
An unforgiving game with precise combat. Fight challenging bosses in any order, acquire their unique powers, and succeed on your own terms.
Modeled estimate, not a reported figure. How we estimate →
About
Rei, the main character, is a human spirit bound with the challenging duty of defeating mystical entities of nature, the Kami, to obtain their power.
You are free to pick your fights against the Kami in any order. The game features a dynamic difficulty system where each enemy strength is defined by the player’s chosen path. This means that the very same Kami fought at the very beginning could also be the final boss in a different route. Hope to never leave the one you struggle most to fight last!
Besides sword attacks, dodges, head stomps and other basic abilities, Rei will learn a completely new skill for each defeated Kami. Those will provide further depth to your combat arsenal, be it a stronger dash, a weapon that can execute enemies, the ability to heal and many more!
Player choice is the ultimate power. Taking into account the vastly distinct enemies’ patterns and unique skills granted upon each victory, you will be able to decide how to approach every challenge. It won’t be easy either way, but you can always go back and try something different.
Gurei is a game about fighting strong enemies, but that’s not all. The Kami inhabit a surreal castle located between the human and spirit worlds. After each victory, Rei comes closer to the realm of spirits, starting to encounter peculiar characters from Japanese mythology. These creatures will add novelty and strangeness to your journey, providing commentary, unique animations, side objectives and obscure secrets.
You will get to know the different Kami quite well. When Rei defeats them, she absorbs their power – and their personality. The defeated Kami will be carried around wherever Rei goes, and they’ll surely have stuff to talk about. Sometimes their remarks will be useful information that builds the player’s understanding of the lore and the game mechanics, but sometimes they will be... not so helpful, to put it briefly. Good luck!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 | $15.99 | 302reviews | 84% | — | $123.8K |
| $19.99 | 136ratings | 73% | — | not modelled | |
Engagement
Reviews
Themes across 282 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
amazing
命数限制就是屎.........
事实上,我不退款是我乐意用30块钱为这个游戏的精致度买单,他的美术和动画是动过心思的,这也是为什么他在首页就吸引了我。但是他的游戏体验可以说是灾难性的,首当其冲的是闪避功能,这是我最想最想吐槽的一点,作为一个闪避几乎可以作为唯一反制boss技能手段的游戏,闪避竟然能做到不能在空中释放并且前后摇巨大且手感稀烂,事实上,制作组可能混淆了别的闪避后摇大的游戏的特点,他们把闪避做的有后摇作为无效闪避的惩罚,在成功闪避后玩家往往能获得不错的正收益,比如说性能提高或者子弹时刻为玩家带来喘息时间和正反馈。但是在这款boss攻击欲望极强的游戏里,闪避完攻击你不能获得任何收益,你还得在忍受闪避后摇完抓紧时间输出或者拉开,并集中注意于boss紧锣密鼓的下一次攻击,这是一个消减你手感和正反馈的事情,特别是无法在空中闪避(除了技能,但是我感觉为了设计技能而且技能cd长而放弃空中闪避是非常不值当的事情);其次,没有地图,事实上地图有小交互,并且你一直走确实可以找到不同的boss,但是没有地图的确破坏了你的“探索感”,你会觉得自己在做没有章法的任务,特别是对我有些路痴这样的人;第三,boss设计大问题,这不是特指一个boss,而是主角的战斗收益和战斗逻辑出现了大问题,平砍的收益远超于其他技能的伤害手段,导致每个boss的最优解变成了近身肉搏并且用闪避反制所有攻击的撕咬模式,这就导致了虽然boss技能大不相同,但是玩家只需要做“平a,看到boss前摇,闪避,接着平a”的固定模式,这让每个boss的体感大同小异,缺少了见招拆招和技能配合的拉扯,加上我说的闪避手感不好,所以大多数boss我打完的第一反应就是“这就没了?”而不是“我打过了,我太爽了”的正反馈。第四,完全不理解剧情,在我没有跳任何一段对话的情况下,我前期竟然只知道“主角要打败不同神明”这一条情报,这导致地图中小互动和npc令人一头雾水,boss们的对话也让人一头雾水,作为一个喜欢带入的玩家,我觉得就算你们不打算把重点放在剧情上,也好歹要提供一个大故事的前情提要,让玩家不与整个流程割裂开 总之,这个游戏绝对是用心了的,但他的体验真的很糟糕,这让我在第一次游玩后就再也没有兴趣开第二把,不推荐看重手感剧情的人体验这款游戏,事实上,我这30块钱只愿意掏给他的美术和动画
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $246.9K | 513 | 90% | $24.99 | |
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Languages: English, Portuguese - Brazil, Simplified Chinese, Japanese, Traditional Chinese, Spanish - Latin America, Russian, French
| $19.99 |
| — |
| — |
| — |
| 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 282 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Okay so the game got beautiful graphics and its really fun and streamable but man its so hard I thinkk its harder than Elden ring. Especially after around 3 or 4 bosses the paterns are so hard to memorize and the boss got so much hp so if you look for an funny hard game, get this one man
оч интересная идея реализация пойдет но быстро надоедает а так класс
Cuphead + Hollow Knight from indie devs, pretty decent!
I've expected to play lot's of fights against bosses, i thought it's a goal of the game. But. - you need to get to bosses arena every time, which takes time and it's annoying - after killing each boss you wait lots of cutscenes, which become annoying after 1st run - fight mostly become challenging after at least 5th boss, so first 4 is just stab and tank by hp, which takes time and it's annoying After all this time fillers you finally get to actual content, and if you lose - please insert more boring time to get to this content. Not works for me
Very good game, challenging bosses
[h1] Short review [/h1] Gurei is a fun and engaging experience! It starts off simple enough, but with each new encounter, both you and the opponents you get to face become stronger, requiring more adequate planning and adapting as the stakes with each new encounter get higher. All of which is only further enhanced with a beautiful visual style, elegantly done and fitting sound design and music, as well as overall charm provided by the various things you get to discover both in and out of the fights. Recommended for anyone who likes to go through boss rushes or rampgaes. [h1] Big review [/h1] [h3] Gameplay [/h3] I found all of the battles to be quite unique and varied. They all start out at the same difficulty, but as you march forward, after each new encounter the Kami's gain either a new mechanic or a set of moves that one must adapt to accordingly. In addition to that they become [i] slightly [/i] bulkier with each new encounter, likely to prevent the player from mauling them down with the new skills that you acquire after each given encounter and the game expects you to utilize said skills up to their fullest potential until the final fight. As a result of said enhancements, the final fights start to feel less like mere fights and more like dance sessions, the rhythm of which may initially be hard to grasp with a single encounter, as purely aggressive playstyle can (and likely will be) severely punished. Said feeling would not be the same if it were not for the fact that the player gets a limited amount of tries for a given fight. The only way to obtain these "attempts" is by defeating a Kami. If you end up running out of them, you will lose all of your skills and will need to start over. On average each of my runs lasted somewhere around 30 - 40 minutes (I died in most of those), with my current completed run ending up being around 21 minutes. With that being said I did not even witness all of the bosses with their true potential and I am both excited (and scared) to find out what they are like. [h3] Player acquired skills [/h3] The player gets ample opportunity and room to plan their routes (as in, which Kamis would they like to face first and the next one after that) which can greatly benefit them in the long run, as some acquired skills can greatly help in dealing with specific situations and Kami as well as help them acquire additional "attempts" to fight current and future bosses. Although the skills themselves, may appear to provide a single functon at first glance, with some experimentation and trial and error (or even through some in-game dialogues) you can discover additional uses cases for [i] almost [/i] each obtained skill. [h3] The visuals and the sound(s) (including the music) [/h3] As mentioned earlier, the visuals for this game are very well-done. Right of the bat you are thrown into a beautiful menu screen, that is both pretty and doesn't get in the way. And the quality applies to the actual game as well. The character and enemy sprites are very nicely done and beautifully animated. In regards to the animations, they are not just pretty, but also do a nice job in conveying readability (as in, just by looking at them, you know which move you can anticipate next from each of the Kamis. And in case, you can't get the visual queue for what is to occur, then nicely-done sounds will provide said guidance instead (in some fights, they will be quite detrimental). The music composed for this game is also neatly done and fits nicely with the atmopshere and the situations that play out through the entire game. Each boss has a distinct theme that gives off its own vibe and feeling, which I think adds some additional charm and character to each encountered Kami. [h3] The things I did not talk about [/h3] I'd love to talk about all of the other things I haven't mentioned, like some of the minor things you can discover as you travel from one Kami encounter to another, the fact that each of the defeated Kami's will start commenting and remarking about various things you pass by in the world (both useful and funny) and maybe some of the story beats, but I am not gonna, because I don't think I have discovered most of them myself and I think they are just fun to discover at your own pace. [spoiler][h3] The "hidden" feedback [/h3][/spoiler] [spoiler] The only thing that is harder than the final encounter is dodging the burrowing attack and one of the [i] final [/i] fishing activities. Like seriously, why was it so ♥♥♥♥♥♥♥ hard. JUST TAKE THE BAIT. That is all. [/spoiler]
Игра визуально хороша, но задержка перед рывком, задержка перед способностями, прыжками, они все какие-то неприятные и заторможенные, из-за чего особого удовольствия не приносят. Сама беготня между боссами бессмысленная, локации не меняются кроме добавления нпс, которые только в первое взаимодействие дадут контент. Кстати о одном из таких нпс, хорьки которых надо блочить щитом, абсолютно отвратная мини игра, в которой тебе надо и повернутся в нужную сторону, и идеально попасть в тайминг, и за круг не вылететь (напоминаю, даже заблокированный удар по какой-то причине тебя откидывает на нормальное такое расстояние. А выдра бьющая сверху очень часто промахивается по тебе своим ударом даже когда ты его должен быть заблокировать, ЧТО КОНЕЧНО ЖЕ ЯВЛЯЕТСЯ ПРОИГРЫШЕМ, ВЕДЬ ТЫ ВИНОВАТ В ТОМ, ЧТО ТЕБЯ ПОЧТИ ВЫКИНУЛИ ИЗ КРУГА НА РАНДОМЕ). Если разраб не видит в этом проблемы, то я не вижу смысла продолжать играть в игру, мало-ли какая там ещё ♥♥♥♥♥♥♥♥ мини игра припасена, мне уже хватило
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