
Homura Hime is an anime-style 3D action game merging exhilarating thrills with the tension-filled gameplay of bullet hell. Players dodge hails of projectiles, unleash combos that blend close-quarters and ranged attacks, and utilize dodges and parries to withstand the fierce onslaught of demons.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 2.57/day in the week to Sep 10 → 3.86/day in the week after.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 299 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
更适合宝宝体质的高速act,小神社最能打的瑜伽裤
It's pretty good, but had to mute voices because of the ♥♥♥♥♥♥♥ Ann characters VA. And then there's also massive slowdown during bullet hell sections. From solid 60 to < 30. Some of the sections feel like a bit of a timewaste. Not hard, but just padding for drawing out fights to be longer. And then there's the stupid cutscenes, auto-skip that ♥♥♥♥ after first go.
An action game that I enjoyed way more than I expected. The highlight is definitely the combat. Though Homura Hime has a lot of that "Vergil's daughter" style in her moveset, the actual play experience was closer to a Ninja Gaiden 2 mayhem, in my view. The game is Nier Automata control feel adopting a Devil May Cry moveset, balanced like a milder Ninja Gaiden through Tohou bullet hell chaos, with i-frames generated by Sekiro parry rather than UTs and OTs. Oh and there's dodge offset (dodge/parry doesn't reset your combo) so there's some room for creativity in manipulating Homura Hime's moveset as well. The way the combat experience ramps up was very consistent too. Obviously, the first stage is pretty simple, making the game feel more like a DMC-lite with overpowered parries. Admittedly, I'm not a big fan of the Simon Says flashing light parry action, and that's why I wasn't super keen on Homura Hime when I tried the demo (which covered the first stage). The second stage started to add more complex enemies with varied encounters that piqued my interest, and by the third stage, I was hooked by this progressively messier bullet hell chaos. When 10 Simons are shouting at you from left, right, and above, it was a fun mayhem to dance in. The stages also have platforming sections, some annoying and some clever. I liked how the parrying plays into platforming as well. They're mostly linear and didn't overstay their welcome. The story is pretty "obvious" if you're familiar with fictional story tropes, especially the more edgy end of the Japanese manga, novels, games subculture. Some may find it cliché, but I generally believe in the "if it ain't broke, don't fix it" philosophy in videogame story, unless the writer has some [i]really[/i] unique and creative idea with a matching writing competency. Though the game is made by a Taiwanese team, the Japanese localization was very good. They also got a lot of pretty big name, new gen Japanese VAs, so the delivery of the story is also very competent. Non-Japanese speaker may notice some familiar voices in there! Shout out to the music. Nice ambient tracks, good upbeat combat music, some matching music for story hype moments, and kickass and varied boss music. It's not just that the tracks were good, their usages were pretty on point too! Quick notes on potential downsides. Some of the "story" parts, like cutscenes, exploration sections may be boring to some who want in on the action. My total playtime was 13 hours, and I'd say at least 30% or so was probably spent on those. In terms of action, I didn't like how the game forces hard lock-on in certain parts (some "parry sequence" of elite enemies, boss fights). I feel the game plays perfectly fine without using the hard lock-on, as the soft lock-on's priority was quite intuitive. It felt like an oversight that I couldn't unlock when I wanted to in those specific contexts. All in all, this was a very pleasant surprise. Well worth the price personally, but understandable if some isn't willing to pay $20+ for a 10-ish hours experience. Definitely give the game a shot if on sale though, passion projects by indie devs should be supported, especially when they're fun!
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Reviews, worldwide (the counter carries no country): 3.71/day in the week to Jul 24 → 5.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
Hours played at review time, across 299 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
as much as i want to love this game I cannot in good faith recommend it to anyone else. The combat is absolutely fantastic and characters are good. Enemy variety is also very good in this game. But that is a very small part of the game a lot of this game is cutscenes, dialogue, and frankly just really bad and repetitive platforming sections. Unfortunately because of how much of this game you are not fighting anything the good just doesn't outweigh the bad .
Я конечно поставлю рекомендацию, но по факту игра плоха в своей основе, а именно в боёвке, когда на тебя кидают вагон врагов у которых есть неблокируемые атаки в купе с кучей эффектов и учётом того что дальние атаки тут неблокируемые и зачастую трудно эвейдящиеся, то бои превращаются в фрустрацию, с одной стороны ты понимаешь что парировать можно почти всё и это весело, а с другой тебя засыпают кучей неблоков и это мягко говоря подбешивает. В общем баланса нету никакого и чем ближе к концу тем сильнее это ощущается, так же молчу про врагов урон от которых проходит ещё до того как они бьют и лютый спам дальними анперри атаками, сюда же добавляем сегменты с рельсами. Сюжет не плохой, но количество катсцен какое-то запредельное. В целом 6/10, но придётся мириться с немалым количеством минусов.
What if ZZZ wasnt gachaslop and had actually good difficulty instead of goonerslop
MANEEEE ts made me feel like Ronin from Clash Royale
好玩 虽然剧情上神宫以后还是跟大部分短流程作品一样开始变得节奏飞快以及没什么铺垫的机械降神展开,但是打得爽就完事了) 弹刀判定很宽松适合我这种菜鸟 美术和音乐也很棒 不过优化稍微烂了一小点,在一些场景上还会掉帧) 8.5/10
很喜欢nm那跳跳乐吗??? 随便失误一下直接从头再来一个存档点都没有???? 还是完全强制不可跳过不可选做?????????? 我是来玩动作游戏还是跑酷游戏?????? 上来就给我扔这坨你是觉得很有意思????
I originally bought this game with relatively low expectations but was pleasantly surprised with the amount of gameplay depth. It is a hack'n slash first and foremost, but it's neither overwhelming nor suffocating at that, the parry mechanics are forgiving and combat can be further enhanced with special abilities. It can be a bit repetitive (looking at you, shrine helpers... ) but still enjoyable. As for the story, without spoiling anything, it is well written up to a certain point. I was already anticipating who the antagonist was only to be completely mistaken and taken on a serious emotional rollercoaster... Until it wasn't. All I'll say is, what's the point of a difficult choice when, lore wise, it's the equivalent of "well yes, but actually no"? Regardless, it was still a fun experience, and I sincerely appreciate all of it. Hopefully others do too.
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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