
Explore, fight, and produce items to grow stronger as seven distinct heroes in this silent world. Guided by the Princess, you'll delve into the Abyss and learn the mysteries of the King and his now-ruined kingdom. In a world without words, what hope is there for humanity?
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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, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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 seems so simple with a basic story to give some sort of reason to fight in a dungeon. I was drawn to it even though I thought I might get quickly bored with it. I watched reviews and game play so tried the demo and didn't want to stop playing. It just feels so fun. The Princess is extremely annoying she talks way too much about anything and everything, it's a non stop commentary, continually interrupting any deep concentration I have when trying to sort through gear and think on what to make. Then I realised there was a setting that you can choose to turn off all chatter at base camp. The game is so much better when you turn chatter off so I can play in peace. It's a simple fun game when you just want to relax and don't need something overly complex and deep to play. I liked trying to get legendary gear for every character before moving onto the next area. But but by the fourth area I just got so sick of it as couldn't get what I wanted to drop, so decided to not bother anymore as playing through the entire area takes way too long which made me feel bored and not want to keep playing. Combat can feel a bit clunky, I find the ranged characters very fiddly to accurately hit with the basic attack such as the archer and caster. I didn't find the game difficult. I liked all the characters and just played them equally. But my most favourites were the trickster, Paladin and farmer. Least favourites caster, archer and adventurer. It does end up very repetitive with barely any variation. Each area layouts are very simular to each other and only vary slightly as in one area is snowy, another autumn themed. Enemies also only vary slightly as in be a different colour and have a different element attack. It's a very average game quite fun at first, but something you lose interest in . This is a very low effort game. If there was a neutral option this is what I would rate it. It's not a good game but it's not a completely bad game either. But since I can only rate it negative or positive. I'd give it thumbs down as I kind of wish I never bought it. I'd rate it as very average and rather meh. 5/10 Don't care if I never played it. You aren't missing much if you you choose not to.
Silent Hope isn't a bad game, but it's no Binding of Isaac or Diablo. It's still a decent game for the Nintendo Switch, though whether or not you'd like it on PC might be another story. The TL:DR; is that it's about a 6.5 to 8 out of 10, depending on your preferences. Here are the factors that might sway you towards or away from this game: The Good: + The character classes and subclasses are all decently designed, and once you start unlocking other sub-classes, you gain new abilities that you can mix and match, and each main class has a few abilities unique to them (obviously). + You can reset ability point allocations to try out differing combos, which each ability capped at level 5. + You'll have a number of different options for resource refinement, which can be used to create/upgrade weapons, armor and accessories, as well as make various foods for up to three possible buffs per run. + While they obviously don't level if not used, you can get recipes for advanced equipment for any of the classes, which, on top of the craftable food buffs and the fact that you can replay any of the stages from select bonfire levels makes levelling up unused allies far easier than it might otherwise be. + Each of the heroes has ways of showing some signs of personality with their outfits and demeanor and their designs are competently made. + Return crystals are plentiful as you progress, so if you've had a rough time with a level or have IRL issues that need you to be away from the game, you can return to the surface (which triggers an autosave) fairly easily. Very useful when some levels decide to sprawl themselves out wildly. + Random portals can be found offering stronger foes that can drop more loot, as well as potential shortcut to the exit of the level if you're not wanting to deal with the current level's layout + If you have any unused potions when you die, one will be automatically used to revive you at roughly 1/4th health. + You can pet the cow. The Meh - (Things that might appeal to some and turn off others) = This is a rogue-lite dungeon crawler with not much variation in terms of map design. = Outside of the basic melee and dodge roll, each class has a maximum of 9 different abilities, and can only preset up to 3 at a time. = Crafting Equipment, upgrading equipment, cleansing cursed item recipes, and crafting food is instantaneous. Refining wood, ore, growing seeds and getting animal products can ONLY happen if you spend time clearing enemies/levels in the dungeon. = Upgrading equipment requires runes as well as upgrade parts, the latter of which is only gained from desynthizing other items. = The cost of upgrading equipment and skills increases based on their current level. = Some items have sockets that specialized magic gemstones can be put into and removed easily, but most do not. = You are capped at picking up 50 recipes/gemstones in a single run, but resource items like wood, ore, food and seeds can be picked infinitely. Your cap back at base is 500 of different types of each kind of item (weapon, armor, accessory, etc.) = The story is told sparingly. = Statues of the princess are found on some levels, offering an optional objective for the level for extra experience and runes, but don't inform you of what it is before activating it. It DOES warn you if you are in danger of being unable to complete it, it will never pick a challenge that you would (theoretically) be unable to complete on that floor, and there is no penalty for failing said challenge outside of the lost bonuses. These statues will automatically disappear if you walk too far away from them, so don't think you can take a quick peek at the level and then go back to get the quest for the optional objective. = You are capped at 2 healing potions and while you can occasionally get a single potion refill from various friendly spirits (as well as a free heal), when they will and won't refill a potion seems inconsistent. It feels like it's more guaranteed if you're at 0 potions. The Bad - GRIND GRIND GRIND. You will level up quickly to start, but without stacking +X% EXP buffs, expect to return to the surface to run areas over and over to get to a level where progression seems smoother. - While this IS a _progressive_ roguelite (i.e. you will never lose levels, anything equipped or experience), you will _randomly_ lose recipes and such upon death. -You will see about maybe ten or so randomly generated layouts, with your character having different start points on each variant. - Equipment can only be crafted if you have collected a randomized corresponding one-time use recipe and have the materials (which, considering some require drops from a boss monster you have even reached, you may not). - Recipes for new food buffs that you can find in the dungeon are often the same color as the lowest tier equipment, meaning if you're not a loot goblin, you may miss out on unlocking potentially useful buffs. You do get some from the princess for fulfilling various milestones, but some of those milestones can only be achieved by crafting certain recipes that ONLY drop in the dungeon. - Discarding an item/recipe in the dungeon destroys it rather than simply tosses it onto the ground where you might be able to pick it back up. - There are some cheap enemy combinations that seem designed to seriously screw over some classes (like having tanky hard-hitting enemies who will spam stunning attacks near to enemies who will try to confuse/paralyze/fear you should you manage to avoid said attack spam can make the lives of melee-focused characters rather rough in some areas) - The Princess seems determined to make up for all the time people couldn't speak by chatting your head off ad nauseam while you're in town. And don't think muting the sound is a perfect answer, as her captions can sometimes block information when you're in the various menus. Navi has NOTHING on this princess if you're not quick in the menus. - No dog that you can pet. :(
[H1]TL;DR: A decently good story, stuck under a game that simply isn't that fun to play, due to HP sponge combat and time-wasting false path navigation with no way to just zoom out to see more of the map.[/H1] [hr][/hr] Silent Hope is one of those games where if you can't invest in the story, the game won't appeal. And the story is spread out over the entirety of the game - so if you're not into dungeon crawlers, this won't keep your attention, because that's 95% of the game. Put simply: this is actually a very dark story. Without spoiling things: a tragedy befalls a kingdom, resulting in its princess being trapped in a crystal made of her own tears. The king has flung himself into the Abyss, and seven warriors are brought together, tasked with locating him. The problem is, none of them can speak (thus the name "Silent" Hope). A lot has been made of the fact the Princess is so chatty. That was clearly done on purpose; the Princess is reminiscing while overseeing the warriors, and they might want to respond but cannot. If you were there, it's likely what would happen. Once you reach the first "ending", you get a basic idea of what happened to the kingdom. Each level is basically a memory of various events that happened, and the Princess recalls each, telling her version of events. The monster encyclopedia essentially spoils what happened if you take the time to look (many don't). There's another ending after this one. We just couldn't bring ourselves to go through it. The dungeon parts are a slog primarily because of false paths HP sponge enemies. The game wants you to constantly swap out heroes, which gives a boost each time, but we prefer to settle on a single play style for our fun. So for us this brought things down a notch. It's really difficult to recommend this game UNLESS you're a kind of gamer who (A) really enjoys dungeon crawlers and/or (B) really enjoys a good story and are willing to suffer through a generic (sometimes mobile-feeling) game to get it. Because it really is a good story, buried under a game that really isn't all that fun.
review
Look Tbh, I got this on sale because theres NO WAY id pay 40 USD. however for the price of 12.99 this game is worth the time you put into it. you can beat the game in about 40-60 hours. this game is incredibly simple which i found to be charming to be honest. too many games especially RPG types have become too complicated just to do simple things. This game takes subtle grinding, and simple dodge mechanics and turn them into a nice world you can explore without feeling overwhelmed. the only bad thing i can say about it is that the princess is incredibly annoying. as soon as i could i turned off all voice acting in general. because literally she is the only that will speak in this game. also some of the classes seems entirely clunky. specifically farmer and caster and mid game adventurer. but in the end they all end up being decent enough. Catch this one on sale and you wont be disappointed. 7/10
我家的狗看到我在玩芙蕾德利卡,连夜给我下载了热血传奇
Silent Hope begins with a premise that feels like a somber fairy tale told around a dying fire — a kingdom robbed of its voice by a king who, consumed by despair, stole the words of his people and cast himself into a depthless chasm known simply as the Abyss. His daughter, the Princess, now sealed in a massive crystal teardrop, can only watch over the silent ruins of her homeland. Into this muted world appear seven lights that take the form of seven heroes, each mysteriously drawn to the Princess and compelled to descend into the Abyss to uncover the truth behind the kingdom’s downfall. This setup gives Silent Hope a melancholic framing that sets it apart from typical action RPGs: despite its vibrant visuals and cute character designs, the story is rooted in loss, mystery, and the hope for a voice to return to a world that has forgotten how to speak. At its heart, Silent Hope is a dungeon-crawling action RPG built around a cycle of descent, discovery, and return. You select one of the seven heroes — each representing a different combat archetype — and plunge into the Abyss, a multi-layered dungeon filled with monsters, resources, and treasures. The heroes range from sturdy melee fighters to agile skirmishers to ranged and magic-focused characters, and switching between them creates noticeably different rhythms in combat. Each expedition into the Abyss is designed to feel self-contained: you fight through rooms, gather materials, unlock shortcuts, and challenge tougher enemies as you progress downward. When you return to the surface, you use the loot to craft new gear, refine materials, cook meals, or upgrade equipment, which then feeds back into deeper, more demanding dungeon runs. This loop forms the backbone of the experience and is structured to feel both manageable and satisfying in short bursts. Combat is fast-paced and cleanly designed, relying on simple combos, dodge mechanics, and skill cooldowns to give each hero a distinct personality. Some characters reward risky, close-quarters aggression; others emphasize positioning or crowd control. Switching between heroes not only keeps the combat from feeling stale but also encourages experimentation, especially since certain characters excel in specific zones or against certain enemy types. While the combat never becomes too complex, it is responsive and fun, giving the game an accessible action feel without overwhelming the player with excess systems. Many of the strongest moments in Silent Hope come from falling into a comfortable flow — sliding between dodges, unleashing skills, and clearing out groups of monsters while watching your chosen hero grow stronger. The hub area between dungeon dives acts as the quiet heartbeat of the game. While the characters themselves cannot speak, their personalities come through in how they work: one smiths weapons, one cooks, one processes resources, and others handle various support roles. This system allows the heroes to contribute to progression even when they aren’t actively fighting. Returning to the surface after a long run to manage crafting, upgrade equipment, and plan your next dive offers a pleasant rhythm that breaks up the action and gives the world a sense of community — even if that community is rendered silent by the game’s lore. It also reinforces the idea that the heroes come from unknown origins but share a unified purpose in restoring what was lost. However, Silent Hope’s strengths are tied closely to its limitations. The narrative, though charming in concept, rarely digs deep enough to resonate. The Princess’s narration provides some emotional touchpoints, but the plot primarily serves as a backdrop for repeated dungeon expeditions. Players who enter expecting a story-driven journey will likely feel underserved, as the game’s tale progresses slowly, lightly, and often predictably. The silence of the characters, while thematically meaningful, also restricts opportunities for character development or emotional connection. The heroes are effectively archetypes with endearing designs rather than fully realized personalities. Repetition becomes a noticeable issue as the game continues. While the Abyss shifts layouts and offers new biomes, the core loop remains the same: dive, loot, return, craft, repeat. Enemy variety increases but not dramatically, and the structure of each floor begins to blend into the next. Those who enjoy grind-oriented RPGs may find this meditative and rewarding, but players looking for evolving mechanics or escalating complexity may find the game plateauing earlier than expected. The crafting system, too, can feel overly busy, with a constant need to refine materials or process components before they can be used, adding layers of menu navigation that sometimes slow the pace. The game’s visual direction, while charming, occasionally works against the darker themes at its foundation. The environments are colorful and stylized, and the heroes’ chibi-like proportions make the world feel whimsical rather than dangerous. While this doesn’t diminish the fun, it does create tonal dissonance that may keep the more emotional aspects of the story from fully landing. Moreover, though animations and effects are polished enough for a mid-budget title, the game lacks the visual impact or dynamic detail that might elevate its atmosphere beyond pleasant simplicity. Silent Hope, taken as a whole, is a gentle, action-focused dungeon crawler that thrives when enjoyed for its rhythm rather than its narrative depth. It offers a variety of playstyles through its heroes, a satisfying gear progression loop, and a consistent sense of forward momentum. It’s easy to pick up, enjoyable in short sessions, and structured in a way that rewards gradual, steady progress. For players who appreciate approachable action, colorful worlds, and relaxing repetition, it provides a dependable and engaging experience. For those hoping for a richer story, more dynamic dungeon design, or more robust mechanical depth, it may feel too restrained or too safe. In the end, Silent Hope succeeds as a modest yet well-crafted adventure, delivering a world touched by sorrow but wrapped in charm. Its silence is both its theme and its limitation — a quiet tale told through action, routine, and the unwavering resolve of its voiceless heroes. Rating: 7/10
일단 하드 7층까지 진행한 상태고 엔딩은 진작에 봤음 일단 스킬 단축키가 3개로 한정되어 있다는게 어이가 없었음 2차 전직까지 합하면 총 9개의 스킬이 있는데 버프가 각 캐릭터 당 최소 2개이상임 근데 단축키창은 고작 3개 버프를 왜 만든거임? 애초에 이 게임은 괜찮은 공격 스킬 2개로 돌릴려면 스킬 쿨타임 최소 -40%까지는 맞춰야 가능한 게임인데 -40%를 맞출려면 최소 7랭크 이상템에 마석 2개에서 사기치고 요리까지 먹어야 가능한 수치임 그것도 쿨타임 13초 넘어가는 스킬들만 있으면 불가능에 가까움 근데 그걸 할려면 최소 하드 5층까지는 진행해야 가능한거라 문제임 단축키창 3개를 유지할꺼면 버프스킬 자체를 만들면 안됐고 버프스킬을 패시브화 했어야 함 솔직히 말하면 그렇게 패시브화 했어도 제대로 된 성능을 낼까 말까함 차라리 초반에 단축키창 3개로 시작하고 각 난이도마다 5층 보스를 깨면 단축키창을 1개씩 해금하는 구조로 했어야 했다고 봄 암살자, 궁수 망겜임 암살자 습격으로 필드 돌다가 보스전에서만 궁수로 바꿔서 하면 다 할 수 있음 나중에되면 암살자는 필드에서 습격으로 애들 한방에 죽나 안 죽나 그거에 따라서 클리어타임이 2배넘게 차이나고 아쳐는 그냥 스킬 3개 돌릴려면 보스 약점속성에 맞게 치면 되는거라 2캐릭터로 다 할 수 있는 게임임 근데 각 캐릭터 고유 패시브 버프를 받을려면 한번씩은 거쳐가면서 해야되는거라 이것도 은근히 짜증났음 캐릭터간 밸런스가 너무 심하게 무너져 있음 그나마 차선책으로 전사, 마법사 정도가 2차 전직하면 할만한데 6층 보스를 깨고 2차 전직하기 전까지는 심하게 말하면 쓰레기 수준이고 농부, 검방맨은 최악의 성능을 자랑하고 격투가는 보스딜은 그럭저럭 쓸만한데 필드에서는 그냥 농부, 검방맨급임 그리고 약점속성빨을 너무 과하게 받음 그냥 약점 속성이면 몹한테 2배이상 데미지를 줄 수 있고 저항 속성이면 원래 데미지의 반정도밖에 안나오는게 헬임 거기다가 방어속성도 반대 속성이면 엘리트 몹한테 평타 한대 쳐맞으면 반피 가까이 날라가는게 어이가 없음 아무리 컨트롤을 잘한다 해도 궁수가 아니면 거의 붙어서 싸워야 하는데 실수 조금이라도 하면 쳐 맞을수밖에 없는데 속성 밸런스도 적당히 맞췄으면 좋았을것 같음 방어 효율이 속성때문에 너무 저효율임 거기다가 크리티걸 확률과 회피도 속성빨 받아서 상대적으로 적용되는게 어이가 없음 차라리 레벨차이로 했어야 했다고 봄 진짜 캐릭터간 밸런스는 버프스킬 지속시간 늘리고 단축키창만 4개 버프스킬 패시브화 또는 5개로 늘렸으면 지금보다 덜 붕괴수준이었고 게임의 재미도 더 업했을것 같다는 안타까움이 있음
it took about half a year to chip away at the 100% but I would say it was decent. It's very imbalanced and some of the abilities are just crap. Some bosses are the worst ones I've ever seen in video games. AI randomly breaks with some enemies just snapping out of CC or speeding up/skipping their attack animations. Trap & enemy placement can be straight up annoying. The equipment system is simplistic and kinda boring RNG. But if you're looking for a classic style town hub + dungeon floors, this is an okay pick. For $9 or less, sure.
Jugandolo en el 2025, bastante bueno. Mi review: https://youtu.be/zQzXffAAuAo
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