在初期还算紧张,长时间游玩后,尤其是无尽模式后期,体验感会趋于单一。 https://steamcommunity.com/sharedfiles/filedetails/?id=3693410285 具体到玩法层面,直接交锋往往风险极高,更有效的方式是借助环境完成处理,通过声音引导敌人靠近,将其引入火堆或提前布设好的陷阱,在资源消耗较低的情况下完成击杀。如果携带食物,还可以把食物放在地上,一些妖魔会优先去觅食,改变其原有的行动逻辑;具备范围攻击能力的敌人,在特定情况下也会对其他实体产生影响,此时机制叠加,单一解法往往会行不通,必须根据实际情况不断调整策略。 长时间的谨慎试探之后,《深》新增的“变身”机制就开始崭露头角。当四乃陷入危机,另一人格的出现会短暂打破原有节奏,提供更强的行动能力与处理空间,原本被动的局势获得重新操作的空间。“变身”机制缓解了有些高压情况,让部分极端局面可能翻盘。 与前作《四目朝生》相比,《深》在内容上增加大量妖魔、道具与迷宫,使组合变化更加丰富,大型BOSS的加入,也让流程推进具备更明确的目标。本作的整体节奏经过调整之后,上手过程更加顺畅,玩家能够更快进入状态。在深入体验之后,可以感受到两部作品在基础设定上的紧密联系,探索方面一脉相承,主要是在节奏上有所不同。 目前本作也存在着一些问题。在体验方面,随机模式中,如果迟迟无法获得关键道具或地图信息,探索时间会被不断拉长,方向感削弱,最终变成消耗耐心的失败。此外,每次关卡结束进入结算阶段需要联网,需要等很久才进入排行榜,这点是目前需要修正的。 https://steamcommunity.com/sharedfiles/filedetails/?id=3693410117 总体来看,《深》通过严格限制资源获取与行动时机,构建出一种持续紧张的探索体验。随着理解和经验的不断加深,最初令人不安的未知,将逐渐转化为可以被利用的规则,在反复试探中建立判断能力与行动节奏。 [code]欢迎关注[url=https://store.steampowered.com/curator/45467420/]琴音社[/url] 让我们听见游戏的每一个音符♪~[/code]
I don't know exactly what genre this game belongs to, but to me it's like a Souls-like strategy puzzle game with roguelike elements. You play as a Japanese shrine maiden (miko) exploring places invaded by yokai and sealed behind supernatural barriers. Unlike typical fantasy games, you're not a mage or wizard and don't use magic spells to fight monsters. Instead, you rely on tools, weapons, seals, talismans, and various items with unique interactions to survive, purify the yokai, and escape. The gameplay revolves around entering rooms one by one in houses, storage areas, estates, and other locations. Every door hides something, but you can't see what's inside. Instead, you have to listen carefully through your speakers or microphone for sounds coming from the next room. It could be a yokai, a trap, or simply a safe room containing useful items. If you read the situation correctly, you can use tools, traps, or the environment to deal with whatever appears. You can even shout to lure enemies or open the door and fight them head-on. The choice is yours. The gameplay sounds simple, but it's actually very punishing. I died many times because of small mistakes, bad planning, miscalculations, poor resource management, or wasting items too early. Each map has relatively long runs, and if you die, you usually have to start over depending on the game mode. In some modes, every death reshuffles the environment, room layouts, and item placements through procedural generation, which is why the game carries roguelike tags. One of my favorite things about this game is its gore-heavy horror aesthetic. The grotesque monster designs, violent deaths, and excessive bloodshed give it a strong horror identity. What makes it even more memorable is the contrast: despite the gruesome visuals, you play as a seemingly fragile yet brave shrine maiden whose sweet and adorable voice stands in sharp opposition to the game's disturbing atmosphere. I still haven't finished the main story yet. In story mode, the map stays mostly the same, so once you memorize the layout and plan ahead, it's much easier to clear. Since I'm already used to games with awkward layouts, uncomfortable controls, or clunky button designs, I'm not sure if this would count as a downside for this game. Personally, I think it's fine. In some situations, it even adds to the challenge when dealing with monsters. 10/10 Must play
目前遊戲時間19個小時,進度到通關百鬼館,卡在天圓寺過不去了。玩到現在只有3-4個關卡可以變身,風神符和雷神符各只用一次。對於有玩過前作,期待新作能帶來爽快動作感的玩家要失望了。至少在前、中期這些新要素少到對不起官方對於四目四乃的宣傳。另外遊戲玩到越後面越不像思考型肉鴿,反而在考驗反應和走位技術。超級討厭坪庭旁邊的紙門拉開就有妖怪衝過來這設計,不能事前預測房間裡面會有什麼。到了天圓寺這關有很多需要引誘妖怪到其他房間陷阱的情況,但是妖怪常常會被地形卡住,導致明明有3隻結果只引到2隻,還有進入房間之後如果太快退出來,妖怪會沒有反應,但是太慢出來又很容易被妖怪攻擊到,此類狀況太多了。然後建議可以多加一些妖怪叫聲,例如1隻僧兵和3隻百鬼僧兵隔著門的叫聲都一樣,這實際上就只是考驗記憶
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