
Long may the sun shine! Prepare to suffer! Souls-like combat adventure in a unique world. Learn to fight... then fight to realize your belief.A warrior gradually grows and uncovers the ultimate truth of world change.
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): 0.57/day in the week to Sep 8 → 0.57/day in the week after.
About
Long may the sun shine! Prepare to suffer!
Guretvo, a millennium-old continent. The rule of the golden dragon family has become increasingly corrupt. The white cult has launched a monstrous rebellion. The gods beyond the realm have begun to meddle here one after another and sent envoys of the gods. With the power of Sith, the God from west, the white cult was suppressed. Master William, an unyielding rebel, crossed the sea to the east, learned new powers from the eastward god Eagle, and with the help of the northern god Leon, founded the Youth sect and the Red sect. Unexpectedly, William suddenly passed away just before the army set out on the northern expedition, which led to a series of betrayals and internal strife. After the "night of the massacre", the Youth sect and the Red sect went their separate ways. The dragon academy, as a sect school founded by William, also forced the apprentices to choose their own paths.Obey your oath,save Guretvo.
The game includes a total of 6 main levels. Except for the main city level of Lonserv, each level is massive and features traditional souls-like levels. The game includes a total of 12 boss battles and over 80 different AI combat encounters.
Diverse enemy attack moves
Basic combo attacks, dangerous strikes, deadly attacks
Multi-layered enemy counter mechanisms and rewards
Mikiri counter, dodge, parry, gun counter, execute
An epic and stirring historical adventure storyline
Multiple church factions compete for the right to lead Gurettvo, involving conspiracies, grudges, grand historical trends, and the victory of ideals and beliefs.
Various items, skills, and martial arts to "abuse" boss
Items, skills, martial arts
Genres
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.44−37% | 819reviews | 82% | — | $252.7K |
| $8.99−40% | 6ratings | 76% | — | not modelled | |
Engagement
Reviews
Themes across 104 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]20+小时全成就,推荐 ✓ (但带着一种复杂的喜欢)[/h1] 先说结论:这游戏我玩得很爽,但我不会说它是“历史的正确打开方式”。它更像一盘加了过量辣椒的炒饭——你明知道它不讲究、不精细,但那一口下去,辣得痛快。 --- [h3]关于玩法:僵硬,但能接受[/h3] 地图设计不错,动作系统确实谈不上优秀。敌人AI像铁憨憨,招式有时候看不太清,但奇怪的是,我居然没觉得特别难受。可能因为我的注意力本来就不全在动作上。当我知道对面那个BOSS的台词在映射什么的时候,那一刀砍下去的情绪满足感,远远盖过了动作僵硬带来的不适。这游戏的动作系统,刚好够用,刚好能把那股情绪送出去。 [h3]关于剧情:明知道是“简化版”,但就是会心一笑[/h3] 你问我知不知道它在“玩梗”?我当然知道。把一场改变国运的宏大战争,压缩成“主角单挑BOSS”的英雄叙事等等——从历史严谨性上讲,这确实轻浮了。但问题是,我玩的时候确实笑了,而且是那种“懂的人都懂”的笑。当那个喊着“八十万对六十万,优势在我”的BOSS被我弹反处决时,我就是一个想砍翻“反派”的玩家——这份冲动是真实的。 [h3]我最大的矛盾:既享受,又清醒[/h3] 这游戏最让我纠结的地方在于: · 它把“牺牲”变成了属性条,把“信仰”变成了加点——这确实消解了严肃性。 · 但反过来,它至少让我在游戏里“站对了边”。在这个很多作品连“站边”都含糊其辞的环境里,它明确告诉你:谁是友军,谁是敌人,你该砍谁。 我不觉得这是“意识形态输出”,更像是一种“圈内暗号式的身份确认”。它没打算教育谁,它只是在跟“听得懂”的玩家挤眉弄眼。 [h3]写给和我一样矛盾的玩家[/h3] 如果你问我推不推荐,我会说:推荐!但前提是——你别当成来上历史课的。 游戏结束后的那个晚上,我去翻了一下自己书柜里满是灰尘的毛选。怀念了一下伟人,我觉得这或许才是这款游戏最意外的价值。 --- 总计评分🏆6.8/10 玩法/设计🎮2.2/3 画面/美术🗺️1.9/3 剧情/叙事📽️1.5/2 氛围/音乐🎶1.2/2 --- 话说我给了好评,还给这游戏写了个简短的小功略,还是很信任你们制作组的,希望以后别翻车了哈!
打通关了,玩法有些东西但不多,一堆意义不明的单向门,有的时候用得不错,有的捷径则完全意义不明。 动作系统在记忆边境基础上进行了微创新,不能说差但也说不上好,配合敌人一些神秘的快慢刀连招体验一言难尽。 至于动作本身,只能说非常僵硬,敌人和主角都是。达里昂那个几乎静止在天上的快慢刀作者你自己看的时候笑了没?还有校长二阶段就搁那硬复读王子战法和红光冲锋。 攻击动作竟然没有边缘保护,然后不管是普通攻击还是巨剑攻击都自带位移,离八百米远对着人砍一刀自己掉下去了真的是幽默。 精英怪统一AI逻辑:霸体出招,弹完被砍一刀,然后强制触发反击,继续霸体出招。 远程怪的幽默索敌距离,可以隔着两层楼三层墙对着我的方向一直开枪。 模型是素材库的,动作是直接扒其他游戏的,这不叫拿来主义,这叫海盗文化。 以上是游戏性方面的,下面言辞会更加激烈一点,因为涉及到剧情。 ———————— 剧情方面基本就是在玩狗哨,结果哨子吹得太直白,路人听不见、内行听了笑,看不懂的人完全看不懂这些故事,看得懂的人不需要你来讲,把近代史上的那些典型符号进行换皮,本质还是个键政爽文,并且键政的水平不亚于一根成年香蕉,文本多且直白。 如果要只是剧情涉及到一点,那我可以当做没看到,既然这游戏整个剧情和文案介绍全部都是制作组在搞他们想象中的“意识形态输出”,那我就得要正经把这个当做一个意识形态作品来评价了: 列宁在1901 年秋《评〈自由〉杂志》原文中有说: “通俗作家应该引导读者去深入地思考、深入地研究,他们从最简单的、众所周知的材料出发,用简单的推论或恰当的例子来说明从这些材料得出的主要结论,启发肯动脑筋的读者不断地去思考更深一层的问题。通俗作家并不认为读者是不动脑筋的、不愿意或者不善于动脑筋的,相反,他认为一个不够开展的读者也是非常愿意动脑筋的,他帮助这些读者进行这种艰巨的工作,引导他们,帮助他们迈开最初的几步,教他们独立向前走。 在庸俗作家的眼里,读者是不动脑筋和不会动脑筋的,他不是引导读者去了解严肃的科学的初步原理,而是通过一种畸形简化的充满玩笑和俏皮话的形式,把某一学说的全部结论"现成地"奉献给读者,读者连咀嚼也用不着,只要囫囵吞下去就行了。” 教员说过不要本本主义,要理论结合实际,不要把中国的经验套在其他国家上,你倒好,直接套在另一个不同的世界观上,改了个名字就上了。 而且你想搞严肃文学就好好搞,去表达他们理念和理念诞生的土壤,你又在这加了一堆玩梗的表达,将原本具有严肃历史意义和崇高价值的革命理念和人物符号化娱乐化,将他们的思想和形象用于消费和娱乐目的,消解历史和革命的严肃性。 无神论的政党被套了个教会壳,政委成了牧师,剧情道具技能描述全是讲牺牲,搞得好像死的人多靠人海战术就能胜利一样,教员写的一大堆书是一本都没读过啊,第五次反围剿能打输就是作者这种人指挥的结果。 充分说明了什么叫一粉顶十黑,既没有态度也没有深度。作者根本就不在乎历史上的那些革命人物做了什么或者为了什么,纯粹只是为了消费他们为了给小资产阶级享乐。 主角能加的属性除了血量,就是忠诚和信仰,我是在什么战锤40K的时间线吗?战士的主观能动性在哪里? 还有人说这游戏红,我红你妈了个逼。 价格还不便宜。
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Reviews, worldwide (the counter carries no country): 0.57/day in the week to Jul 26 → 1.14/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Korean, Italian, Turkish*languages with full audio support
| $11.24−25% |
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| — |
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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 104 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I don't write many reviews but this is an exception. The game is legit. Very very fun. Like others have said, feels like DS and sekiro had a baby, with some thymesia thrown in for good measure. Levels are complex and interesting to explore. Boss fights are very fun. It's not too hard on normal - maybe a tad on the easy side when you get into the combat flow. There is some jank but it's good jank. These folks really understand and love souls games. If you do too, don't skip on this title.
A very good 'souls like' game! It has element of Sekiro, with lots of parrying but importantly you can beat it, I think, by grinding away and levelling up your character, with some parrying, lots of dodging. (This is unlike Sekiro where you cannot really develop your character by levelling up - which I could never master. ) It has nice graphic and fairly good audio and sound effects. It also has a basic story with some NPCs, mini side quests and it creates an interesting and colourful world to explore and fight your way through. I have had no software / computer crashes with this game, so far. The combat is generally good and mostly precise with lots of parrying, although dodging is also important. You can upgrade your basic character's attributes / levels like most 'souls like' games, but no real upgrading weapons and equipment. You only have one sword with two main types of attack and no armour / equipment upgrades - so far. However, you can upgrade your skills (eg parrying, dodging, damage given out, special attacks, health recovery etc) as the game goes on by finding important items [which upgrade your skills / health potions etc ] which encourages exploration. Notwithstanding this, the game is fairly linear - although you still need to explore around a bit to find these items. Although the game is fairly linear some of the levels are quite interesting and intricate in their design. It also has some very hard bosses to beat - that require certain particular strategies to overcome. I found the Second Boss particularly hard to beat and had to 'grind up' quite a few character levels to beat it !!! In conclusion, a very good 'souls like' game with some really good combat and some good level design,. The game is incredibly cheap to buy - its a 'no brainer' at the price. It only cost me about £10. This game is not a very well known 'souls like' game but it should be and most fans of this genre will simply love it! In some ways broadly similar in quality and enjoyment to Bleak Faith: Forsaken although on a smaller scale. However, the combat in this game is much, much better, whereas exploration in the latter game is superior being a much bigger and more intricately designed world. Amazingly, the game is apparently made by just three people ! Well done. I will be looking out for your next 'souls like' game.
Crimson Oath is a game I, like you, probably had never heard of before. In fact, this game only came into my possession via a gift from a beloved friend interested in the developer's upcoming game, Bark Souls; and I was actually pleasantly surprised with what's here. At first I really didn't like it, there's some super jank animations, lack of originality and variety, and other issues we'll get into, but there's surprising positives here that actually puts this somewhere in the higher middle of soulslikes I've played, especially for an indie title. Titles like Enotria and Mortal Shell despite being way more popular were so abysmal I couldn't play past an hour, but Crimson Oath had me at least until the end and for an indie soulslike that's pretty good. Crimson Oath is a by the books soulslike though not really much of an RPG; there's souls and stats but it's basically just increase health, light attack damage, and heavy attack damage. There's no weapons or stamina so you're free to run and attack as much as you please, though to prevent Dark Souls 3 levels of R1 spam enemies will parry your swings after you hit them so many times so you can't just stunlock them. Combat operates with an overshield system I can best compare to something like Halo; a second health bar that recovers decently fast that must be depleted before the real health can be damaged. Your light attacks will hurt this shield and do minimal health damage while your heavy attacks will do health damage and minimal shield, which adds some strategy to an otherwise limited moveset. Parrying is another tool at your disposal here, sword parries are a great way to keep the enemy's shield from regenerating and gun parries are used to stun them out of special attacks. There's also various unlockable skills you can use that are tied to a mana system, though I didn't really use those much as I found most of them far too slow and impractical for most boss fights where you'd actually want the help. Other than that there's equipment, which instead of armour or weapons functions more as an array of little buffs you can attach to your character, which does give a little more control over your build but none of it is truly anything crazy. Overall it's sort of like playing a simpler Demon's Souls, which isn't necessarily a bad thing. Now, to say I was pleasantly surprised would be correct, though to say this is a masterpiece of the genre just wouldn't be. Competent for sure, definitely not bad, but absolutely not perfect either. One of the absolutely most insufferable things for me is how sticky the lock on enemies have can be, where they'll be sliding along the ground while doing or charging attacks making it difficult or even impossible to space them out unless you can parry or run away, and if they use an unparryable attack sometimes they'll just slide into you and you'll get hit when you probably shouldn't. English voice acting is of poor quality though I understand this is a small Chinese game and was probably dubbed for free so that's not too much of a problem; the story here isn't really super interesting either so you don't have to hear much of the dialogue anyway. Animations can look bizarre, from your weird parry that looks like a sword attack to the way characters look like they were animated in Gmod for the cutscenes. I had a few glitches and hitches with map collision but really not a very buggy experience overall which is nice, especially after playing the Mortal Shell 2 demo and getting completely softlocked there. One thing of note about Crimson Oath is how little identity it has as its own game, every soulslike is inspired by Dark Souls but this game is REALLY inspired by it. Many soulslikes will try to put their own spin on the genre; Dark Souls but French, Dark Souls but robots, Dark Souls but classical fairytales; this game is just... Dark Souls but Dark Souls. I've even seen evidence online that this problem was at one point even worse, with the game going by the title Red Souls; from the world design to the locations you visit, the NPCs, enemies, it all just screams wanting to be Dark Souls without much identity of its own. The player character is even named Guts, like the protagonist of Berserk which Dark Souls itself famously took inspiration from. He even kinda looks like him too. The maps are actually quite competently designed, they're not linked together in one seamless world but instead entered through portals but it works fine when they're all of decent quality. I rarely if ever found myself lost or confused and there were plenty of shortcuts to unlock which is nice; they even put bonfires next to each boss fight so you don't have to waste time running back if you lose. Now that's innovation. Overall Crimson Oath is an alright indie 3D soulslike, it's competent in its design and execution and that's much better than I can say about several of it's higher production peers. Difficulty is alright, there's some tough bosses with original movesets and mechanics, performance is good, and it's an alright experience overall if you're into soulslikes and don't mind some indie jank. If none of the above is a deal-breaker for you and you can snag this game for $10 or less, I'd say it's reasonably worth your time. It's no masterpiece but it's got solid bones and sometimes that's good enough.
Crimson Oath terminado, 8/10 sólido! É um indie bem honesto, ele tem todas a limitações comuns em jogos desse orçamento, mas é BEM divertido, tem uma mecânica de combate bem legal focado em parry e dupla barra de vida. Visuais bem legais, e um preço acessível, eu achei bem boa experencia final Obrigado @Parry_Frames !
One of the best games. Fast battles with enemies. Fun, and very enjoyable if you like the genre. -Buy- 💀🖤💀
12小时全成就,打折后价格还可以,第一次见魂游打完boss浮现的文字是“友尽”的,作者也是个神人。 作品往往能最直观地反映一个人,能看出来,比起做一个具有红色元素的游戏cosplay赚小登们的钱,作者想表达的内容是真诚的——游戏几乎毫无掩饰地嵌入了从长征时期到抗美援朝的中国历史,而且这种嵌入几乎是忠实的,不难看出游戏中的情节、设定、人名和历史真实事件是有确切的对应的,虚构或者提炼形象的反而少。 很多Boss和人物更是直球对应,比如克拉克对应蒋介石,内厄姆对应汪精卫(卡罗琳可能是陈璧君),还隐约提到“艳电”;文本里也记述了北伐战争,威廉大师(孙中山)的三大理想、新三民主义;几个阵营,红教青教自不必说,金龙家族和赤槿派,对应日本人在东北建立的伪满洲国,圣师军团代表的封建礼教,此外北洋军阀、苏联、以美国为代表的自由主义阵营,也一一有对应。当然也有一些不确定的,比如这个沃尔夫是不是顾顺章,局座是不是指戴笠,山本是泛指还是特指、古驰是谁等等。总体上,这些文本并没有被过度魔改,不会给人一种尬得没边的感觉。 同时也能感受到作者对关卡设计包饺子的执着,走完一关整个地图都会围绕篝火联通起来,顺便一提这个篝火叫支部,原因是玩家每一次死亡,都代表革命者的前赴后继,相当于后继者继承了使命。这是一个很新颖的设定,但是有好也有不好,姑且不赘述了。修昔底德堡这张地图设计非常好,道路贯通,机关巧设,对应的支线任务要稍微思考一下才能完成,能够感受到开发者的巧思和野心。 但也并不全是好的体验,且不说为了图省事在岛上放的那个毫无牵引的浮空电梯,就修昔底德堡的图书馆层,有个墙角可以掉下去但无法出来,只能用道具返回篝火。后期地图几乎没有再设置合理视距,射手怪可以超远程放法环里的罗蕾塔的大弓(单发)和罗蕾塔的绝招(四发),还都需要绕路才能击杀。在一个暗示重庆白公馆(渣滓洞)的监牢里可以捡到小说《红岩》,监狱里关的小怪遇见玩家很不合理地自爆了等等。 合理的视距和静步背刺、斩杀是这款游戏的亮点。玩家能同时安插20个装备,过图非常强力,这是它作为类魂很独特的优势。但是很明显技术力是有限的,所有的敌人都是“站在地面”上的,这导致即使有伏兵也只能依赖视野盲区,除了多放怪别无他法,敌人种类不多,并且游戏也没有提供很多种对策,很多特定的关卡或环节,很明显较轻松的解法只有一种,其他的各种系统(弹刀、闪避、枪反等等)有时作用极为有限,个别场景中,有一种开发者教你玩游戏的感觉。 另外,作为几乎纯意识形态的魂游,我必须提醒一点,尽管能感受到开发者是有想法的、有愿景的,但游戏上架Steam,作为商品它必然面临消费者的审视,而其中的许多建议并不乏合理性。深红誓言的红色隐喻在喻体上能够成立,根本原因在于它是嵌入式的,而非建构的,开发者忠实地将原型融入了设定,但游戏场景几乎不具备任何合理的解释——为什么打赤槿队的场景中会出现大号的螺旋剑?好像一边在打鬼子,一边致敬小高;为什么鹰神阵营全是类似纹面北欧人?并且几乎全员会冰霜魔法;为什么青教总部城外有几个元素生物,打死还掉红教宣言,难道是映射土地革命吗?诸如此类的割裂感充斥其中,不难意识到设定之所以成立,是因为它就是以真实历史为原型的;但这种原型没有融入游戏,而是与游戏设计并置。开发者的可贵之处在于,没有为了游戏的合理性而曲解设定,但这也使得游戏本身只是一个容器,没有发挥媒介的优势。 想要表达思想,这是可贵的,但要努力让表达的工具与思想本身对齐;或者站在纯技术的角度实现“否定之否定”。我看到作者在一些不推荐的评价下褊狭、自负的回复,这种倨傲显然是游戏问世的原动力,但也是更进一步的阻碍,这种现实里的“拒绝的刺”,游戏中“我们来过”的个人主义自我感动,恰恰是“麦克斯韦”思想所反对的。归根结底,深红誓言即使更加精良,它也只能作为一个粉丝向作品来看,只不过粉的对象具有特殊性,它对这个时代的社会问题没有提供任何建设性隐喻,有的只是对前现代瑰宝作为镇静剂效应的依恋。如果没有更加放之四海而皆准的品质,最终只能沦为左翼高中生键政小团体的身份图腾,这是开发者应当穿越的幻想。
very good game and performance, respect the dev really atmospheric.
[b] 一款类只狼的国产游戏,整体来说优缺点比较明显,小地图的设计相关还算不错,大地图整体设计稀烂,BOSS相关设计的比较一般没什么太大的亮点,但整体来说算的上一款及格的作品还是可以一玩的。有三种不同的难度,有一定魂游基础的可以直接选择最高难度。 首先游戏本身缝合很多玩法,这个双血条的设计,不清楚更早的游戏中是否有过,但我记忆中是另一款游戏记忆边境,正好那款游戏是战斗爽快,地图稀烂和本作相比恰好相反。 游戏只有一种武器,主要的攻击方式平a或是弹刀来破黄条,重击或是技能来破红条,在游戏过程中会逐渐获得不同的被动技能和主动技能可以自由的搭配选择自由的玩法。这游戏在推图过程中如果使用的血瓶少会额外的增加一些魂量。 关于游戏中的BOSS战来说,前期的BOSS相当于血多的杂兵,中后期的BOSS基本设计理念全是那种平A自带位移,时不时增加一点范围伤害,游戏有四种不同BOSS招式对应,最普通的枪反,下砸式的弹刀,类似识破的闪避,和只能躲避的抓取或是高伤害招式。说实话设计的还算挺丰富的玩法,但搭配上这双血条来说就很折磨,尤其是后面的几个BOSS,到处乱飞还不断回复黄条,二阶段设计的也挺无聊的,大部分都是增加属性伤害和aoe伤害,按正常逻辑来说应该是某种破绽很大的招没有反制后会增强BOSS本身。 怪物的视野范围就当制作组的怜悯把,但凡两个精英怪就是被围殴领盒饭的下场。 这游戏最需要改进的就是它这弱智的锁定,很多情况你身后有怪,你要拉扯一下攻击距离,结果锁反面了,有时候还需要再按一下才能接触,还有大型怪精英怪BOSS经常会将玩家本身堵死在角落中,当然要是说这也是一种玩法那我也无法反驳,最后便是这游戏中最恶心的弓箭手了,这游戏本身没有远程攻击手段,弓箭手这玩意仇恨还远,而且很多时候不止一个,仁王那种弓箭手加近战是本身可以使用弓箭,这游戏只能跑加上跳劈。 整体来说作为第一部作品来说还是值得称赞的,希望后续作品会更加优秀。 [/b] 关注或加入群组 ,蒂蒂评测,答辩走开 https://store.steampowered.com/curator/43568093/
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