
A parallel world created by the AI known as Iris. It's in this world Sayaka Hiwatari awakens, in a place called the Strain Area. Here, she'll encounter many familiar faces, but those who were friends in another world before may be foes here. Death looms at every step; will you ever find the end?
Modeled estimate, not a reported figure. How we estimate →
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 Aug 8 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Story
Step into a tale of parallel universes...
Iris was born in World DE-1, a world that mirrors Earth in the 2000s. With her birth, a series of tragic loops was set in motion, which were gradually unraveled by the efforts of Arata Mizunashi and his team.
With her goodwill restored, Iris created a copy of World DE-1 named World DE-1.5. Here, feuds gave way to friendship, each person a perfect cog in a perfect world. But a new crisis threatens the peace...
A mysterious man has entered the fray, and he leads a group of people who look identical to the world's former heroes. Our new hero, Sayaka Hiwatari, confronts the rising chaos, where friends and foes seem impossible to distinguish.
And so the battle with another world enters a new phase...
Key Features
No Strain No Gain - Delve deep into the deadly dungeons of the Strain Area, filled with randomly-generated monsters, traps, and more. Think carefully about your actions, because when you move, your enemies will get to take their turn as well. Explore every corner of a dungeon to find useful items, and try to make your way further and further down.
Blink and You're Dead - Every move you make may spell certain death in the form of dozens of violent Death Ends. You may even trigger a brutal Double Death End, featuring gruesome art by Kei Nanameda and overseen by the diabolically twisted Makoto Kodouin.
You Keep on Walking and You Don't Look Back - Your biggest challenge awaits at the bottom of each dungeon. Get ready to test your limits as you must fight a powerful boss. Once the boss is defeated, it's time to save your friend and try to make it out of the Strain Area alive, your new companion in tow.
Bring it Around Town! - Between trips to the Strain Area, make sure to take a break at home where you can stock up on invaluable items, head to the Night Owl Café to enhance your weapons, or check in on friends around town.
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−70% | 99reviews | 79% | — | $62.4K |
| $14.99−70% | 146ratings | 73% | — | 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.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great horror game, it REALLY makes you feel like you're losing sanity. man that "ghost" or "wraith" is horrifying as heck I always buy Death end request games on day 1, such a good time Still didn't complete the game, enjoying it slowly I love it so far, but there are things that are annoying: -some dungeons are super long and it's annoying. -game sometimes automatically save, so the game might auto save itself in times you DON'T WANT it to. -the inventory space is so small. -in dungeons, some monsters can destroy random items in your inventory per attack. The story is so good, especially the first 3 chapters are pure psychological horror If they make another sequel in the future, I'll 100% buy it on day 1
Let's start saying this is not a fully negative review. But my god those achievements are making me go crazy. The story in this game is an amazing improvement over the second game, while literally continuing the story of the 1st game (while incorporating the characters from the second in a way that makes sense). I really ended invested in the story and the characters, and Sayaka is an interesting character to follow as the god of death. That said, the ending is a cliffhanger for the next game, so a bit salty about that as well. Gameplay is not too bad for a while, except for a couple of aspects that makes this game a massive slog. It's a 3rd person randomized dungeon crawler in which you have to either beat the boss and/or rescue people and help them exit the dungeon. The gameplay itself is not bad for a while, even if it's a bit unbalanced, and some ♥♥♥♥♥♥♥♥ things here and there (mostly Sanity, Traps and a couple of Glitch Girls). But the crawling is SLOW as ♥♥♥♥... and there are 2 things that don't help with the slowlyness. The loading screen when moving floors (could do without this 10 sec screen when moving between 100 floors, really), and the floor designs... which again, is not too bad for the normal sections of the story, but oh boy does it get tedious for mid/late game. And now the main part for this negative review: achievements, Death ends and dungeon navigation. Let's start from less annoying to more annoying. 1. Dungeon Navigation: Again, fun for a while but the moment you hit a 25 floor dungeon... it starts to drag hard. Slow movement, impossible to increase speed in the dungeon even with cheat engine, when a monster is following you your movement gets even slower. And then, even when you are doing fine, you need to be careful about your sanity, because you will lose visibility, HP and the minimap the moment you lose your marbles. Which happens a lot, because there are some HORRENDOUS traps here and there (who thought a 100% drop in sanity by a single trap was a good idea??). That said, there are ways to navigate around the issues, but expect dungeons to take a while (the auto save inside the dungeon is handy) 2. Death Ends: I wouldn't complain about this if a) you only had 1 dead end per enemy, b) you didn't need to collect all of them for certain features, c) Shintas didn't exist and d) dungeon navigation was easier. But all those things combined made me spend 30 hours fishing for these dead ends, and 3 of those were only to get killed by the ♥♥♥♥♥♥♥ useless, painless, spineless, teleporting after they hit you, Shintas. ♥♥♥♥ you and have a nice day. 3. Achievements: Not only were they broken on release (and oh god, do I hope the Platinum trophy is not broken right now. Platinum trophy is ♥♥♥♥♥♥... yay), but they are insanely tedious. There is one that is almost a secret in which you need to beat a boss at the end of a 100 floor dungeon in expert, which is not too hard... but then you then to walk back the 100 floors AGAIN (just this dungeon took me 3-4 hours). Another achievement is about collecting money, but the only reasonable way to make money in this game for this achievement is replaying the story again, because playing for 30 hours with the sword that generates money on each kill does NOTHING. You need 10 Million, and each kill gives you 200~Enni. 100 kills makes you 20k, and at best I got 90k from the 100 flour dungeon. Meanwhile, beating the last chapter gives you 1 Million. I'm going to continue using the money sword simply in case I can save myself a 3rd new game+ or at least, stop the grind early on that 3rd run. I probably could have completed this game in 15 hours... I'd say that 30 should have been the max needed to 100% it... But I am at 61 and I am simply doing new game + to collect 5M Enni so I can uninstall this game forever.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Traditional Chinese, Simplified Chinese*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
《死亡终局 轮回试炼 代码Z/Death end re;Quest Code Z》是由地雷社制作的一款外传性质迷宫探索JRPG,本作是衔接前作和后续即将推出的《死终3》的过渡之作。 本作故事发生在存在多个 “平行世界” 的设定中,在与 Z 世代地球极为相似的 “DE-1 世界” 里,诞生了一位由人们的记忆 “游戏” 孕育的 “卢登思”—— 爱丽丝,而爱丽丝的降临,也为世间带来了人间地狱,不过好在重拾善意的爱丽丝创造了 “DE-1 世界” 的复制品 ——“DE-1.5 世界”,为了抓住这一线生机拯救世间,并拯救被囚禁的女主们,你需在异空间“斯特雷因区域”中操纵红发卢登思 “火渡沙耶香”,带她投身于这场敌我难辨的混乱战局。 玩法上,本作战斗为经典类 rogue 设计,熟悉该类型的玩家可凭直觉上手;剧情部分也比较容易操作,从世界地图选事件地点、阅读文本即可推进,偶尔有选择分支但基本不影响整体进程,概括来说整体流程就是围绕 “剧情部分享故事→随剧情潜入迷宫→体验类 rogue RPG 玩法” 循环展开。迷宫探索的难点在于中后期会出现破坏玩家物品的敌人,回复道具被破坏后易陷入资源匮乏,颇为棘手。 本作核心玩法特色便是标题中的 “Death end / 死亡结局”:主角在迷宫中死亡(无论被小怪击败、BOSS 击杀,还是 SAN 值清零),都会触发对应特殊结局。游戏按死因准备了超 100 种死亡结局,各有专属事件;虽事件 CG 数量有限,但却能非常直观地呈现死亡场景。最关键的是,技能点仅能通过触发死亡结局获取——这种设计,类似不少黄油中玩家刻意追求败北体验的玩法逻辑,而且“每死一次就变强”的机制,也与高重玩价值的类 rogue 玩法适配度极高。 虽说需体验过系列前作,才能更好地理解剧情脉络与各角色配音的精妙,但本作“宛如噩梦般的故事世界”本身已极具吸引力,推荐系列老粉及对迷宫探索感兴趣的玩家入手。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
缺點 不得不說,先扣印象分數 連第一次變身的成就都不會跳,測試部門再混阿(X END的成就也怪怪的,不如說好幾個成就都有問題,目前無解,不想試了 優點 104個DE,有藏一些非常過激的,有部分很水可以接受 可玩性算不錯,只是模組變Q版,明顯經費不足? 劇情意外的長,而且是全語音,但需要玩過前面兩代才能理解世界觀 美中不足 小凜變身的CG呢! 重要的補充(BUG,流暢度相關) 1.主線中觸發迷宮攻略,記得先往外跳看有沒有支線,無法回頭補支線所以要先看完 2.觸發DE或是拍照模式,結束會強制下一段主線劇情(應該是BUG),無法回頭解支線,需要自己防雷 3.用真征服模式回理智不會解除心跳聲,只能喝乙太關聲音 不太重要的補充 1.劇情過關不會有評價,後面再打一次才有(重要,所以NORMAL先通關解DE 2.DE技能不可取消,所以只有先點攻擊和狀態異常預防,剩下全部不點,避免解DE難度指數上升 3理智0DE:理智0後開不屈然後讓怪打,約有20%失敗率(還是觸發自殘或者怪物MISS),但這已經最高機率解了 3-1.理智0蝸牛DE:HACK停止射蝸牛,弄到理智0,用自殘觸發DEBUG不屈後再打蝸牛(武器防禦必須盡量低,避免蝸牛只打1 4.雙殺DE:範圍陷阱踩下去後,兩個人稍微回血,再連踩兩次(避免50%血量有人奇數出事 5.閃機器人方法:HACK衝擊3,CRACK衝擊2,雙齒輪 5-1.後期被機器人放技能,就是從前面算三個消耗道具直接消失,非常痛,故必須有對策 6.最後的迷宮BOSS有最強的ERROR-999,拿到以後再去挑戰EXPERT,難度會降低非常多 6-1.推薦ERROR-999 爆擊 VP上升 無視防禦,雖然攻擊就是最好的防禦,但陷阱連發或位置不好還是需要緩解 應該是不需要的補充 1.外掛莉莉/柯雷雅/琪琪:武器和等級練上去就能互A,想提前打就加速減速加攻扣防變身越級打 2.外掛阿爾/ 賽莉卡:用HACK混亂避免出技能,阿爾技能會一直推開,賽莉卡技能是直接秒殺,故皆無法正面互打
这是地雷社的一次全新玩法探索方向,在这里感受各种迷宫所带来的奇妙体验,这就是游戏《Death end re;Quest: Code Z》的初次体验,可视化剧情小说再搭配上2D地牢探索玩法,整体在游戏体验上面乐趣又丰富了许多,而地雷社也将自己在平面美术上的优势很好地发挥在故事剧情中,个人觉得体验下感受还是蛮不错的,接下来就让我们一起来看看吧。 [h2] 黑暗终焉[/h2] 游戏的开篇故事为玩家了设置了许多未知的疑问,从而引发玩家们的思考,2025年04月到底这个城市经历了什么,到处都是残破的景象让玩家们体验到了什么叫做终焉之声,在这残破的城市之中出现了几道身影,从它们对立的关系还有界面上出现的界面立绘来看,我们的主角团正处于非常危急的情况,身上滴落的血珠以及被怪物啃食的断臂,与敌人干净整洁的造型形成了鲜明的对比,这就更加让玩家们好奇,想要去主动代入到游戏故事之中。这里是有采用倒叙的手法,我们将会重新体验女主火渡纱耶香是如何变成这样的,而且我们玩家在这剧情中也存在着一个自己的角色。 [h2] 迷宫探索[/h2] 在游戏的玩法方面,2D的俯视角迷宫探索,我们可以指挥操控角色来慢慢探索,迷宫中的方格地板就代表着每个回合,我们每个回合都只能走一格,可以是上下左右,也可以是斜方向的位置。当然我们每一次行动后敌人也会进行一次行动,在这里面的战斗也是如此,就有点像是即时的回合制,我们空挥武器也算是一个回合,敌人也会进行行动。 游戏也为了减少不必要的跑图时间,在原本机制的基础上还加入了冲刺机制,这样我们就可以快速移动并且会在会在遇到墙壁、道具、陷阱前停下来,还是挺不错的体验。说到陷阱,每个迷宫中都存在很多危险的陷阱,一旦触发都足以致命,好在我们的角色拥有回避的能力,类似死亡回档一样,我们可以在触发陷阱之后重新回到未触发之前的场景,但是每次死亡回档都会根据不同的难度下有对应的惩罚。 此外在击杀敌人之后我们也能从敌人尸体中搜刮装备道具以及经验等级,这些都构成了整个游戏的养成元素,我们可以培养出自己专属的角色,看着其一步步成长还是挺有成就感的。 [h2] 总结[/h2] 整体来说本作做得很出色的地方还是在于故事剧情方面,优秀的美术立绘展现出的人物立绘都十分精美,很容易就代入其中。而玩法方面的创新尝试也是挺有乐趣,2D的Q版人物还是非常可爱有意思,还能进行造景摆拍设计,在迷宫探索中不断死亡循环,可能就是《死亡终局》核心吧, [quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」 [/url] [/quote] [u][b] 做最真实的评测,用心为玩家推荐 [/b][/u]
地雷社老玩家了,《海王星》,《阿加雷斯特战》,《约会大作战》,还是如今的《死亡终局》都是不得不玩的游戏,本作作为地雷社的游戏,虽然属于外传,不过画风也是相当讨喜的,本作游戏登场的角色立绘都非常精致可爱,美工值得夸赞,戳中我的XP,当然了游戏最大的可玩性便是剧情与玩法,主角在地牢探索以及日常都是比较核心的玩法了。 玩家将潜入到各种随机生成的地牢中,随机生成的地牢里面会随机出现敌人、陷阱,还有可拾取的物品等。玩家的目标是在地牢中不断寻找通往下层的阶梯,到达地牢的底层,击败地牢最终的boss,并将需要拯救的角色带回到地面上。因为每一次玩家探索地牢的时候,都会发生些许不同。 剧情方面,纱耶香的视角有点像新玩家的视角,对公司里的伙伴、附近提供帮助的奇怪人士丝毫不了解,在慢慢习惯了游戏公司的生活之后,逐渐了解到了这个世界的虚假之处,而这时候,剧情才刚刚开始 和前面两部游戏相比,本作的玩法进行了大幅度的革新,变成了“不思议迷宫”式的爬塔玩法。每次玩家行动的同时,敌人也在行动,需要掌握好距离进行攻击。每种敌人都有独特的技能,有些会给负面状态,有些会影响san值,最恶心的是一类铠甲型敌人,攻击时会随机破坏两个道具,所以捡到道具不要不舍得用。 但是不好的地方竟然是,作为2025年的游戏了,竟然只有1080P的分辨率,地雷社真有你的啊 [quote]欢迎关注三真万法鉴赏组: https://store.steampowered.com/curator/45742107/ 欢迎加入三真万法鉴赏组: https://steamcommunity.com/groups/szwf [/quote]
悶絶しかないクソシステム! 毎度のことながら、何考えてるんだこのメーカー!? なぜ新作が出るか分からない、デスエンドリクエストシリーズ第三段。 1の世界観をベースにアレンジした感じで、ストーリーは結構面白い 1ではほとんどいるだけの連中だった白い人たちが、ようやく話の中心になったり シリーズを追っている人には、興味深い設定だろう ……うん、褒められるのは、その部分だけなんだ ゲームとしての中心であるローグライクなダンジョンゲー要素は、心底つまらない まずこのゲーム、ダンジョンで武具とかアクセとか拾えません 装備はストーリー進行で新しいのが手に入るのが全てで、 道中で強い武器が拾えたり、その逆だったりみたいなシレン的なロマンは皆無 そして驚くべきことに、このゲーム弓とか杖みたいな遠距離武器が存在せず 基本的に殴るだけ 増殖の巻物? ジェノサイド? 白紙? そんな面白そうな要素あるわけないだろ!! 30年前に発売されたシレンよりも戦略性なんてないぜ アイテム投げることすらできないとか驚きだよ、ホント…… というか、ダンジョンで有用だったり希少なアイテムなんて手に入らないから、 1階の時点で寄り道せずに階段探して即降りするだけ! ローグライク的な面白みなんて一切ないぞ!! それだけならまだしも、キャラを強くするには、様々な方法で死ぬ必要があり、 わざわざダンジョンを30階とかまで登った後でボスにわざと殺されて、再度登り直すなんて 退屈作業を、何度も何度もやることになるぞ!! なぁコンパイルハートさんよぉ……これの何が面白いって言うんだよ…… もうホントつまらん。苦痛しかない 頼むから声明を出して欲しい。 ユーザーを苦しめるために、最近はわざと苦痛なゲームを量産してましたと そうじゃなきゃ、こんな苦痛ゲー世に出すのおかしいよ…… 重度のコンパイルファン以外、悶絶するだけのゲームなので、オススメはしません あなたがマゾならば、きっとこのゲームも楽しめるよ…… 総合評価は45点
1. go to dungeon > death > become stronger 2. go to dungeon again > another death > become stronger
[h1][b]地雷社系JRPG之正统——类型套路的自嘲与解构[/b][/h1] [i]体验游戏时,有一种非常典型的地雷社系jrpg感,但又没有meta类galgame那么破次元,于是在基本的检索之后,笔者将本作或者已体验过的《海王星少女》系列统一归入一种全新的元叙事类别,姑且称之为“不知自己在作品中,但是一直用类型套路的作品梗”。这种类别中角色并没有意识到自己在“一部作品里面”,即不像曾根美雪和葵知道葵是一个故事里的角色,也不需要玩家跨次元进行操作,如DDLC那样删除文件夹。[/i] 本作的角色们均没有意识到自己在作品世界中,但会主动跨入作品中的异次元世界,接受异次元世界中的设定,而这些设定往往就是一种作品世界观设定,比如说本作会把异次元世界的进入当作是游戏世界一隅,直接解构并且吐槽了“刷级、DLC”这类游戏行业梗,而且异次元里各类道具名也非常的行业化,如技能名为Hack,附加增益的道具叫Debug,武器强化石叫补丁,这些更名是类型化(符合游戏行业或者计算机术语)的,因此其实在整体世界观设定上,自洽且元素多样。 [h2]死亡终局:轮回试炼——始终点题,但传统套壳[/h2] 玩法方面,本作整体是Q版2.5D格子探索,移动逻辑以及游戏玩法整体类似shattered pixel dungeon,但是画风更加萌化,而且还有《贪婪洞窟》随机Roguelike刷图探索元素。玩家操控角色在大地图中探索,往往一块大地图包括好几层,而大地图中道崩殂了就须从这一关大地图第一层重新开打。 在玩起来,即时反馈与打击手感偏弱,而且游戏非常强调回合数管理,即便我选择了难度最低的一档(没有死亡掉落物品的压力),仍然有不低的回合数压力,即随着回合推进,理智值会持续下滑,导致视野受阻,严重时角色甚至会攻击自己。而且恶意更大的的是地块陷阱,其密度不低,或许削减理智血量,或者减速叠debuff,恶意铺面而来。游戏中比较有趣的地方也较少,整体觉醒往往需通过击杀积累VP、触发征服模式来获得短时变身爆发,但是由于时间过短而且怪物过于灵活,所以其实往往有效的释放节点还是关底boss处。 成长并非是一贯的,而是一种多周回的线性,游戏鼓励玩家以多种方式自杀,不管是被怪物杀死还是陷阱攮死,每次死亡的插图都是充满张力的,而且对于角色养成也有增益,不同的死亡结局可以获得1个技能点,回到咖啡馆之后可以为技能升阶,拉长了游戏流程,同时放大了重复性。同一个大地图虽然会在复刷时重排内容、陷阱与奖励格,但总体节奏仍是在同样的地方再来一遍。收集系统以局外的装饰、手办摆件为主,缺少强力的收集驱动,难以承担长线动力的功能。于是,玩家更容易感到自己在刷一条单线的数值与BD,过程冗长而爆点极少。 https://steamcommunity.com/sharedfiles/filedetails/?id=3570246261 https://steamcommunity.com/sharedfiles/filedetails/?id=3570248190 [h2]赛博玄幻:少女冒险——末世危机,但有心无力[/h2] 游戏的开场是完全倒叙,即几乎是末世废土的场景内,终极大boss几乎要无伤团灭主角团,所以能感受到整体剧情过场表现力和包装感足够,界面与演出是有心的;但底层剧情逻辑与细节打磨较显无力,一方面,整体剧情推进过于线性,配角几乎没有过多亮点,女主的个人英雄主义放大的比较明显,且“卢登思”等设定在不断追加细枝末节中丧失其外延的明确性,一言以蔽之,即要么不够清晰,要么就是信息量上来了,清晰度却下去了。 https://steamcommunity.com/sharedfiles/filedetails/?id=3570243642 日常剧情片段倒是有一点百日战记或者女神异闻录的感觉,但是质量也不高。 因此,在整体感受上,比起其他动作的Roguelike,它的打击回馈与即时刺激不足;相较《海王星少女》这类JRPG,本作刷宝的戏剧性与正反馈较弱;放在传统galgame如《约会大作战》等,情怀吸引力与角色情感深度也不占优势。整体呈现出一种六边形中等战士的气质,各项都不至于差,却无亮点。感觉就是《百日战记》的下位替代,感觉非系列粉五折时入较合适。 对于我而言,可能游戏的惩罚型激励(死后变强)太弱了,一方面需要获取的技能点太多,另一方面一次死亡之后重生的重复跑路太多,而且理智越低越有压力,而非越刺激,感觉整体如果能够加强激励或者缩短流程,应该更吸引我。而且,如果可以降低陷阱密度,增加所持道具上限,也会体验度更佳。 [quote] 恭请雅鉴 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
entretenido y se explican más cosas de la saga
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