
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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Stats
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
Some times you just wanted to venture down into the abyss, using different classes of heroes, grinding, upgrading, unlocking new gears, skills, and other things. For those times, Silent Hope fits really well. The story is there, it's nothing to write home about but interesting enough to amuse you from time to time. The goal here is to relax, fighting monsters, collecting loots, unlocking achievements, and this game does just that. If I could change something I'd want some more quality of life features, such as auto or batch production, the ability to swap characters to see their stats while shopping for equipments and maybe some more variety in skills. This is a perfect game for long flights and relaxing nights, get it while it's on sale.
Lovely graphics, decent concept, but... Boring... The game is quite enjoyable for for first bit but get old and boring later on since things don't change. Some might enjoy that but its too simplistic and basic to the point I feel ripped off even with a discount. You get 7 playable characters(great idea overall allowing people of any player type play style including pitchfork/farmer style?), 6 of which get a profession like thing to do on the surface level, the crybaby princess is annoying as hell, levels are slightly different and enemies are too... I got to the 3rd area which is 22 floors down(10 for the 1st, and 12 for the 2nd). Hopeing 3rd area would introduce something new since 2nd did not but yet was disappointed... Its just a bland copy and paste of basic mechinics with no new progression mechanics which gets boring. Not worth the 40 CAD, maybe 20 tops even though I paid less and still felt scammed. Not enough content.
序盤しかやってないけど面白くなさそうです キャラの表情が気になる 声優はとてもいい 体験版をやってから購入をすればよかったと後悔。
디아블로2와 비슷한 게임
Good roguelite gameplay with a unique story that sets it apart. The dungeon diving is satisfying and the progression keeps you engaged. There's more to this game than meets the eye.
Unfortunately, couldn't stomach this until even the "end" of the main story. Silent Hope draws you in with an artstyle much like Bravely Default, a interesting fairy-tale-like premise, and easy-to-understand combat in a roguelike dungeon. I played this at a PAX event and had been looking forward to trying it, and bought it on Switch. It was indefinitely shelved because the convenience of PC play pretty much killed my desire to drag the Switch out of its bag. Later on, I found out it had released on PC and decided to buy it at a very big discount and wanted to give it a try. However, once I got my hands on it again, I started drawing uncomfortable parallels with Cuisineer, another cutesy game with a simple combat style revolving around gathering resources. I will say at the least, Silent Hope does better than Cuisineer at respecting your time: I never felt I had a drought of resources, collecting resources was as simple as a single attack, I only just recently discovered the bag can even get full (meaning the bag is big enough that I never noticed), and upgrades to your equipment is simple and actually has an impact more than a single stat point. The problem comes in with some more fundamental aspects. Map design. Maps are randomly generated and have multiple elevations to navigate, with some traps to avoid/exploit. Problem 1: only ramps can get you between levels. It would make sense if you could drop down from a higher level to a lower one (provided a gate isn't blocking your way) but this isn't the case. Every level is a maze in the worst way, often requiring lengthy detours to get to a lower or higher area, all the while enemies with projectiles can take potshots at you. Problem 2: multiple dead ends. This is super lazy. You can tell all these dead ends are meant to be the possible connectors for floor layouts, but instead of cutting them off, they're left with a little blockade at the end. Multiple times I've been fooled into backtracking to a dead end because the fog of war on the minimap didn't fully show it was a dead end, even though I'd seen it earlier and just forgot, not uncovering it on the map because I didn't walk directly into it the first time. Problem 3: trap design. It starts fairly simple with some explosive kegs you can light to do damage to enemies at the risk you yourself get caught, but starting at the ice zone, they get stupid: snowballs that home in on you, getting bigger as they travel and plowing through everything until falling off a ledge, and worse, lava traps with unclear timers blocking critical routes through a dungeon you have to be constantly wary of. I actually gave up on playing through this game in the lava zone, zone 4. The new lava traps combine with enemy design that starts to get unfair. Very tanky enemies with explosive ammo and kiting enemies that have quick projectiles. The enemy designs also repeat a lot in this game, and this zone brings back some of the more annoying enemies from earlier in the game. Now lets talk about our heroes and combat. There are 7 characters to play as, each with a starting movepool of three different moves. Later, you unlock two classes for each character, with more stats and the ability to mix and match moves from different jobs. I didn't make it far enough to get the third job for anyone, as that requires getting to the postgame, which effectively means that a third of everyone's moveset isn't even available for the main playthrough. This is unfortunate as many characters' movesets just are not great. I'll briefly go over my experience with each character. Wanderer: The worst melee. Has moves that can interrupt enemy attacks, but not powerful enough to kill anything quickly, which is a problem. Also starts with a defensive buff move as one of his first skills, which is just an entire waste of a slot. Warrior: Slow melee class with wide hits. Very effective when outnumbered, really shines once you get an upgraded class with a spin attack. Has a high HP pool and can take a hit, but standard attacks can feel clunky and way too slow. Rogue: Fragile, but incredibly mobile hit and run melee character. Probably my favorite class, has a unique blink/dodge that can move through enemies to get out of bad situations. A lot of her moves also blink through enemies allowing for quick repositioning. Probably the best base moveset, with Sneak Attack being my favorite move in the game (from her first upgraded class). Archer: Bow and arrow ranged playstyle. Very standard moveset to start with. The scattershot fired point-blank is probably only second to Rogue's sneak attack for damage, though less risky. Gets way more fun with his Bomber class upgrade to rain bombs on enemies from across the map. Second favorite class, probably the most survivable. Farmer: Gimmick melee class. Only barely more fun than Wanderer, has a slow charge that knocks enemies too far back to follow up, a poison butterfly with a windup that will get you killed and a confusion status that doesn't last long enough to have enemies fight each other, and a gacha vegetable buff with random unreliable effects. Range class upgrade adds better moves, but more boring. Fighter: Melee class, shortest range, highest DPS. Good for bossing or fighting anything one-on-one. Suffers when dealing with multiple enemies, but gets better all-around when unlocking her upgraded class, gaining an uppercut with decent AOE and a ranged hadoken that does massive single target damage. Her starting speed buff can be upgraded to have 100% uptime at max. The parry on the upgraded class will get you killed. Caster: Magic/ranged class. Has a black hole meant to help with a lot of enemies, but the explosion spell doesn't do enough damage, so you're likely to get surrounded after the first shot if you don't kite. Gets slightly more interesting with his class upgrade spell that gives rotating orbs that linger a long time, but he's so slow at everything you have to start casting a mile away to not get punched in the face. I don't particularly have anything else that's big enough to talk about at length, but I'll rattle off a few other things that bothered me: - Workstation menu starts at the top every time, making me scan through the list 5 times to produce 5 of the same material. No option to reassign materials to the production list, list doesn't remember last position. - Workstations require you to babysit them: when a craft finishes in the dungeon, a workstation won't produce anymore until you manually leave the dungeon and reassign crafts. - No option to review current workstation progress from the dungeon. - Some stat bonuses are laughably small. What the hell am I supposed to do with "-2.1% dodge cooldown"? The dodge has a second cooldown already. Most food also gives laughably small buffs so they're not worth using. - Swap-out stat bonuses are granted for swapping characters mid-run, but this requires you to spend way too many resources gearing up every character, and also slowing down their experience progression. Also, said stat bonuses aren't even clearly labeled outside of checking a crystal and only display the stat your current character will provide. - Only three moves can be assigned to a character at a time. This makes gameplay stale. Left trigger is entirely unused and could have allowed more options at once (like hold Ltrigger + button for attack). - For christ's sake why are you giving me challenge objectives to use a move I haven't learned? Yes, I can reassign my points to learn the move and use it, even in the dungeon. No, I don't want to have to remake my build twice for this stupid challenge. There's a reason I'm not using it. tl;dr: This game feels like it was designed to be a mobile game. Charming artstyle and premise, shallow gameplay loop, grindy progression structure. If you ever decide to play this game, forget a Pokemon "keep the team even" approach, pick a character you like and bet it all on the starter.
Jogo deveras divertido
[h1]キャラかわいく明るい系のハクスラ続編希望[/h1] 全キャラ最終職解放、ノーマル・ハードでクリアした後のレビューです。 [h2]◆総評◆[/h2] 定価が5478円なのでそれだとちょっと・・・という感じですが セールで1643円で購入したので大満足です。 定価3800円とかなら評価かなり高くなってそうなタイトルです。 ハクスラで周回回すに当たってはグラや雰囲気重いと滅入るので明るいハクスラは貴重。 マーベラスさんには是非続編を作ってもらえたらなと思えるタイトルでした。 [h2]◆良かった点◆[/h2] 【ストーリー】 ルーンファクトリーと同じ柔らかい世界観の雰囲気に反して背景は結構重め。 カブがメインの野菜であったりとルーンファクトリープレイ経験者には親しみやすいです。 ストーリーはハクスラに沿ってコンパクトですが予想外にプレイのボリュームありました。 エンディング?スタッフロールのギミック始めてみたタイプで感心しました。 【システム】 軽快なアクションハクスラです。 7キャラはそれぞれ個性がきちんと別れていてかつ 苦労の度合いは違えどどのキャラでも進めていくことができますし、 交代バフも強いので7キャラの装備を充実させていく楽しさがあります。 【キャラクター】 言葉が奪われた世界ということで7人の主人公は会話しないのですが その代わりに明るいお姫様が熱心に語りかけしてくれます。 なかなかないタイプだったので新鮮でした。 7人は喋らないままなのかな・・・と思いきや。 【グラフィック】 充分な綺麗さでキビキビ動きます。 解像度をFullHDに抑えればノートPCでも余裕で遊べました。 カメラも結構引き気味でフロアが広く表示されていて良いです。 【戦闘・難易度】 (一部除く)敵の攻撃頻度やモーションが不快ではなく遊び安いです。 ダンジョン内のトラップを活かして倒せるのも良いです。 1層目のマップを見ると携帯機向けゲームにありがちな 小さいフロアが断続的に展開していくだけなのかなと思ってしまうのですが 4層目以降になるとフロアがかなり広くなり キャラクター交代でのリソース回しを考える必要が出てきます。 【UI】 メインのキーの再割り当てが可能でWASDorESDF移動かつ キーボードのみやキーマウで操作できるのがとても嬉しいです。 キーマウでプレイすると移動はキーボード攻撃方向はマウスで立ち回れるので 敵の攻撃をかわしながらの攻撃がとてもしやすいです。 スキルはマウスの親指ボタンやチルトホイールに割り当てています。 かなり評価ポイント高いです。 【BGM】 拠点・ダンジョンともにとてもシーンにマッチしていて良いです。 [hr][/hr] [h2]◆いまいちな点◆[/h2] [u]次回作が出るなら改善して欲しい[/u]と思うことを記述してます。 【ストーリー】 同じハクスラのhadesのように多数の人物のストーリーや絡みがあっても良いかなと思いました。 【システム】 装備変更が拠点のみでしかできないのと ダンジョン内の限りある指定場所でしかキャラを変える事ができないのが本当に惜しい。 もしこれができればモンスターの弱点などに合わせてキャラを切り替えて 攻略する楽しみと万遍なく育てる意味が出るのに。 ハクスラなので要らない物はガンガン捨てていくのですが ツヨクナールに変換して糧にできる装備や面影と違い 魔石は獄微小のルーンにしかならないのが残念。 装備品に付与されるオプションがランダムかつ厳選や鍛えることができないのが残念。 それこそ要らない魔石を糧にしてできれば良いのに。 【戦闘・難易度】 属性補正がかなり強いのと 装備変更が拠点でしかできないことと操作キャラを切り替えるポイントが限られていること 同じマップに対となる属性のmobが配置されていることから苦手な敵はスルーする判断も必要になり それはゲーム性上がって良いのですが、モンスターハウス的な全て倒さないと先に進めないギミックのところでは こちらのダメージは通らず、mobからのダメージは致命傷という詰みに近い状態になってしまうのが辛かった。 一部の遠距離mobの攻撃が速く段差を飛び越えてくるのでかなり不愉快です。 【UI】 [list] [*]キャラの移動だけでなくメニュー画面もESDFで上下左右操作できるようになってくれればとても良かった。 [*]料理を作る際に1つずつなのが操作量増えて煩わしい。 [*]キャラチェンジ選択画面でそのキャラのキャラチェンジボーナスが表示されない。 [*]後半マップが広くなり、移動にダッシュを多用することになるので攻撃同様に押しっぱなしで連続発動するようにして欲しかった。 [*]ヘルプの情報量が乏しい。状態異常がかなり強力なのですがヘルプに項目すらないです。 [*]ハードモードが加わるとそれまでの全ての材料に上質が加わるため メニュー送りするのが大変。タブなどで分けてくれれば良かった。 [/list]
jogo bom, gostosinho de jogar, passa o tempo e vc nem vê, porem joguei pouco ainda, mas ta divertido.
yes, super fun no thinking game for when you've played to much ttrpgs and need a brain break. BUT DO NOT BUY UNLESS ITS ON SALE.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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