
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
I like it and I clocked in already 2 hours straight from the first time playing it, so it hooked me immediately. When the game hits, it hits, mechanically and visually. That being said it's still unfortunately a mid or low 7/10 experience due to some frustrating aspects and lack of polish when it could have been great. It doesn't feel as meticulously designed as other boss rush games like Furi. The first big issue is that mid way through the bosses they become damage sponges and your upgrades don't cover the difference enough. I've never loved that design choice where a boss is hard because they make you repeat the same actions over and over to win instead of any mechanical complexity. But the main reason is that it plays like a modern boss rush game but it's kind of designed like an old school platformer. There's a limited live system and you really lack great defensive or counter abilities outside of just get out out of the way. For instance, I could be wrong but I don't think there are any iframes on dodges. You either make a perfect dodge or you're hit. I also think there are just undodgable attacks that you'd only know from trial and error. Most games allow some wiggle room and reward perfect reflexes but this game makes it a requirement and it's not even consistent. There's also no air dash as well. You do unlock kind of one from a boss and a shield as well but these have cool downs and limits (and the shield not having a parry ability is a shame as well), not things you can rely on, and due to single run progression you don't get these for every fight. It's kind of a dated and archaic design choice being that strict. Not even Fromsoft does this. It doesn't make the game impossible or anything, but frustrating and missing potential.
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Languages: English, Portuguese - Brazil, Simplified Chinese, Japanese, Traditional Chinese, Spanish - Latin America, Russian, French
| $19.99 |
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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
Много думал какую поставить конечную оценку этой игре и остановился на отрицательном. Игра к сожалению не оправдала ожиданий с механикой босс-раша, где тебе надо подбирать маршрут. На самом деле маршрут вы подберете один оптимальный для себя и вряд-ли захотите его менять, только если не хотите выбить платину с убийством каждого босса на пике его силы. Очень жаль, что порядок так же определяет пул атак босса и очень странно, что он не меняется. Что я имею ввиду, что у босса в зависимости от того, когда вы к нему придете добавляется одна атака и если вы будете играть одним и тем же маршрутом, меняя только 1 босса, то вы устанете от разнообразия. Так же есть интересный и красивый мир, который не имеет смысла изучать и исследовать, так как вы не получите ничего. Так же, некоторые способности босса либо не юзабельны, либо вы будете вспоминать про них только после убийство очередного босса, а некоторые способности просто ОП. Моей болью стала спобоность отхилла, за время которого ты получишь урон и смысл было его юзать нет. Но игра все равно заслуживает внимания, но мне правда обидно, что такой проект показывает все за 1 час, а дальше показать уже нечего, кроме истинного финала.
かなり面白い!ただボス部屋までの道中が長いので二回目以降はワープできるみたいな仕様にしてほしい.あと猿神の攻撃パターンが運ゲー過ぎてくそつまらん
虽然手残,但解锁无限命需要你打过全部boss(三次) 这个就是游戏底层,都会期待会出现什么新招,难度是对的,不会太难,熟悉机制就能好过,然后到后面变招多了才真正开始,这个游戏循环很上头,音乐很好听,对话很有趣。
Очень добротный босс раш. Игра шикарно проработана. Основная сложность в последних уровнях а после этого приходиться опять бить манекенов что б попробовать ещё раз, но это единственный минус
还不错的2D动作boss rush游戏,就是中期挫败感有点强,每个BOSS尝试次数略少,被迫玩家只能用固定顺序打。 有的多动症BOSS后面打对老年人真的很不友好
不好玩
Um jogo absurdamente incrível e bem feito. Detalhe, foi feito por apenas duas pessoas. Sério, esse jogo é incrível, lindo, roda super bem e tem uma gameplay muito simples porém bem eficaz. Mas eu só acho que devia ter botões expecíficos pra cada hablidade nova que ganhas derrotando os boss, uma esquiva mais responsiva e mais modos de acessiblidade pra quem não está muito acostumado com boss rush, não um modo easy. Dito isso, o jogo é incrível e barato (pderia ser mais caro que tá de boas, merece), recomendo muito darem uma chance.
好
一款战斗爽的BossRush,不需要漫无目的跑图,地图的基本结构看起来非常简单,跑一遍就都有数了。重复游玩的价值之一是不同路线能看到神之间对话会变,小剧场这一块 我看有大哥发了全Boss位置,但NPC出现到底啥逻辑啊,搜也搜不到,完全不明白规则,有没有哥们救一下
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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