
An Action Adventure Game that lets you craft unique COMBOs and explore endless ways to style on your enemies with a high-speed combat system. Test your skills in fun chaotic one-vs-group battles, intense, strategic duels, and exhilarating post-apocalyptic adventure that will set your blood boiling.
Modeled estimate, not a reported figure. How we estimate →
About
Experience a fresh take on this action adventure of "Spirit X Strike," featuring three intertwined combat systems: Instant Counter, Super Strike, and Spirit Mimicry. Players can swiftly switch between defense and attack, and experience an adrenaline-pumping combat.
Unique Action storing and release system to break the limits of COMBO potential!
Chain together action sequences using the game’s distinctive Spirit Mimicry. This system allows you to freely assemble moves and unleash them at the moment you desire. Even newcomers can easily execute stunning combos and air-juggle confirms.
It’s Strike Time!
Break your opponents’ defense with well-timed counters and quick pressure, then execute them with the finishing "Super Strike". There are a lot of different “Super Strike” finishers for different situations waiting for you to try out!
Survival in Post-Apocalyptic Wasteland
Play as Carter, the inheritor of the Spirit Fist, and face off against top warriors in the Wasteland. Unearth your limitless potential and "Strike" your way through!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese*, Japanese, Traditional Chinese, French, Portuguese - Brazil*languages with full audio support
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TLDR: Combat has potential, but quickly disappoints. I don't recommend, but the game is to-the-point enough to try out for yourself. There's little point to the game if you don't like the combat, so refund it if you were disappointed like I was. Very excited by the first few minutes of fighting, very stylish, free form, and fun. The camera and lock-on system could be vastly improved, but it's serviceable for what I played. Plus the Spirit-strike and Spirit-release system was not only fun to use, but it seemed like it could be an actually unique mechanic that grows with the player as they experiment and explore what's possible in the game. The word IF does heavy lifting, because if you're like me, then you'll be quickly dropping the game. Never in my life have I played a game that I so quickly went from falling in love with to utter disappointment, all in the first level. From seeing how much fun it could be, to how much fun it would allow me. (Spoiler: VERY LITTLE). First came the basic enemies that let me play around. Quite fun to play, and stylish too! Then came the implementation of projectile enemies which was a good thought, but the execution was janky - felt at times like I couldn't get a single combo in without specifically focusing down the ranged enemy. Even a single ranged enemy would sometimes prevent shorter combos, as being stuck in the attack animation would likely mean getting hit. Jumping to dodge the projectile but keeping up the combo against whoever I was currently attacking felt like the most intuitive move, but the projectile enemies would adjust their aim seemingly no matter how late I timed my jump. Thus I HAD to fight the projectile enemies first. Add in multiple ranged enemies that leave no reprieve between projectiles, and it started feeling quite tedious. Tedious, but manageable. Then came the first boss, the Captain of Tiger Army. Suddenly it felt like I was playing A Rock-Paper-Scissors timing minigame, and not the free-flowing action combat game I was playing just minutes before. If I go on the offensive, I get pitiful damage before being blocked and counter-attacked. If I go on the offensive with a guard-break air attack, the enemy almost never gets staggered and I get counter-attacked anyway. Even If I know when the enemy is going to counter-attack, I'm stuck in my attacking animation, so I don't get to guard him and I get hit. If I try to jump to evade, the enemy perfectly tracks me because the attack he uses can only be guarded. When my offense does pitiful damage, without any way to avoid the counter-attack, all I can do is wait and beat the boss in his rock-paper-scissors game. Wait for his shield bash, time the perfect guard. But don't ground or air dodge, he'll perfectly track and hit you! Wait for the mace swing, time the perfect dodge. But not the jump-evade, because he perfectly track that! Don't guard either, because you can't! When I was playing the game at my own pace, being the aggressor and attacking enemies, switching to playing defensively only when necessary, it was very fun - I loved It! But the first boss forces you to play the game in the opposite way because of the boss' super-armor and counter-attacks. This isn't fun. Through exploiting the player's impaired ability to act defensively after engaging offense (because even if the player actively reacts to or correctly predicts what the boss will do, they can't avoid getting hit), this boss becomes a wall of boredom. I call it this because I imagine most players die to this boss because they try to have a fun back-and-forth fight against him. The problem is that to beat this boss you need to play a boring game of Rock-Paper-Scissors, because your own offense gets you killed. The most fun part of the game is the worst way to play it. But even this, I could manage. This tedium, getting one punch or kick in before being forced to block and dodge. It was the second phase that broke me. After having to seal my offense to deal with this boss and focus on defense, after losing his shield he starts.... randomly flailing around with a red glow, in a way which makes it impossible to know when to dodge. I can't time the dodge because of the randomness of the flailing, so I'll jump... oh, the boss perfectly tracked and hit me in the air again. The constant red aura indicates I can only use the grounded dodge, but the attack are so random I can't possible time my dodges correctly? And because of the red aura, there's no indicator for when to dodge, like there was with the flashes of red aura in the first phase? No thanks, I'm done. First you force me to stop playing offense, the fun part, then you make playing defense a frustrating, random mess. If this first boss is indicative of the how the game will play, then I have no reason not to refund it. I'm not interested in being teased with a good time, only to be constantly denied it. I'd say fix these issues and I might try it again. I'd say making the jump a low-risk low-reward defensive maneuver to compliment the high-risk high-reward perfect-dodge and perfect-block might even be enough to remedy the largest issues I have, but I have the feeling that the game's core combat is designed around dealing with these rock-paper-scissors like dodge-block or die enemies. So in light of that, I'll just say it has potential but is ultimately disappointing. If this game was just bad, I'd quietly refund it and do nothing else. But because I see the potential, I can't help but post a review. I just wish it was fun. Everything up to the first boss just quickly starts becoming worse and worse gameplay, leaving me to imagine what could've been. I don't recommend buying, but if you're curious then play through the first boss and either refund it like I did or keep it if you manage to have fun. It's a short enough window to allow you that choice.
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Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
definitely one of the best fighting games ive ever played in my life. yes the graphics isnt all there, yes the story and acting aint all there either, but lord does playing it make up for all of it, showing insane potential from the combat alone. genuinely the most fun ive had in so long, you rarely see innovative and inspired combat systems that give you full reign on how you play. controls feels good, inputs feel responsive, sometimes its hard to keep up with the bosses but when you do keep up it feels hella fun. i played it on master and it wasnt all easy learning the combat at first, but as i learned through the training mode and actual fights i managed to beat it. its fast paced, VERY fast paced, so much so that the target audience would possibly be those with high reflexes and technical skill, so its not for everyone. but for an early access game this is already hell of fun and has insane replayability. you can make so many combos with what it gives you that it possibly could not get boring. definitely worth it's buck if you want a game that . as a fan of fight animations/stickman animations and various action and martial art anime where the characters move at speeds faster than the human eye, this game definitely has me sold and i hope for a full game one day.
GOD HAND IS BACK!!!!
爽快,但是被击飞就应该进入无敌态,而不是被五六个小怪踢足球。闪避无敌帧太短,鹰形态的弹反太容易挨打。虎形态的抓取对boss更是无效,到头来三个形态只有龙好打boss
我打不过第一个boss,亮黄光闪避挨打亮红光闪避挨打不亮光闪避挨打 为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打为什么闪避了还会挨打
GAME IS TOO GOOD, DEV HAD A VISION. If you are a fan of these games. (GOD HAND, DMC) THEN YOULL LOVE THIS GAME. HOPE TO SEE MORE FOR THIS. Combos are too fun and creative. Stance switching. GOOD OL PARRYS. BUY IT AND SUPPORT THIS DEV.
Very fun fist of the north star inspired game
i recommend this game if you like beat em up style games. Spirit X Strike is basically Fist of the north star meets God hand with a sprinkle of Dragonball z in it. Theres not much to the story just enough to get you to the next stage and thats not a bad thing, the game shines with its gameplay and combat if you like beat em up games i definitely recommend at least trying Spirit X Strike.
请问各位,这个游戏怎么用手柄玩,其他游戏都可以,就这个,进去看有手柄键位的设置 , 但是手柄没反应,北通的鲲鹏50,知道的请告诉我,谢谢,不然我只能退款,动作游戏用键鼠没法玩
赛博臭豆腐,奇丑无比的视觉和爽到飞起的动作,目前大师难度打完师傅,提个意见视角需要改进,锁定的时候应该加个侧向修正,比如师傅近身战的时候视角应该加个修正让镜头侧对着二人,不然师傅体型比主角小模型完全被遮住如果不是有意识的调整视角的话根本看不见出手,另外boss攻击的一些判定我觉得得改改,强修正没问题毕竟主角性能如此夸张,但是有个别判定比动作来的快,还有就是鹰架势在打师傅的时候完全不知道该怎么用,龙还能精防虎能抓瞬移,但是回旋踢是真的用不出来啊,另外感觉场景要不要试着预烘焙一下光栅阴影,视觉上能改进这一点就会有突飞猛进的变化
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Where this game's players are, estimated from review languages.
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