
As a hunter, you explore a dark, interconnected world filled with dungeons, relying on precise combat to survive. Battle grotesque monsters, expand your arsenal, and uncover hidden paths in a non-linear, pixel art journey.
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About
Discover a Gothic world in this 2D top-down action-adventure, blending fast-paced combat, exploration, and pixel art inspired by Game Boy Color classics. Fight monstrous foes, unlock new abilities, and explore a non-linear map filled with hidden secrets and dangerous challenges.

Master precise combat, where every strike and dodge matters. Manage your stamina as you face off against grotesque enemies. You have a limited number of healing flasks so use them wisely. Upgrade your character's stats to remain effective in combat.

Discover powerful new tools hidden in the dungeons that enhance both combat and exploration. Unlock new abilities to defeat enemies more effectively and access hidden paths, uncovering deeper secrets within the world.

Uncover hidden dungeons throughout Tearscape's dark, interconnected world. Each dungeon holds unique challenges, powerful items, and deadly enemies, pushing your combat and exploration skills to the limit.

Face off against challenging bosses: massive, grotesque creatures born from dark experiments. Each encounter demands precise timing, strategy, and mastery of your abilities to emerge victorious.

Explore the vast, interconnected map filled with branching paths, hidden shortcuts, and secret areas. The non-linear design encourages exploration, rewarding you with powerful items and new abilities.

Encounter a diverse cast of NPCs, some offering guidance, others seeking your help, and a few with their own hidden agendas. Every interaction adds depth to the story.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Какое-то время назад я узнал, что моя неспособность представлять в голове образы и объекты называется «афантазия». Это известная нейроособенность, присущая около 2-4% населения планеты, и с этим просто живут, привыкают и развивают в себе способность альтернативно представлять все то, что другие представили бы в своем mind eye. Воспоминание как бы «ощущается», через логическую цепочку свойств и характеристик. Не хуже картинки. Так вот Tearscape в моем понимании - это то как я могу себе представить Bloodborne, с учетом невозможности вспомнить как именно он выглядит. Но вот ощущается он именно так. При этом играется больше как top-down zelda, чем как соулс, а механики потери набранных душ, прокачка атрибутов, выбор оружия - все это приправляет привычный zelda-геймплей чем-то интересным. Еще и карты местности находим по ходу исследования и браслетики надеваем для пассивных улучшений, как в Hollow Knight. Боссы напряженные, запоминающиеся, довольно разные. Есть пара замечаний к дизайну уровней: периодически происходили ситуации, когда добравшись до финала локации и получив награду, ты вынужден возвращаться той же дорогой (например, через полосу препятствий, спроектированную только в одну сторону), никаких тебе внезапных шорт-катов, никаких телепортов к началу. Странно, как будто уровни проектировали разные люди. В общем, намешали будь здоров (еще и кооп есть), и работает! Рекомендую.
クリア済。 戦闘は近接とサブウェポン中心で、近接は剣・大剣・鞭などがありますがモーションは少なく、全体的に既視感の強いシンプルな構成です。 サブウェポンは弾薬制ですが入手が不安定で、実質ギミック用に限定されがちでした。敵・ボスともに耐久が高く、雑魚と強敵の差も大きいため、戦闘バランスはやや大味です。 さらにボスは耐久重視でギミック変化も単調で、撃破の達成感は薄めでした。 成長要素は経験値でHP・スタミナ・近接・サブウェポンを強化する一般的なレベルアップ制です。回避には無敵があるもののスタミナ管理が必要で、全体的にテンポは遅めです。 探索は1エリア1セーブ&ファストトラベルの形式で、ショートカットは多めです。 一方でパズルの比重が非常に高く、ブロックの順番入力や色配置などが各地に配置されています。ヒントはありますが直感性が低く、総当たりも可能なため解法の納得感に欠ける場面が多いです。 総じて、GB風レトロゼルダを意識した作品ではありますが、戦闘・ボス・パズルいずれも単調さや理不尽さが目立ち、好みはかなり分かれる内容です。レトロな雰囲気を優先する人向けの作品です。
This was the best Gameboy Zelda mixed with Dark Souls game until Mina the Hollower released.
見下ろし型の8ビット版ブラボとでもいいましょうか 豚はいるけど残念ながらモツ抜きは無いです。 難易度も優しめなので世界観好きならオススメ
[i]Bloodborne[/i] reimagined in the style of [i]Link's Awakening[/i]. Fun, but unimaginative. It's the usual Zelda-like loop of exploring and finding tools that allow you to explore farther, all while trying not to get killed by monsters. For something allegedly inspired by From Software's ultrahard games, it's surprisingly easy. Enemies can be tough, but there's no reason to fight monsters other than tears (EXP), so you can just dodgeroll past the tough ones and grind the easy ones. Bosses do present some challenge, but diminishing as the game goes on- most of the later ones I beat on the second try. The plot adds nothing; barely more than a rough gesture to push you towards the next area, culminating in a offensively anticlimactic ending. (The ending is [spoiler]literally just a message: "The hunt has ended. Thank you for playing!"[/spoiler]) Worth a try if you like Zelda-likes- it's difficult to get this genre completely wrong- but maybe wait for a good sale.
尚且合格的2d俯视角塞尔达代餐,能力锁,分层地图、隐藏墙壁、谜题等要素应有尽有,地牢设计有三角力量的神韵。反而是在此基础上缝合的类魂元素显得非常强行,精力限制和翻滚完全可以没有;篝火点极其稀少,而地图的连通性却并没那么强;加点系统与敌人的数值成长缺乏考究,即使全程升血上限都扛不住小怪4下攻击。 地图设计方面存在一个严重问题,所有只会为了拿一个收集物探索一次的支路几乎都不跟主路联通,跑完重重机关之后往往要回头再跑一遍,极其恶心。 不过最大的缺点还是各种缺打磨的小细节,比如各种碰撞判定,悬崖的判定等,最逆天的是玩家掉下悬崖之后回到地面上居然没有无敌时间
Did remote play with a friend on a whim and we played for five hours straight. This is a delightful game and its a lot bigger than I thought it would be. Loving every minute of it!
I did enjoy the game. Combat is a lot of fun, abilities unlock at a satisfying pace, the leveling system feels rewarding, and each boss is unique and memorable. That said, while the game has a lot going for it, there are also a few issues that can hurt the experience. THE GOOD Combat is a lot of fun. Enemies offer a nice variety of movesets and attack patterns, keeping encounters engaging. The game does a good job balancing puzzles, combat, traps and environmental hazards, which helps keep things feeling fresh throughout the adventure. There are plenty of charms to mix and match, allowing you to tailor builds to fit your playstyle. A solid variety of weapons, shields, and tools gradually unlock over time, making progression feel rewarding. Level design is excellent. I rarely felt lost, especially with the helpful NPC in town who points you toward the next objective without over-explaining things. The game is not flooded with unnecessary NPCs or endless dialogue. It keeps focus on gameplay, which I really appreciated. The pixel art is fantastic. Everything looks beautifully crafted, and the protagonist has a really strong visual design. Controls are simple and intuitive. Dodging, blocking, and parrying all feel responsive, and combat generally feels smooth and satisfying. Exploration is rewarding thanks to hidden paths, branching routes, secrets, and useful items tucked away off the main path. Boss fights are easily one of the strongest parts of the game. Most were genuinely fun and memorable. THE NOT-SO-GOOD The music was not for me. I ended up turning it down quite a bit, and on the water level, I turned it off completely. Some enemies feel wonky, frustrating, or outright unfair at times. The story feels almost nonexistent. For much of the game, I found myself wondering, "What exactly am I doing besides killing things?" The dialogue itself is well written, but the overall narrative never really comes together. It feels like the game aimed for a dark, cryptic, souls-like style of storytelling but never fully landed it. That brings me to the ending… or lack of one. You beat the final boss, credits roll, and then it is straight back to the title screen. No meaningful conclusion, cutscene, payoff or explanation for what happens to the world or protagonist. After spending 20+ hours with the game, this felt incredibly disappointing. Maybe there are multiple endings and I simply got a weaker one, but even if that is the case, there should still be something... some form of closure, payoff, or acknowledgment of the journey. If this is the only ending, though, it felt very underwhelming. CONCLUSION ★★★☆☆ — 3/5 Stars Overall, I enjoyed the game and still give it a thumbs up. If this is the dev/team’s first game, they did a really good job. I played it from start to finish within a week, which says a lot about how engaging it was. Hopefully some of my “Not So Good” feedback can help with future projects. Please give future games a more satisfying ending or at least some form of meaningful payoff. That part was genuinely disappointing.
boring af, like zelda 1 with bloodborne setting but boring, really boring
While this game looked good on paper for me, after I tried it, I noticed some weaknesses. The combat is great and the dialogue is too Some visuals are good, although I would've expected a bit more animation and fluidity The story is very sparse in-between and while I do get the Developer is trying to make a 2D GBC, even Oracle of Seasons and Oracle of Time had "cinematics", which I think this game would benefit a lot of. The music is a strong contender for variety aswell, as the first two zones have the same OST. I am what I assume is halfway through the game. I'll still give it a shot and update my review after.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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