
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
Great game! I do wish climbing a platform wasn't sooooooooo slow. Specially with the bird fight. Also maybe better feedback when you parry and not interrupting a charge when you dash. Aside from that, really fun to find the best order to beat the bosses.
Took longer than expected to finish and pc keyboard wasn't cooperating but for sure nice and hard game, might be repetitive obviously especially if you have issues like me with the final boss but the satisfaction when completing the last difficulties and the endings was worth all of the time spent, at least for me. I'm happy it got suggested to me on the steam calendar right after it's release and it was for sure worth getting. Can't really say much more to avoid spoilers as well as me not knowing how to make a good review.
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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
This ♥♥♥♥ will make you rage, i slammed my controller Good game though
Simply amazing. Very hard to master, but once you do, the challenges that looked impossible when you first started playing, become trivial. Good game to get good.
It all begins with a masked warrior praying before a massive statue surrounded by several figures, and nothing else. The next moment, you're in control, but you have no idea where to go first. As it turns out, it doesn't matter. Several paths lie ahead, and you're free to choose any of them because each one leads to a different boss fight. The statue at the center represents the bosses you'll eventually have to defeat, while the paths leading to them contain no enemies at all. That might sound uneventful, but it never really feels that way. Instead, you're treated to beautifully crafted environments, striking scenery, and the occasional conversation with characters you meet along the way. The world itself is almost completely drained of color. Those colors are reserved for the bosses and their attacks, with each one tied to a specific flame burning beside the central statue. Since the game revolves entirely around boss encounters, the gameplay focuses on quick reactions and movement. Your moveset is deliberately simple, consisting of movement, attacking, jumping, and dashing out of danger. Each defeated boss also rewards you with a new ability, such as a powerful counterattack after a perfectly timed dodge from the snake boss or a decoy ability earned from the monkey. The order in which you defeat the bosses is what truly sets the game apart. You can challenge them in any sequence, but every victory makes all the remaining bosses stronger. Their health and damage increase, but more importantly, they gain entirely new attacks. Enemy attacks are telegraphed through animations, giving you a chance to dodge them if your timing is right, and you can survive a few mistakes before going down. After defeating a boss, its flame is extinguished, and you're taken through a short sequence where you hear a sentence or two from the boss you've just beaten, along with comments from every boss you've defeated before. Occasionally, those defeated bosses will also share a few thoughts about the next opponent you're about to face. These moments don't have a major impact on the story, but they do give each boss a bit more personality. Things change when you die during a boss fight. A mysterious figure rescues you and places you just outside the boss room, giving you the choice to try again immediately or head toward another boss instead. However, if you're on your last life, and you earn one additional life for every boss you defeat, the entire run comes to an end. You'll have to start over from the beginning. There are no permanent upgrades or unlockables waiting for you. The only thing that changes between runs is the order in which you choose to fight the bosses and the abilities you earn along the way. Because of that, success comes down to learning the bosses and deciding which ones are best left until later. Reaching that point takes a lot of repetition, though, and the game constantly reminds you that every stronger version of a boss has something new waiting to catch you off guard. Some attacks appear with almost no warning, so unless you've already seen them before, you're almost guaranteed to get hit the first time. I wish there was a practice mode where you could train on a boss that just killed you, or those you’ve already beaten. That makes the dodge mechanic the single most important skill to master. There's no parry system to fall back on, so everything comes down to precise timing. I often found myself dodging just a fraction of a second too early or too late. Most bosses chain multiple attacks together, so missing the first dodge usually means getting caught in the rest of the combo, with each hit costing you another chunk of health. The gameplay feels smooth and responsive, and I appreciate that it doesn't overwhelm you with countless mechanics. At the same time, it won't appeal to everyone. Like any boss-focused game, you'll gradually improve through pattern recognition and practice, but getting there requires a lot of repetition. To see what the tougher versions of each boss have in store, you'll need to fight through several of them over and over again, which can make progress feel slower than it probably should.
Игра мне понравилась, не понимаю нытиков в отзывах по поводу сложности и бойовки спамерской. Для таких у меня два ответа: 1. попробуйте открыть сложность что открывается за 3 прохождения 2. а у других топовых играх типо соуслайков, и например холлов найт ты не просто спамишь атакой и укланяешся? 8,5/10
The way the boss fights change depending on their difficulty is crazy tbh. I never imagined the difference would be this big. I fought that shield boss as the first boss on my first run, then fought it again on a higher difficulty, and it felt like fighting a completely different boss. The combat is really fun, and the skills add a whole new dimension to the gameplay, which makes the fights even more enjoyable.
Gurei is a masterclass in simple concepts executed well. The gameplay seems hard at first but you will very quickly learn the patterns, and once you do you're damm near unstoppable
Gurei consegue combinar as constantes boss-fights de um boss-rush com o ritmo mais tranquilo e intimista que certos metroidvania tem como elemento estético. Combates que incorporam mecânicas de plataforma em cenários 2D verticais e que acompanham a progressão de jogador- inimigos ganham golpes e até "fases" novas de acordo com o número de chefes derrotados, permitindo que você possa trilhar seu próprio caminho com seu próprio ritmo! Outro elemento que o jogo executa com muita delicadeza é o sua mecânica de reviver ser pseudo-rogue: Jogador vai possuir um número limitado de vidas, quando elas acabarem é game-over, todes os chefes vão respawnar e as habilidades coletadas pela Raposa vão sumir. Porém há uma forma de conseguir mais vidas: derrotando mais chefes! Dessa forma, Gurei executa um gameflow muito bem focado em que os jogadores vencem lutas fáceis no início e são derrotades a medida que o nível das lutas aumentam, recomeçando o jogo multiplas vezes, testando caminhos diferentes, experimentando como são chefes em suas formas iniciais com menos golpes e mais lentos, é como se todas as lutas de nível 1 fossem um tutorial não só pras mecânicas do jogo, mas individualmente para cada chefe! Um fator importantíssimo sobre esse jogo: Ele é MARAVILHOSO!!! Uma estética xinto com personagens antropomórficos, um traço de desenho digital que evoca filmes de samurai em preto-e-branco e, é claro, AS CORES! Tornar o mundo monocromático mas dar uma cor exclusiva para cada chefe traz um peso para a importância que essas figuras tem nesse mundo e ajuda bastante a refletir o seu caráter espiritual / divino Um jogo pode ter mecânicas geniais e revolucionárias, se a arte não tiver um impacto relevante, ele não vai clicar pra todes, não importa quão bem ele jogue, e felizmente em Gurei a arte dança uma valsa com o game design tão bem engenhosa e coordenada quanto as lutas dos chefes! Gurei não é necessariamente um jogo de adaptações constantes como rogue-likes são, mas sim algo mais próximo a jogos de chefes com padrões definidos, rápidos mas ainda telegrafados. Gurei quer que você aprenda sobre ele, que você repita as lutas e tente sequencias de chefes diferentes. Gurei quer que você otimize-o, que você melhore!
This is a game about learning. Starting the game, you'll have a hard time once you get past half-way. But you'll learn and get better, which lets you see the higher-level bosses more, which lets you get better at them. It may sound like a grind, but it is actually so enjoyable to feel the progress as you learn each boss. Eventually, you'll be able to save all of your extra lives for when you reach a difficult later-tier boss and it will feel that much better because you will have felt like you earned those extra lives. Also this game is both beautiful and charming. I like seeing how the different kami react to each other and learning each of their personalities. The fights are fun for the most part (I'm still working on enjoying that dang monkey fight) and feel unique and like they suit the kami's personality.
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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