
Umbraclaw tells the story of Kuon, a house cat who has died in the mortal world, after she awakens in the Soulplane, a realm of the dead. She must challenge the perilous underworld to return home to her owner in this 2D action adventure.
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Traditional Chinese, Japanese*, Korean, French, Italian, German, Spanish - Spain, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This was fun, I really liked the ease it was to play it.
音乐9 美术9 游戏性7 重玩价值6(如果乐意刷图刷多周目那么为8 开新档挑战最高难度不计) 虽然有最低难度兜底,但还是建议拥有基本的横版经验为前提来游玩。 以下为意义不明的东西 [spoiler]九魂的久远制作人:伙计们,我要做一款以猫咪冲出冥界为题材的游戏。 员工:我们又要做苍蓝雷霆了吗 制作人:不是。性能没那么高。 员工:那怎么安排整体框架……? 制作人:猫苏醒在冥界里,为了离开冥界,肯定要开冥界之门然后回去对不对。 员工:嗯。 制作人:设计上是这样的:玩家一开始要进入一个起点,然后以起点为基准往上下左右四个方向跑,每个方向都有一个独特的区域和一个BOSS,打过所有BOSS就能开锁了 员工:*哈欠* 制作人:啊但是四个肯定不够的,所以在大地图用尽后,还有四个锁需要你开,不过这次不用跑大地图,直接进传送门然后就能直达独特区域然后推进了!当然还有四个BOSS要你打。 员工:……额 制作人:等到你打完了之后,冥界之门就会开启,进去后你就会来到混沌领域,依旧是一本道然后把BOSS连战和真·BOSS连战都过一遍就能通关了!是不是很精彩!? 员工:…………所以 制作人:嗯? 员工:所以你告诉我我们要做的是选项受限的洛克人???? 制作人:额,好像确实是这样。 制作人:不过我们有做有趣的新东西!比如主角这只没有战斗力的猫靠闪开敌人的攻击来积攒能量来战斗的模式啦,死亡后没死而是变成下一条命然后给你新的能力啦,还有看饲主和猫之间的回忆啦…… 员工:所以我们要做选项受限题材新颖画风独特玩法神秘的洛克人? 制作人:准确来说,你得死到五魂才能有洛克人的性能(存疑),因为死了那么多次后你就可以变成人了 员工:哇还有福⺩[/spoiler]
fun game its a little short but has several endings encouraging repeat playthroughs
とても面白かった
我已经搜集了4个道具,站在每个boss传送门好久都没有精神统一成就,为什么,求回,我真想打白金
After 100%ing this game: It's a really fun game but after the first playthrough in my honest opinion it takes a little bit of a nose dive. This game incentivizes you to replay it after you finish it the first time to get all the endings, and if you get all the NORMAL endings and some of the hidden dialogues, I think it's really cool. Getting every achievement is such a pain in the ass. I also dislike how easy it feels to cheese the game. Shadowdash feels way too generous for it's I-frames and there's some combos in Human forme that makes you feel almost invincible even without upgrades. If you're not a 100% completionist like me and want to sink like 2-5 hours into this, Amazing game, Very fun and the artstyle & story are really charming. If you want to 100% it however, it took me ~15 hours to 100% a savefile & get all achievements, and that's playing fast after my first playthrough. A lot of the requirements are weird & extremely frustrating for some of the harder achievements. [spoiler] The final secret ending is also kind of a letdown for how much work you have to put into it. But it makes sense given the title of Do you like being upset? [/spoiler] Even after all my complaining about the game: It's a really enjoyable experience and I hope there's a sequel that builds upon what foundation there is here. I think if you're looking for a metroidvania which continues to challenge you past the initial skill curve: I think Nine Sols is better for that, but Overall, fun game.
結論: 非常特別的遊戲,感覺得出來製作組想要嘗試融入別的要素 以貓咪作為主角,故事觀念也很不錯,類銀河惡魔城融合了洛克人八大BOSS的要素 加上半開放式世界觀+探索收集,真的很特別可以推薦! 優點: 背景遊戲華麗程度真的不錯 以貓咪為主角開啟回家之路的故事內容 已死亡方式隨機增加攻擊&輔助模式(後期可自訂) 八大關卡+探索要素感覺很新穎 缺點: 已收集成就需要多回合去"收集回憶石"多寡產生結局真的覺得很不好 遊戲操作手感動作靈敏度可以再調整,操作有點怪怪的 沒有辦法用多存檔的方式去解成就有點浪費時間 PS: 整體我是給過的,但如果是覺得類銀河惡魔城的玩法(只有占比30-40%) 可能會有點小失望,畢竟製作組在創新跟融入較多元素!
カルドアンシェルで出てきた奴らこんな感じだったのかよ・・・
The constant stops in the game whenever you get hit is annoying me a lot.
It's bad enough that I have really bad sense of direction, but the levels all have completely samey visual design all over the place, with completely unmarked doors in every direction with zero way to actually perceive the directions I am taking. Allegedly there is a map but I literally could not find a single one of the required color upgrade material to unlock it in the entire time I was in the first zone, and map unlocks are PER. ZONE. Also being completely locked into the bad ending if I die too many times is pretty awful, especially when so many hazards and enemy attacks just are not telegraphed or signposted well enough at all, and you don't have any way to reset and try the level again without transforming. Just a way to recover some lives would have been nice, not just having me be on Secret Life SMP rules without any actual Secrets. Not to mention, the human form is sort of boring and feels like playing the wrong game with the wrong skillset. And the game's narrator basically ♥♥♥♥♥ on you for making this "choice" while never actually letting you learn from what you took damage from ever, because the instant an enemy damages you, they also instantly die, so you can't learn anything else from them. The concept of getting abilities on each death is neat in concept, but making the abilities completely random can very clearly lead to some strange design flaws, where you can just get useless powers instead of anything useful, and with no way to restore hit points, it just feels like I'm wasting my time with this game. This game is like if you played Undertale, but if you take exactly eight instances of any amount of damage in any fight throughout the game, you suddenly get locked into the Genocide route. And also if there were no towns or interesting rooms, and it's just RPG Maker dungeon-generator labyrinths with random encounters that start instantaneously on the enemy's turn.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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