
After tens of thousands of years, the ancient weapon Holly awakens, starting her revenge against humanity. Experience the strategy of creating pitfalls to trap enemies and the exhilaration of burying them alive. Dive into intense combat!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 8 → 0/day in the week after.
About
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.39−70% | 52reviews | 60% | — | $7.1K |
| $17.99 | 58ratings | 69% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
UPDATED REVIEW They fixed a bunch of major problems such as glitches and control issues that made the game near unplayable, now it's much better So, what's this game? Well lets start with what it isn't. People tagged this game as "action roguelike" "souls like" and "dungeon crawler" But the thing is, it's neither of those but at the same time it does have some elements. This game is like a "Roguelite without randomness and without permadeath" which if you think about it doesn't really make sense because the main attraction of a Roguelite is the whole idea of having a different run each time, they are not meant to be beaten on your first but you get stronger little by little in some way. In this case, you have 10 floors/levels you have to go through but all 10 of them are predetermined, nothing changes in each run, but still they went with a roguelite kind of progression system even when there's no perma-death , you have an skill tree of permanent upgrades for that run, if you die, you go back to the previous level but keep everything you unlocked in that skill tree. But here's the weird thing, there's also permanent upgrades you can find in the map that will persist even after you have already beaten the game which would make sense for an actual roguelite. You really can't lose a run in this game, if you die you just go back 1 level so it's more like a regular static game with roguelite elements on top of it, not to mention the permanent upgrades cannot all be found in your first playtrough, you can only find 1 per floor so it's as if this game was built to be a roguelite but removed the core elements of the genre and kept the secondary elements. So this isn't really a Dungeon Crawler either, same thing, "it kinda is" but when people hear that term they are usually expecting randomly generated levels, enemies and upgrades, roguelites and dungeon crawlers pretty much go hand in hand. So what would happen if you couldn't lose a run in a roguelike? Balance issues. Like i said, when you die , you go back to the previous floor (Floor 10 is the first), but since you keep every upgrade there's no way you will go all the way down to floor 10 unless you're doing it on purpose. in fact chances are if you are taking your time you will max out your entire skill tree by the 4th floor, if you want you could farm certain enemies and get all upgrade incredibly early and very quickly too. Then later on as you upgraded everything you might find that enemies by the end are a bit too spongy and numerous to be dealt with your normal attacks, and that's another point where the progression is weird. You see, this is normal in a roguelike, in your first runs as you go further you reach a point where you get outpowered by stronger enemies to encourage you getting permanent upgrades. But this isn't a roguelike, you already have everything in your skill tree so whats left?, the permanent upgrades. Ok that would be fine except that would work if there was permadeath, like i mentioned before you can only get 1 of them per floor and per run, so in your first run at maximum you will get 10.. Ok "Just start a new run then!" , well , there's one problem, the only way to play a new run is to beat the game which defeats the whole purpose of wanting such permanent upgrades in the first place. UPDATE: They added a Timeattack mode, you start as if it's a fresh file, this mode acts more like a roguelike, these are the changes i noticed: now permanent upgrades can be obtained more than once if you lost and came back to that same floor, also some levels are randomized (from a pool of layouts) More balancing issues: There's "Bad Upgrades" , You can upgrade your whip or your projectile up to 3 levels, and believe it or not, the level 3 upgrade is actually a downgrade, you are much better off with level 2 with both weapons. Basically what level 3 does is a charged attack but the increased damage is inferior in terms of DPS when holding the attack button, it would be worth it if they did AOE damage or way more damage. The reason they become useless is because there's way too many enemies near the end for it to be preferable So if you play this game, avoid these upgrades at all costs unless they are changed. UPDATE: This issue is still present, level 3 is still a downgrade. Another way i suggest to make them much better would be to significantly reduce the recovery time of the 3rd attack and add a piercing effect to the level 3 fireball to be able to deal better with many enemies at once as they basically outscale you right now and you will end up avoiding them instead. Digging and Burying attack: By the end it's very slow compared to everything else, i think the speed of these should scale with attack speed upgrades too, specially the recovery time Control/Jank Issues : Jump Related: They fixed jumping not responding. [strike]Sometimes you can't get out of holes by jumping[/strike] This got fixed, now you jump much higher and get out of holes, this was a huge problem before. Selecting Tiles / Tile Cursor is inconsistent: On a recent update this issue got somewhat fixed but it still doesn't feel right This is the worst issue by far if you are playing on Keyboard + Mouse. it's probably not much better in controller. Selecting tiles is inconsistent and jittery , apparently the cursor gets confused with the game's 3D objects and perspective. Your mouse arrow could be on top of an enemy you want to bury but the cursor will decide to select a tile you don't want and end up making a hole in a place you didn't intend to. But here's the thing, accuracy is key in this game because you need to get it right twice in a row on the same tile (One time to trap the enemy and the second time to bury the enemy) The tile cursor moves around even when you are not moving your mouse or your character, for example you may trap an enemy by making a hole, and then you would think by not moving the mouse and clicking again the cursor would stay at the same tile, but no, the cursor will choose whatever tile it wants except where you want it, it's very jittery and inconsistent. It doesn't end there, this issue is present with anything that has to do with selecting tiles, opening chests, placing or restoring teleporters, in a critical moment this will get you killed, you have to be very conscious on how unreliable the tile cursor is. The cursor should have been simple, the cursor should be at the position the mouse cursor is and that's it. This is issue discourages you from using the mechanic that the game advertises the most because it could get you killed instead of helping you , the digging mechanic. Currently, you will die because you were wrestling against the controls to make them do what you actually intend, it was really bad at launch, now it's better but the issues i mentioned still happen but not as bad as before. Apart from those formerly major issues it's actually a fun game and would be a pretty decent game if these issues were all fixed. I had fun with this game by aproaching in a different way which was to go full gorilla mode, taking my time on the first playtrough was a mistake, ignore the "strategy" part and just go nuts (but don't die). I like the whole idea of protecting your base while you go and hunt to destroy theirs The story of the game is honestly as simple as it gets , comparable to the plot of arcade titles , if you're in for the story there's basically nothing in that regard The music is nothing memorable, not bad just feels like stock music. The enemy variety is lacking, there's basically a total of 5 different enemy types. The playtime this game offers is about 3 to 4 hours if you take your time, you can beat it under 1 hour if you know what you are doing My rating for this game would used to be a 5 but now it's a 6. There's a lot of room for improvement , with its issues fixed it would be a 7 (If those issues get fixed i will update this review)
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 26 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Polish, Simplified Chinese, Japanese, Traditional Chinese, Italian
| $17.99 |
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| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lots of minor bugs causing enemies to become unkillable thus having to restart an entire level to progress and horrible progression of just mindless slashing with only maybe 2 cutscenes in the entire game. There is no story besides anime girl leaves dungeon to kill people. I'm amazed with how this game was allowed to progress to this point, it feels like it is an early early alpha for what could be a interesting concept but the company put a budget of 12 dollars into developing it and forced one poor person to sit in a corner and code it alone.
I enjoyed it, but it is very short. I think it's is fun to sneak up on slayers and bury them. Could have used a boss battle though and maybe alternate endings since it's really short. Maybe also speedrun leaderboard. Takes only about 3 hours blind play. Dying doesn't end the run but takes you back to the previous floor. 10 floors total.
游戏性极差,后面几关难度很难,故事性为零,并且严重不合逻辑,想做世界和平真善美大结局,就别上来就整这么一个黑暗风格的设定,告辞。
【最新のバージョン1.7でやりました】 安くなっていれば買ってもいいかも、あまり期待しない方が良いです。5時間でトロコンできました。 アチーブメントにこだわらないのであればイージーモードでやるのがおすすめです。途中からメニューで難易度を変えても反映されないので注意が必要です。 どんなに育成しても紙装甲なのでノーマル以上でやると気付かない内に倒れて前の階層からやり直すのが精神的に辛かったです。 画面を赤くするなど低HP時のフィードバックがなく、敵の攻撃を受けた時も音声なり、エフェクトがないので普通にHPから目が離せません。アクションゲームなので、HPを見ている暇はないです(矛盾)。 あと、攻撃系の強化は3段階目は罠です。攻撃速度が極端に低くなって壁を壊す速度がガタ落ちです。一応スキルリセットができますが、全部振り直しです。 ボス敵の正面から通常攻撃を当てると反射とカウンターで即死しますので、通常攻撃は雑魚処理と壁掘り専用です。 このゲームの一番の売りの穴掘りは… ・マウス操作だとカーソルを置いているブロックの下のブロックが選択される謎の仕様。これ意味わからない。諦めましょう、意図したところは狙えません。 ・攻撃エフェクトと敵でカーソルが見えなくなって掘れない・埋められない ということでかなり難ありです。 10階層ほぼ変わらないのでそれでも飽きないならリプレイ性はあるかな?僕は飽きました。
休日の気まぐれにとりあえず一周終わらせましたが、二週目に入る勇気は湧いてきません。アクションとしては茹ですぎたうどんのようで、キャラゲーとしては味のない綿菓子のようです。 もったりとした操作感で最初は苦戦するかもしれませんが、全10ステージをクリアする中ですぐに慣れてしまえるはずです。ステージが上るにつれに微小に難易度が上っていく設定で、まるで一桁の足し算から三桁の足し算を覚えるためにある薄っぺらいテキストを読み進めるような感覚を味わえます。決してつまらないと言い切れる訳ではなく、ある程度の時間を集中してキーボードとマウス(あるいはコントローラー)で指の運動が出来たなぁ…と思えるくらいには暇つぶしになるでしょう。でも単純作業が苦手な人は辛くなるかもしれません。 落とし穴を掘って敵を嵌めるのがちょっと楽しかったのですが、どうしても相手の足元を直掘りして嵌めるのが手っ取り早いので作業感が増して絶妙に退屈でした。使用する武器を交換して戦えるのですが、体験版で近接攻撃の使用感を確かめたところ、使うメリットが縛りプレイ以外に見出せなかったり。製品版では近接攻撃を使用する機会があるのだろうな、などと思いつつ製品版をプレイしたところ、道中特段何も困らず、クリアまで遠距離攻撃のみでクリアしてしまいました。ちょっと勿体なかったかなと思います。 ストーリーはあったようなのですが、なんだか脳みそに刻むのを拒まれたようで、よく覚えていません。ごめんなさい。 個人的にはゲームは良ゲーでなくても楽しめるものと思っているので、リスペクトを込めて親指を下に向けさせていただきます。
2週楽しませていただきました。 タワーディフェンス的要素のあるローグライクのような。 序盤はこんなにホリーちゃん強くなりすぎて大丈夫か?と思うほど強化できても、 ちゃんと後半には埋めも活用しないとクリア厳しい難易度となっていてよかった。 自分なりの攻略法が見つけられたので、やりこみ要素が増えるといいなと思います。
びっくりするほどつまんねえ スレイヤーを穴に埋めるだけで雑魚は遠距離で殴る 強化できるとはいえ動きはもっさり 地上に出るまでこんなマンネリゲー続くと思うと流石にね
[h1]《Ancient Weapon Holly》简评[/h1] [h1]前言[/h1] 汝可识得此人形兵器!迷宫之中祭坛不倒,吾便为王,奈何敌人来势汹汹,利用传送门带来了源源不断的火力支援,这怎能行,玩家要做的便是化身霍莉在这迷宫中讨伐入侵的敌人,不断更上一层楼,只为完成复仇大计。而整个过程略显平淡重复,剧情也无过多刻画,纯粹的魔法攻防战,体验上较为腻歪。 [h1]游戏内容及体验[/h1] 游戏玩法无它,就是在每一层迷宫中来回探索,保护祭坛不受伤害的同时寻找所有传送门与小BOSS毁灭者并将它们尽数消灭即可前往下一站。而这当中由于迷宫处处充满了方块式障碍物,玩家往往需要利用魔法放炮摧毁方块开拓道路以抵达更多地方,而在这之中暗藏玄机,往往会炸出一个骷髅人或是石巨人,它们可不是援军,魔法打击就完事了,由于我方孤身一人,要巧妙利用多数敌人不会打洞的特性来展开攻势,一一击破才是王道。 除此之外,女主还有一神技,挖坑填坑两不误,其可以勾引敌人追逐自己,然后在其行进路线中挖坑令其掉入,一坑只能容纳一人且长时间不处理就会再度爬出,这时候玩家就要及时天降正义利用填吭机制直接把敌人压死,这一部分在对付小BOSS时往往不能避免,其自带盾反只好不得已而为之,坑杀!而敌人被剿灭会爆出众多魔晶以及迷宫遍布宝箱与矿产资源,玩家可以用这些以各大小祭坛解锁能力,小到攻击力、移速等加持大到各种功能解锁,如传送、传送门数量显示、祭坛有敌人入侵警告等等都会保留下来,那便在每一层迷宫冒险里加以利用吧! [h1]总结[/h1] 说实话,本作上手简单,走位输出魔法不忘填坑杀敌,但就是玩法过于单一,每一层推进也只是加入更多机制怪,没有什么新内容,就是往往复复杀敌摧毁传送门,中间也没什么剧情过渡,不过打击手感还行,祭坛能力加加加后战力提升还是明显的,几炮一个小朋友,酷酷炫! [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url= https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
ボリューム少な目であっという間に終わる
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