
In ’Soulforge Lost Path ‘, become a legendary hunter slaughtering endless Corrupted Souls. Scavenge Sacred Remains to forge Exorcist Artefacts, manage limited inventory strategically, and uncover the world's festering corruption truth.
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About
Soulforge: Lost Path is a pixel-art RPG that combines rogue-like gameplay with inventory management. It features looting, combat, extraction, customizable weapon forging, and meta-progression. As Matilda, a lost child of Gaia, you will battle hordes of corrupted souls in the underworld, experience cathartic combat, collect Sacred Remains and Infernal Relics, strategically manage limited backpack space, forge your own exorcist artifacts, and ultimately uncover the truth behind the world's corruption.

In the underworld, relics left behind by fallen explorers can be seen everywhere. Do not waste them—but beware, for the ever-present hordes of monsters will not let you open them undisturbed.But if you fall in battle, you too will rest as one of them.

In the underworld, defeat your foes, gather the Sacred Remains and Sword Embryos they drop, and forge the weapon you desire—exactly as you envision it.Yet remember: even in the underworld, you may still lose the weapon in your grasp.

Your backpack capacity is crucial. Do not forget to search for Backpack Shards in the map to expand it—this will allow you to carry more back with you, while also granting richer boons within the underworld.At times, the Tailor may even bestow enchanted magic upon your backpack—there’s no need to hurry.

In the underworld, you will occasionally come across peculiar items—some serve as crafting materials, while others can trigger wondrous changes to your spells. Take care not to lose them lightly, for you can transport them back using the mine carts that appear at regular intervals.
Hang on—at least until the mine cart arrives.
O Lamb... may you carve your truth from the darkness.
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, Korean
Engagement
Hours played at review time, across 198 reviews with recorded playtime.
Reviews
Themes across 198 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
能改键位吗,默认键位用着好难受,马上要撤离了,结果按错键都被啃死了
一個小時過去,就覺得有點乾,尤其背包要一個個拖移,給我一個快捷鍵可以把物品放到暫存包或者是商店吧
很好玩,但我要越南语,用AI翻译也可以
Interesting concept, Game is basically a backpack battler mix with Vampire survivorslike with a pretty interesting crafting feature where you forge your weapons. You get to keep 3 to 4 of your items if you die depending on your upgrade, and there's a minecart to send items back every so often. You'll have loot with every run provided you go in with bare minimum damage at a level appropriate to your inventory. You only can have one active weapon, but you can smelt and reforge your weapon a few times to inherent it's previous stats and grow stronger to a degree, and then you unlock better blank weapon crafting templates and better mats to upgrade further. It's a solid loop. There are a few QoL things missing and right now Defense is easily handsdown the best stat to max early game because each point of Defense reduces damage taken flat. You won't regret maxing out Def early. And your items can carry you with crit, damage, and str. HP is kinda useless compared to Defense early game. 1 point of hp for 1 more health or 1 point of def for a flat -1 damage reduction, it's a no brainer. Maybe it's a personal preference but turning 100 hp into effectively 1000 hp with defense vice turning it into 200 hp is a no brainer for me. My opinion. So there's some balance things with the stats that needs tweaking. Some of the visual clutter could use improvement, some of the other QoL things could improve, but it's a solid gameplay loop where risk and reward are felt with each run where you challenge beyond your station. It's definitely a vibe. Items are interesting, game could grow, depending on how much more the Devs invest into this. So check on the recent patchnotes and announcements to see if the changes are to your liking, and if they are then this is a solid survivors-like game to game out.
It gets boring very fast. Also, don't expect the end-game to be any enjoyable - it's the same dead grind loop. I've cheated my way to the end-game because I couldn't be arsed investing more time into it and I've already sunk a lot of hours.
挺好!就是游戏内容有点少,模型也单一。对比这个价格性价比有点低了
[h1]独特的背包管理肉鸽游戏——《铸魂迷途》[/h1] 《铸魂迷途》给我所带来的体验是非常独特的,玩家所扮演的迷失于冥界的盖亚之子玛蒂尔达, 在被腐化灵魂占据的冥界中不断深入探索。 游戏更像是一款类幸存者游戏,在长达 10 分钟的单一关卡中不断挑战,收集素材。 游戏中,局内成长环节,你可以获得各种有意思的加成。 通过点亮地图中的增益系统,你可以获得类似于加移动速度,加攻击速度等等。 同时随着玩家等级的提升,你可以从三种加成中获取一种有的类似于技能,比如像闪电链。长矛,毒气瓶等,有的则是加成,比如像武器攻速,攻击力,或者是伤害加成等等。 在此基础上,游戏还有一套完全成熟的局外成长系统,你可以通过所获得的魂石来点亮相关属性,物理攻击,法术攻击、额外背包等等。 同时,游戏中有个非常有趣的点在于锻造系统,你可以通过地图中掉落的武器图纸,通过一把主武器以及 5 个辅助素材来打造出属于你的独一无二的武器。 武器形状各异且加成各异,有的可以加护甲、加暴击、加攻击、加多重攻击等等,选择适合你的风格即可。 而另外一方面,游戏巧妙地将背包管理与物品结合起来,一方面,你在有限的背包中装备的物品可以为你带来局内加成。 另一方面,游戏内的矿车以及游戏外的仓库系统可以将你多余的素材收集。 当你成功通关后,即可将背包里的所有物品带离。 而当你失败后仅能保留 3 件物品。 整体体验下来,《铸魂迷途》作为一款背包管理、搜打撤以及融合了 roguelike 成长的像素风动作扮演游戏,虽然说有一定肝度,但是游戏内的锻造及升级系统,让人越玩越停不下来。 [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]
[h1]当割草遇上搜打撤--《铸魂迷途》的奇妙游戏体验[/h1] 当腐化魂灵成群涌来,火龙卷与冰锥在屏幕上交织爆开,满屏的掉落物闪烁着诱惑的光。《铸魂迷途》把类幸存者的割草快感、搜打撤的资源博弈和背包管理的取舍决策巧妙融合在了一起,三种玩法各有来历,缝合之后的体验却出乎意料的不错。扮演迷失冥界的猎人马蒂尔达,在被腐化魂灵占据的废墟深处割草并收集圣骸,锻造专属武器后寻找撤离之路,整个核心循环在上手的第一分钟就能让人理解。 锻造系统是整个游戏最上头的部分,不同的圣骸和剑胚组合出随机词条,每次回城都忍不住先造一把新武器看看出了什么属性。武器的成长路线可以自定义,这种随机性带来的期待感撑住了重复游玩的动力。城镇基地里的NPC和任务台给了局外成长一个落脚点,铁锭和灵魂碎片等材料的积累让每次出征都有微小的进度推进。后期装备成型后满屏火龙卷冰锥电球同时轰炸,割草的解压感确实到位。 游戏的问题出在循环的每个环节都被过分收紧,背包初始格子和物资体积严重不成比例,矿车能带的物品更是少到令人发指,打一局二三十分钟带回来的材料寥寥无几。死亡惩罚极重,仅保留四件道具的设定让每次深入冥界都变成一场豪赌。五种货币叠加局外养成,数值保守到令人怀疑人生,关键材料的掉率低到需要反复刷同一个关卡。前期坐牢感非常强烈,直到背包逐步扩容之后体验才开始回升。经验溢出还会跳过技能选择,辛苦攒的等级直接浪费,这种基础设计缺陷在前期尤为刺眼。 地图引导几乎为零,小地图导航形同虚设,撤离点和Boss房的位置缺乏标识,部分难度下需要找到特定的互动物品才能召唤Boss,一棵树或水池旁的骨头,但游戏从未给过任何提示,路痴玩家在冥界里反复绕圈是常态。后期技能特效铺天盖地,满屏光效完全遮蔽了敌人位置,根本看不清角色站在哪里。受击后缺少短暂无敌帧,被怪群围住碰一下就直接失败,容错空间极小。阴间陷阱藏在树林和地形死角里,秒杀机制毫无预警。 BD构筑的深度也撑不起刷宝游戏应有的体量,技能和装备之间的联动基本停留在叠数值的层面,缺乏真正改变战斗方式的机制化学反应。法术系统跟充能系统以及纯数值加成挤在同一个背包格里,彼此之间的联动效果几乎看不出来。专武特效也塞在里面,进图又随机不到对应法术,构筑的随机性和可控性之间失衡严重。属性BD一旦中途换构筑路线,之前积累的加成全部作废,构筑的灵活性大打折扣。护甲跟格挡以及闪避这些防御属性在后期形同虚设,武器回血和暴击瞬补让生存压力趋于零,数值崩坏的速度比预想快得多。 好在制作组的更新态度值得肯定,在游戏发售后短时间内已经进行了多轮修复,背包容量和传送阵机制以及特效透明度都在调整。但现阶段的内容体量仍然偏薄,怪物种类有限,场景重复感强,任务线在开篇三个之后就断了。作为一款定价不高的独立游戏,底子和想法都不错,距离真正的好玩还差些许的打磨。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
[h1] 铸魂迷途 简评[/h1] 游玩起来感觉很乱的一款游戏,很明显的感受的出来这是好几款游戏玩法融合起来的结果,但很明显几种玩法融合的并不是很好 游戏的底色还是类幸存者游戏,我们需要在闪避海量敌人的同时,闪避敌人的攻击同时,通过背包中的武器或者魔法击退敌人,而敌人死亡又概率掉落材料,或者武器等等,我们需要在有限的背包中,合理的安排各种武器的排列位置,以达到收益最大化 因为幸存者的元素为大头,所以会出现经典的经验三选一,获取各种技能并进行强化,以及强化基础属性,甚至是改变我们主武器的属性等等,各种属性堆起来,还是有一定的爽感 在的 而游戏还融入了搜打撤的感觉,那么理所当然的,我们死亡的惩罚就是失去大多的道具,武器等等,这对于一个类幸存者游戏来说可能有点严重,所以希望后续可以优化这一些情况?而我们就算获胜,带走的也就背包里面的一些武器,道具等等,而不是所有的道具,我们需要考虑清楚到底带什么出去 游戏的美术风格还不错,暗黑像素风,,以及各种场景中的任务点等等交互,和整套还算是完整的体系真的让我觉得游戏如果后续进行优化各种得当肯定是相当不错的游戏,目前来看,或许我只会推荐喜欢跟我一样的幸存者爱好者进行尝试 [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」 [/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
谁家类幸存者里边塞这么多陷阱啊???陷阱又不明显伤害又高,窄路上放的到处都是,纯来恶心人的
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Concurrent players on Steam, sampled daily since tracking started.
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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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