
In Enlightenment, you play in a roguelike action-shooter with a fast-paced challenging journey deep into a underground complex called "the Ark". Players will be tested by large varieties of enemies in a procedurally-generated dungeon, and become stronger by learning from the inevitable deaths.
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 Aug 20 → 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.
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Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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目前建议: 不推荐! 感受: 感觉新手教程后就不大行,玩起来不是休闲,感觉操作的累。(游戏还被放弃了) 缺点: 可玩性较低,人物及枪械没有一些很爽的组合,只是单纯地拼接在一起,感觉生硬。 打僵尸的操作感拉胯,没有能爽的点。 视角的移动还有些问题,玩起来干巴巴的 优点: 以房间为单位向前推进,这是挺有意思的点; TPS+探索并且附带rogurlike属性的组合感觉还是不错,就是游戏没有做得给人爽感和打击感; 商店的交互挺好玩的,我被变身大炮干死无数次了。
我觉得,即使是对已购买的用户负责,修复bug,优化内容也是必要的吧,直接跑路是没想到的。 两年后的体验和两年前一模一样,还是bug一堆,真有你的
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Enlightenment, developed and published by LizardKing, is a top-down action roguelike that merges twin-stick shooting with procedural dungeon crawling and a grim post-apocalyptic narrative framework. Set in the aftermath of a catastrophic asteroid impact that shattered civilization, the game places players inside a sprawling underground complex known as the Ark. This labyrinthine structure, built and governed by a mysterious cult-like organization, becomes both the primary battleground and the narrative centerpiece. While Enlightenment does not present its story through cinematic cutscenes or heavy exposition, it weaves lore into environmental design, item descriptions, and scattered dialogue, encouraging players to piece together its world through exploration and repeated attempts. The core gameplay revolves around fast-paced twin-stick combat viewed from an isometric perspective. Players must navigate procedurally generated floors filled with hostile enemies, traps, and loot. Movement and aiming are handled independently, creating a fluid combat system that demands precision and spatial awareness. Enemies often attack from multiple angles, requiring quick reflexes and strategic positioning. Dodging, stamina management, and careful weapon selection become critical for survival. Because levels are procedurally generated, each run presents new layouts, enemy arrangements, and item combinations, ensuring that repetition never feels entirely predictable. One of Enlightenment’s defining features is its roguelike progression structure. Death is frequent and often abrupt, particularly during early runs when the player’s resources and unlocks are limited. However, the game incorporates a meta-progression system that allows players to gradually unlock new weapons, upgrades, and perks between attempts. This creates a satisfying loop where each failure contributes to long-term growth. The sense of incremental empowerment balances the harsh difficulty curve, transforming early frustration into eventual mastery. While some weapon options feel more viable than others, experimentation remains rewarding, as discovering effective loadouts becomes part of the experience. The combat system is complemented by a diverse arsenal of firearms and abilities. From conventional guns to more exotic energy-based or elemental weapons, the variety encourages different tactical approaches. Some runs may emphasize mobility and rapid-fire damage, while others reward careful positioning and high-impact bursts. Consumable items and temporary buffs add further strategic layers, offering players moments of relief during intense encounters. However, the randomness of item drops can create inconsistent difficulty spikes, occasionally leading to runs that feel unbalanced depending on the luck of the draw. Visually, Enlightenment adopts a dark, moody aesthetic that reinforces its post-apocalyptic themes. The Ark is rendered in muted tones, with dim lighting and shadow-heavy environments that create an oppressive atmosphere. While the graphics are not cutting-edge, the art direction effectively conveys isolation and decay. Environmental details, from abandoned equipment to ominous cult insignia, subtly hint at the larger narrative. In high-intensity combat scenarios, however, the darker color palette can occasionally make it difficult to distinguish enemies from background elements, adding both tension and visual challenge. Sound design plays a functional but understated role. Weapon effects, enemy audio cues, and ambient background noises provide necessary feedback without overwhelming the player. The soundtrack complements the bleak setting, maintaining a tone of tension and urgency throughout each descent into the Ark. While not particularly memorable on its own, the audio atmosphere enhances immersion and reinforces the sense of danger. Narratively, Enlightenment thrives on ambiguity. The story of the asteroid impact and the rise of the Scientific Church of Enlightenment is intriguing but intentionally fragmented. Players must actively seek out lore fragments to understand the motivations behind the Ark and its inhabitants. This design choice gives the world a sense of mystery but may also leave some players wanting clearer exposition. Occasional translation inconsistencies in the English text can further complicate understanding, though the broader thematic ideas remain discernible. Community reception reflects the game’s ambitious scope and uneven polish. Many players appreciate its challenging combat, replayability, and unique setting. Others critique its balance issues and rough edges, particularly regarding procedural randomness and occasional design inconsistencies. Nevertheless, the core gameplay loop—descend, fight, unlock, repeat—remains compelling for those who enjoy demanding roguelikes. Ultimately, Enlightenment stands as a gritty and engaging indie roguelike that combines frantic twin-stick shooting with layered progression systems and atmospheric worldbuilding. It may not achieve the refinement of genre-defining titles, but its combination of challenging combat, procedural variety, and mysterious narrative framework creates a distinct identity. For players who enjoy skill-based action, repeated runs, and uncovering lore through exploration rather than direct storytelling, Enlightenment offers a rewarding and intense journey into the depths of a shattered world. Rating: 6/10
虽然很好玩但是玩到第三章就卡bug了完全玩不了,只能移动视角身体直接不见了
Amazing. Only little thing: the infos lock the way of your directional movement with the mouse.
制作组跑路了,18年后就没更新过
Задумка отличная, но реализация ужасная. Показывает 60FPS в 2к, но постоянные лаги. Персонаж может пропасть в любой момент. Зависания между уровнями может приводить к критическим ошибкам. Нужна оптимизация.
题材还算是有意思但是bug一堆,开发商跑路,再也不会相信国产游戏了
Completed a run once and haven't come back to it since. It's alright but I don't think it'd be worth it to many.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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