
Kazutaka Kodaka and Kotaro Uchikoshi join forces for the first time to deliver the ULTIMATE adventure game! 15 students are tasked with defending a school from grotesque monsters for 100 days. Can they make it to the end? And will they survive long enough to uncover the truth?
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About
Takumi Sumino is a totally average teenager living in the Tokyo Residential Complex, a place where every day is much like the last and nothing bad ever happens. All that changes when freakish monsters attack the town and start wreaking havoc. A strange creature calling himself Sirei appears and offers Takumi the power to protect those he holds dear... All he has to do is stab himself in the chest!
The next thing he knows, Takumi is in Last Defense Academy, a school in the middle of nowhere surrounded by a wall of otherworldly flames. He and 14 other students have been drafted into the Special Defense Unit, a team tasked with keeping the school safe for the next 100 days. How much are they willing to sacrifice to take back their normal lives and save the world from the grotesque school invaders?
The curtain rises on 100 days of war and despair...
Takumi's choices will decide his future, but there's no telling what kind of consequences these decisions might have...
When the invaders attack, it's up to you to protect the school in SRPG battles.
Use each student's unique Specialist Skills to turn the tide of battle in your favor!
Spend time with your teammates to deepen your bonds, or explore the wilderness and ruins outside the school.
You can even use the items you find to craft gifts and get even closer to your allies!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Simplified Chinese, Traditional Chinese, Korean*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 604 reviews with recorded playtime.
Reviews
Themes across 602 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
这个游戏卖180的话,只要看到苍月就值回170了。超级神人,神人中的神人,一神更比六神强,牛逼
this is what stockholm syndrome feels like
선택지갈리는 노벨류 웬만큼 해본 사람들한텐 개개개개개비추 시간빌게이츠들만 하세요^^ 개별 루트마다 각 캐릭터들 성격이나 세계관 설정이 중구난방이어서 이건 뭐지 싶은데 거기다가 그 루트 하나씩 해금하는데에 필요한 편의성이 부족함 엔딩 100가지 내세우면 뭐함? 그 엔딩 볼때까지 시간이 쓸데없이 많이 들어감 차라리 그냥 존나 노잼인 전투 없애고 아예 노벨류로 가지 그랬냐 그리고 캐릭터들 인연 스탯 왜넣음? 그거에 따라 달라지는것도 없는데?? 단간시리즈 재밌게 했는데 이건 최악최악이었음 제작자가 겜 장르에 대한 이해가 하나도 안보임
已经无mod打完全成就了,大概去掉20个小时挂机去干别的事的时长。如果你是喜欢小高写的视觉小说形式的剧情,没那么执着于推理的话买就完事了。下面是对一些篇章的感想和评测吧(无剧透)。 为他们的故事流泪了四次,在一周目、真相、告别、SF055。说实话一周目和真相线就给我玩爽了,非常值得一打。感觉后劲大缓不过来的也有别的优秀的篇章当后日谈看。先烂再好地来说: 一堆串起来的里线我打的是真难受,尤其是俩匣子鲜血和喜剧,我从来没见过这么烂的东西,偏偏还作为进入SF篇的解锁条件。我想打出055给他们一个好结局,但最后这个好结局也不能说完全好,还有很多问题没有解决,不过看到大家的笑容还是感动的眼泪下来了。里线里我感觉SF和推理的互为剧情锁挺不错的,再就是死亡游戏(面影和饴宫的高光线)。我感觉很烂的:幸运之匣,烂线top1,探索探索还是探索,然后就是一大堆重复对话,又臭又长这辈子不想看第二遍;灾厄之匣,主要是吓人,半夜打的一直在给我突脸,jumpscare,最后拿东西给上半屏幕挡住了过的;鲜血淋漓,杀人魔和丧尸两条线都挺狗屎,觉得你那横版小人快跑追逐战做的老刺激了是不是,倒是不怎么吓人,被气笑了的程度更多一些;喜剧,像春晚,强行搞笑实则尬的没边。可以看主角的一堆啥子CG;坠入爱河,喜欢大铃木、凶鸟、川奈的推荐打,和主线没一点关系了,纯galgame剧情;xx篇,对xx的设定补了一点,但是依旧澄野恋爱脑发力。我觉得结局有点烂,但是可以接受;选择篇明明有可以补充信息的机会但你就是稀里糊涂地结束,看在你篇章短不让我赤石很久的份上先原谅吧,感觉同样是拉上来凑100个结局的;连续防卫由于我打的时候重复战斗已经可以跳过了(不知道是不是因为后来更新了),所以体感没那么糟糕。就是普普通通、非常一般且没什么信息量的结局。 非里线除了幸运之匣我觉得都很值得一打。论人物结局我最喜欢的是独裁,如果加上故事性一起考虑,真相大白、重启、告别、独裁、青春、领魅、休闲、遍地、诺莫科巴、xxxx,我觉得都是很不错的线,至少这些就够值回票价了。告别和遍地是对xx形象的补充;青春篇就是真 动漫里有泪有笑的热血青春剧情(047、048两个结局都很喜欢);领魅这个不多说了,通关率仅次于真相大白,最出圈的含金量。很恶俗但又很邪教;休闲篇的一些比喻和暗示很有意思,我是挺喜欢这种氛围的;诺莫科巴是饴宫怠美的单人线,同时也是高光线;xxxx是唯一一条重点刻画了侵校生阵营各位的个性的篇章,算是另一视角的设定补充。 如果小高真出DLC的话我希望是爱校、爱岛那种,红鲑团也不错嘻嘻,我要玩galgame口牙。我最想看的还是澄野带着真相线的记忆再次重开,拯救所有伙伴,寻找合适的时机解释真相,最后剧情转入独裁线的剧情。小高我是真想看这个。还有你要出DLC的话别让小太刀碰剧本一下好吗,你根本不知道幸运之匣有多赤石,比连续防卫打的还难受。
Started this game on a very fated date, March 16th (if you know, you know) because I heard great things about this game and I'm familiar with Kodaka' works. And I finished it almost 2 weeks ago because boy, I suggest you to take your time because it's going to be a very long game if you want all the endings. Dare to say it's Kodaka's most ambitious project. This game showcase how he really improved as a game developer, writer and director. The cast is brilliant, despite sometimes the characterization isn't always consistent (fair since it has several routes and 100 endings written by different writers), some routes are whatever but most of them are extremely good and made me laugh, cry, and feeling a bit terrified. I have an affectionate level towards this game because it became a routine from an annoying reality called 'my coworkers are morons and they deserve to rot'. And most importantly: it has Darumi Amemiya, yuri and toxic yaoi.
i want to crack yugamu. no lube, no protection, all night, all day, from the kitchen floor to the toilet seat, from the dining table to the bedroom, from the bathroom sink to the shower, from the front porch to the balcony, vertically, horizontally, quadratic, exponential, logarithmic, while I gasp for air, scream and see the light, missionary, doggy, backwards, sideways, upside down, on the floor, in the bed, on the couch, on a chair, being carried against the wall, outside, in a train, on a plane, in the car, on a motorcycle, on the bed of a truck, on a trampoline, in a bounce house, in the pool, bent over, in the basement, against the window, have the most toe curling, back arching, leg shaking, dih throbbing, fist clenching, ear ringing, mouth drooling, azz clenching, nose sniffling, eye watering, eye rolling, hip thrusting, earthquaking, sheet gripping, knuckles cracking, jaw dropping, hair pulling, teeth jitterbug, mind blogging, soul snatching, overstimulating, vile, sloppy, moan inducing, heart wrenching, spine tingling, back breaking, atrocious, gushy, creamy, beastly, lip biting, gravity defying, nail biting, sweaty, feet kicking, mind blowing, body shivering, orgasmic, bone breaking, world ending, black hole creating, universe destroying, devious, scrumptious, amazing, delightful, delectable, unbelievable, body numbing, bark worthy, can't walk, head nodding, soul evaporating, volcano erupting, sweat rolling, voice cracking, trembling, sheets soaked, hair drenched, flabbergasting, lip locking, skin peeling, eye widening, nail scratching, back cuts, spectacular, brain cell desolving, hair ripping, show stopping, magnificent, unique, extraordinary, slendid, phenomenal, mouth foaming, heavenly, awakening, devils tango ever. bro could cause a nuclear bomb inside me and I'd still ride.
Hundred Line starts off with your protagonist, Takumi, going about his normal life living in an underground shelter until an attack by strange creatures and the sudden awakening of his powers lead to him being transported to the Last Defense Academy. Alongside a group of various other high school students, he must live on the surface in the ruins of human society, fighting off hordes of strange creatures trying to destroy whatever is being sealed inside the school for 100 days. Throughout these 100 days, Hundred Line proceeds as a linear story as you gradually learn about the characters, world, and various key events. Upon reaching the ending, you then get to go back to the start and make different choices than the first route, causing the game’s branching paths to unfold. There are 100 different endings in total, though the large majority of these are just a glorified “Bad End” immediately following a dumb decision, leaving something closer to 20 proper routes that follow meaningfully different storylines from the original 100 days. —---------------- Compared to a lot of other VNs with branching paths, you often see information learned in one route have some relevance to other routes, whether that means shedding light on a character’s actions, providing more context on the overall events, or some similar function. Given that Uchikoshi was a lead writer for the game I figured this would be a big way the story functioned, but apart from a handful of routes where he was clearly in charge there’s very little meaningful overlap. There’s an entire route dedicated to collecting the Boxes of Blessing and it's confirmed that the enemy forces are also looking for them because of the wish they supposedly grant. But outside that one route there’s literally no mention of them by either side nor are there any implications of your team never looking for them in the first place. And the same pattern holds for several other routes where you could delete the entire storyline and it wouldn’t have a meaningful impact on the rest of the game because none of its information ever mattered. And it gets even worse with the game’s ‘ending’. Technically there is no true end to Hundred Line. No definitive route that ties everything together or provides a big answer. Each ending is essentially the end to its own mini-story and doesn’t try to provide any broader narrative resolution to the rest of the game’s events. There are only two exceptions and they both highlight what Hundred Line did wrong and what it could have been. Scenario 2 is probably the closest thing Hundred Line has to a narratively cohesive ending. I can’t say anything without huge spoilers, but it essentially resolves the whole war and the fates of all the characters involved at once, tying up all the loose ends of the world unlike the many other endings which deal with only a small portion of the game’s overall focus. The problem is that Scenario 2’s ending has no connection to any of the other 99 routes. Nothing learned elsewhere matters for the ending to S2, nor does anything learned in S2 matter to the rest of the game. Meanwhile, the other route that seems to function as a true ending takes the complete opposite approach. SF, the main route written by Uchikoshi, involves synthesizing a bunch of information from several of the other routes he wrote. You can’t complete SF until you’ve gotten past story locks in the other relevant routes since their info and context are needed for SF to work properly. And equipped with all the knowledge of those various timelines, SF essentially gets to the best ending possible and provides the second closest thing Hundred Line has to a true end. But the fact that it only tries tying about 5 or 6 routes together as ingredients to the true end while all the others are still irrelevant leaves it feeling like a weird inclusion. It’s as if a quarter of the game is just off doing its own micro narrative while the remaining three quarters are a bunch of standalone stories doing their own thing. Had every route been independent, it would have been one thing. Had every route been connected to a greater whole, it would have been another. But the fact that the two approaches are both present makes Hundred Line’s structure feel painfully incoherent. It really feels as if the ambition of having 100 endings across a huge number of routes got to be too much and the writers were just throwing whatever they wanted into the mix to pad out the time. Even when some of the individual routes were done well, they never felt like they belonged with everything else going on. —------------------------ Hundred Line tries to wear both hats of being a visual novel and a strategy game with some other social elements blended in. You’ll go through a chunk of time on a linear story, have a few sessions of free time where you can talk with other characters, gather resources, upgrade equipment, etc., and then you’ll have a battle against a group of enemies. Rinse and repeat for the duration of the game. The gameplay side of the experience is decent. Each of the students at the academy has their own unique set of abilities, and you’re encouraged to mix and match between them to utilize their strengths according to the situation at hand. Enemies are weak, but there are a large number of them so you’ll want to use various ranged or AoE attacks to limit their numbers, plus some strong attacks for the handful with more health. And finally, limited action points and spread-out maps encourage using multiple characters in fights. The core system is solid with a lot of variety to how you can approach the game, but past the first 30 hours or so it really begins to show the lack of depth. Before long you’ll have enough upgrades that a small handful of characters will be qualitatively better than their peers and you can win plenty of fights just spamming the same character the whole time. A very generous scoring system (I only had two or three fights the whole game that I didn’t get Rank S for completing) and a lack of any real benefit to fighting or consequences for doing poorly really killed any interest in the system. —------------------------- It’s hard to write a meaningful review of Hundred Line. On one hand, there’s so much content that it feels wrong to give it all such a cursory overview without delving into specifics, but the same flaws are present over and over such that trying to repeat them in different contexts would get overwhelming without being particularly informative. It’s simultaneously a huge experience with so many different elements at play, while also being a surprisingly structured one where the game falls into specific patterns even when it would be better off breaking from them. I can’t bring myself to dislike Hundred Line, but I can’t say a great deal in its favor either. More than anything else, this game felt like something which could have been great with a stronger vision and resources behind it, but it ultimately proved to be way too much for its team to handle. I don’t think I can recommend Hundred Line overall. There are a lot of great things about it, but they fail to make for a cohesive experience, and properly appreciating them involves wading through way more fluff or low-quality content than I think can be justified by anybody who doesn’t have infinite time on their hands. If you really want to play it, either for the experience or because of some compulsion to see what Kodaka and Uchikoshi managed to cook up together, then go ahead. But unless you’re already inclined then there are many better games you could be spending your time on instead.
IF YOU LAUGH YOU GO TO LAST DEFENSE ACADEMY
打了补丁 把小高写的线全打完了, 小高已经无敌了,被南通cg骗跟风进来打打。我只能说一坨。 领袖魅力已经无敌了,还能吃下去南通的简直就是神人。 事已至此让我们祝福男主和床天长地久,哦不对没床他也能睡。
I once got lost hiking up a mountain until I saw a shepherd. I asked him "How far up are we?" and he answered "The Hundred Line -Last Defense Academy." That's how I realized, I already knew the answer. We were at the peak.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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