
Unsouled is a 2D action RPG game requiring immense elaborate control. Take a break from repetitive attack and dodge action by challenging yourself with the world of Unsouled.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, German, Japanese, Simplified Chinese
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
Top-down 2D Ninja Gaiden with Onimusha's Issen counter In other words, a fast-paced technical action game with emphasis on aggressive crowd-control, with a risky but satisfying counter mechanic on top. There's a lot of contextual interactions that adds another layer of complexity to combat encounters as well. Maras, a prince of a fallen kingdom you control, comes with a lot of mechanics. He has a standard string, a charged attack, a number of command attacks (like dash attack etc.), a number of special attacks ("abilities"), and a number of super attacks. That's just for offense, he also has a guard, a "just" guard which links to a counter, the Issen counter (attacking at the exact moment an enemy attack hits) which could be followed up, dashes for repositioning, and a way to get out of hitstun. These actions are governed by three different resources: "Stamina (yellow bar)," "Soul Orbs (blue resource for Abilities)," and "Ghost Orbs (purple resource for get-out-of-hitstun)." The problem, as many reviews also note, is that the game tries to teach all of these in the first 10 minutes. But alas, Infodump just doesn't work. My advice is to learn as you go, and look up the tutorials (the "Abyss," easily accessible) whenever you want to remind yourself of a cool trick you saw earlier. Because, and I want to emphasize this, this game's action is absolutely brilliant in its execution. Juggling all those choices and resources to control Maras to be "stylish" is incredibly rewarding. Taking advantage of the environment, whether wall slamming of ringouts, is so much fun. The fact that enemies are damn aggressive and fast makes all this even better - overcoming hectic encounters, beating punishing bosses, are really fun and rewarding experiences. The resources are balanced in a way that feel less like restrictions to what I can do, and more like fuel for me to create my improvised pixelated slaughterhouse - in short, mad fun! And I think a special shoutout is warranted on the bosses. They are not just cool and hard (duh!), but they are governed by the exact same combat architecture mentioned above. They spend blue and purple resources to do the same thing as we do (use stronger abilities, getting out of combos), they can be wallslammed for extra damage and downtime, etc. That they do (partially) operate on the same rule as me made them [i]feel[/i] really fair. A lot of times, action game bosses appear to be playing on a different game. Unsouled, in my view, succeeds in the opposite direction: it made bosses that feel like they are actually part of the same "game." When they come with really expressive pixel art and awesome BGM? Game on, baby (the hidden bosses kick my rear side HARD). I also want to give special shoutout to the difficulty/accessibility options, what's usually held in contempt by "hardcore gamers." They are really thoughtfully designed, in my opinion, adjusting input tightness, slightly reducing enemy aggression and speed, auto combos, and certain auto-adjustments to controls. They feel like adjustments made by someone who is a really good action game player, designing something that would "help" when they weren't [i]that[/i] good at action games, without infantilizing the player, and still nudging them to see the "fun" of action games. It's stuff I would call "industry standard" without exaggeration, to be honest. In conclusion, strong recommendation for anyone who likes fast-paced action game, and the Ninja Gaiden lovers in particular. I can't believe I slept on this game for so long!
great game, once you get past the hundred tutorials, nah it aint that bad lol
This game is all we have left of Onimusha 2 and Onimusha 3. I'd even go as far as to say the issen (counter attack) in this game is even better than that of Onimusha. A lot of people can't appreciate it because they think the 2D graphics are lame, but it's not. MeGustaGames is a solo developer, that considred this game is a masterpiece. 9/10
qewqwqwqwqw
Disappointed. Button mashing festival.
Прикольный рогалик в изометрии. Понравилось как игра держи т контраст между медленной и очень быстрой игрой
Unsouled is a demanding, precision-focused action RPG that places mechanical mastery at the center of its identity. Developed by Megusta Game and published by NEOWIZ, the game immediately signals that it is not interested in easing players into comfort. Instead, it challenges them to engage deeply with its systems, rewarding patience, timing, and experimentation. While its presentation evokes classic pixel-art action titles, the underlying design philosophy is distinctly modern, emphasizing high-speed combat, layered mechanics, and player expression through skill rather than raw statistics. Combat is the defining pillar of the experience, and it is both unforgiving and deeply satisfying. Encounters are fast, aggressive, and structured around precise inputs, with enemies that react dynamically to player actions. Attacking recklessly is rarely viable; success comes from understanding enemy patterns, exploiting brief openings, and chaining attacks with deliberate intent. The game’s combo system encourages fluidity, allowing players to link normal strikes, special abilities, counters, and movement into extended sequences that feel almost rhythmic when executed well. Timing-based counters, in particular, become a core skill, turning defense into offense and rewarding players who are willing to take calculated risks. Progression is tightly integrated into this combat framework through the game’s soul system. Defeated enemies yield souls that can be equipped in different ways, offering passive stat bonuses or active abilities that meaningfully alter how the character plays. Rather than simply increasing numbers, these souls invite experimentation, letting players tailor their approach to combat based on preferred rhythms and tactics. Environmental interaction further enhances this sense of agency, as positioning, terrain, and hazards can be used strategically to thin enemy ranks or gain advantages during chaotic fights. Visually, Unsouled stands out through its detailed pixel art and striking use of lighting and animation. Characters and enemies are animated with clarity and weight, ensuring that attack cues and movement remain readable even during intense encounters. The world itself is bleak and atmospheric, with ruined structures, hostile landscapes, and shifting tones that reinforce the sense of a fallen kingdom. Dynamic lighting effects add depth to the environments, lending a sense of scale and drama that elevates the presentation beyond simple retro homage. Narrative elements are delivered subtly, favoring environmental storytelling and fragmented lore over direct exposition. The player inhabits a world shaped by catastrophe, where the absorption of souls is both a power and a burden. Rather than spelling out every detail, the game allows its setting, enemy designs, and locations to suggest a larger story, leaving room for interpretation. This understated approach complements the gameplay well, ensuring that story never disrupts pacing while still providing thematic context for the relentless action. Difficulty is a central part of the game’s identity, but it is also flexible. Multiple difficulty settings allow players to adjust the challenge to their comfort level, making the game more approachable without diluting its core mechanics. A dedicated training mode offers space to practice combos, counters, and advanced techniques, acknowledging that mastery requires repetition and understanding. Even so, the learning curve remains steep, and the game expects players to engage thoughtfully with its systems rather than relying on brute force. Level design balances exploration with combat intensity. Areas are compact but layered, often encouraging backtracking and experimentation as new abilities are unlocked. Encounters are carefully placed to test specific skills, whether that’s crowd control, precision timing, or sustained endurance. Boss fights serve as skill checks, demanding full use of the game’s mechanics and punishing complacency while delivering a strong sense of accomplishment when overcome. Ultimately, Unsouled is a game that thrives on commitment. It is not designed to appeal to everyone, nor does it attempt to smooth over its sharp edges. Instead, it offers a focused, mechanically rich experience for players who enjoy learning systems, refining execution, and earning progress through mastery. For fans of intense action, intricate combat design, and stylized pixel-art worlds, it stands as a confident and challenging entry that rewards dedication with moments of genuine exhilaration. Rating: 7/10
2d俯视角像素arpg~ 这是出过匹诺曹的谎言和闪避刺客的开发商?bug挺多的,最严重的就是容易把自己冲到墙里~ 1.除打boss外的BGM是免费音乐吧,平平无奇、寡淡如水~ 2.非常非常粗糙的像素画面,UI、建模、立绘亦是,很大程度上影响了游戏体验,光观感就劝退一大波玩家~ 3.动作设计:平衡性不好,手感稀烂,苦手的墓碑,手残党估计连序章的冰块都冲不过去~ a.连招还是比较复杂的,但然并卵,反击解决一切,反击可以一招秒敌,连招需要砍10多下,高下立判,但是即便以新手难度玩,反击和瞬间防御的判定还是非常难~打boss就是堵角里一通瞎几把按就行了~ b.光是各种动作说明就看了半天,真有些过于复杂了,有组合按键,手柄基本没法用,逃命技能需要按双扳机,而键盘只用空格就行,开场深渊教学都打了好久都过不了,一个教学做的过于苛刻了,连击演示第八个就差0.1秒,打了几十次就是过不了,神经病吧~能用出来不就行了么,你管我怎么打呢,只要提供多种多样的攻击方式就可以了吧~深渊演示还必须一个个解锁,这招式做出来怎么还不让人知道呢? c.由于是俯视角,移动的错位是经常事,冲过了很正常,走路又比较慢,打起来挺难受~由于没有锁敌,攻击错位更是频繁~ d.敌人的AI做的莫名其妙,远程无限攻击,近战抽风攻击~ e.在必须高速移动冲刺的情况下,竟然没有边缘保护,不过好处是可以带着追击你的敌人一块跳崖~ f.吸魂是要按键的,需要时间的,是可以被打断的,所以周围有敌人时基本拿不到,在打boss期间想补充也是不太可能~ g.这么稀烂的战斗还无限刷兵,还有无限连击无法反击的忍者~ h.第一章就卡关了,怎么叫把敌人沉入水中???你那建模可有点层次感或者给个提示?就这狗屎操作手感还能控制? i.高速移动的情况下,视角跟随非常缓慢~ 4.解谜:本来像素低画质就不好,还弄一堆颜色解谜,况且一个动作游戏弄什么如此恶心的解谜呢?第三章那谜题也太多了吧,一点也不好玩~ 5.正路岔路的区别:正路进去就关门,走不了回头路~真是独树一帜的设计~岔路无论有什么宝贝那就二周目见吧~ 6.滚轮切换主动魔灵,滚不动啊,切不换啊~还有按键冲突,有些招式按不出来或者出现招式错乱,不知道什么问题~ 7.不能跳过制作人员表~游戏名字叫什么?失魂者还是失灵者?又是机翻是吧~ 8.真结局都打出来了,还有两个技能没解锁呢~ 总结:整体各方面都极度粗糙(终于在真结局看到了一段2d动画),画质梦回70年代,动作系统手感稀烂,平衡性差,流程很短,demo制作水平~
美术优秀,战斗手感好,但个人认为在一个复杂高速的战斗系统中加入太多像音游一样必须目押的设计反而会割裂整体的战斗节奏,但cdkey便宜,可以一试
[h3]并非类魂[/h3] 一款独立工作室制作的像素ACT游戏,由韩游发行商NEOWIZ发行。 中等难度流程在3-4小时左右,很短。 玩起来有点像《鬼武者》和《忍龙》的结合,杀死敌人可以吸收红蓝绿白魂就像鬼武者的鬼之笼手,而且还有一闪、弹一闪、连闪等的机制。而游戏节奏又很快,主角和敌人的动作性能都十分迅猛。 然后,十分经典的,加了个十分令人恼火的耐力槽设定,就很神必,可能也是这个类魂tag的来源。 [b]剧情:[/b] 以下涉及剧透。 由于流程短,游戏的剧情架构也是十分简单,就是复仇剧本。就算有一堆谜语人,并且本地化挺一般,但是通了真结局还是能看懂。 主角是一个王子,被姐姐背叛后死了,被神秘力量复活后一路杀回去找姐姐复仇,途中用一些场景、npc对话、尸体背景、记忆闪回等等的方法来讲述剧情。某种程度上还挺类魂的。然而还是挖了一堆坑没填,最后真结局突然升华也是带点莫名其妙。 游戏有普通结局和真结局,真结局带点反转吧大概,触发需要几个隐藏条件,这些要素设计的还算有意思,但是我大多数精力放在战斗上,所以没什么太大兴趣去探索这个直接去看攻略了。 [b]视听:[/b] 游戏的像素美术十分不错,细节到位,某些场景和boss战还会来点特殊运镜,很有电影感。 音效挺糟糕的,游戏本身手感不错但是和音效配起来都是各演各的。 音乐单拿出来听其实还不错,放游戏里却很违和,这个背景配个Trap,出现的时机也是让人瞬间出戏。 [b]游戏系统:[/b] 主角有一套很完整的动作系统,除去基础的普攻蓄力格挡闪避,包括了之前说的鬼武者的一闪、弹一闪、连闪,还有相当于主动技能的灵魂解放、没什么用的特殊攻击,被围后快速脱身的“鬼神飞奔”、投技、冲刺攻击、冲刺抓取、爆气、终结技按4242266方。 然后这些系统中的大多数,都会在游戏刚开始直接告诉你,然后进入教学房间每个房间教五个动作,到存档点还可以随时从剧情中出来进一个叫”深渊“的地方,讲实话挺劝退的。 然后就是这个神秘的耐力槽了,我不知道它存在的意义,在快节奏ACT连续迅猛的搓招到一半停下来歇会? 装备系统大概是一系列被动,和击败boss之后拿到的主动技能,不过目前除了第一个boss给的护甲其他的基本没用过。 杀死敌人能获得魂,可以用来强化动作和属性,很经典的设计。 敌人设计的攻击欲望很神秘,有时高有时不高的,但是往往都是成群结队的扑上来,并且连击十分迅速,失误被打个确反连基本只能靠鬼神飞奔脱身。不过因为是像素游戏,观察敌人的时候并不能像鬼武者或者忍龙那样细致,而且背景有时候会很大程度影响猜拳,比如沙漠和雪地。 Boss设计十分有意思,Boss似乎是和玩家自机一样的动作资源,所以吧Boss攻击到墙边也会有硬值和额外伤害,被连击的时候也会用鬼神飞奔、防御、一闪等。抛开一些细节缺点,这个真的很有趣。 [b]补充:[/b] 1. 游戏的成就似乎都在挑战和最高难度上,我打两周目真结局通关只完成了13/52,有些成就和挑战有点坐牢了。真结局成就完成率在2.1%,不过这也是这类游戏十分常见的情况了,很多传统ACT普通难度通关都要花点精力。 2. 游戏有ds手柄图标。 3. 设置有自动连招,三个难度档位,简单难度判定十分宽松,通一遍之后最高难度似乎也不是那么难,不过估计大多数人在前期的引导和手感音效中就耗完了耐心。 4. 第一次在鸣谢里看到“特意不感谢的人”这一项,挺好奇发生了什么的。 游戏史低很便宜,流程也不算太无聊,体验一下可以,体验完确实没什么动力去打挑战和成就了。 [b]7.3/10[/b] 当然,也可以当类魂玩,不过估计更坐牢。
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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