
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 178 reviews with recorded playtime.
Reviews
Themes across 178 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
[h1] 《铸魂迷途》简评[/h1] [h2] 点子很不错的游戏,不过爽感上目前依旧是寸止状态 [/h2] [h3] 想法90分实际70分,但实际上底子非常优秀 [/h3] 《铸魂迷途》是一款融合了搜打撤玩法、吸血鬼类幸存者元素以及刷宝玩法的游戏。可以说游戏的想法以及创意性是相当足的,不过游戏被优秀的点子所束缚,玩起来在某些部分其实还是有一些粘滞感也就是过于冗余,爽的不那么彻底。但游戏也可以说可玩性可塑性相当之足,在成型之后的爽感上没得说,多种玩法还是非常融洽的合为一体,总的来说还是值得一玩的。 [h3] 核心玩法及亮点 [/h3] 游戏的基础玩法其实还是很好懂的。尤其是对于玩过吸血鬼幸存者这一类幸存者游戏类型的玩家而言,想必上手不会太难。此外在当下这个时代,清一色的类幸存者游戏其实并不少见,本作能比较跳脱的想到融合背包管理+搜打撤+刷宝,其实我个人感觉还是很难得的,也许在游戏进程中会感到有一丝的困惑,但我感觉这是受限于制作组过于保守,在后续的更新中还是很好解决的。 回到游戏本身的话,类幸存者的玩法不难理解。就是简单的在地图中寻找各种特殊的资源点位,然后击杀不断生成的敌人并且获取经验来升级并获得一些特殊的数值成长或者是技能法术。游戏在此基础上融合了一点背包管理的元素,主武器需要我们从局外带入,同时一些具备特殊效果或者特殊连携的道具也可以由局外一同带入。在游戏的对局之中,我们实际上的关注方向就是主武器+法术+背包中有限格子内所触发的各种道具效果。 而我个人感觉最有趣的点,其实是在“材料”本身上。材料不仅是能够使用的材料,甚至于还有自己的独特属性,这些属性一定程度上可以等同于一件道具,在背包里同样可以为我们增加一定的数值。在局外,材料可以和剑胚一起来打造出各式各样的武器,不同等阶的材料有概率锻造出不同等阶的武器。不同的武器具备不同的主动技能,在局内可以释放,玩到熟练,可以局内点出让主武器具备某种属性的升级方向来搭配自己的构筑。 在搜打撤这个方向上,游戏其实做得好也不好。我个人感觉,游戏的一大乐趣在它身上,同时的,一大败笔也在他身上。如果是轻描淡写的带过搜打撤的话,我相信游戏的滋味会更好,但实际上,我个人感觉游戏其实非常浓墨重彩的在这个方面进行发挥。首先就是游戏的流程基本遵照搜打撤的元素,我们需要在最后找到撤离点来撤离。同时所能带出的物品也只有背包里所能容纳的。槽点就在这里发生了,背包容量不够,即使扩容了也就那样,暴毙了也只能带三件物品,后续加点则能带四件出去。虽然有矿车,但实际上不能完全的覆盖我们所获取的所有材料,感觉这个要素其实也是一个切实的痛点。 可以说,游戏本身的素质其实是很不错的,但受限于想法太好却也太多,本身这种类型就应该让玩家更爽,但过多的搜打撤元素其实恰恰使玩家本身的顾虑变多了,但是制作组的态度是有的,我所能看到的不是一个死鸭子嘴硬的制作组,而是相当诚恳,不断进行更新改进的制作组,值得表扬。 [h3] 总结 [/h3] 总的来说,本作是一款元素颇多,融合了背包管理、搜打撤、类幸存者玩法的游戏。整体上其实游戏的可玩性非常强,整体都挺有趣的,很可惜的是制作组明显的经验不太足,但是能明显地见到制作组的态度是相当诚恳的,也是非常积极稳定的推进各种优化计划。还是非常值得一玩的一款游戏。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
**《铸魂迷途》——我愿称之为“电子海洛因中的鹤顶红,刷子游戏里的九转还魂丹”!** 凌晨三点,我颤抖着双手关掉电脑,跪在阳台上对月亮磕了三个响头——不是因为输给了Boss,而是因为我的灵魂刚刚被这款游戏榨干后又塞满,现在它重得像个灌了铅的健身球。 开局五分钟,我还在为捡到一根“略微发霉的圣骸肋骨”沾沾自喜;半小时后,我的背包里塞满了“地狱暴君的眼球”“扭曲时空的指甲盖”和“疑似撒旦用过的搓澡巾”,而我的大脑已经在疯狂计算“攻击力+3% vs 暴击时召唤幽灵尖叫鸡”哪个更划算——这哪是背包规划?这分明是让我用算力挑战量子力学! 割草?那叫“灵魂绞肉机狂欢节”!满屏腐化魂灵像春运火车站的人潮,而我抡着用“三根怨灵腿骨+一瓶诅咒辣椒油”锻造出的“烈焰陀螺大锤”,一锤下去,伤害数字直接爆出银河系,连我家的电表都跟着闪了三下。Boss出场时气势恢宏,台词能写满三页莎士比亚,结果被我的“圣光溜溜球”弹了十七下脑门,当场哭着喊我爸爸。 最绝的是“搜打撤”循环——搜刮时的我是葛朗台转世,连怪物的牙缝都要抠出几粒灵魂结晶;战斗时的我是奎托斯附体,抡起家伙就冲进怪堆里跳广场舞;撤退时的我是博尔特亲传,背着满包“地狱限定版手办”狂飙,身后追着气得冒烟的深渊领主,那场面比《速度与激情》还多两桶氮气。 至于剧情?当我拼凑出世界堕落的真相时,我手里的薯片掉在了地上,而我的猫用看傻子的眼神盯着我——原来这一切都是因为冥界公务员忘记给“堕落核心”交社保!这脑洞大得能装下十个黑洞,我直接笑到邻居报警投诉“深夜非法施工”。 最后,友情提示:本游戏内置“时间扭曲”被动技能,明明只玩了一局,窗外却已经换了三个季节。如果有一天你发现我顶着黑眼圈、抱着键盘喃喃自语“再刷一把圣骸就睡”,请务必把我打晕,顺便帮我给开发者寄一箱红牛——他们用代码造了个无限上头的灵魂漩涡,而我,甘愿沉沦。 **评分:∞/10**(因为10分不够塞满我的背包)。 **建议:** 立刻下载,除非你讨厌“笑着剁手”的快感。 建议优化一下撤离机制,总是死了才能撤离,而且只能带3样,很不爽.
玩儿过吸血鬼幸存者,这种肉鸽类型游戏,本身就很舒服,再加上搜打撤,还有背包空间管理,越完越爽!
Would wait like 6-12 months before really sitting down to play this. Either it's in a way better and refined state or it's abandoned. As of right now it's pretty mediocre and overall the UI is in a poor state.
Playtime: 13 hours For the price, this game has been an absolute blast. I went in expecting a small indie roguelite, but ended up sinking 13 hours into it almost immediately. It scratches the same itch as Vampire Survivors mixed with Backpack Battles, while adding its own ideas through weapon forging and permanent progression. The combat is satisfying, and the progression feels rewarding early on. Forging Balance The forging system is one of the game's most unique mechanics, and I really like the concept. The issue isn't forging itself, but how its progression is balanced. Early on, you naturally want to start crafting and experimenting with better weapons, but because the same resources are also used to level your forging skill, it feels more efficient to delay crafting and invest almost everything into the skill tree instead. Once that investment starts paying off, the progression swings in the opposite direction. Forging scales extremely quickly, and before long you're able to create weapons that completely outclass the game's difficulty. After around 13 hours, I reached the point where I could forge weapons that one-shot almost everything. The surprising part is that I've only defeated the first major boss. I've cleared the available stages leading up to the later bosses, but my character already feels overwhelmingly powerful. It feels like the forging system starts a little too slowly, then ramps up too aggressively. A smoother progression curve would make the mechanic feel even better. Skill Tree Progression The game has two progression systems: Character stats Utility skills (forging, spell mastery, merchant prices, etc.) I like having multiple progression systems, but many of them compete for the same limited resources. Permanent stat upgrades, forging progression, and several other skills all draw from the same pool, which often makes it feel like you're constantly choosing which system to neglect. One thing I noticed is that the resources earned don't seem to scale much between the early and later stages. The first level rewards essentially the same upgrade materials as the higher-level areas, so progression starts to feel grindy as upgrade costs increase. Increasing resource rewards in later stages would make progression feel more rewarding while giving players a reason to push into harder content. Instead of feeling rewarded for engaging with every mechanic, it can feel like each progression system is competing for the same limited resources. I think the game would benefit from introducing additional resource types for different progression systems, while also increasing upgrade material rewards in later stages. That would make harder content feel more rewarding, reduce unnecessary grinding, and allow players to progress naturally without having every system compete for the same currency. Other Issues There are still a few rough edges: Some balance issues. A handful of bugs. Translation/localization could use another polish. Nothing here stopped me from enjoying the game, but they're noticeable enough to mention. Final Thoughts Despite the issues, I genuinely recommend this game. The gameplay loop is addictive, the forging system is creative, combat feels good, and it's incredibly easy to lose track of time while playing. Especially at this price point, it offers excellent value. I've genuinely enjoyed my time with the game, and I hope Ziyue continues building on what they've created. There's a lot of potential here, and I'd happily jump back in when new content arrives. Recommended. Looking forward to future updates! Edit: I went back and killed all bosses, same weapon as i made earlier. 1 shot all of them (less than 1 sec) just bought compass from the merchant, went in, used the compass, straight to boss, boss dead within a sec. cleared the last boss level + boss in less than 2 minutes (finding the boss and killing it)
还不错,可以玩
《铸魂迷途》一款国产的像素肉鸽游戏,结合了类幸存者和刷宝搜打撤类的玩法,玩家在游戏中需要扮演一名误入魂灵世界的中世纪传奇猎人--盖亚之子马蒂尔达。在冥界中,在腐化魂灵包围中搜集圣骸、锻造驱魔武器,寻找重返人间的道路。 本作把背包管理和锻造之间的关系融合的很巧妙。有限的背包容量让每一局游戏都充满取舍,剑胚,遗物,补给全都想要,但是我们必须权衡战斗的收益与撤离的成本。锻造算是这款游戏的灵魂,怪物掉落的剑胚搭配各类圣骸,能随机生成暴击,攻击,攻速等各种词条,每一局都能打造效果不同的武器,反复刷取材料锻造新装备。游戏的美术风格则是采取像素风格,深色的冥界、畸形的怪物,还有时不时的迷雾构建出压抑恐怖的地下世界。 但是玩起来不爽的地方也有不少,比如回城系统并不能随时随地的返回主城,每次背包装满了想回去,但是传送装置无法使用,只能等时间到,但是等时间到了背包里的材料那些又变的难以取舍,还有时间到了之后剩下来的时间一点奖励都没有,我还在那苦苦打了十多分钟,最后实在坚持不住迫不得已只能返回。 感觉算是一款比较有趣的游戏,各种玩法都结合的还算不错,制作者更新也积极,只是需要再好好打磨。希望会有不一样的爽感。 [quote]关注&加入∶[url=https://store.steampowered.com/curator/45540934/admin/reviews_manage/]深澜探索者[/url][/quote]
核心的搜打撤体验太差了,死亡最多带回4件道具,撤退又只能带走背包里的物品。这就导致了想要打造装备,刷材料需要很久。 而且局外养成太不合理了,要的资源又多,数值又过于保守。 受到伤害也没有短暂无敌,被怪围住碰一下就直接失败。 三个小时了,一直卡在难度一第一个撤离点时间
太簡單了.建議作者玩一次Path of exile 之後做一次平衡.現在太無腦了 例如回旋標 折返完整傷害太op 還有暴擊傷害 後面疊暴 幾千萬傷害 真的可以嗎? 現在的情況是 法術垃圾 充能垃圾 ,武器配搭好就一路輾 護甲 格擋 閃避 完全可以移除 完全沒鳥用 武器增加2-300活力 還有暴擊瞬補 根本沒怪打得死我 經驗介指 只佔用1格就給50%經驗??? 易碎珠子還可以疊效果 前面直接團幾顆力量易碎 沒怪能近身..
Not fun. The translation is a total disaster and completely ruins any understanding of the game, an AI would've done a better translation. Also, there is no proper 32:9 monitor support.
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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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