
SIRO — As children, our dreams are pure and burning, yet fragile. Growing up brings compromise, and with each one, those dreams fade a little. As ordinary people, we are inevitably drawn into the fray.
Modeled estimate, not a reported figure. How we estimate →
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About
Game alternates between combat stages and narrative segments.
The story sections use different visual styles to reflect the character’s inner journey through different stages of life, so the visual style may shift between segments.
Developed by a single creator. A tight, cohesive experience.
The core combat is built around Super Armor Break.
Precise parries, well-timed dodges, and dealing damage all build energy, which can be unleashed at the right moment to interrupt enemy attacks and gradually take control of the fight.
The game offers multiple offensive options, including high-risk techniques that deliver equally high rewards when used with proper judgment and execution, resulting in impactful and satisfying combat encounters.
The game follows a linear narrative structure, with the journey unfolding along a fixed timeline.
Players move through several distinct yet interconnected stages, transitioning from light, pure moments to increasingly complex and oppressive confrontations.
Changes in environments, characters, and gameplay form an allegorical journey of growth and transformation.
Certain meanings are never stated outright, and are instead left for players to interpret through their own experience.


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, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish
Reviews
The combat doesn’t feel like a typical Soulslike at first. Feels pretty fresh. It’s still quite challenging though and feels different from most action games I’ve played. The story is unexpected. The game literally opens with a plane and for a second I thought I launched the wrong game. When it finally clicked what that plane meant I couldnt help but laugh. I have a full-time job so I definitely appreciated the office part. Pacing is fast and the game doesn’t waste time. Some parts feel rough around the edges and it’s quite short, you can tell it was made by a small team. But there’s real creativity here.
+REP
先说不好的:第二关盾卫小怪和格斗家最后那一关的匕首恶魔做的非常好,以后别再做了。打击感刀要比格斗家好很多。战斗难度有点太高,甚至对类魂老玩家也不太友好。 机制习惯以后,节奏就有了,主要就是破甲,普攻一套输出,技能点够的话一恢复霸体就放技能,再一套输出。 结尾还算是温暖的,至于剧情,从头到尾,我都没有猜到过,说好吧,它不流畅,说不好吧,它又寓意丰富,逻辑也说得通,我倒是很想知道专业的鉴赏家它会怎么去评论你这个剧情。 我玩了20年游戏没见过这样的。。表达方式。。。。。。。 如果公式化游戏玩腻了,这游戏的创意和想法是很鲜明的。
у меня всего один вопрос что за х у й ню вы мне продали?
怎麼說呢.....玩起來遊點無語。看似很爛他真的爛,但是說他好好像也挺好的,但是以這價錢我會買其他格鬥遊戲。 我是被封面兩個帥哥吸引過來買的
首先,一人開發辛苦了,價位和內容相符的話,姑且會給好評。 再說說體驗不好的部分: 1.精力條太少不夠彈,想彈連段就算完美招架精力條來不及回復。 2.沒霸體龍捲風被硬控到死。 3.敵人破霸體後的回復時間好像不是固定的,不好抓時機連續破霸體。
It is strange but not boring and Can any1 tell me what the hell is that plane means?
Сырой непонятный продукт. После второго полета у меня виснет игра и перезагрузки не помогают, далее по сюжету не продвинуться. Боевка скудная и скучная. Цена такой игре 100 руб., и то, если хотя бы критичный баг с зависанием исправят. Возврат средств.
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Trends
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.
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