
"The Disappearing of Gensokyo" is a Touhou Project doujin game from MyACG Studio, a Chinese doujin game fan circle. We have re-imagined Touhou as an ARPG, creating this "Danmaku-Shooting-ARPG". We hope this game will be a good experience for those who are both new and knowledgeable of Touhou!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The combat is something I can only describe as carelessly designed. The complete lack of i-frames coupled with the high projectile density & enemy count means it's easy to die instantly, especially on higher difficulties where you will instantly die over small slip ups (Some individual enemies like the kamikaze sinsacks will one-shot you at full health too). On higher difficulties at least, the only realistic way of dealing with groups of enemies is to constantly run away from them & attack them from distance, OR spam bombs where applicable. In other words, avoiding actually engaging with enemies & their patterns as much as possible is how you win. And yet with a few exceptions, the boss fights are the worst part of the game. Their telegraphes tend to be non-existent, and they move & attack instantly before you can even react. On higher difficulties you will die over and over again not because of the encounters being challenging & testing your skills, but because they are extremely unfair & constantly 1 or 2 shot you with unreactable and/or non-telegraphed attacks. Some boss patterns outright require preemptive dodging to realistically avoid. Well then, why not just not play on higher difficulties? Because not only is there an achievement for beating the game on Lunatic, but apparently Hard is actually the recommended difficulty for playing the game. That said even if you play on Normal, everything I said still applies & the game stays poorly designed, only that you get a bit more leeway and won't die instantly as often.
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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, Korean
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
p2w ama güzel oyun dlc karakterleri ile f2p karakterlerin arasında deli gibi güç farkı var ama onun dışında güzel bir oyun
This game seemed promising: - but the gunplay isn't fun - its genuinely way to difficult - the story is a confusing and not immersive, i genuinely started ignoring the walls of texts after stage 4 - the last sigil in the human village stage is utter bs - The Remilia fight is just... ♥♥♥♥♥♥♥... horrible... and unfair Save yourself the time and avoid the game
This is a pretty good top down adventure game featuring Tenko and an assortment of touhou characters fighting their light/dark counterparts or something silly. I can finally live my fantasy of the Tenshi/Utsuho team up of the century, but both characters have drawbacks so I can't live it long. The goal of the game is get through the levels, picking and choosing which touhou characters benefit more from the current situation, and experimenting with character combos to clean house of the enemy. For boss fights, generally high dps spam, i-frame abuse from bombs, or high mobility is key to surviving, especially later when bosses will stunlock and kill you in seconds, positioning and timing is key. The steam guides are your benefactor to figuring out bosses, the DLC may end up saving your ass more than you would think, and you will need the puzzle pieces to get perks that aid in your journey. I waited 11 years to play this game, 7/10 for silly engrish and moments of Tenshi getting called profane things. Wait for a sale as usual.
手感差的令人发指,弹幕射击没有击中反馈得盯着血条看有没有打中,冲刺是会被弹幕拦截的,冲刺过毒雾是一样判定中毒的。很多敌方弹幕还是巨大光球,难以捉摸判定范围多大。白色的灵魂怪物更是一度被我忽略撞上去扣血(笑)。发动符卡还容易分散注意力,毕竟还得自己瞄。敌方符卡的效果得靠堆命猜,就好比秦心的秒杀技,死了五六回才试出来是被逐渐缩小的弹幕圈碰到就触发即死。 剧情没看,但是作为一款游戏,游戏性有点微小了说是(笑)
[h1]虽然是推荐,但还是认为不合适[/h1] 敌人设计对我来说真的很粪,你可以把敌人设计的很难,但也不要弄到无正常破解之法啊,不是全追踪激光就是全图追踪闪身切,游戏滑步也没有无敌帧,玩家硬直长,继《无敌少侠》后第二个最尊重群殴的作品,只要一被围一被卡位,这把可以直接关了,1周目打蕾米莉亚我只能考铃仙灌伤,因为后面的吸血和甩枪看的我手指抽筋也无法战胜,2周目连灌伤也灌不动了,[u]3抓1哈[/u]带走,完了。3抓1哈摸到就死,我玩魂游来了 [h2]如果作为游戏艺术剧情人物设定的的话,还是没有什么大问题的,所以给的推荐,只是今天被粪怪气哭了,希望敌人设计能再平衡一下罢[/h2]
昔の同人作品に求めるには厳しすぎることを承知で言わせてもらうけど、レミリア戦がダメなソウルライクのお手本みたいな雑な難易度でつまらなかったので投げた。 まず前提としてこのゲームは弾幕を回避するゲームで、無敵時間のあるダッシュが存在するし、シールドも存在する レミリア戦はこのGMたる製作者が決めた軸になるゲーム性をことごとく無視する存在で、ロックされると必中の誘導弾に瞬間移動近接攻撃、ダッシュ中も当たる弾幕、シールドが一撃で消える攻撃をやってくる。 キャラクターの強さを表現したいのだとしても、それは軸になるゲーム性の範囲内でやらなければ難しいだけで手ごたえがあるとは思えない。 もしゲーム性を外れたいのであれば特殊なギミックとして設定したうえで、本来のゲーム性の難易度を超えないようにするべきだと思う。
情怀作品,仅推荐给东方厨或者抽象二创区大佬,因为剧情中有意思的地方只有非常熟悉原作才会get到。体量等于一个标准作品,剧情上会让老东方厨翻回忆录的感觉,这种令人怀念的感觉就像老酒般香醇。但玩法只有一个严重的设计漏洞,即视角不能调整环绕视角,导致boss战经常会看不到boss。毕竟小制作组,设计这块没经验。
Тут есть я, но только лишь в платном ДЛС
还可以,就是有点难,如果不买dlc的话
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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