
Spirited Line is a boss rush hack ‘n’ slash action game where every hit you take is fatal. Master precise, skill-based combat against unique spirits in a surreal, minimalist subway world. Fast-paced duels demand focus, timing, and patience to survive.
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About

Beneath the quiet fields lies a forgotten world — the ancient Spirited Line of subway, long abandoned and sealed away.
When a curious kitten stumbles upon its hidden entrance, she awakens forces far older and darker than she could imagine.
Armed with a mystical blade and guided by an old Janitor, she must face the tormented spirits haunting the stations and find her way to freedom.
Spirited Line is a short, tightly designed boss-rush hack and slash game built around simple, skill-based combat and epic battles.
To escape the strange underground world, you must face a series of intense duels against powerful spirits — each one guarding their own mysterious station.
As you fight your way deeper through the haunted subway, you’ll uncover fragments of its forgotten past, revealed through the guidance of an old Janitor and the bizarre world around you.
Every hit you take is fatal — there are no upgrades, no health bars, and no second chances. Victory comes only through skill, timing, and precision.
Each spirit is a unique challenge, demanding focus and patience. Study their patterns, learn from each failure, and grow stronger with every attempt.
Defeat is part of the journey — and every loss shall bring you one step closer to victory.
Explore a surreal subway underworld made of melancholy and dreamlike simplicity. Each station is a self-contained world shaped by memory and obscure remains of the old world.
Dialogue is sparse, but the world tells its own story through visuals, sound, and encounters.
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Reviews
For 5 dollars id absolutely recommend. Its a straight forward boss rush with a total of 7 bosses. Each boss is visually and mechanically distinct and feels a lot like a series of unique puzzles to solve as much as it does a boss fight. The aesthetic is super pretty, and feels like it could be used for larger projects later. I do wish there was a retry button when you lost, so you dont have to rerun to the bosses. Also I'm not sure if it's intentional but theres a slight pause between inputs that can prove frustrating. The only real bug i ran into is, if you die and you're moving/holding movement on death the game black screens, but I believe the team will resolve that since its replicatable. I do wish there was more of a narrative drive, but for a 5 dollar experience, it was satisfying, and I definitely got my moneys worth, makes me curious to see what else the team cooks
Game doesn't save, I beat most of the bosses twice before I realized (I thought my handheld didn't upload the save at first). Steam says you can save anytime and no where does in the description does it say you can't save. And it's not built around that as a feature, it just doesn't have it. Crazy for a game in 2026. I don't really care if it's a "short game". Unless it's actually like 10 minutes and free, there's really no excuse. Games crash, people have responsibilities that come up, etc. This is just padding. And you have to do the tutorial on each new playthrough; which you can argue include the first two bosses that are painfully easy on subsequent playthroughs but cannot be beaten quickly due to certain mechanics (fun the first time but they're basically puzzle bosses). This compounded with other bugs like the button icons flashing back and forth from keyboard to controller, the start menu being glitchy, the sound fx sometimes just not working, music being just short repeated loops, etc make this a game I'd genuinely recommend not be worth it. Because otherwise I really like it. As a it's a great homage to PS1 era games with some light souls elements. It has a real vibe to it that I love too. It could have been great. Please fix these issues.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Korean, Portuguese - Portugal, Simplified Chinese
Hours played at review time, across 27 reviews with recorded playtime.
한대 맞으면 죽는 정말 짧은 보스러시 게임 스토리도 아주 약간만 있을 뿐이고 그냥 보스잡는게 끝 일부 화면 앵글 같은게 조금 불편하지만 적당히 할만하네요
This is a thumbs-up with caveats. Go in expecting jank. Hit detection and hit boxes can be iffy. The later bosses can feel more tedious and punishing than truly challenging at times. The lack of music outside of boss fights (and every boss has the same simple loop other than the final one) really kills the atmosphere. Otherwise, I had an OK time with it. At such a low price, grabbing on sale is worth the 1-2 hours it'll take to finish it once (which also gives all achievements). With a bit more polish, especially some music between bosses, variations of music for each boss, and tightening up of the fight design for some, this would be pretty good. As it is, it's an OK proof of concept that hopefully bodes well for an improved game in this style later from the devs.
Legal, senti falta de mais sons nesse jogo e algumas cutscenes pros bosses, precisa de uma polida com certeza. E quem sabe não adicionar uns chefes novos.
Great little game
Reviewing games after playing them for such a short period of time is generally mean-spirited, ill-informed, or ill-intentioned, but as the game itself is quite short, I feel less bad about doing so. Also, making games is incredibly hard, so I'm not sitting here saying I could do better. I'm offering my opinion on what I played of the game. There are two massive issues that hindered my enjoyment of the game, in a way the cranked the frustration levels to 11. The first is the camera, which doesn't show you enough of the later fights, and obscures attacks (placement/direction etc.) on both the left and right sides of the arenas way more, leading to incredibly cheap feeling deaths (I got lost in the camera behind one of the bosses, unable to see myself OR the boss, as the camera's positioning wasn't zoomed out far enough for me to see). The second is the insanely punitive hitbox on your character, sometimes arbitrarily so. Having played a pretty decent number of Souls-likes, the timings and 'means' by which some attacks 'hit' you feel really harsh and not particularly 'fair'. Difficulty is fine, if it's executed fairly. Even one-hit death games can execute the hitbox in a way that's fair when done right, but here, it just feels the wrong kind of punishing - the unfairly punitive. The ways both The Rat King and boss before that (briefly forgotten its name) hit you rarely feel actually fair, in a way that actively saps any fun I was having out of the game. There are a couple of other issues that get in the way (the 3-5 second lingering shot everytime you die is a pretty big frustration), but the two I mentioned are the biggest and the most impactful on the game's enjoyment. While I got frustrated at the earlier bosses, I persevered and got through them - the two penultimate fights though? I noped out of those and the game because just how frustrating, and how (in some ways) 'not my fault', failure felt. It's got a great PS1-style aesthetic, or at least has a look that evokes the nostalgia for that aesthetic. It's just a shame how obstructive the camera is and how punitive the hitboxes feel.
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