
Silan: Monster Girl Master is a soulslike-inspired monster girl capture RPG developed solo over 2 years. Experience Rance X-inspired combat, capture and train 60+ monster girls with unique skills and attributes, and explore forests, deserts, snowy mountains, volcanoes, and more.
Modeled estimate, not a reported figure. How we estimate →
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About
“Silan: Monster Girl Master” is a game developed entirely by myself over the course of two years.
It is a Monster Girl Capture & Collection RPG that combines Soulslike exploration with Rance X-inspired combat.
The combat system is heavily inspired by the masterpiece “Rance X”,
while also incorporating Soulslike elements such as:
Poise system
Execution mechanics
And a new ultimate skill charge system
The game features more than 60 unique monster girls.
Each monster girl has:
3 exclusive skills
Different combat roles and growth paths
Capture and collection mechanics using the “Monster Ring”
Enhancement and progression through “Magic Stones”
The game features a Soulslike-inspired “light guidance” exploration design.
You can obtain subtle hints through “Advice” messages scattered throughout the world,
and freely explore forests, oceans, deserts, snowy mountains, volcanoes, graveyards, and many other regions.
Each area is inhabited by its own unique monster girls.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*, Japanese*, Korean*, French*, Italian*, German*, Spanish - Spain*, Russian*, Traditional Chinese*, Portuguese - Brazil**languages with full audio support
Engagement
Hours played at review time, across 60 reviews with recorded playtime.
Reviews
Themes across 60 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
沙发,地图有点晕
刚玩,感觉蛮有趣的,作为一个新手,感觉是不是应该在第一个冒险营地就说明一下,游戏核心玩法的捕捉戒指如何获得呢?抓小骷髅两次失败之后直接没有捕捉戒指了,不知道去哪里弄了
可以的,总的来说是玩爽了
加油努力
黑寡妇在哪里 我找了 4个小时没找到。。心累。
虽说感觉怪怪的,但游戏还是挺好玩的。祝大卖
Just played some of the demo and switched to the full game. The game is a good time. I like the monster cards and putting together a team is fun. I'm looking forward to seeing the rest of the game.
很多细节没做到位,希望能改进下。 1.希望把装备栏区分为主动和被动,并增加额外的药水栏位和在战斗中不显示的被动栏。我装一个金之羽在战斗中点击会显示使用,那它到底是主动使用才会生效还是常驻效果呢?还有作者说是类魂,但药水和装备共用一个栏位,这种设计我是没在类魂游戏见过的,还有战斗中能换卡牌但是无法换装备栏上的道具,这在我看来是该优化的; 2.战斗相关系统有些地方说明太模糊。首先说属性克制,根本没有说明暗属性克制什么和圣属性被什么克制,这是要让玩家自己试出来吗?然后是BUFF的回合显示,这个很神秘,我初见以为是强度,但实际上是回合数;有些显示一回合结束的BUFF过了两回合也没结束,而有些显示两回合的BUFF过一回合倒是正常减少了,我暂且认为是BUG; 3.完全没有剧情。这年头黄油都有个明确的主线剧情了,作者做的还是经典的魔物娘类型游戏,标签上还有JRPG和类魂,没剧情这河狸吗;魔物娘的图鉴上也只有技能没有任何背景介绍,游玩一会感觉是纯粹的数值对对碰; 4.雕像的功能。我玩过的游戏UI最下面一行都是结束游戏,但这个游戏居然是把它放在倒数第二行的,由于操作习惯我已经好几次在没保存的情况下结束了游戏。然后很诡异的是,作者把属性点设置在背包(即常规在ESC或者TAB能唤出的系统),但魔物娘系统是必须在雕像处才能互动; 5.和魔物娘的互动几乎没有。我清楚独立游戏经费少也缺人力,但还是希望作者能在之后更新(如果有的话)把魔物娘的怪物图标改成像素小人,然后设置个基地,能够展出魔物娘小人然后增添一些互动。 6.时间系统。希望能增加个调整白天黑夜的功能而不是就让玩家干等; 初评就差评鞭策下制作人,之后视更新改好评
小游戏还是挺有趣的,就是一开始还是挺难的,后来选择简单难度,的确就容易多了。 总结一些个需要特别技能才能打败的boss 1,墨竹,打到最后一丝血时会在下一回合放大招,只要血多,放完大招她就倒下了。需要的一是多抓怪兽娘增加自己属性,二是有防守的技能的怪兽娘好能防住最后一击。我主推史莱姆女王,攻击高,辅助技能还是减百分比受伤,在打败史莱姆女王后到通关我一直用着。 2.女武神,忘记是什么名字了,爬塔爬到最顶端或者投币时都有概率直接传送到她那,需要晚上去打,身上要有能消除技能的怪物娘,我是在雪山抓到的一只雪狐,第二技能能消除女武神飞行技能,之后就直接一个劲招呼吧。 3.雪山巨人,雪山最后一个boss,压迫感十足,应该是需要先见这个boss。然后瞬移到商店,商店右侧有个失落的男冒险家,他会给一把剑。这个剑就是专门克制雪山巨人的。可以等技能差不多,然后用这个剑,直接破除雪山巨人的盾,然后一阵输出。 4,最后魔王,收集5枚珠子后,就能进魔王殿,刚进去就有一把勇者掉的剑,同样这回更简单,跟雪山巨人一样,这个剑就是克制魔王的。打完收官~ 完全通关7个小时差不多,全收集有时候需要多看一些提示,比如一些怪兽娘是夜晚才出现,我就是第一个光系没找到,看讨论里,大佬提示才知道的。这个游戏的隐藏通道挺多的,但最多也就在爬塔第2到第4层这几层,好多需要慢慢找。还有并不是boss就一定好用,我通关的怪兽娘是史莱姆女王,独角兽,和光系第二个点灯圣女?除了史莱姆女王以外的都是小角色。但破盾,加ap和上buff都较为上等,一些同debuff的怪兽娘用起来应该也有奇效,可惜我就是这么一套角色通关的。比较难搞的是铁史莱姆和黄金史莱姆,铁史莱姆纯需要攻击次数,但前期得到铁史莱姆实力可以说是飞升,能顺利打败很多怪兽娘。金史莱姆始终没研究明白,似乎打几次后会有大的伤害,这个大伤害不知道具体数值,其他时候哪怕你破盾了,伤害也是不高,但金史莱姆甚至没铁的好用。 后期攒到100个小徽章换金剑,攻击力也挺可观,直接破1w血。属性克制这一方面,或许因为我用简单来玩,而且培养一套属性还是挺消耗材料的。 另外挺想吐槽的,打宝箱怪会掉藏宝图,晚上回一开始的营地左侧会有小偷,可以跟她交换藏宝图,一个藏宝图碎片会给你一个万能钥匙,问题就在这,一些地图会有锁住的宝箱,有的时候哪会记得这些宝箱位置!给她全部碎片会给你个无限用的万能钥匙,我还得重新找一遍? 女神像偶尔能掉装备,比如金色羽毛银色羽毛。我在前期得到一个幸运骰子,这个属于神器~还有能加法攻的戒指等,我也没能一直sl大法去刷。除了上述特殊boss以外,其他boss无脑过就行了,反正我选的轻松难度~
迷宫部分还有优化的空间 赞美
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
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
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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