
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
《铸魂迷途》是一款类幸存者+刷宝搜打撤类的游戏,该游戏的整体为像素风格。在游戏中,你将扮演一位迷失冥界的盖亚之子,在冥界中击败一波一波的腐化魂灵,通过拾取怪物骸骨,收集冥界的奇珍异宝,最终找到堕落世界的真相。 这部游戏最吸引人的一点就是肉鸽和搜打撤的结合,也是本部作品的一个亮点。在游戏中你将在冥界中不断击杀怪物和收集珍宝来提升等级,从而获得一定能力提升,例如闪电,龙卷,加防御攻击等等。操作方面简单,比较容易上手,游戏当然也有不同的难度。在你死亡后,你将会被送至城镇中,城镇中有一些npc,你可以花金币买一定的道具,以及你还可以接取任务和提升自己的初始属性,提升自己的装备和天赋等。 在我看来,这部游戏的优点就在于肉鸽刷子融合了搜打撤的玩法,给人眼前一亮。当然,这部游戏也有着一定的缺陷,例如,学习到的技能配合度不是很好,在一定程度上减少了玩家的爽感。希望游戏在后续更新中能对其进行优化,我也认为这是一部的肉鸽游戏。 [quote]关注&加入∶[url=https://store.steampowered.com/curator/45540934/admin/reviews_manage/]深澜探索者[/url][/quote]
《铸魂迷途》是一款像素风格的类肉鸽幸存者动作游戏,玩家将会作为一位迷失于冥界的传奇猎人,在这里面对数量众多的敌人的围剿,收集各种怪物圣骸与地狱奇珍,在有限的背包空间进行取舍,锻造属于自己的专属神器,并揭开这个世界的真相。 游戏的玩法属于标准的类肉鸽幸存者模式,玩家在地图里面对四面八方包围过来的敌人,不断击杀获取经验和资源,升级后可以三选一技能或者属性进行局内养成,并且还可以收集各种素材用于武器锻造。 除了上述之外,本作还融入时下热门的搜打撤和背包管理元素,玩家可以带入一部分装备进入地图,在开局阶段就可以获得buff加成,但是背包空间有限,玩家不可能无节制地收集素材,因此要懂得取舍选择最适合自己战斗流派的素材留在背包里,然后安全撤离才是最重要的,如果地图内战败所获得的素材都无法带出。 游戏的另一个有趣的地方便是锻造合成机制,游戏内的武器也可以说是神器大部分都是玩家亲手锻造,选择合适的素材嵌入锻造台,下方会出现本次锻造得到武器的概率品质,这点非常有意思。另外合成可以让玩家自己制作各种药剂用于战斗中,此外玩家的背包格子想要扩张也需要合成解锁。 总的来说这是一款玩法非常丰富的像素动作游戏,除了构筑好流派以后的爽快的割草,玩家还能体验到刷宝游戏的带来的乐趣,不仅如此背包管理元素的引入让玩家在局内也需要制定好策略,推荐给喜欢策略类的肉鸽幸存者玩家入手。 [quote]欢迎关注[url=https://store.steampowered.com/curator/45214439/]轻游社[/url],以轻松认真的态度,对待每一款游戏 [/quote]
Disaster of a game experience for new players. It throws EVERY feature the game has to offer at you, in the first 5 minutes: Talents, Blacksmithing, Minecart, Shop, Craft, Forge, Telepath, Tailor, Quests, Bag Layout, Attributes, etc This is a massive sign of a bad game designer. These systems should be introduced slowly, one at a time, at a point where you are excited to have a new avenue to increase your power. Lots of other bad game design too, like not being able to click 'Tab' to see your character stats and equipped bag items when viewing the Level Up selection choice screen. I could list probably 10 more things that this game does badly and I've only played for like 15 minutes.
[h1]搜打撤类幸存者游戏有点搞! [/h1] 《铸魂迷途》是一款玩法比较丰富的类幸存者游戏,不仅有着肉鸽的比较肝局外成长系统,还有背包乱斗的背包管理系统以及搜打撤的游戏模式,所以刚上手的时候会比较新奇,玩起来也很上头。不过局外成长部分需要的材料实在太多了,而且敌人的加强也提升的过快,导致玩家在后续关卡里必须要打好久才能推进下一关,所以难度平衡设计的有些问题。 [h2]游戏玩法 [/h2] 游戏本身的创意是很不错的,搜打撤类幸存者游戏相比一般的类幸存者游戏,需要玩家大范围的跑图,寻找各种宝箱和传送点,方便搜罗品质更高的物品和倒计时需要撤退的地点。每隔一段时间还可以通过矿车传送回一些物品,以防玩家意外失败只能留下三件装备遭受巨大损失。 在关卡里,玩家可以收获武器、超级武器、材料、道具等多种东西,其中材料可以用来合成装备,根据不同的属性加成最后的锻造出来的装备也是不同的,想要固定武器的类别需要使用图纸来限制。在关卡里打倒敌人回收获五种不同的材料,用于局外的天赋树升级,所以一分散下去,每局获得的每种材料数量就会很少,等到天赋树第四个节点的时候,需要的金币直接高达5000,这个就很恐怖了,需要肝好久才行。 至于关卡战斗中,背包里的物品加成还有点“背包乱斗”的玩法设计,一些道具会给特定位置的东西进行属性或者功能方面的加成,一些道具还会强化某些技能的效果,搭配好了会得到非常酷炫的技能特效,全屏毒圈和雷霆旋转是真的帅。 [h2]不足之处 [/h2] 之前也提到过,那就是成长曲线不合理,敌人的强度长得有点快了,而我们的局外成长在点掉第四圈的时候已经有个明显的断层,需要肝好久材料才能往上推进,导致玩家的体验有点差,这部分要是能调整一下让关卡强度或者肝度有个良好的过渡,应该还能能加不少分的。 [h2]总结 [/h2] 《铸魂迷途》的创意很新颖,搜打撤和背包乱斗的加入让类幸存者的肉鸽玩法多了更多的内容,但在关卡强度和天赋树升级材料需求方面的数值平衡做得有些不到位,所以玩起来有亿点肝。当然这部分是可以通过更新来缓解的,期待制作组后续能进行一些调整吧。 [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~ [/quote]
备用区背包膈应人,游戏内容非常肉眼可见的不多。
Вкусно, но мало!
不好玩,数值需要打磨,没有肉鸽的爽感,也没有摸金的爽感。更没有屯屯鼠的爽感。
[h3]BpBとVSを掛け合わせたようなローグライト[/h3] 公式の概要にもあるように、メイン武器やサポートアイテム・素材などをインベントリ管理しながらステージをクリアし、持ち帰った素材を元に新しいメイン武器を作り次のステージクリアを目指すゲーム。 一点気になってるのが、ステージ失敗した際にアイテムロストがあること。 一応初期だとインベントリにあった3つまで持ち帰ることが可能だが、進めていくとメイン武器以外にシナジー効果のあるサポートアイテムをインベントリに入るだけ持っていくことになり、それらをロストする危険が生じる。この仕様を緊張感と捉えるかチャレンジの足枷と捉えるかで評価が分かれそう。アイテムドロップ自体は体感良いので、そこまで足枷にはならないと個人的には感じる。 まだ序盤ではあるが、値段相応かそれ以上には楽しめそう、ヴァンサバライクが好きなら買って損しない。
成长太慢,一点也不爽
The game is fun for the first hour or two. However, as forged weapons get stronger, spells that can be acquired during runs become way too outclassed. This result in every run playing pretty much the same, resulting in almost non existent replayability. As with the current state, I have to thumb down. I hope future updates solve this issue.
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Trends
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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