
Way of the Passive Fist is a unique and colorful arcade brawler. Parry, Dodge and Dash to outwit and outlast your enemies on a desolate planet ruled by raiders, mutants and fanatical sun worshipers. It's a new kind of tactical fighting in the licensed arcade brawler for the 90s cartoon you wish existed.
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*, 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
EDIT: THERES AN UPDATE TO THE REVIEW AT THE BOTTOM, PLEASE STAY AND READ, THERE IS NO REASON FOR YOU TO DO THIS TO YOURSELF. HOW DOES THIS SH*T HAVE A POSITIVE RAITING!!!!??? i swear people reviewing as of late are braindead. Let me start by painting you a picture: According to the achievements, less than HALF the players defeated the FIRST boss (game released in 2018), and i understand it... why? because of the main mechanic, more on that later, since i always leave the worst for last. MAIN MECHANIC: In this """brawler""" YOU DONT have a main attack to harm enemies (!?!?!?!). So how do you fight? You shuolder check, parry and dodge untill your enemy gets tired, at which moment you can use the same button you use to shoulder check, which THEN becomes a hit which insta kills said enemy..... so much for the "passive fist" i guess. Theres ANOTHER attack which is a special move, which consists of your mechanic arm one-punching the SH*T out of your enemies (more "lore breaking" or "plot bending" of the "passive fist" thing) BUT.... how does this Special Move WORK? well... you have to charge up a combo in order to use it ONCE. In order to charge the SM bar you have to chain combos of parries and dodges and tired-1HKOs (notice that i dont mention shoulder check, because they dont charge the bar, if you use it, you drop the combo). RPG NON BRAWLER There are some RPG elements in this game, namely XP and upgrades you unlock through that.... BUT: - There is NO grinding, XP is obtained at the end of each stage, at which moment the rating (bronze, silver or gold) awards you a fixed ammount of said XP. The rating is decided by how long of a combo you got going on that stage. -Say you finished a stage with a silver medal, but you want/need more xp, so you go back to that stage and get another silver medal, because of any of the 100 things that can cut your combo... you dont get the XP again, only way to redo a stage and gain more XP is to get to the next rating KEEPING THE MECHANICS MENTIONED ABOVE IN MIND lets go back to the bosses, imagine this: 1- boss with melee and ranged attack 2- the boss can attack you while you are fighting with another enemy 3- your basic attack (shouldercheck) DOESNT do damage and the boss DOES NOT get tired from parries, WHICH MEANS you can only harm him with the SM (pay attention now). 4- so there you are trying to chain a combo of parries, dodges and tired-1HKO when you: -get hit by your opponent or the boss---> drop the combo, you cant use the SM, you cant damage the boss -shouldercheck anyone because you are trying to make your way to the boss to use the SM you charged---> drop the combo, you cant use the SM, you cant damage the boss -miss a parry or a dodge because the enemy randomly decided to change its pattern of attack and leave so you can fight another enemy----> drops the combo, you cant use the SM, you cant damage the boss -miss a 1HKO punch because you had a tired enemy to "kill" and another one decided to rush in front of you knocking the tired one out himself THEREFORE NOT ONLY making the tired one unabailable for killing (one less free hit you could combo) but ALSO converting your 1HKO into a shoulder check----> drop the combo, you cant use the SM, you cant damage the boss GET IT? the boss becomes a puzzle game of charging a SM which is your only way to down his health UPDATE: it gets WORSE. As you may have already guessed, while you move around, most of the fighting is done stationary (unbrawler like), for you need to be still to parry and dodge (its not moves you do, is key, for parrying and dodging), well... as you continue, the game will introduce sections of CONSTANT RANDOM ENVIORMENTAL DAMAGE. So.... you were building up a combo, but something is about to fall on you... YOUR CHOICE (not choices): drop the combo through no fault of your own, but because its either drop the combo OR get damage AND drop the combo AND AS IF ALL THE BULLSH*T i mentioned about the bosses wasnt enough, on the second boss, minions spend MOST OF THE TIME RUNNING AWAY FROM YOU, so you will be struggling to even get a combo going while the boss (which remember, you cant normal damage) peppers you with an instant and targeted (no matter how far you are) beam THIS GAME IS ABSOLUTE DOGSH*T... only recommendable for masochist players who look down on people who just want to have fun.
Overall recommended if on sale and you like beat-em ups. The main campaign has 10 levels and is a fun 2 hours. The combat is a simple mix of parrying and dodging. Parries add to a combo meter that can be spent on supers. There are about 10 base enemies with their own different colored variations with their own attack pattern. There are 5 bosses and 3 of them aren't well designed. Their main gimmick is to parry attacks to build your super to be able to damage the boss; however, the game's combat is based around fighting one enemy at a time, rather than usual crowd control. Those boss battles throw that away and have multiple enemies attack you at once instead of taking turns, which you are not given any tools to deal with it. The other two bosses were fun, the final boss particularly so because they were just the boss. The New Dawn game mode is an extra prologue campaign and it is very poorly designed. The first boss exemplifies how the game does not support engaging multiple enemies at once, but they keep doing it anyways. He actually pissed me off enough to write this review.
格挡反击+动作清版,还挺好玩的。清版游戏常见的杂兵换色也因为攻击节奏的不同而不会有太强的重复感。敌人前摇明显,按键的判定也比较宽松,所以难度不算高。系统虽然单一,不过清版游戏流程本来就短,在玩腻之前早就通关了。
💋
sekiro type beat :shockstatus:
bacana, curto, mas legal
有卡 有成就 没中文 消极铁拳之路 一名身份神秘、仅被称为流浪者的旅人,穿梭在遥远的锆石五号星球上。这里曾是繁荣的采矿殖民地,如今恒星濒临衰亡,整座星球也走到毁灭边缘。 流浪者精通消极铁拳武学:不靠主动进攻,只需格挡攻势、耗尽对手体力,便能拖垮一切强敌。殖民者接连失踪,疯子四处横行,流浪者必须沉着冷静、坚守本心,在这款风格独特的现代清版格斗游戏中,一战到底,探寻所有真相。 游戏玩法特色 节奏时机格斗系统 颠覆传统格斗玩法!观察敌人出招规律,精准格挡与闪避化解所有攻击,让对手自取灭亡。 积累连击,释放必杀 连续格挡闪避积攒必杀能量槽,蓄力爆发,击溃沿途所有敌人。 自定义难度设置 自由调整各项玩法参数,打造专属挑战档位并自定义命名。 全按键自定义布局 所有操作按键均可自由绑定;支持单手手柄操作(左手 / 右手皆可)、纯摇杆无按键游玩,也适配键鼠操作,完全按你的习惯自由畅玩。 角色升级成长 战斗获取勋章与经验值,解锁强化属性与全新技能。 剧情模式 & 街机模式 剧情模式:踏上旅途,反抗锆石五号星球的暴政统治。 街机模式:限定生命通关全程关卡,考验你对消极铁拳武学的精通实力。
Simple mechanics, yet oddly satisfying. No fancy combos in this beat em up, you just parry and dodge, having a successful streak charges your mechanical arm and you can do a powerful attack. Pros: -Good art, animation, music and atmosphere -Adjustable difficulty -Replayable for scoring -Very fluid and responsive Cons: -require patience -no fancy stuff
商店页面已好评,差评呼吁中文。cn need. 202401,steam,steam掉卡抵扣,daily indie game,indie gala,fanatical,hxxxx,t a o宝,支付宝红包,杉果,它处自定义包入的本体约6元。爱人如己,目前就这,看以后追评。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
Household Games read every true beat em up fan's mind and came up with the game the world needs: ultimate parry timing simulator. The aesthetic, music, and responsiveness are all topnotch, as is the lore, they nailed the feeling of true old school belt scrollers of the 16 bit. An abundance of accessibility options also lets you tailor the game as easy or as insanely difficult as you want, and the roguelike game mode cements the value proposition feature and mode wise. This is a no brainer for anyone into the genre. Don't let the playtime on steam fool you, I crushed the ♥♥♥♥ out of this on console and will here too one day. A game so good I bought it twice.
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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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