
A fantasy roguelite RPG where heroes reincarnate to stop the mystic dragon Umbra. Master turn-based combat, sever giant bosses, and shape your Karma through a journey filled with relics and evolving NPC interactions.
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About
Overview
The Severed Gods is a turn-based tactical RPG that blends roguelite progression with height-based tactical combat. Set in a dark fantasy world overrun by colossal Titans, a band of heroes marked by fate must walk an endless path of death and rebirth in their quest to slay the gods. Every defeat is a new beginning. With every reincarnation, your relics, skills, companions, and the choices you make become lasting sources of strength, bringing you one step closer to breaking the gods' hold over the world.
Key Features
The battlefield extends beyond a single plane. Every enemy has Low, Mid, and High body parts, each with its own shield and weakness.
Break an enemy's defenses to knock them down and create an opening for a follow-up attack. Sever their limbs to permanently disable their abilities and limit their attacks.
From legs to torso to head, dismantle towering Titans piece by piece until nothing remains.
Death is never the end, it's the beginning of a new cycle.
With each reincarnation, permanently unlock new heroes, upgrade your skills, and carry powerful relics into your next journey.
Every defeat becomes a stepping stone, bringing you closer to the power needed to claim your revenge.
Your journey is filled with difficult choices. Will you take supplies from a dying soldier, or escort them to safety?
Will you embrace the gifts of darkness, or resist its temptation?
Every decision shapes your Karma, leading to different consequences and rewards. Walk the path of Virtue to earn the respect of allies, or embrace Sin to unlock forbidden powers.
From swordsmen and scholars to thieves and merchants, every hero possesses a unique Hero Mark that shapes how they fight and explore the world.
Thieves can steal valuable items from NPCs, Scholars can uncover enemy weaknesses, and Merchants can recruit followers to aid your journey.
Build the right team and combine their unique abilities to survive longer and push further with every reincarnation.
Experiment with hundreds of skills and relics to create powerful synergies. Let your heroes inherit abilities from NPCs or use relics to completely transform how their skills work.
Every reincarnation is a new opportunity to experiment with different builds. There are no fixed strategies, only the ones you create.
Journey through a world shaped by forgotten history, from ruined villages and towering strongholds to barren deserts and cursed lands.
As you interact with NPCs and uncover scattered story fragments, you'll gradually reveal the truth behind the Titans, the Umbra, and the mysterious mark you bear.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English, Simplified Chinese, Traditional Chinese, Vietnamese
Engagement
Reviews
Themes across 174 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Slay the Spire style of pathing, with Octopath graphical style. The game also features its own unique aspects to it like Skill merging, Altitude, and Severing limbs off of bosses. Three full acts to play through. As of the time of writing this, you'll easily get 30+ hours of conctent to complete all of the "cursed" modes.
ist ähnlich wie Octopath traveler mit Roguelike Inhalten. Und ich verstehe eure Negativen Bewertungen nicht. Das Spiel ist noch in der Early Access Phase, dass es Bugs gibt ist normal am Anfang, aber die Entwickler sind ja schnell dran und beheben es. Und zu dir TidusXD, Auto Modus macht viele Spiele kaputt und langweilig, was erwartest du denn? Das im Auto Modus die richtigen Spells und Attacken gecastet werden? Ich finde das Spiel hat eine gewisse Herausforderung. Es ist nicht zu einfach gestaltet. #bisschenkiffen
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Hours played at review time, across 174 reviews with recorded playtime.
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反馈一个BUG,如果选完事件然后退回到主菜单,你会重新选一遍事件,再获得一遍奖励或者惩罚
[h3] Positives [/h3] The meta progression for individual characters, build combinations via skills and relics, and the aesthetic graphics and animations. [h3] Negatives [/h3] The RNG of the Karma system can be frustrating, especially when stacking Virtue. I had Virtue that either didn't activate, or when it did activate, it was useless for my situation. My early access encounter with the first boss was [url=https://youtu.be/SxKXD93fPJY] NOT easy. [/url] [h3] QoL [/h3] Would like to see 100% mouse support (I eventually got used to the keyboard layout). [h3]Verdict [/h3]This is a fun game that has small kinks, but those don't take away much from the overall experience. The replayability is there, and the developers are constantly updating the game and taking in feedback, so get the game while it's cheap. if you gravitate towards RPGs and Roguelikes, no reason not to pick this one up.
The game is very clearly inspired by Octopath. The art and 'social' interactions with NPCs are very inspired by OT. Just try to picture Octopath but it had a love child with the roguelike elements of popular games like Slay the Spire. I had 1 crash and 1 time I had to restart the game due to getting "stuck" in a town behind some terrain. Both times I was able to just continue and pick up where I left off with no problems. There is a exploitable bug where if you get a negtive karma affect when entering a town you can just jump to main menu and continue and essentially "roll" again for a better outcome(again seems like EA level bug). My playthrough with with a controller connected to my PC. Gameplay- The systems are good, the heroes feel unique through their special abilities. You only start with 3, and unlock 2 more from main play through. With(according to tooltips) 2 more coming from the trail runs, which are just play throughs with debuffs/harder mechanics(nothing new to roguelite players) the latter 2 are still under development. A few complaints about the height mechanic in some reviews. Its mostly a skill issue by those reviewers. Having variable height attacks is a problem the player needs to solve to deal with these enemies, early runs will struggle more since you have less access to abilities but you can still tough through it. EP system is pretty much just the Octopath system(i forget its specific name) or BP from bravely default. You get a charge every turn you don't spend EP and it can be used to enhance skills or multiattack based on how many you spend. RPG enjoyers will probably be familiar with it right away. So is it worth it? Short answer yes. Long answer my yes is based around assuming the dev doesn't give up on the game. Beating what the game has to offer(aside from challenge runs) in ~6.5 hours is not a ton. I still have tons of abilities/perks to unlock so I still have reason to play as well as using different hero comps so I'm sure I will continue to enjoy a bit even before more is added. Some people seem to be having large crash issues, I can't relate very well as I only had 1. If that is happening to you maybe refund or wait for some patches/communication from the devs.
Wasnt expecting much going in but this game surprised me. the combat actually has depth, the kind you only notice after a few hours when you start figuring out the systems. whoever did the battle vfx deserves a raise, everything looks and feels super polished. audio is solid too, carries the fights well without being distracting. My only gripes: the localization outside of english feels kinda rough, and the UI feels unfinished compared to how good the rest of the game looks. minor stuff honestly. definitely worth the hours i put in though, and if the devs keep updating it like this, it could turn into something really good. Recommended!👍
[h1]断神 游戏简评[/h1] [h2]游玩体验[/h2] 游戏的画面把我给骗了,像素风和HD2D实在是太八方旅人了,我还以为jrpg呢,玩下来发现熟悉的节点,宝箱,随机事件,普通怪精英怪,休息城镇,对味了。果然又是一个爬塔肉鸽游戏,不过这段时间爬塔肉鸽真是太卷了,百花齐放,真是一片欣欣向荣(。 初期队伍的数值真的垃,刮痧刮得我头疼,随便打几只小怪直接没蓝又没血,好在后面发育起来升级融合技能,装上圣物啥的就非常的c了。 游戏引导感觉也一般般,不知道是不是我看的太快了,总之我玩了第三轮才知道,我可以旅店休息,然后键游戏鼠标用不了,键盘按键和八方很像,但是鼠标用不上,鼠标左键确认右键去取消都没有,我是真不习惯,键盘不停地按错按错,还好游戏做了手柄的适配,可以用手柄玩,手柄救我于水火。 游戏有很多设计也很八方,发现弱点再击破弱点的玩法,弱点有物理伤害的武器,剑啊斧头啊,也有火,冰这些法术伤害的。击破之后怪物收到的伤害会大幅度增加,而且还会眩晕一回合。 本作也有自己的一些设计,游戏有个高中低的高度设定,游戏怪物有些是能飞的,就会在中的高度,有些体形巨大的怪物,头就处于高的高度,身体处于中的高度,腿处于低的高度。如果角色的技能适配的高度和怪物的位置不一样,很大概率会miss。然后你打一些大型的怪物,如果打不到最上面,可以先打下面,把一部分打死,可以触发断肢的效果,让上面的部分掉下来,所以技能还是最好打招式擅长打的位置。 另外一个设计就是随行功能了,可以通过各种事件,招募来获得随行角色,这些角色会在你攻击结束后接着攻击,这个还挺有用的,可以帮你加快破防的进度,而且他们还是无敌的,不过随行经历几场战斗之后他们就会离开了。 无论游戏失败还是通关,结束有天赋树,可以点天赋来加强职业,获得新装备和技能,不会出现越打越难受的情况,失败了也会越来越强。 [quote]关注&加入[url=https://store.steampowered.com/curator/44819229]街角的咖啡屋[/url],了解并体验更多好玩游戏[/quote]
i wish they had full mouse control
[h1]《断神》:有一定创新点的肉鸽爬塔,类似八方旅人的画面风格同样吸睛[/h1] 越南独游小团队做的肉鸽回合制战斗~因为HD-2D和爬塔路线图的缘故,不少路人初见其神似八方旅人和杀戮尖塔,以为就是个劣质缝合怪~事实上就游戏中诸如角色固有技能战斗增幅点等设计来看,制作组自己估计都不能否认:游戏借鉴了模仿了也缝合了~但缝合与否不能决定好不好玩,关键还是要看游戏各部分的契合程度~概括断神的主体玩法,玩家可以单纯理解为:将杀戮尖塔中的卡牌战斗替换成了JRPG中常见的小队回合制~而当肉鸽有了日式角色扮演要素,地图技能角色属性等经典设定便接踵而来,游戏成长构筑亦围绕这三者展开~当然在此基础上本作也有着自己的特色,如高度系统技能合成等设计~几小时体验下来不乏惊艳之处却也谈不上佳作,更多的是体现了制作各方面的稚嫩:比如部分像素CG观感违和角色管理UI不好用;比如城镇地图优化差选中判定有BUG;再比如成长构筑缓慢爽点不明显等等~所以当前游戏就是可堪一玩的状态,有所期待的建议再观望观望~ [h1]玩法融合八方旅人与杀戮尖塔[/h1] 选择三个角色组成小队后犹如爬塔般从底层不断向上迈进,期间触发大小战斗与各种事件不断提升自己~即使死亡失败也无所谓,一路上积攒下的灵魂?会让下一次旅程更加简单。这就是断神的基本玩法。游戏说是缝了杀戮尖塔,其实也就是个路线图相似,至于怪物事件整备等各种节点在其他肉鸽中早就被用烂了~它真正借鉴了大量设计的则是在美术风格上就有所体现的八方旅人:先不说BP设计的保留【战斗中可以用BP来增幅角色】和敌人被击中弱点损失一回合并受到伤害提升【有意思的是断神把己方弱点删了】,就角色有着偷盗招募等可对NPC使用的固有技能便能看出来作者非常喜欢八方系列了~可惜的是断神的肉鸽爬塔中并不存在地图探索环节,游戏中所谓的城镇节点只是个不断换皮用于资源交易的小场景,角色也没有相应的故事线塑造~故而偷盗招募等交互技能放在本作还挺奇怪,个人建议不如直接做成特性天赋,遇到特定节点提供额外事件或为战斗提供条件BUFF之类 [h1]简单的创新带别样的肉鸽构筑[/h1] 有借鉴也有创新,断神中的高度系统非常个性~其战斗中所有的怪物都有低中高三个位置状态,角色们的技能通常也同样如此,三者一一对应~如果使用高空技能击打地面目标,很大概率会被MISS【未触及】掉~所以面对棘手高度的敌人要么等它自己下来,要么找出其弱点使其破防坠落然后正义围殴~游戏的BOSS设计也因此别出心裁:分散在不同高度的巨大怪物的肢体都拥有独立血条,击败还可断肢打断BOSS的蓄力技能~这大抵便是游戏中最惊艳的设计了,此外就是业力系统和技能合成系统:前者和爬塔中的事件节点强相关,干好事给美德,干坏事给罪孽,获得后有几率在后续触发buff或debuff~二者的区别是罪孽是先获利后惩罚,美德则相反~由于业力能够抑制且美德BUFF不稳定,综合看的话罪孽收益要高一些,当然玩家也可以去赌高美德摇一大帮人【少女们的追随:每角色行动回都有额外两个少女攻击或为己方提供BUFF,非常强力】至于游戏的技能合成则是把两个技能在一个回合中先后扔出去【算作两次行动指令】,相当于变相提高了角色每回合的行动数 [h1]局外成长鸡肋以及紧张的资源[/h1] 断神作为一个肉鸽最大的问题就是玩家很难爽起来~先来说它的局外成长,为什么现在的肉鸽都变成迥异于风来的希炼那样的轻度肉鸽了,就是为了减少玩家的挫败感,使得即使是肉鸽苦手通过时长积累局外成长也能获得更高的开局数值道具以及更便利的养成路径。而断神的局外成长基本就抛弃了加成初始条件这点,什么商店供货解锁角色技能解锁等等这种越看越像当今二游盛行的机制拆分我真的难崩……角色技能本身就有限制,商店货品解锁了还不是用钱买,感觉完全不如来个金币获取效率提高之类~既然局外成长都这么烂了,那局内资源呢?这么说:一个战斗节点二十金币不到,买件BUFF道具要三十五~要知道游戏一层图走完一共也就五场战斗左右,更何况获得的资源还要用来调整技能回复状态等等…… 小攻略:断神血和蓝战斗几乎都是不够用的~那怎么用更少的蓝量获取更大的输出呢?这里要利用一个机制和一个BUG~首先是玩家要在商店购买两种特殊技能:效果是消耗五点蓝量使一名队友两回合中攻击附加火焰和寒冰伤害~这个伤害一级就不低了,最关键的是它无视敌人的位置状态,即使本体攻击没打中,附加伤害依然命中~同时游戏附加伤害的触发条件是攻击指令次数,而合成技能恰恰就是多次指令~玩家可以将两种附魔合成给一个辅助位【城镇会刷新商人可供合成技能一次,但现在有BUG:合成后退出次数又刷新了】,再将低耗蓝的同位攻击技能【最好附带debuff】合成给输出位,这样仅需十点MP就能分别额外造成必定命中的四次冰冻伤害和四次火焰伤害【如果能得到群伤圣物就更好了】此后输出就一直靠附加伤害输出,剩下两队友再带些回复技能互保即可 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源 [/b][/u]
[h1]《断神》简评[/h1] 《断神》这款日系角色扮演游戏,再一次证明了经典角色扮演没有落寞,依旧还是有魅力的。其有点类似于一款很有名的同类作品《八方旅人》,尤其是美术和音乐方面,是真的很“旅人”比去年给也真的是一绝。对比其目前200元定价的八方,本作首发30出头的价格,也可以戏称为“一方旅人”了。 不过和传统的日系角色扮演类型游戏不同,本作并非是跑图做任务、打怪升等级、角色培养系的类型,而是选择了类爬塔模式的肉鸽玩法。角色通过爬塔(战斗、随机事件、宝箱、城镇等节点)选择路线,搭配技能、圣物等,来逐渐提升角色的综合战力(除了输出,生存也很重要,精英怪、Boss怪一个比一个难杀)。相对比中规中矩的肉鸽爬塔内容,本作在战斗方面的机制那叫一个特别丰富,大体上分为状态、倒地、精华值、高度精准等机制—— ●状态效果:各种增益和减益状态效果两两对立,互相对立的增益和减益状态可以相互抵消。(技能精通上升↔技能破解、浮空↔扎根、威力提升↔虚弱、防御↔诅咒、速度提升↔速度下降、生命恢复↔中毒、力量↔锈蚀、智识↔蒙味等。) ●倒地:暴露敌人弱点以击溃其防御。每个敌人都拥有护盾,只能通过攻击其特定弱点(剑、斧等)来击破。一旦所有护盾被摧毁,敌人即进入倒地状态并立即失去其回合。倒地的敌人从任何攻击、任何高度下受到50%额外伤害。 ●精华值:使用精华值强化技能、攻击倒地目标,倒地目标受到50%额外伤害,使用精华值可以提升普通攻击的攻击次数。 ●高度精准:部分目标拥有低、中、高等高度,攻击不同高度的目标有概率未命中,使用与目标高度匹配的技能以确保命中,在错误高度使用技能会令命中率降至45%。 等等....... 纵观这些机制,其中最核心的当属“倒地”,换在其它游戏里也可以称之为“破盾”,毕竟玩家想要高效的输出伤害,那就绕不开“破盾-倒地-增伤”这么一套战斗机制。不过,要说最麻烦的环节,反而不是这个“倒地”这项核心,而是在于“高度”。 游戏中的三层高度,玩家使用攻击方式如果对应不上,命中率就会大幅降低,要知道打不中的攻击输出伤害再高也是白瞎。反之,玩家运用的好,不少敌人体积庞大,导致其身体各部位分别位于低、中、高三种不同的高度,使用不同的技能对应不同高度的不同部位,能够起到诸如“断肢”、“破防”、“斩首”之类的意外效果。 然而,同样贯穿整个游戏的战斗策略“高度”,再结合其它的战斗机制,属实是非常非常之麻烦,普通小怪还稍微好说一点,遇到Boss之类的敌人,就简直要命。确实很有特色、很有新意、很有想法、很有复杂、很有策略、很有挑战的回合制战斗,但是太有特色、太有新意、太有想法、太有复杂、太有策略的战斗机制,有时候真的会是利弊相抵反而带来不是特别有趣的体验。 最后,游戏买了绝对不亏,而且也是真的好玩儿,这个价位挺好的。只不过复杂的战斗机制、深度的策略思考以及较高的战斗难度,让这个款爬塔游戏玩着有蛮累的。 [quote] 我的游戏真的有那么好玩吗? 关注[url=https://store.steampowered.com/curator/34823631/]“我的游戏不可能那么好玩!”鉴赏家[/url],这是你从未体验过的船新版本~ [/quote]
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