
Reimu takes centerstage in Gensokyo in this bullet-hell and strategy RPG hybrid!
Modeled estimate, not a reported figure. How we estimate →
About
Touhou Spell Carnival Story
Gensokyo — A remote land isolated from the Outside World, where humans and youkai live side-by-side.
One day, the shrine maiden of Hakurei Shrine, Reimu Hakurei, spots mysterious pillars towering over various locations throughout Gensokyo.
These pillars signaled the start of the Spell Carnival, a festival hosted by Yukari Yakumo where one must put their Spell Cards on the line in battle.
In order to investigate the true intentions of Yukari Yakumo, who initiated the Spell Carnival so suddenly, Reimu Hakurei joins the fight for Spell Cards.
Key Features
Strategy RPG Meets Bullet Hell Mania — Battle in a grid system with a unique blend of real-time strategy elements and bullet hell madness! Hone your strategy skills by moving characters to grid-specific areas, grazing enemy bullets, and unleashing special skills in one simultaneous, action-packed battle!
Gotta Stay Prepped — Don't just run into battle unprepared! Organize your party's positioning on the grid, assign skills according to your enemies' weaknesses, and choose wisely which Ace Spell Card you'll use.
Need a Boost? — Players will occasionally see objects and Attributes during battle. Objects can block incoming bullets and provide additional effects once destroyed. Attributes can provide boosts and status effects. Use these boosts to your advantage, and maybe you'll be able to collect extra loot from your victories!
Find Peace in the Hakurei Shrine — Explore the Hakurei Shrine through the lens of Reimu Hakurei! Keep tabs on any active missions, revisit sub-events, strike a pose with Photo Mode, and even talk to some of your favorite Touhou Project characters in Hakurei Shrine as you progress through the story!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
人類には早すぎるゲームです 東方の弾幕とSLGを混ぜたようなゲームで、リアルタイムで弾が飛んでくる中 1キャラ1キャラ移動や攻撃を指示しながら戦うという、どう考えても人間の脳の キャパを超えたことを要求してきます これで高難易度だったら絶対誰もクリアできなかったろうが、 このゲームは大して難しくないから、その辺は安心 客観的に見て、わけわかんねぇゲームだけれど、案外これが面白い マイナーかつ類似のゲームが存在しない作品なので、暗闇の荒野を自ら切り開くように 攻略法を自力で考えるしかないのだ 色んなキャラをお試しで使い、自分なりの最強編成を考えよう! …まあうん、重度の東方ファンとか、コンパイルハート好きの人以外は、 こんなクソ高いゲーム買う必要はないよ! お金は大切に使おう 総合評価は測定不能
[h2]战旗+弹幕,我是真没想到这俩元素能组到一起的[/h2] 每场战斗都在六边形格子上展开,角色移动时还得实时躲避满屏弹幕,手忙脚乱的程度堪比同时下棋和打飞机。 角色方面在一众东方同人里算出色的,梦的符卡能清屏,魔理沙的激光炮可以穿三格,每个角色技能都还原了原作特色。美术绝对是顶级水准。角色立绘精细到头发丝都看得清,必杀技特效闪瞎狗眼。BGM混编了东方系列的经典曲目,打BOSS时《U.N.オーエンは彼女なのか?》一响,鸡皮疙瘩都起来了。 剧情就是经典的东方异变套路,但角色互动意外有趣。神社据点里能看到魔理沙偷书被帕秋莉追着打,幽幽子边吃团子边吐槽妖梦,Live2D动画让这些日常场景活灵活现。 战斗系统其实很有想法:角色每回合有3点行动值,移动、攻击、放符卡都要消耗。灵梦移动快但攻击范围小,咲夜能暂停时间但耗蓝高,组队时要考虑属性克制和走位。弹幕会随时间推进越来越密,后期经常要算好提前量,让角色走到弹幕缝隙里输出。 最大的问题是操作适,操作优化水平堪比ZUN编程。手柄玩着还行,键鼠操作简直反人类:选角色要滚轮切,放技能得按组合键,弹幕糊脸时根本来不及操作。建议等官方补丁优化,或者直接用手柄玩。 7.5/10,瑕不掩瑜的粉丝向佳作,适合东方粉,路人玩家建议观望打折。 [url=https://store.steampowered.com/curator/40230650] 更多独立游戏测评,请关注月下茶寨鉴赏家 [/url]
[h1]幻想乡中盛大的符卡祭典,神秘的“蚀之符卡”,究竟是八云紫老()婆的扭曲,还是雾雨魔理沙道德的沦丧?欢迎游玩《东方符卡嘉年华》,详细信息还请我娓娓道来~[/h1] 本作属于即时战略类(RTS)战棋游戏+以东方同人视觉小说为主要内容的地雷社作品,我们先抛去前半部分恼人的内容与高昂的定价,还请从本作最为重要的视觉小说部分谈起(前半部分吐槽太多,反而会影响到游戏本身最核心的内容,虽然各方面都值得吐槽就是了) 故事开始于[i]位于日本的某片群山中的秘境,这里被概念上的结界环绕,从现实世界中被分隔出来,成为了某种异界[/i]的幻想乡中,某位永远18岁的紫发BBA([i]やくも ゆかり[/i])一时兴起而举办了一场“符斗祭”活动,邀请了绝大部分居住在幻想乡的妖怪和人类参加,为了“实现一个愿望”的承诺,赌上自己一场祭典期间的符卡和自由的战斗开始了!我们跟随着博丽巫女灵梦和西洋魔法使雾雨魔理沙的脚步,踏上了符卡争夺战的舞台。然而“异变”(大规模的异常现象,包括自然环境的异常或社会性质上的异常等等)总是伴随着博丽巫女的活动而来,从序章大小姐蕾米莉亚的暴走(是的,我们又在暴打蕾咪)到铃仙,妹红,甚至幽幽子大人的异常,剧情一路一波三折,放飞自我,精彩十足,最终“幕后黑手”的出场揭晓谜底,将伏笔全部挖开,还是非常之精彩的~本作人物设计维持地雷社高水准设计,从魔理沙耍宝、灵梦(穷)苦恼塞钱、文文记者的尊严、“硬气的”铃仙等东方特征人物细节处理得淋漓尽致,埋在剧情中毫不突兀的笔力十分优秀,让角色梗化解在温情的日常与激烈的战斗中,是以尊重原作为参考进行的二次创作,塑造了一批有血有肉的Touhou角色,在怪力乱神世界中,我们仍然可以找到我们心中的期待与快乐,从这个角度来讲本游戏确实是不错的嘛(笑)。 毕竟在人设和画风上你永远可以相信地雷社的水准有多高,在这部作品中人物立绘绘制极佳,笔者使用1080P观看本作,非常流畅的画作与全流程的配音,甚至可以说是豪华的CV阵容+十足精致的人物立绘,甚至路人都有配音,优秀的画工让人儿食指大动,搭配幻想乡的奇遇是让人欲罢不能。 [h1]极富争议的战棋玩法与暴力移植的苦果[/h1] 不得不提的是在游戏中涉及到战斗的战棋玩法了,在本作中战棋玩法作为不可跳过的剧情战斗部分出场。你不得不在剧情10h+战棋10h的全流程情况下,品味棋盘上的移动战斗,涉及到“擦弹”,技能,炸弹💣,移动等精细操作。但是身为移植版作品,本作并未在优化和操作适配下苦工,甚至开服闹出了豪华版无法正常运行的bug,这对此前未接触过RTS类作品的玩家来说无疑是双重打击,好在后面进行了换源,但是键鼠操作不够流畅,未进行自适应适配等问题仍然存在。 我可以说作为战棋类作品,本作是非常有创意的,结合了东方富有的“擦弹”设计,加以“炸弹💣”消除弹幕,王牌符卡等熟悉的设计,在STG弹幕射击原作的基础上结合出了创新性的设计,本身是非常独特且有意思的,王牌符卡的特别效果,擦弹与技能的设计,本身是可圈可点之处。不过与之前对应的,你也永远不用怀疑地雷社的系统和游戏设计有多烂,本身需要精细化操作的游戏在各种杂乱键位,多角色操作和稀烂战斗系统的组合拳下,非RTS玩家很难有舒适的体验。大佬或许可以在这些独特设计下打出令人惊叹的操作,但是我身为一个游戏苦手,实在很难吃得下这么一大坨,好在DLC中放心探索包的装备较为强力,可以有效度过前期,总体来说即时战略这一块体验并不是特别舒服,加一个操作时主观缓时等效果体验感应该会更好。 [h1]结语:一场盛大的符卡嘉年华,优质的画风和剧情人设让人唠一辈子[/h1] 在游戏里你可以发现的绝对不止笔者所写之冰山一角,这场盛大的符斗祭既是深爱幻想乡之人对于东方不可思议魅力的描绘,也是画风配音具佳的大香草蛋糕,是非常优质的Touhou同人作品。但也注意这并非是一个路人看见无脑入的游戏,请遵循地雷社游戏规律按能力购入。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
TL;DR: excellent presentation and interesting experimental gameplay, but controls become the real enemy all too often. Come in with the right expectations and you might have a good time - overall worth a try, but maybe not at full price. [h2] Presentation [/h2] Easily where this game shines. Well drawn and animated Live2D art to go with both the main plot and additional small side stories featuring multiple Touhou characters brings Fire Emblem's supports to mind - except shipping is left as an exercise to the player - and does a nice job at livening up the setting; the only warning I have is that the game often expects you to be familiar with the world of Touhou and doesn't bother much with introductions, so newcomers to the series should go check out the wiki to have some context for who's who. A little odd, considering how the intro actually tries to, well, introduce the overall setting. On a personal note - I generally can barely bring myself to care about Gensokyo and still couldn't about the main story here, but some of the side ones actually got me emotionally invested. Music is... quite good, I guess? Not much into Touhou music myself so I might not be the best person to judge here, but still, a few songs are great and the rest is fine; no downers to speak of. Soundtrack in the digital deluxe edition is a CD-quality WAV. The only part where the presentation is meh is 3D models - the chibi style is fine, but they are way too low-poly; Satori's third eye in particular looks plain bad when seen up close. The only consolation is that you won't spend much time looking at them close enough to notice and animations are done well, but then again, I'm not sure why photo mode is even included. [h2] Gameplay [/h2] The idea is pretty simple on paper but interesting - RTS-style bullet hell battles with multiple units to select from and control, all wrapped in a proper campaign with a bit of branching and optional missions. One thing that stood out to me is grazing being represented as a special movement mode that absorbs bullets to charge up a special attack - is this Touhou or Drainus, again? Anyways, the core concept is solid enough and stages are reasonably well done, except... Except you have to micro-manage your units constantly, and the game controls like it's turn-based while it is very much not - it takes way too many inputs to do anything but issue a command to all of your units at once, which is naturally not something you want a lot of the time, and then having all of your units close together makes it more likely to accidentally select the wrong character due to the play field being heavily tilted. It's actually not so bad once only one or two characters remain and at that point playing what appears to be the intended way to play is quite manageable, if still clunky, but you're also probably not going to win that way. Judging from descriptions in other reviews, it's a only bit better with keyboard + mouse controls with the impression that these were an afterthought, but I didn't even get around to trying that because the game is locked to 60 FPS and I'm not dealing with a 60 FPS mouse pointer (or bad frame pacing with VRR off). I can forgive that for a shmup running on its own and/or specialized engine, but framerate-locked games made with stock Unity that expect mouse input? In 2025? At this price? Really? I've actually messed around a bit to see what happens if you forcibly unlock the framerate and surprise-surprise, there's some core gameplay logic that's framerate-dependent and breaks hilariously if you do that - actually, some things do account for framerate variations and some do not, so game plays a bit differently if it can't keep up 60 FPS too. Probably as a side effect of controls making some strategies harder for all the wrong reasons the difficulty curve seems more like a heart beat: a few ridiculously easy to easy stages, then an extreme difficulty spike, rinse and repeat. Spikes don't seem intentional at all either with how they don't correspond to the story. [h2] Conclusion [/h2] If the UX for unit management was improved, or even an option to pause/slow down while issuing commands was introduced, this game would be an easy recommendation all around. But, as it stands, it's more of an unpolished yet curious experiment in gameplay department paired with top-tier presentation that most of the budget seemingly went to. Oh well, back to waiting for R-Type Tactics Cosmos for that shmup/strategy hybrid action it is for me.
Touhou Spell Carnival is a strange mix of ideas, but that is exactly why it leaves an impression. At first glance it looks like a colorful anime strategy game, yet once the battles begin it becomes clear that it is trying to do something less conventional. It blends tactical movement with the visual chaos of bullet-heavy combat, creating a rhythm that feels more restless and immediate than a standard SRPG. The result is not always elegant, but it is rarely boring. What makes the game interesting is the way it forces the player to think under pressure. In many tactical games, there is time to stop, calculate, and execute a plan with complete control. Here, that sense of order is constantly disturbed by movement, projectiles, and the need to react to danger in real time. That design gives combat an unusual tension. You are not just making smart decisions from a distance — you are trying to survive your own decisions while the screen fights back. The presentation helps a lot. The game has the bright, theatrical energy that suits the Touhou universe, and the characters bring personality into scenes that could otherwise feel mechanically dense. Spell attacks have enough visual flair to make battles feel dramatic, and the overall style keeps the experience lively even when the systems become complicated. It understands that charm matters just as much as mechanics in a game like this, and for the most part it uses that charm well. At the same time, Touhou Spell Carnival can be difficult to fully enjoy if the player expects clarity and smooth pacing at all times. There are moments when the mix of genres feels more awkward than exciting. Instead of creating depth, the overlapping mechanics can sometimes create noise. Battles may become harder to read than they should be, and the learning curve occasionally feels less like a rewarding challenge and more like the game asking the player to adapt to its eccentricities. That does not mean the game fails. In fact, its roughness is part of what makes it memorable. It has a clear personality, and it commits to its own ideas even when those ideas are risky. For fans of Touhou, that confidence will probably be part of the appeal. For newcomers, the game may feel uneven, but it still offers something different from the usual tactical formula. It may not be the cleanest example of genre blending, yet it is a sincere and creative one. Overall, Touhou Spell Carnival is a game that deserves credit for ambition. It does not play it safe, and even when it stumbles, it feels like it is trying to carve out its own identity rather than imitate more polished competitors. Some players will find it messy, others will find it refreshing, but few will call it forgettable. As a tactical game with strong style and unusual combat ideas, it stands out more for originality than perfection.
[b]《东方符卡嘉年华》呈现了一场华丽耀眼的幻想乡盛宴,但战斗时的操作却令人手忙脚乱。游戏背景主要是为争夺愿望而举办的符斗祭中,灵梦与魔理沙再度解决异变的经典东方故事。[/b] [h3]玩法[/h3] 本作融合了视觉小说,即时战略与弹幕射击。其最大亮点在于顶级的视听表现,东方角色的动态立绘精致,游戏内全程豪华配音,支线日常剧情生动有趣,对粉丝而言堪称享受。战斗系统也颇具想法,将擦弹机制与战棋走位结合,每个角色技能丰富且很还原原作的特色。 但是游戏的战斗体验存在严重撕裂。玩家需在战斗中同时操控5名角色进行移动,躲避弹幕,释放技能,操作量极大且键位设计反人类,尤其是键鼠适配极差。丰富的技能在实战中往往因操作混乱而难以精确施展,策略性因而大打折扣。闯关难度曲线不平衡,部分关卡设计也较为突兀。 [h3]战斗[/h3] 想象一下在弹幕游戏中同时操控五个自机,且每个自机都有自己的技能栏。实际手感堪称灾难。移动与攻击虽不消耗资源,但释放技能需消耗AP值,在满屏弹幕中选择技能,指定目标极为繁琐。辅助攻击模式虽能简化操作,但这样又丧失了策略多样性。默认手柄操作不便,在高速弹幕中精确移动和选择变得十分困难。 [h3]总结[/h3] 总体而言,《东方符卡嘉年华》拥有顶尖的同人音画与剧情演绎,战斗内容富有创意,但在最核心的玩家游戏操作体验上未能做好测试。对于东方粉丝,本作值得体验入手,但对于追求流畅玩法的路人玩家,建议谨慎尝试或直接选择简单难度体验剧情。 [quote] 闲暇时光,不妨试试游戏。 欢迎关注[url=store.steampowered.com/curator/45653622/] 闲暇時光鉴赏组 [/url] [/quote]
When Idea Factory and Sting take Neptunia's formula and blend it with the Touhou Project, they come up with something intriguing. The developers clearly did their homework on Touhou, mixing action RPG elements with bullet hell mechanics, though it’s a bit rough around the edges, especially with the controls. It takes a little time to get the hang of them, but once you do, things kinda click. The gameplay is fast-paced, action-packed, and involves strategic movement on a grid system. However, it can feel overwhelming, especially in the later stages, where special gimmicks make things even more chaotic. The graphics have a nostalgic, PS2-era vibe, and while they could’ve done a bit more with the animation, the design of the Hakurei Shrine is a standout. It’s lovely to look at, and camera mode is also included for small posing of the lovely cast. One of the game's highlights is the new interactions and side stories between the characters, which adds a lot of charm. The sound effects are mostly recycled from Neptunia, but the music and voice acting are solid, with great performances all around. As for the story—it’s decent, but not groundbreaking. While this isn’t the best Touhou game from an AA developer (I think they’re considered AA), it’s still a welcome addition for fans of the series who want to try something new in terms of genre and gameplay. 7/10 🙏
[h2]游戏概述[/h2] 《东方符卡嘉年华》是一款弹幕类型的东方同人RPG,可以理解为一款带弹幕战斗的视觉小说,你将与博丽神社的巫女「博丽灵梦」一同参与「八云紫」举办的「符斗祭」,拿下这场符卡争夺战。本作由地雷社发行,游戏内可操控东方角色多,这些高人气的东方角色不仅有live2d,还有专门的cv为她们配音。战斗方面中规中矩,价格方面偏贵,按键方面暴力移植依旧玩得难受。 [h2]主要剧情[/h2] 故事发生在幻想乡,一个被结界与外界隔离的世界,也是人类与妖怪共存的边境之地。某日,「八云紫」举办了一场名为「符斗祭」的活动,并邀请居住在幻想乡的人与妖参与其中。这是一场赌上自由以及持有的符卡的战斗。为了赢得这场符卡争夺战并解决“异变”,博丽神社的巫女「博丽灵梦」毅然决然地参与了这场战斗。 [h2]玩法&特色[/h2] 本作可以当视觉小说看,也可以当弹幕类游戏来玩。剧情方面还是东方游戏的老套路了,为了解决异变,一路结识同伴,打败敌人,过五关斩六将。战斗玩法方面有点类似于战棋,角色存在攻击范围,可移动,可成长(升级、武器、防具、技能、符卡)。备战时可自由编队,操控多样的东方人气角色去战斗,释放花里胡哨的弹幕攻击,欣赏满屏幕的弹幕和特效。战胜强敌,解锁各种局外装备,以获取更爽的战斗体验。 游戏还提供了拍照模式,为喜欢收集弹幕、特效截图的玩家提供了便捷的选择。 [h2]吐槽[/h2] 依旧暴力移植,摸索按键得摸索好一会,玩得一愣一愣的,驴头不对马嘴。还有全屏设置,就不能好好的当放大功能吗,非得改我屏幕比例,一开全篇还容易一卡一卡的。哎,地雷社啥时候能改改这些老毛病,优化下这些“硬件”方面的游戏体验。 [quote] 闲暇时光,不妨试试游戏。 欢迎关注[url=store.steampowered.com/curator/45653622/] 闲暇時光鉴赏组 [/url] [/quote]
where is patchouli :(
hybrid of strategy & danmaku action. at the beginning it seems absurd. but after learned how to play, even Hard difficulty is easy enough. the story is straight and linear because Reimu is always Reimu in whatever game she's in: Hit first, ask later. interaction among our beloved touhou characters is the one keeping me tied until the end of the game. score 7/10. -1 because they made Flandre a glass cannon instead of walking onslaught.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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| Cabin Fever | $128.4K | 487 | 96% | $9.99 |
| Port Royale 2 | $128.4K | 696 | 71% | $5.99 |
| Painters Guild | $128.4K | 339 | 67% | $9.99 |
| Speed Dating for Ghosts | $128.4K | 545 | 96% | $6.99 |
| Love of Magic | $128.5K | 487 | 90% | $14.99 |
| The Ouroboros King | $128.4K | 566 | 81% | $9.99 |
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Total War: WARHAMMER II | $190.4M | 121.4K | 93% | $59.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |
| Middle-earth™: Shadow of War™ | $118M | 116.1K | 89% | $49.99 |
| Total War: WARHAMMER | $105.9M | 52.3K | 79% | $59.99 |