
GameplayPlayers have multiple skills and dozens of different equipment, and the special entries of the equipment will directly affect the effect of the skills, and even change the original skill form to become more powerful
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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About
Game Description
Summoner Rise is a topdown role-playing game in which players take on the role of a character who is sucked into another world by a computer and embarks on their way home
Gameplay
Players have multiple skills and dozens of different equipment, and the special entries of the equipment will directly affect the effect of the skills, and even change the original skill form to become more powerful

Spells of Diversity

Explore treasure chests and unexpected surprises

Powerful boss battles, tense and exciting

Genres
Stats
Languages: English, Simplified Chinese
Reviews
新手任务压根过不去,卡在获取钥匙那里无法提交
Oyunda birden fazla beceri ve düzinelerce farklı ekipmanı vardır ve ekipmanın özel girişleri becerilerin etkisini doğrudan etkiler ve hatta daha güçlü olmak için orijinal beceri formunu değiştirebilirsiniz. Kombinasyonlar size kalmış.
有中文 没成就
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Modeled estimate over time.
敌人出招和人物出招一模一样,硬吃也不扣血,倒不如说扣血不明显。 开头几波小怪人物靠过去就直接没了。 四个技能全是召唤物,空闲才能施放出来。 狼的血量有点逆天数值,打了老半天才死。 第二个掉冰场景毫无意义,不扣血没冰冻效果,还吃配置。
Summoner Rises, developed and published by the indie creator 月龙千叶, is one of those small-scale action RPGs that immediately communicates its identity—an inexpensive, passion-driven project built around a simple but engaging mechanical hook. It begins with a familiar fantasy premise: an ordinary person is yanked from reality and thrust into another world through a computer, ultimately forced to grow stronger and fight their way back home. The narrative is intentionally light, functioning more as a backdrop than a driver, but it suits the structure of a game that clearly prioritizes combat systems, loot, and character progression over deep storytelling. Instead of extensive cutscenes or lore documents, the game expresses its world through enemies, environments, and the tools you acquire, giving it the feel of a brisk, gameplay-first adventure rather than a narrative epic. At the heart of Summoner Rises lies its relationship between equipment and abilities. Rather than treating gear as passive stat upgrades, the game embraces the idea that weapons, armor, and accessories can fundamentally alter how your skills function. A spell that begins as a straightforward projectile may transform into an area-of-effect attack, apply status effects, or change its rhythm depending on what you equip. This creates a satisfying sense of experimentation, where every dropped item—no matter how mundane it first appears—holds the potential to reshape your combat style. The design encourages curiosity rather than strict adherence to a predetermined build, and for players who enjoy tinkering, that flexibility becomes one of the game’s most appealing qualities. Even with relatively simple environments and enemy types, the shifting skill system injects enough variety to keep moment-to-moment encounters interesting. Combat itself leans toward accessibility rather than complexity. The top-down perspective keeps spatial awareness clear, and attacks, dodges, and abilities are easy to execute without memorizing long command chains. Enemies telegraph their attacks cleanly, rewarding movement and positioning over twitch reactions. However, the game also shows the limitations of its indie scale—hit feedback can feel light, some animations appear stiff, and enemy AI is straightforward to read. These shortcomings don’t ruin the experience, but they create a noticeable contrast between the ambition of the gear-altering system and the simplicity of the battlefield it inhabits. Still, for a low-priced indie release, the combat loop remains functional and enjoyable, especially for those who appreciate steady progression rather than punishing difficulty spikes. Visually, Summoner Rises lands somewhere between retro charm and low-budget 3D experimentation. Environments are clean and readable, character models are distinct enough for quick identification, and effects give combat a sense of flair without overwhelming the screen. It doesn’t chase cinematic presentation, nor does it attempt stylization bold enough to overshadow technical constraints. The UI follows a similar philosophy—minimalistic, serviceable, occasionally rough around the edges. Sound design is modest as well, functioning mainly to establish rhythm during combat and exploration rather than delivering evocative atmosphere. What ultimately stands out is not the visual or audio identity, but rather the sincerity of the production—everything feels handmade, personal, and unfiltered by corporate polish. Where Summoner Rises may challenge expectations is in its performance requirements and level of optimization. Despite its indie footprint, the game asks for surprisingly capable hardware, suggesting either unrefined asset handling or a development framework not fully optimized yet. Occasional control stiffness, camera sensitivity issues, or UI inconsistencies reinforce the impression of a project still in the process of finding its technical footing. None of these elements break the experience, but players expecting silky responsiveness or deep customization menus may find themselves wishing for another round of refinement. At the same time, because the developer is also the publisher, there is potential for ongoing updates driven directly by player feedback rather than corporate scheduling. The game’s structure, pacing, and content longevity reflect its modest ambitions. It is not a sprawling RPG filled with branching narratives, dozens of biomes, or an endless endgame grind. Instead, it delivers a compact action-RPG experience built around exploration, treasure hunting, and building a character whose abilities genuinely evolve as new gear appears. The price fairly reflects the scope, making it approachable for players who want something light, experimental, and mechanically driven without committing dozens of hours. It also has the potential to serve as a gateway ARPG for newcomers—its systems are easy to grasp, rewards appear frequently, and it avoids overwhelming the player with dense statistics or crafting trees. Summoner Rises ultimately succeeds by embracing what it is rather than pretending to be something larger. It offers an enjoyable loop, a clever equipment-affecting-skills system, and enough personality to separate itself from generic indie action titles. At the same time, it carries the trademarks of a solo or small-team effort—uneven polish, minimal narrative depth, and technical quirks that occasionally interrupt the flow. Whether it resonates depends on expectations: players seeking a fully engineered, content-rich, Diablo-style ARPG may be disappointed, but those who appreciate compact, creatively structured indie projects may find charm, curiosity, and surprising strategic flexibility. It is the kind of game that reflects a developer experimenting, learning, and pushing ideas forward—an earnest creation that offers more heart than spectacle, and one that rewards players willing to meet it on its own terms. Rating: 6/10
The game is a low-end entry into the action genre, with only the most basic gameplay and nothing that makes it stand out. The only exception is the graphics, which are quite nice but also very demanding on your hardware. This makes the game inaccessible to the very players who usually go for these types of games, those who prefer cheap fun without spending hundreds just to run it. You move your character forward through a linear environment and shoot a wide volley of projectiles in the direction you’re aiming. Firing doesn’t cost anything, and there’s no energy or stamina system, so you can spam it as much as you want. The only thing you need to watch is your health. The last major feature is summons. When you defeat a boss, you gain its summon, which can be used freely and without restrictions, aside from a short cooldown between uses. Spamming attacks is required because, while some enemies die quickly, others are bullet sponges that force you to get close so they’re hit by every projectile in your volley. At least one boss is broken due to this bullet-sponge effect, and his health never seems to go down. You can play it safe and stay back, but you’ll have to fire a lot to take these enemies out. They often come at you in groups, allowing you to easily eliminate the weaker ones while also chipping away at the stronger ones. Unfortunately, enemy behavior is anything but smart. They’ll either ignore you completely or kill each other the moment you spot them. It almost feels like most of them are on your side and want you to succeed. After a while, they finally become aggressive and come after you, but by that point it’s usually too late, as most of them are already dead. Enemies you kill—whether by your hand or theirs—give you experience points and coins. Experience leads to level-ups, which automatically increase all your stats so you don’t have to worry about managing them. Coins are largely pointless because, although you can spend them at a trader, you’ll acquire most items from rare chests or enemy drops. These items include potions and various pieces of gear, such as weapons and armor, but there’s no easy way to tell which gear is better unless you manually compare all eight stats. Overall, it’s cheap and offers a few minutes, but there’s nothing else to see here.
뭔데 재밌냐;;; 천원값 함
i don't know what to say about it in game it says all the content works except and then goes on to list every single possible function as not working, the help bar is just flat out wrong and the actual text is only like 15% translated if that and the summoning doesn't actually work and the bosses only show up every 50 levels and the dungeon and trial keys literally do nothing except take p space in your bag, there is no way to open the treasure chests and if you fall of the map through one of an endless amount of glitches your health will empty and kill you after a time but dying that way does not respawn you you just keep falling until you rage quit. and after all that i have to say i some how still find it entertaining and invested way too much time into it with no actual progress.
兄嘚,商店页面的宣传视频声音太大(我还是steam音量开的约三分之一,本地音量十分之九);描述文字有多字情况(游戏介绍这几个字不用写上去),请检查。商店页面的宣传图片要差异化,比如要体现剧情,特点等;目前多是战斗;而且尽量减少英文的展示,毕竟在本土嘛,图片里应该显示中文。 游戏有小厂应该有的质量,也有很大的提升空间,请继续完善打磨。非质量好评要素请加上--成就,云存档;这能帮助需要换机的玩家便捷换机,让成就党更有获得感满足感幸福感。大家也能体谅你的心酸,一切都在少言中,我们爱你,请燃烧你的青春吧。
玩了5分钟就没绷住,按D键往右偏上方走,按A键往左偏下方走,地图也没有,按键设置也没看见,右键发弹幕打在敌人身上要没二次反射的特效我都没看出来打中没,移动时朝后方施法的时候人就在那里抽搐然后朝移动方向施法,便宜是便宜但也太粗糙了
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.