
A 3rd-person adventure game of sword fighting against powerful enemies.
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
Play the role of a lone warrior as she scours mysterious, hostile ruins in search of the one she must slay: the Guardian of the Ruins. Take on powerful enemies. Learn and master combat mechanics such as dodging, parrying and different types of attack. Explore and collect various weapons and shields in labyrinthine ruins, lost in the middle of the sky. Survive, and find the final arena where your final enemy lies: an absolutely fearsome Boss.
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Languages: English**languages with full audio support
Reviews
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Poorly made. The "game" is nothing more than a poorly optimized void on DX12 (But I won't even dwell on this flaw). - The button options are horrible, I got used to playing but the lack of customization or at least the standard controls for the entire world. - It's a map with no rhyme or reason, they just took the buildings and pasted them randomly. - Bad movement. Conclusion: I played for less than half an hour because it wasn't possible to spend more time than that on this project, honestly, it has potential, it shouldn't be released so soon, develop it more and come up with something playable
В первую очередь очень хочется похвалить маму разработчика, родить такое кривое ♥♥♥♥♥♥ на свет, это надо постараться. И возможно этим и вдохновлялся разработчик, потому что произвести такую игру на свет, невозможно случайно. Начиная с того что эта замечательная игра, ебёт в рот и жопу мой компьютер, загружая и процессор и видеокарту на 99%, при этом выглядя как полнейшее дерьмище. Даже китайский школьник на своем Сяоми, на подоконнике в школе, на перемене, в перерыве между деланием своей домашки, сделал бы лучше. Управление, определённо было создано человеком с некоторыми отклонениями. Возможно это был хитрый трюк, чтобы познакомить игроков с основами разработками игр, потому что даже 4-летний ребенок сделал бы управление лучше. Такие ощущения что разработчик в принципе до этого не игра ни в какие игры. Такие кнопки как WASD, для него все еще являются загадкой, на разгадку которой, судя по всему у него еще уйдет много лет. Особенно порадовало "униКалльная" система генерации оружия, и главного портала. С каждым заходом в игру, ты получаешь абсолютно новый экспириенс, так как начальным оружием может оказаться два щита, которые ты никак не можешь использовать, в то время как заспавнится в ♥♥♥♥♥ мира. Этот игровой опыт, когда ты две минуты стоишь как еблан, и вертишь своим еблищем в поиске метки, которая сливается с окружением, делает запуск этой игры каждый раз, по настоящему волшебным. Также, хочется затронуть немного боевую систему. Расстояние удара для любого оружия равняется примерной длине пениса разработчика, то есть очень короткая. Особенно в этом случае радует система стамины, которая превращает интеракцию с любым врагом в увлекательный игровой опыт. Но то, что вышло у разработчика лучше всего, это разумеется финальный босс. Все предметы которые вы нашли до этого, разумеется отбираются у вас, так разработчик, еще не прочитал курс как создать сохранения. На финальном боссе, вам великодушно предоставляется выбор из двух оружий, и если у вас недостаточно скилла, чтобы убить босса, используя только щиты, вам не стоит пытаться заходить в эту игру. В заключении, хочется пожелать разработчику всех благ, чтобы при очередном совокуплении с партнерами своего же пола, он не подхватил никаких венерических заболеваний. Побольше здоровья маме, и конечно успехов в дальнейшей разработке игр. Мне кажется, что на данном этапе, перед нами находится, не огранённый бриллиант, в виде второго Кодзимы, или Бабадзаки. (Author by: https://steamcommunity.com/profiles/76561198838845537/)
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Concurrent players on Steam, sampled daily since tracking started.
We have Dark Souls at home. This is... A game I think. I don't know why you would play this, but I did, I beat even. Don't ask why I don't know. Guess it must pretty good, give it a go.
It's creepy ♥♥♥♥, not a game. Developer, why did you release this? It's just a bunch of assets in the void. How could the controls be randomly scattered across the keyboard, why move forward by Z and left by Q?? It looks like a joke and a drug-addicted piece. If you want to do something and show it, spend more years on it, but don't release such a nightmare.
Парни выручайте, не хватает 7000 очков для профиля Dying Light, закидайте наградами пожалуйста.
This game was a mental awakening for me. I have terminal cancer and this game showed me the way to my cure. i believe that if all humans come together and play this game, we can solve world hunger and enter a state of peace. I am very proud that i could play this game Marcus Basquaise.
Gizemli, düşmanca kalıntıları tarayarak öldürmesi gereken kişiyi arayan yalnız bir savaşçının rolünü üstlenin: Harabelerin Muhafızı. Güçlü düşmanlarla savaşın. Kaçınma, savuşturma ve farklı saldırı türleri gibi dövüş mekaniklerini öğrenin ve ustalaşın. Gökyüzünün ortasında kaybolmuş labirent gibi kalıntılarda çeşitli silahları ve kalkanları keşfedin ve toplayın. Hayatta kalın ve son düşmanınızın yattığı son arenayı bulun: kesinlikle korkutucu bir Boss sizi bekliyor olacak.
А мне понравилось перемешаться по выступам, мне казалось что я могу срезать, не смотря на то что мне даже там втащил какой то рыцарь путь завершился неосторожным падением в пропасть и сопровождался приятным визгов карлика полурослика женской особи темнокожего цвета...дресня
"The Last Heroine" is just a low key asset flip.. the quality of the sometimes mismatched looking assets is suspiciously much higher than the actual game is, and that's a glaring mismatch. Who's going to create a bunch of high quality assets and then phone in the actual game? It doesn't add up... unless you consider how easy it is for anyone, even people unqualified to make games, to get any and all the game assets they want. The game is essentially a kitbash of assets made by other people, poorly assembled by an amateur developer. These projects are usually rushed through Steam Direct as fast as possible, and the lack of professional standards means the end result is something no gamer should waste their time on. This is a laughably bad Unreal engine kitbash with next to no content, no polish, no optimisation... just a handful of plagiarised assets dropped on a basic third person game blueprint from Unity. There's a bit of a castle thing arranged out of the assets that you can run around in and some suit of armour assets to whack with a sword, but the combat is as bad as everything else in this train wreck. So, the game might look better than you'd expect from an amateur project, but this is because it's partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Very little in this game is truly the creation of the "developer", it's just a bunch of rearranged assets. While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, we quickly find they can't do any of the rest of the job of a game developer either. That's definitely true for "The Last Heroine". This comes across as something unambitious and "simple" in terms of implementation and technical quality and depth, more like a game dev tutorial or an experiment. It's a classic case of a developer prioritizing the low effort needed to get a game listed on Steam over the actual delivery of a technically sound or compelling product. Whatever is needed to hammer out something "good" enough for Steam Direct self-publishing. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Let's talk about pricing and the actual value this has for gamers. This is "free" enough (not every "free" game in the "free" section is truly free, there's usually some hidden price tag), at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good, and the cost of a game is more than just financial, your time is valuable too. A peak of [b]3 concurrent players[/b] (according to SteamDB) for a "free" game is a disastrous public reception. Out of 130 million potential players here on Steam, almost nobody was interested. Even though this is "free". That level of rejection speaks a lot for the quality of the game. Since free games don't contribute to your game collector badge and other profile stuff, is this a worthwhile addition to your Steam library? Nope. This isn't worth downloading. There's no financial cost up-front, but you'd still be spending your time and a little hard drive space on a product that's far from the best. There's thousands of better alternatives on Steam.
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.
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