
As heir to the fallen Divine Beast Sect, restore your clan by exploring procedurally generated Jianghu realms, forging pacts with mythical beasts, and combining Martial Skills × Blessings × Enchantments to craft your ultimate combat style—experience intense, satisfying roguelite action!
Modeled estimate, not a reported figure. How we estimate →
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About
Soulbound Roguelike is a 2D pixel-art action-adventure game that blends Roguelite combat builds with creature collecting. To revive your Sect, you must dive into dangerous Mystic Realms, find various Divine Beast companions, and lead your Sect back to become No.1!

▸ Build Playstyle: Choose from 4 martial arts: Blade, Gun, Fist, or Energy Sword. Combine them with 3 Skills and 9 Enchantment slots to easily define your unique combat style!
▸ Blessing Combos: Collect 140+ combat Blessing Buffs. Combine specific Blessings to activate powerful "Bond" effects.
▸ Permanent Growth: Practice techniques to upgrade stats—Max HP, Crit Rate, Beast Power... Every run makes you stronger than the last!

▸ Divine Beast Collection: What hatches from the eggs in hidden dungeons? Besides the mighty Azure Dragon and the chill Capybara, there’s even “Chicken Bro”, trained for two and a half years… Collectors, this is your paradise!
▸ Battle Companions: Ride Divine Beasts into battle or fight side-by-side. Use their unique skills to clear maps easily.
▸ Divine Beast Fusion: Will they evolve to look cooler or just weirder? No doubt, they will be stronger.

▸ Ascend the Ranking Ladder: Compete in the global Sect rankings and challenge players from all over the world in real-time!
▸ Idle Management: Unlock the "Exhibit Area" and let your beasts work to earn money for you. Enjoy the freedom of idle gains!
Soulbound Roguelike is now available on Steam! Come pet the beasts, test your combos, and experience the unique fun of "Roguelite + Taming"!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, French, Italian, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America +1 more
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
=======整体评价======= ☐ 我是SB ☐ 低劣制作 ☐ 凑合中评 √ 无印良品 ☐ 上乘佳品 ☐ 殿堂级神作 =======游戏分级======= ☐ 超级马里奥 ☐ 看不太清楚的轻微暴力 √ 不见血的打斗场景 ☐ 显著的暴力行为 ☐ 脏话连篇、血溅四处 ☐ 毒品、性、血与酒 =======游戏体量======= ✓ 小游戏:低于 1 G ☐ 体量不大:低于 10 G ☐ 中等体量:10 G - 30 G ☐ 准3A:30 G - 75 G ☐ 常规3A:75 G - 120 G ☐ 宏大制作:120 G + =======画面效果======= ☐ 红白机 ☐ 满屏狗牙 ☐ 有一定年代感了 ☐ 与硬件发展勉强匹配 ☐ 有几张不错的截图 ☐ 随手一截全是桌面 ✓ 论外:像素构成 ☐ 论外:二次元老婆 =======游戏体验======= ☐ 不如去玩空当接龙 ☐ 容易弃坑 ☐ 勉强能撑到通关 ✓ 主体过程令人愉快 ☐ 有很多印象深刻的亮点 ☐ 值得铭记 =======音乐效果======= ☐ 就像100个指甲在墙上刮的声音 ☐ 90年代初期的电子配乐音效 ☐ 勉强能听 ✓ 融入感较强 ☐ 顶级享受 ☐ 我要买OST ! ☐ 似乎没有听到音乐 =======剧情体验======= ☐ 这游戏没剧情 ☐ 平庸俗套 √ 简单但偶有惊喜 ☐ 某些地方值得深挖 ☐ 久久回味,源远流长 ☐ 太长了,懒得看 =======操作手感======= ☐ 反人类 ☐ 钢琴10级 ☐ 复杂但自有逻辑 ☐ 丝滑无比 ✓ 你的奶奶都能玩 ☐ 不需要操作 =======游戏难度======= ☐ 可以一边睡觉一边玩 ✓ 手残人士必备 ☐ 有些基础的学习量 ☐ 20小时还没入门 ☐ 魂系标准难度 ☐ 抖M最爱 ☐ 你被游戏玩了 =======游戏寿命======= ☐ 恶意延长游戏寿命:- 100 ☐ 短小精悍:10 小时以内 ✓ 值得回味:10 - 30小时 ☐ 意犹未尽:30 - 50小时 ☐ 内容丰富细节充实:50 - 80小时 ☐ 可能没时间打通关:80 - 120小时 ☐ 令人望而生畏:120 小时以上 ☐ 刷子游戏,再来一局:∞ =======肝度======= ☐ 没什么需要肝的地方 ✓ 可肝可不肝 ☐ 肝肝更健康 ☐ 肝癌患者前兆 ☐ 医院挂号等换肝 =======同乐人数======= ✓ 禅(独自沉浸) ☐ 双人同行(2 - 3 人) ☐ 寝室同乐(4 - 10 人) ☐ 开个派对(10 - 20 人) ☐ 令人愉悦的pvp ☐ 令人厌恶的pvp =======性价比======= ☐ F2P ☐ 坐等白嫖 ☐ 75% off 可入 ☐ 50% off 可入 ✓ 25% off 可入 ☐ 首发原价,G胖血亏 =======配置要求======= ☐ Win 98 都能玩 ✓ 集成显卡勉强不卡 ☐ 入门级配置:GTX 950、RX 560 ☐ 进阶级配置:GTX 1650、RX 580 ☐ 中高端配置:RTX 2060、RX 5700 ☐ 发烧级配置:RTX 3070+、RX 6800+ ======游戏优点====== ✓ 角色设定很有意思 ✓ 祝福叠起来爽 ✓ 神兽系统做得蛮好 ✓ 角色流派有区分度 ======游戏缺点====== × 部分角色打击感略有欠缺 × 有卡墙之类的偶发bug × 特效素材重复度高 ======总体评分====== ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ✓ 7 ☐ 8 ☐ 9 ☐ 10
能很明显地感觉到游戏是半成品。 1.引导非常弱,单看游戏内的介绍是弄不清楚角色的具体机制的。二号位的机械在介绍中可以在商店升级武器或者地图中获得,但地图爆率低的离谱,我玩了三四局没在地图中见到过一个机械武器,在商店中升级也只能升级一次,而且不能回退;三号位的拳在实战中多次攻击后会在左侧出现一个条,满了之后会变成红色,但角色界面没有任何关于这个条的介绍;四号位的飞剑获取更多飞剑的方法同样没有介绍,只能猜测大概与赐福有关;休息房没有提示,初玩的时候压根不知道站在雕像处可以回血。 2.角色平衡做的非常拉跨,只有第一个角色像个正常人,其他角色都跟残疾人一样有各种奇奇怪怪的缺点。二号位虽然是远程角色,但子弹的攻击距离非常短,比一号位长不了多少,而且范围非常小,打飞行怪的体验只能用折磨来形容;本来它有个非常逆天的能力可以弥补这一点,蓄力后可以快速回复技能点,神兽和技能可以随便用,但在商店处把武器升级成可以连发的火焰喷射器后这个能力就没了,而且由于武器不能回退,在弄到下一把武器之前就只能靠普攻回蓝。三号位体验下来就是一号位青春版,削了攻击范围。四号位开局极其难受,攻击间隔长,伤害小,打个小怪都打不明白,到后期打boss的时候会强一点,但清小怪的效率还是不如一号位。 3.局内成长不平衡,祝福本身就有效果的同时还有属性成长和羁绊,选房间的时候都不用思考,前期选城隍庙,后期选灵性就完了。 4.战斗设计拉跨,不能自己选择释放哪个技能,只能按顺序放,角色又没有轻击重击之分,相比很多动作游戏键位要少,想不到这样设计的意义何在。强制战斗中敌人有保护期,玩家不能造成伤害,但他们可以攻击玩家,玩一号位和三号位这样血条长的还好,二号位和四号位失误几次就无了。 ------------------------------------------------------------------------------------------------------------------------ 又玩了一会最大的感受就是一号位是真的人上人啊,技能丰富的一匹,近战远程增益位移全都有,甚至还能御剑飞行,武器也最容易出,我一号位武器都卖了几把了其他角色还没捡到过装备呢。四个角色估计只有一号位是完全做完了的,二号位技能也还算丰富,就是不知道武器到底是怎么搞得,三四号位强度先不提,设计感跟一号位比起来就是路边,尤其是四号位,初始就只有普攻和冲刺攻击,技能也少,如果说一号位是亲生的,二号位是领养的,三号位是垃圾桶里捡来的,那四号位就是生中专女厕里又被教导主任发现不得不养的 ------------------------------------------------------------------------------------------------------------------------- 终于拿回二号位的新手枪了,再体验了一下,二号位的完成度也不错,强度主要在技能上,小飞机还是挺好玩的,熟练了之后跑图很舒服,机甲更是boss杀手,打后两章的boss直接秒了
Interesting title. I think with a little more development and polish it would be great. The controls could use a bit more work, and there are some glitches and bugs, but ultimately they don't take away from gameplay too much. It's a lot of fun in the sense that the game doesn't shy away from allowing you to make truly powerful builds, like other games do. This is something I really appreciate, and despite all that, the game doesn't feel "too easy". There are some slight translation issues in places, but for the most part everything is understandable. I think some of the characters could do with some balancing (like Sword 13,), but I don't really have any major complaints. The game can also have a lot of slow down with the many screen effects. Ultimately I enjoy it so I'm giving it a positive review.
Great side-scrolling roguelike action. Unlike a newly released game I tried recently that boasted a lot of characters and large areas, I refunded that one but DID NOT refund Soulbound Roguelike because I enjoyed the gameplay loop so much that I played it for over 2 hours on my first time. The basic combat is very well thought yet simple at the same time. I started playing Brawlhalla recently and I like the punchiness of the combat here more - that's right, it feels more satisfying than a brawler game. The fact that the basic mechanics are not very complicated makes it very different from other action platforming games. BUT there are a few problems that make it not perfect... Here are some suggestions for the devs: - Please fix the incomplete translations, particularly bothersome are the broken opening text and three of the scrolls in the Scripture Pavilion should be translated to English. The Tenacity blessing has main text "Effect:#ERROR!". Boss names at the health bar are not translated. - Make Keybinding settings accessible from Main Menu before loading a save. - Experiment with mapping the charge attack to another button or look into improving how it works, or let us bind charge attack to a different key. It's a bit weird that you need to do a light attack before you can charge attack. Half the time, after it does a light attack it won't register that you're trying to do a charge attack... - There's a bug where several beasts including Nine-Tailed Fox are unable to move when attacked by enemies at close range, and you have to unmount and mount again to move. - Make the floating weapon skills last shorter as they're kinda overpowered, make them have less damage and less DPS. - After using a skill, it sometimes feels like it doesn't automatically cycle to the next skill. I've encountered this when using some of the floating weapons skills. - Make more enemy types that jump into the air so that it would be harder to dominate groups of enemies with jump attacks. - Right now after collecting enough blessings and enchantments, you're basically invincible and wipe out entire rooms very easily. For example, clip size appears to multiply everything including the summons from skills. Make endgame more difficult by scaling enemy health and damage based on how strong you currently are. Maybe add multiple big high tier mini-bosses that can still pose a challenge even after gathering a lot of health and damage reduction blessings. - Option to randomize the starting realm. - Give more variety to the layout of the entrance and exit sections of each room. - Make the breakable spaces more interesting by putting traps in them. A lot of them are just empty spaces when you break the rocks which is weird. - Make more distinct and interesting weapon based visual effects, and also add variety to the character sprites based on the equipped weapon. - Add weapon upgrades for the melee characters just like the gun character. I understand it's probably because there's less gun pick-ups for the gun character, but the shop feels more empty when using the melee characters. Upgraded melee weapons could give additional moves that match the theme / description of the weapon. - DLC skins for the existing characters (cosmetic). There are some who will buy them. The art style is very cool. - A "Shield" character with very short range, that specializes in deflecting enemy attacks back at them for reduced damage, and lays weaker traps for the enemy that disappears on contact (unlike skill traps). - A "Throwing spear" character that can throw the spear some distance but attacks slower, and needs to wait for the weapon to come back or pick it back up before they can do the mid-ranged attack yet. - A "Cavalry lance" character that needs to be close to the enemy with the weapon for DPS, with high damage, high durability and high knockback, but moves and attacks much slower than the others leaving them more exposed to enemy attacks. - A "Chain whip" character specialized in damaging multiple enemies, but with less damage. - Even if you add entire characters as paid DLC, that would be great. - Story / narrative stuff, either as an update or as DLC. I'll keep an eye out for more issues. I really hope the devs will keep improving on this because it has such great potential in my opinion.
[h2]游戏推荐指数:★★★★★★★☆☆☆[/h2] 一款像素国风动作肉鸽游戏 如其他肉鸽游戏一般,本作着重玩法而轻剧情:曾以御兽文明的门派如今衰败,灵兽也都相继老死,玩家作为门派弟子为振兴门派踏上外出探索寻找灵兽的旅途。游戏引导写了比较详细,对界面出现的物品都有做介绍,这点比较好 [h3]创新性融合玩法[/h3] 游戏的最大亮点的是玩法融合的创新性,本作在很大程度上对一般的肉鸽玩法进行拓展。 首先是游戏本身具有传统肉鸽机制带来随机生成的秘境关卡(玩家可在三种秘境选择探索),每层都有不同房间供选择,涵盖战斗、藏宝、商店等多种场景。然后就是可在剑影、枪械、拳术、剑气四大武技任选,配合3大技能+9个附魔位,当附魔品够多还可进行融合,以及游戏众多可收集众多buff:可收集140+不同效果的战斗祝福Buff,通过特定的祝福组合,激活扭转战局的羁绊效果,上面种种给玩家许多自由搭配空间 最后玩法上搭配神兽系统为游戏增添了诸多趣味,超过25种神兽涵盖青龙、卡皮巴拉等,既能骑乘助战,也能通过“五合一”机制合成新物种,魔性“鸡哥”更是自带话题感。此外,对于门派的经营比较浅薄:仅可将神兽安置在展区即可挂机赚元宝,然后拿元宝可对建筑进行升级 [h3]不足之处[/h3] 小作坊游戏常有的细节做的不到位通病: 1.人物奔跑时动画没处理好,导致在奔跑时看起来很怪 2.战斗手感仍需优化,部分玩家反映操作僵硬、打击感不足,背景音乐单一 3.手工制作地图的种类比较少,刷几次会觉得这些地图探索起来比较腻 4.元宝获取量与消耗量以及与游戏的探索寿命不成正比,目前元宝获取量比较少 5.部分人物以及灵兽攻击方式有待优化:用剑攻击时不容易打通可供角色通过的薄墙,以及骑鹿坐骑不容易打到地上的爬行小怪 [h3]总体上[/h3] 目前游戏虽物品丰富,但目前关卡种类较少,且有许多小毛病,期待后续的完善以及内容拓展 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
横版动作肉鸽游戏并不少见,但有着宠物收集养成的横版肉鸽倒是真的不多见。《灵契江湖:御灵志》就是这么一款融合了横版肉鸽战斗构筑和神兽收集养成的2D像素风动作冒险游戏。 《灵契江湖:御灵志》里曾经天下闻名的神兽门因为最后一个神兽的陨落也走向了衰败,然后莫名其妙的某一代的某一个弟子就收了一堆主角当弟子,从此开始了安排主角弟子们进秘境、拿资源、孵神兽、壮大门派的复兴之路。 游戏里不同的主角弟子都有自己独特的战斗机制,进入秘境后通过战斗获得的技能、附魔和祝福就是我们流派构筑的关键。基本就是在确定三个主动技能后,再给它们各附魔三次,然后再给主角弟子叠加超过140种祝福Buff,部分祝福之间还会有着组合联动,触发后战斗强度会明显提升。 游戏里每个关卡都是多个箱庭式地下城房间一般的随机秘境构成,每层房间分支包含战斗、商店、藏宝等类型,怎么选择全凭我们根据自己的实力决定。 在秘境里探索有可能会获得神兽蛋,然后我们可以带回门派进行孵化,游戏有着几十种不同种类和星级的神兽可以用来助力战斗!多余的神兽还可以放进展区挂机赚银两,增加的收入可以用来升级宗门,形成局内外相互收益的闭环。 整体而言,虽然《灵契江湖:御灵志》采用的是的像素风美术风格,但满满的国风元素却也让游戏有着不一样的魅力,而且游戏的战斗反馈相当流畅,技能效果也很是不错。剧情虽然不咋的,但谁又会在乎一个动作肉鸽游戏的剧情呢?必须承认的是,游戏的系统叠加和神兽养成是相当有创意和吸引力的,很是值得一试的。 [quote]欢迎关注我们的鉴赏家:[url= https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
见到boss就睡觉……打完boss就睡……孵完这个蛋就睡,卧槽怎么天亮了?
好评鼓励一下吧,看得出作者有一定的小巧思,但是对于《星界战士》借鉴很明显,整体感觉很廉价,当然售价也算是很有诚意了,另一个就是同类优秀的游戏实在是太多了,说实话如果以后我长时间处于游戏荒状态下也许会再买回来玩一玩,但是动作rouge这条赛道上,做不出十分明确的差异化很难冒头的,目前看这个销量感觉继续维护开发的概率也不太大,希望作者继续加油吧
希望加个血量濒危提示,比如快死的时候屏幕变红效果,血条离画面中心比较远,有时候没注意自己血条打着打着就死了!痛苦面具.jpg
[h2] 游戏介绍 [/h2] 《灵契江湖:御灵志》是嘟嘟游戏制作的一款2D像素风格的横版动作冒险游戏,本作融入了轻度肉鸽元素与宠物养成系统,在战斗体验上赋予玩家更高的自由度,玩家可以在进入副本战斗中自由组合武技和祝福,搭配不同的神兽,在局外可以解锁更多的英雄和天赋,使得玩家每次的冒险之旅都有全新的体验。 [h2] 美术音乐[/h2] 游戏采用了类似于《死亡细胞》的精美像素风格作画,只不过相比于前者的黑暗风,本作的色彩搭配更加明亮,而且整个游戏的风格也更加轻松休闲。游戏还融入了中国传统的神话传说和网络热梗元素,让整个游戏的氛围也更加轻松。游戏的细节设计很棒,各种神兽NPC都很辨识度,搭配上华丽的技能特效,让整个游戏的战斗都充满了仙侠风格,与游戏中的BGM共同给玩家营造了一个亦梦亦幻的仙侠世界。 [h2] 故事背景[/h2] 神兽门—这是曾经在江湖上赫赫有名的大门派,靠着能驾驭神兽的独特能力在江湖中有着极高的知名度,其门下弟子众多,一时间成为江湖第一大门派。可是随着最后一只神兽死去之后,神兽门再也没有诞下新的神兽,于是门派日渐衰落,弟子也都纷纷离去,最终成为了江湖传说。然而近些年神兽门却悄悄的重新在江湖中出现,而重振门派的正是你的师父黄老六,为了完成师父交给你的任务,寻找神兽蛋重铸神兽门昔日荣光,你踏上了冒险之旅。 [h2] 玩法介绍[/h2] 本作中一共有四位角色可以操作,除了初始角色女剑士外,其他三个角色需要提升门派声望来解锁,声望需要孵化高级神兽蛋和击败boss才能提升。 一进入游戏就给我一种比较像《死亡细胞》的风格,通过攻击和技能的组合可以打出华丽的连招,而且搭配上召唤的神兽技能,基本可以很轻松通关,因此与前者相比,本作的战斗体验更加爽快。 游戏与大部分的肉鸽游戏类似,玩家在冒险之路中可以选择各种随机遭遇,这些可以提前看到可以解锁的战斗奖励,方便玩家在之后的战斗中进行技能构筑。游戏中每个角色可以通过配合三大技能和九个附魔位来构筑自己的战斗流派,并且还有各种祝福buff可以携带,特别的祝福组合可以通过羁绊激活进行合成强化,为玩家在战斗中带来千变万化的体验。 游戏中有两种货币单位,其中银两是可以在每次通过战斗副本后带出的,用于进行局外强化的货币,而灵性则是仅能用于局内养成消费,包括在商店购买祝福,解锁附魔等等,所以灵性可以随便花,但是银两需要我们思虑再三花费。另外副本就像《死亡细胞》一样有着很多隐藏的地方,玩家可以使用角色特殊的技能或者带着特别的神兽去探索解锁这些地点,并且游戏中还能找到各种品质的神兽蛋放入背包。 游戏最重要的局外养成神兽孵化和提升角色能力都需要用银两,并且游戏中的很多功能和角色解锁也需要提升门派声望才能解锁,因此游戏整体还是比较肝的。 [h2]总结[/h2] 总的来说这是一款仙侠题材的动作肉鸽游戏,加入了神兽系统让游戏的战斗体验更具创新,并且游戏的打击反馈手感不错,对于喜欢宠物收集和肉鸽游戏的玩家来说是个不错的选择。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
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