
Sliding Hero is a top-down puzzle Metroidvania where movement is key—think carefully, as once you start sliding you won’t stop until you hit something! Imprisoned in a sinister 1700s Venetian villa, explore a world of Carnival mystery, solve devious puzzles, uncover secrets, and unmask your fate.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sliding Hero is a brainteasing, explorative puzzle game where you can only slide in a single direction until hitting an obstacle.
Will you outsmart the villa’s many trials and unmask the truth behind your imprisonment?
Imprisoned in a sinister Venetian villa, use your wits to help Luca Sicomoro, a Serenissima military man, escape. Every move is a test of strategy, turning movement into a puzzle. Navigate a dark and intricate world inspired by 1700s Venice and Carnival’s masked mystique, where danger and deception lurk in every shadow.
Use environmental hazards, weapons, artefacts, and your momentum to dispatch enemies and avoid deadly traps. Each encounter is a skill test, where puzzle-solving and combat seamlessly intertwine in an easy-to-learn, hard-to-master movement system.
The villa is a maze of hidden passageways, locked doors, and secrets waiting to be uncovered. Unlock new tools that let you backtrack to previously unreachable areas, forge shortcuts, and interact with the eccentric and enigmatic characters who dwell within.
Step into a beautifully hand-drawn pixel art world steeped in the elegance and unease of the Carnival of Venice. A haunting, original soundtrack inspired by Italian Baroque melodies enhances the atmosphere as you piece together a story of mystery, fate, and self-discovery.
A unique puzzle-combat system built around momentum-based movement.
Multiple weapons to unlock, each with a specific puzzle mechanic
An atmospheric Venetian setting, blending historical beauty with eerie fantasy.
Nonlinear Metroidvania exploration—discover new abilities to open fresh paths.
Engaging and devious boss fights, where strategy is key.
A fast-paced movement system designed with speedrunning in mind.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《滑步奇旅》是一款以“惯性滑行”为核心机制解密类类银河城游戏,同样使用此机制的作品也有不少,比如快刀小金、超级滑刃战士等但都没能像本作这样在解密部分如此深耕,做出有别于其他解谜游戏的作品。它没有那些华丽大作的丰富与爽感但却在策略上极尽巧思把一次移动都成为策略的延伸,为玩家带来了一段“滑着走”的奇妙旅程。 首先游戏的核心机制简单直接,就是移动只能一步到底,这一条规则贯穿游戏始终,不同于大多数游戏自由移动的便利性,本作这种独特的移动机制就是游戏解密的钥匙,每一步移动都是充满博弈的策略题,你需要提前规划路线,利用地形反弹改变方向,甚至借助敌人的碰撞完成迂回,比如将自爆僵尸推向陷阱,用它的爆炸摧毁拦路障碍,或是借助敌人的身体作为临时支点调整滑行轨迹。 而且游戏的难度算是相对较为合理的,整个过程的谜题设计层层递进,从初期的路线规划,到后期融合机关、陷阱与敌人特性的复合型谜题,始终围绕惯性做文章。有趣的是,玩家可以在游戏初期就解锁魔法球,使用“回溯”功能,来反复尝试降低试错的成本。 此外在地图设计上游戏页结合了常规的“类银河恶魔城”的方式,通过不断解锁新功能来扩展探索的边界,打开隐藏路径,这让探索的乐趣更足,玩法更多样,惊喜的感觉页更加到位,不过缺点也不是没有,那就是场景间的移动比较麻烦。 还有一点是游戏的美术风格也比较有趣,那就是充满了意大利风情,从主角脸上的狂欢节面具就不难看出这点,整个故事的框架虽然是简单的像素风格,但是在过场的动画和人物的立绘中却十分细节,还有音效与氛围的营造同样出色,滑行时的摩擦声、碰撞时的清脆反馈、敌人的嘶吼与机关的运作声,共同构建了十分沉浸的听觉体验,它们整体构建出一个既神秘又迷人的世界,仿佛在翻阅一本意大利风格的奇幻绘本。 除了核心解谜,本作在战斗系统也围绕惯性移动展开,尤其是Boss战堪称亮点。玩家需要在滑行中躲避Boss的攻击,同时寻找其弱点,比如利用Boss的攻击轨迹反弹自己的滑行路线,或是借助场地机关制造攻击机会。这种边滑行边打的模式,也算是一定程度上打破了传统解谜游戏战斗薄弱的短板,给解密之外多加了几分趣味性,每一场胜利都带来满满的成就感。 总结来说,《滑步奇旅》是一款充满诚意的独立解谜游戏,他用独特机制构建了一个兼具策略深度、艺术氛围与独特玩法的世界。对于喜欢创新解谜、偏爱小众独立游戏的玩家来说,这款作品绝对值得一试。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
italian pokemon ice sliding puzzles got stuck a few times but had a-ha moments, very charming, ~10 hour 100% on a casual playthrough.
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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, Italian, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Didn't click with me, in almost 2 hours I didn't see any metroidvania aspect and I don't really count getting the ability to reset stages 2 mins in but even if I did, I didn't get any new abilities in that time but I don't think it's bad overall because of that so I'm still giving it a recommendation. It's a cool idea at least and the dev cares about it
buggy, but very good puzzle design
재미가 없지는 않은데, 엉성한 부분이 많아서 일반적으로 추천하기는 힘든 퍼즐 게임 1. 메트로배니아스러운 부분이 좀 있는데, 퍼즐겜으로서의 이동 시스템이랑 결합되니 그 메트로배니아스러운 요소들이 너무 피곤해짐 2. 기본적으로 방 클리어하면 그 방은 클리어 상태로 고정되는데, 좀 조잡한 부분이 많음. 함정 같은 것도 어디는 클리어하면 다 해제되고 어디는 계속 발동되고, 잡몹이 방 클리어해도 리젠되는/죽일 무기가 없어서 안 사라지고 그대로 남아 있는 경우도 좀 있고, 퍼즐요소 중에서도 클리어 했는데 저장 안 돼서 그 방 지나갈 때마다 똑같은 퍼즐 다시 해야되는 경우도 있었음 3. 기본적으로 퍼즐겜 특유의 턴제스러운 시스템인데, 몇몇 요소들에 들어간 실시간 요소가 그리 조화롭지 않아서 조잡하게 느껴짐. 특히 일부 보스전 4. 클리어 하는데 템 남는 경우 + 피 달면서 맞딜해야되는 경우 + 일부 방 리셋해도 초기화 안 되는 것들을 무지성으로 먼저 발동시키고 리셋해서 정상진행 해야되는 경우가 상당히 많아서 퍼즐로서의 완성도도 그리 좋지는 않다고 느꼈음
Desde que me topé con este título por pura casualidad he estado esperando con ganas su lanzamiento. Y ahora que Sliding Hero por fin ha visto la luz… Bueno. Sigue siendo el videojuego que un día se prometió, con su mecánica deslizadora tan peculiar que muchos recordarán de las zonas heladas de Pokémon, con puzles a cada paso tejiendo entre sí un mundo interconectado a la par que hermosísimo (¡Zaebucca ha participado en el proyecto!). Es un metroidvania basado en puzles de tipo sokoban que también se nota que toma algo de inspiración en la saga Souls tan icónica de FromSoftware para ciertas mecánicas así como en su narrativa, aunque a mí me ha recordado más a Blasphemous. Y no en particular por su género, sino por su fuerte ambientación italiana que, pese a quedarse algo corta en comparación con el videojuego español, causa reminiscencias inevitables. Si Blasphemous es una obra basada en la Semana Santa sevillana, Sliding Hero lo está en el Carnaval veneciano del siglo XVIII. No puedo alabar lo suficiente sus apartados visual y sonoro así como el ingenio que se vislumbra a través de cada puzle. Sin embargo, Sliding Hero ha salido, quizá, demasiado pronto para su bien. El juego está roto. Le ha faltado, como mínimo, más testeo. Tal y como se encuentra, me he sentido casi más una tester que una jugadora al uso. En los foros es común ver publicaciones de jugadores que han padecido softlock en sus partidas así como innumerables bugs. También ha sido mi caso, por desgracia. Los fallos son ocurrencias demasiado habituales para ser pasadas por alto: un personaje principal que desaparece, puzles que se deshacen solos, música que deja de sonar de golpe, enemigos que se vuelven incorpóreos, objetos que se atraviesan… Con frecuencia se vuelve necesario cerrar el videojuego para abrirlo de nuevo con la esperanza de que se haya arreglado algo. Es cierto y digno de mención que el desarrollador está sacando actualizaciones de correcciones casi a diario y respondiendo a todos los jugadores con problemas para solucionarlos cuanto antes, pero gran parte de esta cuestión podría haberse evitado con más pulido, porque es eso lo que Sliding Hero no tiene, al menos ahora mismo. Estos bugs y demás errores no están ocultos ni es necesario seguir una serie muy concreta de pasos para provocarlos, sino que es muy fácil encontrarse con ellos durante la más normal de las partidas. Asimismo, esa falta de pulido se encuentra presente en otros ámbitos, como por ejemplo, el mapa. Si me vas a dar un mapa, dámelo bien. El mapa de Sliding Hero es caótico y su diseño choca con el del resto del videojuego, sin posibilidad de anotar en él y que, pese a que en teoría marca cofres y puertas sin abrir, muchas veces ni siquiera elimina los iconos tras haber cumplido su función. Esta cuestión se agrava con el viaje rápido, que sigue un método muy extraño a la hora de decidir destino, mostrando sólo parte del mapa y ausente de nombres de localizaciones que provoca que a veces cueste discernir cómo llegar bien al destino. De la misma manera, su progresión también refleja ese caos. Sliding Hero no es lineal sino que su estructura se asemeja a la copa de un árbol, con numerosos caminos para elegir. En la práctica, es fácil sentirse perdido y sin sentido de dirección, con caminos que te permiten el avance para cerrarlo de golpe y así sucesivamente, de una manera que no resulta satisfactoria. Carece de la elegancia a la hora de diseñar un mundo interconectado que suele atribuirse a los metroidvanias; aquí el avance se siente a trompicones, como un ejercicio de prueba y error constante, ya que ni siquiera el mapa parece dispuesto a ayudar. A pesar de todo, me lo he pasado muy bien jugando a Sliding Hero. Es un título con un sinfín de problemas de salida, con tantos bugs que lidiar con ellos parece convertirse en un trabajo y con una historia bastante insípida para mi gusto en la que ni se contempla algún tipo de justificación narrativa para su sistema de movimiento. Pero, aunque estos elementos eclipsen sus momentos de brillantez, yo no quiero ignorarlos. Porque deslizarse por unos parajes tan bellos es algo que me ha tenido embobada y porque su música me ha acompañado en la resolución de decenas puzles de lo más ingeniosos con sus resoluciones satisfactorias. Admiro esto último en especial debido a la dificultad de su planteamiento y aprecio mucho el giro que da a cada acertijo la inclusión de armas, cada una con sus peculiaridades. Por mucho que el resto pueda cojear, los puzles gozan de buena calidad. Con todo, Sliding Hero tiene sus luces y sus sombras, y me quedo a la espera de que unos cuantos parches consigan disipar tanta oscuridad.
Reviewing this to put a pin in it honestly and move on. I don't think it's for me and I wish I had refunded it long ago, but it's certainly not a "bad" game. As much as I [i]think[/i] I may enjoy Sokoban puzzles, and I certainly [i]do[/i] enjoy Metroidvanias, the melding of the two doesn't quite work for me. The feeling of not being sure whether I can't solve a room because I'm an idiot, or--on the other hand--because I lack some key ability upgrade is... not my idea of a great time. I won't give this a negative review, though, given it's likely a skill issue on my part and a matter of taste. This game will definitely appeal to someone, but I think I'm good.
I have a hard time understanding why the sokobanvania subgenre was invented. Who is going to buy them? It appeals to almost no one. The subgenre is stillborn now but man that was a weird time. Anyway, this is one of the better ones but I still quit early on because I got bored, because it is a sokobanvania.
Frustrating execution of a par puzzle game. There's a surprising amount of bugs and glitches where only a few patches later did the gates not turn into a confusing pair of bars when open. Ultimately the puzzles just aren't that exciting to solve and the more "exciting" fights are just minor memorizations. I've found every weapon, I've gotten the rosary, but I have no idea if I'm locked out of the villa due to a glitch or any sense of where to go next. Solving rooms gives nearly nothing in rewards but doors to new rooms, but the puzzles don't get more interesting either. There's just no sense of direction or progress.
Good challenging game, enjoyed every bit of it, there are quite a few mechanics that let's you really think how you'll plan your way to move forward
Players by region
Where this game's players are, estimated from review languages.
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