
UNDECEMBER is a Hack & Slash Action RPG in which players are able to surpass the conventional limits of skills by endlessly combining variety of Skill and Link Runes. Become a Rune Hunter and experience the joy of farming and growth!
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.
Media

About
Genres
Stats
Languages: English*, Japanese, Traditional Chinese, Simplified Chinese, French, German, Portuguese - Brazil, Spanish - Spain, Thai, Russian, Korean**languages with full audio support
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
区别于传统暗黑类游戏的固定职业体系,《恶月十三》最大的革新便是彻底取消职业划分。玩家创建角色时仅可选择性别,无任何职业、天赋分支绑定,角色的定位、流派、输出方式完全由玩家自定义,真正实现“一套角色,万种玩法”。 战斗手感上,游戏打击感扎实,技能特效华丽且不杂乱,大范围清怪的割草快感拉满。玩家最多可装配五个主动技能,搭配位移、闪避机制,刷图节奏紧凑爽快,完美契合刷子游戏“清怪、掉装、成长”的核心乐趣。同时游戏采用赛季制玩法,定期重置榜单、更新内容,为长线游玩提供新鲜感,自由交易系统也让打宝搬砖具备真实价值。 画面表现上,《恶月十三》走写实暗黑风格,整体色调暗沉压抑,场景、怪物建模贴合暗黑题材的氛围感,废墟、地牢、秘境等地图场景风格差异化明显,不会出现视觉疲劳。 游戏的核心玩法依托独创的六边形符文系统搭建,也是本作最亮眼的设计。符文分为技能符文与链接符文两类,六边形符文的六条边拥有不同配色,玩家可通过匹配颜色、拼接组合的方式,将数十种主动技能、被动效果联动搭配。近战狂战、远程弓箭、法术轰炸、召唤物流等流派可随意切换,无需重新建号,更换一套符文组合就能彻底改变战斗风格。 游戏核心成长围绕符文升级、装备打造、黄道宫天赋三大板块展开,三大系统相互联动、各有侧重,构成了角色BD成型的核心逻辑,规则清晰易懂,新手无需钻研复杂天赋分支,即可快速上手刷图。 符文升级系统是角色战力与玩法流派的核心载体,也是本作自由度的核心依托。玩家通过刷图、秘境挑战获取基础技能符文与链接符文,所有符文拥有等级、品质和专属词条属性。符文升级无需复杂前置条件,主要消耗刷图掉落的专属符文材料与金币,等级提升可直接强化技能基础伤害、范围、持续时间等核心属性。同时符文可通过进阶、洗练解锁稀有词条,部分高阶符文升级后还能解锁技能质变效果,比如单次伤害转化为范围伤害、新增持续伤害、召唤物数量翻倍等。不同技能符文搭配对应颜色链接符文,可叠加暴击、增伤、穿透、吸血等海量被动效果,玩家升级搭配不同符文组合,就能自由切换输出、生存、辅助、召唤等不同流派。 装备打造系统沿用暗黑类游戏经典随机词条体系,同时简化了打造门槛,兼顾随机性与养成手感。游戏装备分为多个品质,刷图掉落的所有非白板装备都自带随机词条,蓝装、金装即可刷出毕业级核心词条,新手前期不用依赖高阶装备也能满足刷图需求。装备打造包含精炼、改造、词条洗练、强化四大核心玩法,玩家可通过副本掉落的打造材料,对心仪装备进行属性优化:强化可提升装备基础攻防数值,洗练可重置劣质词条,改造能解锁装备隐藏属性,高阶打造还可合成传说、遗物级毕业装备。整套体系没有强制保底机制,纯靠刷图积累材料打造,零氪玩家可通过长期积累逐步成型,不会出现付费碾压毕业的情况。 黄道宫天赋系统是角色后期战力突破的关键,属于长线深度养成体系,承接符文与装备的属性短板。区别于传统固定天赋树,黄道宫以星盘网格为载体,玩家解锁星盘节点后,可自由点亮、搭配各类通用天赋属性,涵盖全域增伤、元素伤害增幅、暴击加成、伤害减免、血量蓝量提升、刷图掉落概率增加等海量词条。黄道宫节点需要通过通关高阶副本、完成赛季任务解锁,越后期的节点属性加成越高,部分核心节点还能解锁特殊被动效果,弥补流派短板。该系统没有固定加点模板,玩家可根据自己的符文流派自由搭配,输出流派侧重伤害、暴击节点,生存流派堆叠防御、回血节点,进一步放大BD构筑的自由度,也是后期角色精细化养成的核心内容。 《恶月十三》采用典型的本体免费、道具付费商业模式,也是其口碑两极分化的核心根源。区别于多数暗黑手游“付费买战力、氪金秒毕业”的粗暴数值碾压模式,本作严格区分了数值属性付费与功能便利付费,核心战斗属性、毕业装备、高阶符文、天赋节点全部无付费获取渠道,理论上实现了“零氪与氪金玩家数值公平”。但游戏将大量刷子游戏必备的基础功能拆分付费,大量刚需便利性内容被锁死在付费门槛内,形成了不破坏战力平衡,但严重影响游玩体验与成长效率的特殊氪金体系。 首先是刚需储物扩容付费。作为一款以刷图爆装、材料积累为核心的刷子游戏,背包、仓库、符文库、卡牌库是玩家最基础的成长载体,但游戏初始基础容量极度阉割,仅能支撑新手前期过渡游玩。进入中期刷图阶段后,海量装备、强化材料、进阶符文、赛季道具会快速塞满存储空间,频繁弹窗提示容量不足,直接中断刷图节奏。 官方将储物扩容拆分多项独立付费项目,包含背包扩容、个人仓库扩容、符文保管库扩容、炼金材料仓库扩容等多个类目,每一项扩容均需单独付费解锁,无免费扩容途径、无赛季赠送扩容福利,全套刚需扩容解锁花费超过1款正常3A游戏的定价。该设计彻底违背暗黑刷子游戏的基础逻辑:刷图积累是核心乐趣,却被官方强行设置付费卡点。该付费项不增加任何角色战力、不提供爆率加成,完全不破坏数值平衡,但属于“阻碍基础游玩体验”的硬性逼氪,零氪玩家只能频繁回城清理道具、舍弃稀有材料,刷图效率大幅缩水,间接拉开了零氪与付费玩家的成长效率差距。 其次是月卡、通行证等长效权益付费,属于性价比最高、玩家普及率最广的常规付费内容。游戏拥有双月卡、赛季通行证、特权礼包等多种长效权益,付费解锁后可获得商店刷新次数、日常资源增益、快速扫荡、道具掉落小额加成、专属外观等福利。其中核心权益集中在便利功能:缩短重复刷图时间、优化资源获取效率、解锁更多日常任务奖励额度。 从平衡性角度来看,这类付费的增益仅限于资源获取效率,无直接数值加成,不会让氪金玩家拥有秒杀怪物、属性碾压零氪玩家的特权,零氪玩家只要投入足够时间,完全可以追上付费玩家的养成进度。但长期来看,权益付费会放大肝度差距,付费玩家依靠扫荡、刷新特权节省大量重复刷图时间,在相同游玩时长下能积累更多养成资源,休闲零氪玩家的成长节奏会被逐步拉开,形成“时间换进度、金钱换效率”的隐性分层。 第三类是商城道具与外观付费,属于纯自愿、零平衡影响的付费模块。游戏商城上架时装、角色皮肤、武器特效、头像框等外观道具,以及各类材料礼包、限时补给箱。其中外观道具无任何属性加成、无隐藏战力增益,纯粹满足玩家个性化需求,对游戏平衡、刷图体验、养成进度完全无影响,属于健康的装饰性付费。 而商城材料礼包、养成补给箱仅提供常规刷图材料、金币、基础符文等普通资源,不售卖毕业符文、顶级装备、高阶改造道具等核心毕业内容,不存在“氪金直接毕业”的破坏平衡设计。硬核玩家可通过购买礼包小幅加快中期养成节奏,但无法跳过核心刷图、BD构筑、装备洗练的核心流程,零氪玩家依旧可以通过长期刷图积累实现毕业,不会出现付费玩家数值垄断、碾压普通玩家的情况。 最后是交易系统关联付费,间接影响游戏搬砖生态与玩家经济平衡。游戏支持自由交易,玩家可通过拍卖行买卖装备、符文、材料实现资源互通,但拍卖行核心交易货币需要通过充值获取,免费玩家交易权限、交易额度受到严格限制。该设计对战力平衡无影响,但极大影响了游戏经济生态:搬砖玩家需要小额付费解锁完整交易权限才能变现,普通玩家买卖道具需要间接承担充值成本,一定程度上抬高了玩家的游玩成本,也让免费玩家在资源置换上处于被动地位。 《恶月十三》的氪金体系做到了绝对数值公平,没有任何付费道具能够直接提升角色战斗属性、帮助玩家直接毕业,所有玩家的战力上限完全取决于BD构筑与刷图积累,这也是其区别于绝大多数暗黑氪金手游的核心优势。 但游戏的功能性逼氪问题极其突出,将储物扩容、便捷刷图等本该免费开放的基础功能全部商业化,通过阉割基础游玩体验倒逼玩家小额付费。这种设计不破坏战斗平衡,却严重割裂了玩家群体:付费玩家拥有流畅的刷图体验、高效的资源积累,零氪玩家则全程被容量不足、操作繁琐的问题困扰,游玩体验天差地别。同时绑定日常、签到的资源体系,搭配付费增益,进一步放大了玩家进度差距,也成为游戏最大的口碑短板。
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I can't even get it to decide if it wants to be k/m or controller. it switches every time I start to do something.
Es divertido con su complejidad todavia intentando entenderlo pero tal vez quisiera que no fuera tan largo para llegar al EndGame
12 hours in the game, in act 3 (11?) and it feels..... soulless. I haven't encountered a single challenge. Legit pressed the auto fire skill and just walked to npcs. Progression feels meaningless, I have been using the same spell since act 1 and insta-killing everything. I don't see the point of the game if there is legit no challenge at all. Every upgrade of gear or runes upgrade just adds more number but doesn't change the core mechanic. Press "T" and it auto fires piercing arrow on everything and DESTROYS everything. At this point, I'm legit not even interested in the cash shop as the game is more of a walking simulator than anything else.
Ni a mi peor enemigo le recomiendo jugar esto, es claramente un juego de telefono todo tosco, visualmente un asco es un conjunto dificil de ver.
lo acabo de empezar y me esta gustando bastante... pues eso, tipo diablo y matar ordas de bichos ta guapo
UNDECEMBER: The Forge is a free-to-play action RPG developed by Needs Games and published by LINE Games Corporation. Built around the familiar foundations of the hack-and-slash genre, the game seeks to deliver a deep character-building experience while combining intense combat, extensive loot collection, and a dark fantasy setting. Rather than relying on traditional character classes, it introduces a flexible progression system that allows players to create unique builds through an intricate network of runes, skills, and equipment upgrades. This approach immediately distinguishes the game from many of its contemporaries and serves as the centerpiece of its identity. The game's story takes place in a world threatened by the return of a destructive deity, placing players in the role of a Rune Hunter tasked with confronting growing darkness. While the narrative is not the primary attraction, it provides enough context and motivation to support the journey across numerous regions filled with monsters, bosses, and dangerous encounters. The setting embraces a grim fantasy atmosphere that complements the relentless combat and gives the adventure a consistent tone from beginning to end. Combat is where UNDECEMBER shines most brightly. Battles are fast, fluid, and visually spectacular, with large groups of enemies constantly challenging players to adapt and optimize their abilities. The controls feel responsive, making every attack, spell, and evasive maneuver satisfying to execute. Whether wielding melee weapons, firing projectiles from a distance, or unleashing devastating magical attacks, players can develop combat styles that suit their preferences. The constant stream of loot and upgrades reinforces the addictive gameplay loop that has long defined successful action RPGs. The game's most ambitious feature is its classless customization system. Instead of selecting a predefined archetype, players build their characters using Skill Runes and Link Runes that can be combined in countless ways. This allows for remarkable freedom in character development and encourages experimentation. Players can create highly specialized builds or versatile hybrids capable of adapting to different challenges. The depth of the system rewards creativity and theorycrafting, making progression feel meaningful even after dozens of hours. For fans who enjoy optimizing builds and discovering powerful combinations, this aspect alone provides substantial long-term appeal. The Forge update and the broader endgame structure further expand the experience by offering activities designed for dedicated players. Chaos dungeons, raids, guild content, and various high-level challenges provide opportunities to test optimized characters and acquire increasingly powerful equipment. Seasonal updates introduce new content, balance adjustments, and additional progression systems that help keep the game fresh. These additions demonstrate a commitment to supporting the game over time and encourage players to continue refining their characters long after completing the main campaign. Visually, UNDECEMBER delivers impressive production values for a free-to-play title. Detailed environments, elaborate spell effects, and well-designed enemy models contribute to a polished presentation. The darker aesthetic complements the game's themes while maintaining enough variety across locations to prevent environments from becoming repetitive. Sound design is equally effective, with impactful combat effects and atmospheric music helping to enhance immersion throughout the adventure. Despite its strengths, the game is not without shortcomings. The complexity of its progression systems can be intimidating for newcomers, particularly those unfamiliar with modern loot-driven RPGs. Understanding rune interactions, equipment enhancement mechanics, and optimization strategies may require a significant investment of time. Additionally, some players may find the grind-heavy nature of the experience repetitive, especially during extended farming sessions aimed at acquiring rare gear or perfecting builds. Monetization is another aspect that has generated discussion within the community. While the game can be enjoyed without mandatory spending, certain convenience features and progression accelerators may create the impression that paying offers advantages in efficiency. This does not completely undermine the experience, but it remains a factor that some players will view more critically than others. As with many free-to-play games, individual tolerance for monetization systems will largely determine how significant this issue feels. Overall, UNDECEMBER: The Forge succeeds in delivering a content-rich action RPG experience built around customization, progression, and rewarding combat. Its classless character development system offers exceptional freedom, while its fast-paced battles and extensive endgame activities provide enough depth to keep dedicated players engaged for the long term. Although the learning curve, repetitive grind, and monetization concerns prevent it from being a flawless entry in the genre, it remains a highly enjoyable and ambitious title that will appeal strongly to fans of loot-focused action RPGs. Rating: 7/10
hell nah, aggressive money demanding ain t really my thing
i just like rpgs
pay to win
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Diablo® IV | $61.5M | 74.2K | 65% | $49.99 |
| Wolcen: Lords of Mayhem | $33M | 67.9K | 56% | $29.99 |
| Drakensang Online | $0 | 2.2K | 65% | Free |
| Path of Exile | $0 | 248K | 89% | Free |
| Warhammer: Chaosbane | $3.7M | 6.4K | 58% | $29.99 |
| Victor Vran ARPG | $3.1M | 6.4K | 86% | $19.99 |