
A moderate-paced hardcore 3D action dungeon crawler with no redundant plot and combat as its core. With well-tuned roguelite elements, mix random abilities and character talents to build your own combat style!
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 1 → 0.14/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.
About
In this medieval role-playing action game, you can opt to play as two adventurers with entirely distinct abilities, wielding swords and magic in your hands to hone your skills within the Jinghu Village array, and upgrade your level to master more advanced combat techniques.

This is a moderate-paced hardcore action game with roguelite elements. Combine random perks and character talents to forge your own combat playstyle!
Currently, the game boasts over 40 types of monsters, 11 uniquely styled bosses, and 10 completely different stages. Come and immerse yourself in a diverse combat experience!
New Mechanic: Finisher Knock away all of an enemy’s weapons to leave them unarmed, which unlocks a finisher prompt. (Controller: Y‑Button; Keyboard: F‑Key) You gain invincibility and instantly execute all enemies inside the target area. Bosses and select elite enemies cannot be disarmed into an unarmed state. Airborne enemies are more likely to drop their weapons when struck.
Perfect Defense: Defend at the precise moment when the enemy launches a "critical" attack to trigger Perfect Defense, rendering yourself invincible for a short duration and knocking back surrounding enemies to regain control.
Perfect Dodge: Use dodge at the moment when the enemy is about to attack, trigger perfect dodge, slow down all enemies' movement speed for a certain period of time after triggering, make yourself invincible and gain additional anger/magic, speed up the release of big moves, and make it easier to break defense and back attack.
Back Attack: A regular attack from behind the enemy has a chance to trigger a Back Attack. Upon triggering, you become invincible for a short time, breaking the enemy's dominance and defense state, causing them to become stunned.
Defense Breaking: Enemies can enter a defense state, making them immune to normal attack stuns. Use Defense Breaking skills to shatter the target's defense state and deal additional damage. Most monsters will lose their defensive gear after their defense is broken! You can also be defense-broken by the enemy's "critical" attacks.
Floating in the Air: Utilize the Floating in the Air skill to levitate enemies. Enemies in the air cannot retaliate and will suffer additional floating damage. Beware of powerful enemies who can actively escape the floating state to counterattack. You can also be floated by enemy attacks.
Bounce Flying Objects: Regular attacks can bounce most flying objects, with the bounced objects dealing increased damage.
In-Game Cultivation: Sapphires enhance players' basic abilities; Rubies grant players stronger abilities and additional effects; Weapons significantly boost offensive capabilities.
Out-of-Game Cultivation: Gain experience points each time you defeat an enemy or enter settlement. Players' levels will continuously increase through accumulated experience points, strengthening their attributes. The current version has a maximum level cap of 60.
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏没有复杂剧情,主打纯战斗体验,关卡流程是Rouge,能体验不同的关卡分支和随机的属性加成,同时又有养成元素,随着一次次战斗,角色等级和属性也能得到提升。战斗很硬核,偏魂类或者《圆桌骑士》一样的模式,需要见招拆招式的打法,充分利用游戏内设定的战斗机制才能推进游戏。战斗机制很丰富,格挡/闪避/背击/破防/反弹等,每一种机制都能探索出一种战斗流派,总有一款适合自己。 作为一款纯个人开发的游戏,虽然画质不比成熟的商业游戏,但是能看出作者游戏经验丰富,在实现魂类战斗方面表现老道并且下了不少功夫。
[h1]战!战!战! [/h1] [h2]主题明确—— [/h2] 可以说这个游戏的核心卖点非常明确,那就是战斗,战斗,还是tm的战斗!战斗的主题非常明确,比较适合那些喜欢直接开干的动作玩家。 游戏没有任何剧情铺垫,一上来就是直接选角色然后开干,可以选择的是男性角色的战士,以及女性角色的法师。 个人更倾向于选择战士,毕竟玩这种战狂类的动作游戏还要选个法师那也太娘们唧唧了。 [h2] 一些缺点—— [/h2] 建模方面可以看出确实是差点意思,场景和怪物都做的比较简单,血量ui方面也是很简洁,不过好处是容易察觉目前的血量差距。 攻击手感上很多攻击感觉会有误差,比如说背刺这一点,有时候在背后造成伤害也不一定会被判定为背刺伤害,从而不一定会受到额外增益。 很多怪的行动逻辑其实是比较弱的,起手式基本都是一眼可以看穿,所以对于喜欢魂类的玩家来说难度又不够高,作为动作游戏的上限就会显得比较不足。这里就不得不提老贼设计的那些假动作和快慢刀了。 [h2] 感受—— [/h2] 肉鸽和动作游戏的结合我还是挺喜欢的,毕竟作为一个同时喜欢肉鸽游戏和动作游戏的玩家来说,谁不喜欢清完一个区域之后还能获得一次选择加成呢。 实际打起来感觉防御反击确实用的会很多,但有时候就是不如浮空来的好,毕竟浮空可以直接挑起接别的。防御手感其实还好,完美防御反击也不一定需要卡那一秒,容错空间还可以。 [h2] 总的来说—— [/h2] 这算是由一位独立游戏制作人同时也是动作游戏爱好者制作的硬核动作肉鸽游戏吧,里面的很多动作操作设计包含了市面上大部分的动作游戏操作中的精髓部分,像是浮空连招、完美防御反击、背刺加成之类的。游戏的主题非常明确,只需要选一个角色然后不停的战斗战斗战斗就可以了,是为那些战狂玩家贴身打造的。当然缺点也是比较明显的,那就是经费不够,尤其是在人物和场景的建模上明显会感觉到不足。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Korean, Portuguese - Portugal, Vietnamese, Traditional Chinese
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
《镜湖之中》是一款3D风格的肉鸽闯关游戏,玩法比较有趣,不过受击反馈不太明显,所以战斗时候很难注意到自己掉血,不过角色性能很强,特别是完美闪避比弹反好触发,子弹时间还能狠狠输出,玩起来还是蛮爽的。 游戏提供了两个角色,近战战士和远程法师,我是直接选的法师,毕竟是个妹子,玩起来还可以,放风筝还是很简单的,被近身就开躲,被攻击的话很大概率用处来完美闪避,就可以借这个机会狠狠输出或者拉开距离。弹反的判定有点怪,需要提前预判零点几秒,不然必被破防,主要还是对BOSS的攻击弹反,小怪的话直接闪避打就行,反正咱们法师手长,打这种近战单位还是手拿把掐的。四个技能效果也都还行,主要是2技能冰封能打出浮空,这游戏的浮空基本就意味着命门打开,无论敌人还是玩家都可以抓这个时机狠狠输出,需要好一会才能恢复正常状态,但这时候血量已经见底了。 游戏里的红色的秘宝会提供类似技能一类的东西,蓝色的就是增加各种属性数值,建议不要分心太多,专心几个好好构筑就行。不过血量真要见底的话,还是优先买血瓶比较好。打通BOSS之后会遇到比较友好的单位,但是也会攻击玩家,甚至攻击频率会更高,真比BOSS难打,不要松懈,还是老方法要么拉距离风筝流,要么完美闪避流。弹反真反应不过来。 总体来说,游戏还是挺有意思的,很多缺点明显是受限于游戏成本,当个有趣的肉鸽游戏玩一玩还是不错的。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
[h1]剑与魔法[/h1] 《镜湖之中》是一款第三人称的3D动作闯关游戏,同时还有轻量的Rouge元素, 不过游戏整体来说做得极简,但核心的战斗玩法还是比较完善—— 游戏共有两个职业,但与性别挂钩的角色可选:男性长剑、女性法师,而角色也就相当于各自职业的存档,数据相互独立。 不过还好,新手教程只用固定的过一遍即可。 [h1]这是攻,这是防,这是BOSS骷髅王![/h1] 游戏的玩法很简单,就是简单的战斗爽,因为极简的不止是UI,也有剧情…… 虽然游戏纯粹是战斗的主要玩法,但毕竟每个人能适应的难度不一样,所以还是做了三种难度以供选择挑战: 秩序-正常难度 混乱-无法复活,且关卡随机 混沌-无法复活,且关卡、怪物均随机。 另外战斗爽的前提是什么?操作与数值,所以也不能落下打小怪升级的环节—— 你也不想慢慢刮痧刮过去吧? [quote]关注&加入∶[url=https://store.steampowered.com/curator/45540934/admin/reviews_manage/]深澜探索者[/url][/quote]
[h1][b]轻量立回博弈,派生动作完整的孤剑照影[/b][/h1] [hr][/hr] 单人制作的独游,作为3D动作闯关游戏,在优化侧尚需打磨,在立回博弈以及派生动作感上已属充满匠气地落地。 动作设计与肉鸽随机往往是稍有相冲的两个游戏要素,前者如果足够完整,是可以自成一体进行非常精彩的魂类闯关的,而如果带入肉鸽要素,那么局内属性提升,会让游戏硬核程度大幅下降,成为介于魂类与割草之间的存在,会让游戏更具重玩价值。 这也是我觉得游戏难度会有点类似《塞尔达无双》的感觉,当然塞尔达无双整体会更加简单。 [h2][b]偏中速硬核的动作游戏[/b][/h2] 基本的动作系统包括垫步闪避以及格挡、对于“危”攻击的完美格挡反击等,组成了游戏中攻防立回中重要的“防守博弈”,当化解敌人的攻势后,利用进攻回合造成减员就变得极为重要了,1-5的技能譬如说破防技、浮空技等,让怪物直接僵直(但因为没有技能取消、普攻取消,技能的衔接感没有那么流畅),搭配一秒五破的普攻连段,玩家在矩形的格斗场中能够尽享战斗淋漓。因为有攻防博弈,所以游戏有一定硬核。 因为怪物难度没有那么大,而且给出的反击时间相对充分,所以整体至多“偏中速”。 游戏现阶段的遇敌锁定会稍微有些奇怪,虽然按中键可以锁定怪物,但当玩家和敌人同时快速移动时,镜头转移有时不会那么流畅;游戏虽设有背刺机制,但是想要绕行到怪物背后打出破击,实战中不是易事,所以可能连段有但不甚完美,游戏现阶段带来的体验是一种闯关渐进带来的即时回馈感的满足。 双角色的养成以及城中养成,同样为这一冒险带来长线发展感,六十级的满级让每一次击破敌人都有成长,动作闯关之外,玩家更像是从镜湖村小虾米一路成长为剑与魔法的豪侠。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
打起来还是蛮爽的,改了demo里的闪避太爽了,一点不晕,微微闪避就能触发完美闪避,一直打怪一直爽
《镜湖之中》是一款第三人称视角的动作角色扮演游戏,目前提供近战男性和远程法系女性两名角色可选。玩家选定角色后,便进入关卡展开闯关冒险。游戏融合了浮空连击、精防精闪等丰富动作机制,虽然操作体系完整,但打击手感偏软,动作打磨尚显不足,整体战斗表现仍有提升空间。 玩法上,本作采用肉鸽式局内养成结构。每局开始先选择关卡,每个关卡由多个战斗区域组成,清完一个区域即可从三项随机被动增强中挑选一项,逐步构建专属战斗流派。最终区域为Boss战,通关后还可挑战守层关卡,守层敌人的数值与攻击欲望显著提升,考验玩家的构筑强度与操作熟练度。战斗中,精防与精闪的判定较为宽松,提前输入即可触发,配合破防、浮空等技能,能打出可观连段伤害。近战依赖反击与浮空压制,远程则侧重技能拉扯,两者手感差异明显,策略侧重各不相同。
InTheLake is an action-focused indie title developed and published by ZhiZhi that wears its inspirations proudly. Rather than attempting to blend multiple genres into a sprawling package, it narrows its ambitions toward delivering a mechanically driven experience built around combat mastery. Set in a fantasy interpretation of Jinghu Village, the game places players in control of one of two heroes, each offering a unique style of play. It immediately establishes itself as a game for players who enjoy learning enemy patterns, executing precise maneuvers, and steadily refining their skills through repetition. The heart of InTheLake lies in its layered combat mechanics. Timing is everything, and the game consistently rewards players who are willing to engage with its systems. Defensive actions are more than simple survival tools; perfectly timed blocks can completely nullify attacks and create openings, while well-executed evasions grant brief advantages that can shift the momentum of battle. Additional mechanics such as attacking from behind, launching enemies into the air, breaking defenses, and redirecting incoming projectiles add considerable depth to encounters. The result is a combat system that encourages experimentation and calculated aggression instead of reckless button presses. Replayability appears to be one of the title's major design goals. InTheLake features over forty enemy variants spread across ten stages, culminating in eleven boss encounters that test the player's understanding of its mechanics. Roguelike elements introduce randomized upgrades during each run, ensuring that no two attempts feel entirely alike. Players can discover different combinations of abilities and equipment, leading to distinct builds depending on the choices made along the way. Combined with the presence of two playable characters, the game offers multiple reasons to revisit completed content and approach challenges from a fresh perspective. Progression is handled through a blend of permanent and temporary upgrades. During gameplay, players can acquire enhancements that increase their offensive and defensive capabilities, while accumulated experience contributes to a broader leveling system outside of individual runs. This structure creates a satisfying sense of advancement even after defeat, making failures feel like part of the learning process rather than a complete setback. With a level cap of 60, there is enough long-term progression to support players interested in investing significant time into mastering the game. From a presentation standpoint, InTheLake embraces a vibrant anime-inspired visual style. Built with Unreal Engine, it favors readability and responsiveness over photorealism, an appropriate decision considering the speed and intensity of combat. Special effects are flashy without becoming overwhelming, and the fantasy setting provides an attractive backdrop for its battles. The game's relatively modest hardware requirements are another advantage, allowing it to run on a wide range of systems without demanding cutting-edge components. Full controller support further reinforces the notion that this is a game designed with action enthusiasts in mind. Its biggest limitation is also one of its defining characteristics: the near-total absence of narrative emphasis. Players expecting extensive world-building, cinematic storytelling, or deep character development may find the experience lacking. InTheLake is unapologetically centered on combat, and that focus means other aspects of the package receive considerably less attention. The game's appeal will largely depend on how much value individual players place on mechanical depth over narrative engagement. Despite its modest scope, InTheLake succeeds in carving out its own niche. ZhiZhi has created a title that understands exactly what it wants to be and commits to that vision throughout. Its combination of demanding combat, roguelike progression, and replayable structure makes it an intriguing option for fans of challenging action games. While it may not become a mainstream sensation, it demonstrates a clear passion for the genre and delivers enough variety and depth to justify repeated playthroughs for those willing to embrace its combat-first philosophy. Rating: 7/10
[h1] 《镜湖之中》简评[/h1] 第三人称视角的3D动作冒险游戏,虽然是闯关模式,但是每一局冒险的开始,都需要通过肉鸽随机方式挑选能力和秘宝来为角色的战斗力进行提升。本作的动作战斗机涵盖闪避、防御、背击、反击等等超多操作内容,形式很丰富但都是很常见的设计。然而,这些操作结合各种不同的秘宝和能力,也能走出不同的专精战斗的方向,这也是游戏比较不错之处。上述的种种设计综合起来,既要构筑策略,也要操作技巧,导致战斗比较硬核,难度有亿点点的高。 剧情什么的貌似不太需要,过了新手教程,就是一通乱战,村里NPC来来回回就这么两三句话,也套路不出更多的内容,因此,本作啥都不要考虑,只需要会战斗就欧克了。那么战斗体系怎么说,只能说太丰富了。(完美)防御、(完美闪避)、(危)反击、飞行物反弹以及浮空技能、破防技能等等,每一项都需要玩家的战斗技巧,哪怕是作为寻常的普通攻击,同样也是有其存在的意义。 之所以所有的操作都有存在意义,主要还是在于角色的养成,是以肉鸽构筑的形式来提升。游戏开局以及每次战斗结束后的胜利,都可以抽取能力或者秘宝,前者提升一些属性数值,后者则是战斗中触发的特殊效果。无论是能力还是秘宝,对于上述的战斗操作,都有战斗增益和加成的,只不过这些增益和加成很多都是专精,这样让玩家能够在战斗中,走出一条属于自己的战斗之法。仅凭这一点,本作还是蛮有特色的。 不过,或许受限于制作者仅有一人,还是精力有限,所以游戏有特色、玩着也还行,却也依旧有许多不足之处。例如,角色攻击前摇严重、局外成长略等于无、游戏UI不够看、挑战难度有点高、战斗玩的不是特别爽等等。如果能够再细节上打磨一番,或许本作会更好玩儿。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
作为一款由个人独立开发的3D动作闯关游戏,没有冗长的剧情铺垫,没有花哨的社交系统,有的只是最纯粹的战斗——这正是制作者献给硬核动作爱好者的诚意之作。 能看出有多想法,未来可期! 双职业战斗风格迥异: 男性剑士与女性法师,让玩家可以体验完全两种节奏的战斗。 女性法师以远程魔法压制为主,拥有5个技能,层次分明: 1. 冰碎片散射 —— 向前方射出一枚冰碎片,抵达终点后呈八方散射,对周围敌人造成范围伤害,兼具直线压制与群体伤害 2. 冰刺浮空 —— 在近战正前方圆形区域从地面刺出冰柱,可将敌人击飞至浮空状态,为后续输出创造窗口(虽非百分之百触发,但胜在出其不意)。 3. 破防技 —— 需要短暂施法时间的指向性技能,命中即破防,是对付持盾敌人的利器。 4. 雷球护体 —— 周身环绕3颗雷球,持续对靠近的敌人造成伤害,攻防一体。 5. 大招·爆破冰晶 —— 在敌人当前位置降下巨型冰晶,爆发惊人伤害;需等级达到6级才能解锁,为后期战斗提供了明确的成长期待。 男性剑士则走的是近身猛攻路线,不依赖蓝条,而是通过连续普通攻击积攒愤怒条,再消耗愤怒释放强力技能。剑士的4技能连击段数高、手感扎实,但攻击时没有霸体保护,需要玩家谨慎把握出手时机, 战斗系统:基础操作包括 跑步闪避、防御弹反、精准闪避,以及当敌人头顶出现“危”字提示时的精准防反,让每一次交锋都充满博弈乐趣。 尤为亮眼的是 “精准闪避”时——在普通攻击中若恰好触发完美闪避,便会进入短暂的子弹时间,玩家可以趁势绕至敌人背后发动背击。背击动画分为两段:第一段伤害中等,第二段则输出巨额爆发,打击感酣畅淋漓。虽然Boss的背身判定门槛较高,但对付远程小兵时成功率可观,这无疑鼓励玩家主动寻找走位策略,而非无脑站桩输出。 此外,弹反系统也相当硬核,能将飞行道具反弹回去,反弹后的伤害更高,让远程敌人自食其果。而面对“危”字攻击时,若精准防御成功,还能触发短暂无敌并震飞周围敌人,反败为胜的爽快感不言而喻。 单人制作情况下,战斗系统能够做到如此深度、双职业差异化如此明显,已属难能可贵。整个游戏没有内购、没有体力限制,全部内容一次解锁,纯粹的态度令人敬佩。 游戏在某些方面仍有进步空间 · 连击反馈的丰富性 —— 目前技能间的衔接流畅度可以提升。 · 肉鸽养成的纵深 —— 局内可提升的属性加成虽有一定作用,但对内容的延展性而言尚显单薄;局外养成可以适当添加 等等
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 6 | 67% | — | |
| $482.8K | 2.3K | 98% | $9.99 | |
| $161.6K | 1.1K | 81% | $9.25 | |
| $89.6K | 364 | 76% | $9.99 | |
| $4.5K | 26 | 96% | $11.99 | |
| $643 | 4 | 25% | $6.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $6K | 52 | 96% | $4.99 | |
| $6K | 72 | 89% | $4.99 | |
| $6K | 401 | 63% | $0.99 | |
| $6K | 210 | 73% | $0.99 | |
| $6K | 52 | 92% | $5.99 | |
| $6K | 50 | 82% | $6.99 |