
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 | 304reviews | 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
schönes bossrush game hätte mir im deathwish mode aber unlimitet tries gewünscht. oder ich bin einfach zu schlecht dafür
对于boss的设计和主角性能提升这一块做的很好。不过死亡惩罚太高了。 死了就重来前面的垃圾时间真的磨人耐心。 作者能不能加一个手办屋让人可以练练最终boss
游戏做的挺有意思的已经通关两次了,但是碎档的设计其实不是很合理,能想到作者是为了让玩家多去尝试不同的路线,但是重头再来的设计导致放大了跑图和前期打低阶boss的垃圾时间,熟悉后面高阶boss的成本变得很高,由于熟悉成本的变高导致玩家可能会进一步选择已经熟悉的路线减少道中丢命的次数反而背离了设计的初衷, 建议是1.可以加一个boss回想房方便玩家熟悉boss招式 2.阶段性碎档,将游戏流程分为多个阶段,在玩家打通一定数量的boss后流程到下一阶段,失去全部生命后,存档会回到这个阶段开头,降低挫败感和减少前期重复打boss的垃圾时间
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $123.8K | 302 | 39% | $29.99 | |
| $123.8K | 1.1K | 91% | $9.99 | |
| $123.9K | 495 | 58% | $11.99 | |
| $123.8K | 391 | 54% | $14.99 | |
| $123.7K | 521 | 85% | $14.99 | |
| $123.7K | 296 | 78% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $246.9K | 518 | 91% | $24.99 | |
| $5.7K | 26 | 77% | $9.99 | |
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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
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
приятная рисовка, прикольные дополнительные квесты, интересные и разнообразные боссы над победой которыми получаешь приятные эмоция. Кто любит сражения с не простыми, но не душными боссами крайне советую
boss設計優秀。8/10
好玩 赶紧把过场动画跳了
试玩版体验过部分,当时打的顺序应该是:鸽子、蛇、鲇鱼。正式版第一个档原本还是想按这个顺序,结果跑错路先见了牛、猫,每次靠着一条命试错,第二条命打过去(感谢猫这个垂死挣扎让我混了两三个),结果猴子那多动症两条命不够试错,第一个档死这了。 整体想提点建议: ①可以理解地图上的小彩蛋和巧思希望玩家发现,但还是推荐出迷雾地图之类的效果,玩家走过的路线至少留一份参照,毕竟核心还是去和boss对战,路上只是彩蛋而不是主菜。 ②难度选择和命数分配还是建议可以开局提供一下,保持高难是原有的碎档机制和复活限制(配套加点高难成就显示之类?更能让愿意挑战高难的玩家满意)同时也能留住部分被碎档吓退,本可以选择低难(有更多复活次数之类),想要体验更多游戏内容的玩家。 ③评论区看到一位开发者好奇玩家“为什么一定要击败最终 Boss。”并且因为达不成目标而感到负面情绪差评,其实很明显。“击败最终 Boss”基本是游戏作为临近结束的时刻,达成这个结果表达作为玩家完全体验了这款游戏,能拥有对应的成就感。何况是有复活限制和碎档机制的boss rush游戏,能达到“击败最终 Boss”结果肯定是比半途而废更满意的。
Очень сильно бесет ситуации когда зделав прыжок ты точно получишь урон а рывок нет
暂且不提游戏独特的存档机制。 重点说下主角的性能,目前还是有很大的优化空间。 首先是闪避,前摇的问题还是没解决,这点也就算了,比这还要命的是无敌帧不够长,导致有些招式明明躲过了却还是吃到伤害。这个列举一下。 1.鸽神 鸽神释放扩散波时往远离鸽神的方向放闪避,角色安全,可一旦往鸽神的身后闪避,闪避成功……然后受到伤害。 接下来就是爆炸箭,就算躲过了箭,但因为闪避的无敌帧很短,会吃到爆炸的溅射伤害。 2.鲶神 下砸有两次伤害判定,下砸本身的伤害以及周围的震荡波伤害,闪避只能躲掉下砸,震荡波无法躲掉,除非不是往鲶神的身后躲避。 3.乌鸦神 多重飞弹的小范围爆炸溅射,这个和鸽神的爆炸箭同理。 其他的还没发现。 再搭配上蛇神的技能(闪避成功后会强化下一次普攻),讽刺效果拉满,你说这到底是躲过还是没躲过? 躲过吧,吃到伤害。 没躲过吧,蛇神的技能又成功触发了。 就挺搞笑的 再说一点,闪避会吞掉蓄力招式的蓄力进度,那么问题来了,在只能闪避去躲掉boss的招式时,我该闪还是不闪呢? 闪吧,蓄力就白蓄了。 不闪吧,肯定会吃到伤害(主角受到伤害一样会被打断蓄力) 一根筋两头堵。 这里也提一下鲶神的盾反, 1.盾反失败几次之后盾牌会碎掉无法使用,这个设计有点糟糕,本来主角的闪避就不好用……改为盾牌碎掉时进入冷却,冷却完毕可再次使用会更好一点。 2.这精准盾反的判定要求有点高啊,比《死亡细胞》的还高,可以适当增加一下判定窗口。 还有就是,猫神的锁血很明显是鼓励玩家用最后的机会打掉boss为数不多的血量,但无法理解为什么锁血会把其他技能给禁掉,平a伤害有限,再加上玩家也要规避boss的招式不可能一直平a,最后的结果大概率是锁血结束了,boss还没死,玩家就先壮烈成仁了。 主角这性能跟便秘一样,唉,去跟《渎神》的阿忏同学坐一桌吧。 给闪避多加几帧无敌帧吧,给盾牌打几个强化补丁吧,把技能优化一下吧,欧内盖,我什么都愿意做的,要是主角的性能还是那么差的话……瓦达西〒▽〒
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.
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